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2: .po 10
3: .if n \!.
4: .sp 15
5: .tr ^ \"
6: .ce 88
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8: *^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
9: ^***^^^^^^^*^^^^^^*****^^^^****^
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13:
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18: ^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
19:
20:
21: by
22:
23: Eric Allman
24: University of California
25: Berkeley
26: .ce 0
27: .tr ^^
28: .de HE
29: 'sp 4
30: 'tl 'STAR TREK''%'
31: 'sp 3
32: ..
33: .de FO
34: 'bp
35: ..
36: .wh 0 HE
37: .wh -5 FO
38: .de pp
39: .sp
40: .ti +4
41: ..
42: .bp 1
43: .ce
44: INTRODUCTION
45: .pp
46: Well, the federation is once again at war with the Klingon empire.
47: It is up to you,
48: as captain of the U.S.S. Enterprise,
49: to wipe out the invasion fleet and save the Federation.
50: .pp
51: For the purposes of the game
52: the galaxy is divided into 64 quadrants
53: on an eight by eight grid,
54: with quadrant 0,0 in the upper left hand corner.
55: Each quadrant is divided into 100 sectors
56: on a ten by ten grid.
57: Each sector contains one object
58: (e.g., the Enterprise, a Klingon, or a star).
59: .pp
60: Navigation is handled in degrees,
61: with zero being straight up
62: and ninty being to the right.
63: Distances are measured in quadrants.
64: One tenth quadrant is one sector.
65: .pp
66: The galaxy contains starbases,
67: at which you can dock to refuel,
68: repair damages, etc.
69: The galaxy also contains stars.
70: Stars usually have a knack for getting in your way,
71: but they can be triggered into going nova
72: by shooting a photon torpedo at one,
73: thereby (hopefully) destroying any adjacent Klingons.
74: This is not a good practice however,
75: because you are penalized for destroying stars.
76: Also, a star will sometimes go supernova,
77: which obliterates an entire quadrant.
78: You must never stop in a supernova quadrant,
79: although you may "jump over" one.
80: .pp
81: Some starsystems
82: have inhabited planets.
83: Klingons can attack inhabited planets
84: and enslave the populace,
85: which they then put to work building more Klingon battle cruisers.
86: .bp
87: .ce
88: STARTING UP THE GAME
89: .pp
90: To request the game, issue the command
91: .sp
92: .ti +12
93: /usr/games/trek
94: .sp
95: from the shell.
96: If a filename is stated,
97: a log of the game is written
98: onto that file.
99: If omitted,
100: the file is not written.
101: If the "-a" flag is stated before the filename,
102: that file is appended to
103: rather than created.
104: .pp
105: The game will ask you what length game
106: you would like.
107: Valid responses are "short", "medium", and "long".
108: Ideally the length of the game does not
109: affect the difficulty,
110: but currently the shorter games
111: tend to be harder than the longer ones.
112: You may also type "restart",
113: which restarts a previously saved game.
114: .pp
115: You will then be prompted for the skill,
116: to which you must respond
117: "novice", "fair", "good", "expert",
118: "commadore", or "impossible".
119: You should start out with a novice
120: and work up,
121: but if you really want to see how fast
122: you can be slaughtered,
123: start out with an impossible game.
124: .pp
125: In general,
126: throughout the game,
127: if you forget what is appropriate
128: the game will tell you what it expects
129: if you just type in
130: a question mark.
131: .pp
132: To get a copy of these rules,
133: execute the command
134: .sp
135: .ti +12
136: nroff /usr/games/trekmanual.nr
137: .sp
138: .bp
139: .ce
140: ISSUING COMMANDS
141: .pp
142: If the game expects you to enter a command,
143: .hc ^
144: it will say ^"Command:\ "
145: and wait for your response.
146: Most commands can be abbreviated.
147: .pp
148: At almost any time you can type more than one thing on a line.
149: For example,
150: to move straight up one quadrant,
151: you can type
152: .ti +12
153: move 0 1
154: .br
155: or you could just type
156: .ti +12
157: move
158: .br
159: and the game would prompt you with
160: .ti +12
161: Course:
162: .br
163: to which you could type
164: .ti +12
165: 0 1
166: .br
167: The "1" is the distance,
168: which could be put on still another line.
169: Also, the "move" command
170: could have been abbreviated
171: "mov", "mo", or just "m".
172: .pp
173: If you are partway through a command
174: and you change your mind,
175: you can usually type "-1"
176: to cancel the command.
177: .pp
178: Klingons generally cannot hit you
179: if you don't consume anything
180: (e.g., time or energy),
181: so some commands are considered "free".
182: As soon as you consume anything though -- POW!
183: .bp
184: .de **
185: .if \\n+l .**
186: .as x *
187: ..
188: .de bl
189: .nr l \\w'\\$1' -\\w'*'
190: .ds x ****
191: .**
192: .sp 3
193: .ne 3
194: \\*x
195: .br
196: .if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
197: .if n * \\$1 *
198: .br
199: \\*x
200: .sp
201: .in +8
202: .nf
203: ..
204: .de FF
205: .in -8
206: .fi
207: ..
208: .if !\n(.V .ta \w'Full Commands: '+1
209: .if \n(.V .ta \w'Full Commands: 'u
210: .ce
211: THE COMMANDS
212: .bl "Short Range Scan"
213: Mnemonic: srscan
214: Shortest Appreviation: s
215: Full Commands: srscan
216: srscan yes/no
217: Consumes: nothing
218: .FF
219: .pp
220: The short range scan
221: gives you a picture
222: of the quadrant you are in,
223: and (if you say "yes")
224: a status report
225: which tells you
226: a whole bunch
227: of interesting stuff.
228: You can get a status report alone
229: by using the
230: .ul
231: status
232: command.
233: An example follows:
234: .sp
235: .nf
236: .in +4
237: Short range sensor scan
238: 0 1 2 3 4 5 6 7 8 9
239: 0 . . . . . . . * . * 0 stardate 3702.16
240: 1 . . E . . . . . . . 1 condition RED
241: 2 . . . . . . . . . * 2 position 0,3/1,2
242: 3 * . . . . # . . . . 3 warp factor 5.0
243: 4 . . . . . . . . . . 4 total energy 4376
244: 5 . . * . * . . . . . 5 torpedoes 9
245: 6 . . . @ . . . . . 6 shields down, 78%
246: 7 . . . . . . . . . . 7 Klingons left 3
247: 8 . . . K . . . . . . 8 time left 6.43
248: 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
249: 0 1 2 3 4 5 6 7 8 9
250: Distressed Starsystem Marcus XII
251:
252: .in +8
253: .ti -8
254: The cast of characters is as follows:
255: E the hero
256: K the villain
257: # the starbase
258: * stars
259: @ inhabited starsystem
260: \&. empty space
261: a black hole
262: .in -12
263: .fi
264: .pp
265: The name of the starsystem is listed underneath
266: the short range scan.
267: The word "distressed", if present,
268: means that the starsystem
269: is under attack.
270: .pp
271: Short range scans are absolutely free.
272: They use no time, no energy,
273: and they don't give the Klingons
274: another chance to hit you.
275: .bl "Status Report"
276: Mnemonic: status
277: Shortest Abbreviation: st
278: Consumes: nothing
279: .FF
280: .pp
281: This command gives you information
282: about the current status
283: of the game and your ship, as follows:
284: .in +8
285: .de qq
286: .sp
287: .ti -4
288: ..
289: .qq
290: Stardate -- The current stardate.
291: .qq
292: Condition -- as follows:
293: .in +4
294: .nf
295: RED -- in battle
296: YELLOW -- low on energy
297: GREEN -- normal state
298: DOCKED -- docked at starbase
299: CLOAKED -- the cloaking device is activated
300: .fi
301: .in -4
302: .qq
303: Position -- Your current quadrant and sector.
304: .qq
305: Warp Factor -- The speed you will move at
306: when you move under warp power
307: (with the
308: .ul
309: move
310: command).
311: .qq
312: Total Energy -- Your energy reserves.
313: If they drop to zero,
314: you die.
315: Energy regenerates,
316: but the higher the skill of the game,
317: the slower it regenerates.
318: .qq
319: Torpedoes -- How many photon torpedoes you have left.
320: .qq
321: Shields -- Whether your shields are up or down,
322: and how effective they are if up
323: (what percentage of a hit they will absorb).
324: .qq
325: Klingons Left -- Guess.
326: .qq
327: Time Left -- How long the Federation can hold out
328: if you sit on your fat ass and do nothing.
329: If you kill Klingons quickly,
330: this number goes up,
331: otherwise,
332: it goes down.
333: If it hits zero,
334: the Federation is conquered.
335: .qq
336: Life Support -- If "active", everything is fine.
337: If "damaged", your reserves tell you
338: how long you have
339: to repair your life support
340: or get to a starbase
341: before you starve, suffocate,
342: or something equally unpleasant.
343: .qq
344: Current Crew -- The number of crew members
345: left.
346: This figures does not include officers.
347: .qq
348: Brig Space -- The space left in your brig
349: for Klingon captives.
350: .qq
351: Klingon Power -- The number of units
352: needed to kill a Klingon.
353: Remember, as Klingons fire at you
354: they use up their own energy,
355: so you probably need somewhat less
356: than this.
357: .qq
358: Skill, Length -- The skill and length
359: of the game you are playing.
360: .in -8
361: .pp
362: Status information is absolutely free.
363: .bl "Long Range Scan"
364: Mnemonic: lrscan
365: Shortest Abbreviation: l
366: Consumes: nothing
367: .FF
368: .pp
369: Long range scan gives you information about the
370: eight quadrants
371: that surround the quadrant
372: you're in.
373: A sample long range scan follows:
374: .sp
375: .in +12
376: .nf
377: Long range scan for quadrant 0,3
378:
379: 2 3 4
380: -------------------
381: ! * ! * ! * !
382: -------------------
383: 0 ! 108 ! 6 ! 19 !
384: -------------------
385: 1 ! 9 ! /// ! 8 !
386: -------------------
387: .sp
388: .in -12
389: .fi
390: .pp
391: The three digit numbers
392: tell the number of objects
393: in the quadrants.
394: The units digit tells the number of stars,
395: the tens digit the number of starbases,
396: and the hundreds digit is the number of Klingons.
397: "*" indicates the negative energy barrier
398: at the edge of the galaxy,
399: which you cannot enter.
400: "///" means that that is a supernova quadrant
401: and must not be entered.
402: .bl "Damage Report"
403: Mnemonic: damages
404: Shortest Abbreviation: da
405: Consumes: nothing
406: .FF
407: .pp
408: A damage report tells you what devices are damaged
409: and how long it will take to repair them.
410: Repairs proceed faster
411: when you are docked
412: at a starbase.
413: .bl "Set Warp Factor"
414: Mnemonic: warp
415: Shortest Abbreviation: w
416: Full Command: warp factor
417: Consumes: nothing
418: .FF
419: .pp
420: The warp factor tells the speed of your starship
421: when you move under warp power
422: (with the
423: .ul
424: move
425: command).
426: The higher the warp factor,
427: the faster you go,
428: and the more energy you use.
429: .pp
430: The minimum warp factor is 1.0
431: and the maximum is 10.0.
432: At speeds above warp 6
433: there is danger of the warp engines
434: being damaged.
435: The probability of this
436: increases at higher warp speeds.
437: Above warp 9.0 there is a chance of entering
438: a time warp.
439: .bl "Move Under Warp Power"
440: Mnemonic: move
441: Shortest Abbreviation: m
442: Full Command: move course distance
443: Consumes: time and energy
444: .FF
445: .pp
446: This is the usual way of moving.
447: The course is in degrees and the distance is in quadrants.
448: To move one sector specify a distance of 0.1.
449: .pp
450: Time is consumed proportionately to
451: the inverse of the warp factor squared,
452: and directly to the distance.
453: Energy is consumed as the warp factor cubed,
454: and directly to the distance.
455: If you move with your shields up
456: it doubles the amount of energy consumed.
457: .pp
458: When you move in a quadrant containing Klingons,
459: they get a chance to attack you.
460: .pp
461: The computer detects navigation errors.
462: If the computer is out,
463: you run the risk of running into things.
464: .pp
465: The course is determined by the
466: Space Inertial Navigation System
467: [SINS].
468: As described in
469: Star Fleet Technical Order TO:02:06:12,
470: the SINS is calibrated,
471: after which it becomes the base for navigation.
472: If damaged,
473: navigation becomes inaccurate.
474: When it is fixed,
475: Spock recalibrates it,
476: however,
477: it cannot be calibrated extremely accurately
478: until you dock at starbase.
479: .bl "Move Under Impulse Power"
480: Mnemonic: impulse
481: Shortest Abbreviation: i
482: Full Command: impulse course distance
483: Consumes: time and energy
484: .FF
485: .pp
486: The impulse engines give you a chance to maneuver
487: when your warp engines are damaged;
488: however, they are incredibly slow
489: (0.095 quadrants/stardate).
490: They require 20 units of energy to engage,
491: and ten units per sector to move.
492: .pp
493: The same comments about the computer and the SINS
494: apply as above.
495: .pp
496: There is no penalty to move under impulse power
497: with shields up.
498: .bl "Deflector Shields"
499: Mnemonic: shields
500: Shortest Abbreviation: sh
501: Full Command: shields up/down
502: Consumes: energy
503: .FF
504: .pp
505: Shields protect you from Klingon attack
506: and nearby novas.
507: As they protect you,
508: they weaken.
509: A shield which is 78% effective
510: will absorb 78% of a hit
511: and let 22% in to hurt you.
512: .pp
513: The Klingons have a chance to attack you
514: every time you raise or lower shields.
515: Shields do not rise and lower
516: instantaneously,
517: so the hit you receive
518: will be computed with the shields
519: at an intermediate effectiveness.
520: .pp
521: It takes energy to raise shields,
522: but not to drop them.
523: .bl "Cloaking Device"
524: Mnemonic: cloak
525: Shortest Abbreviation: cl
526: Full Command: cloak up/down
527: Consumes: energy
528: .FF
529: .pp
530: When you are cloaked,
531: Klingons cannot see you,
532: and hence they do not fire at you.
533: They are useful for entering
534: a quadrant
535: and selecting a good position,
536: however,
537: weapons cannot be fired through
538: the cloak
539: due to the huge energy drain
540: that it requires.
541: .pp
542: The cloak up command
543: only starts the cloaking process;
544: Klingons will continue
545: to fire at you
546: until you do something
547: which consumes time.
548: .bl "Fire Phasers"
549: Mnmemonic: phasers
550: Shortest Abbreviation: p
551: Full Commands: phasers automatic amount
552: phasers manual amt1 course1 spread1 ...
553: Consumes: energy
554: .FF
555: .pp
556: Phasers are energy weapons;
557: the energy comes from your ship's reserves
558: ("total energy" on a srscan).
559: It takes about 250 units of hits
560: to kill a Klingon.
561: Hits are cumulative as long as you stay
562: in the quadrant.
563: .pp
564: Phasers become less effective
565: the further from a Klingon you are.
566: Adjacent Klingons receive about
567: 90% of what you fire,
568: at five sectors about 60%,
569: and at ten sectors about 35%.
570: They have no effect outside of the quadrant.
571: .pp
572: Phasers cannot be fired while shields are up;
573: to do so would fry you.
574: They have no effect on starbases or stars.
575: .pp
576: In automatic mode
577: the computer decides how to divide up the energy
578: among the Klingons present;
579: in manual mode you do that yourself.
580: .pp
581: In manual mode firing
582: you specify a direction,
583: amount (number of units to fire)
584: and spread (0 -> 1.0)
585: for each of the six phaser banks.
586: A zero amount
587: terminates the manual input.
588: .bl "Fire Photon Torpedoes"
589: Mnemonic: torpedo
590: Shortest Abbreviation: t
591: Full Command: torpedo course [yes/no] [burst angle]
592: Consumes: torpedoes
593: .FF
594: .pp
595: Torpedoes are projectile weapons -- there are no partial hits.
596: You either hit your target or you don't.
597: A hit on a Klingon destroys him.
598: A hit on a starbase destroys that starbase
599: (woops!).
600: Hitting a star usually causes it to go nova,
601: and occasionally supernova.
602: .pp
603: Photon torpedoes cannot be aimed precisely.
604: They can be fired with shields up,
605: but they get even more random
606: as they pass through the shields.
607: .pp
608: Torpedoes may be fired in bursts of three.
609: If this is desired,
610: the burst angle is the angle
611: between the three shots,
612: which may vary from one to fifteen.
613: The word "no"
614: says that a burst is not wanted;
615: the word "yes"
616: (which may be omitted
617: if stated on the same line as the course)
618: says that a burst is wanted.
619: .pp
620: Photon torpedoes
621: have no effect
622: outside the quadrant.
623: .bl "Onboard Computer Request"
624: Mnemonic: computer
625: Shortest Abbreviation: c
626: Full Command: computer request; request;...
627: Consumes: nothing
628: .FF
629: .pp
630: The computer command gives you access to the facilities
631: of the onboard computer,
632: which allows you to do all sorts of fascinating stuff.
633: Computer requests are:
634: .in +8
635: .qq
636: score -- Shows your current score.
637: .qq
638: course quad/sect -- Computes the course and distance from whereever
639: you are to the given location.
640: If you type "course /x,y"
641: you will be given the course
642: to sector x,y in the current quadrant.
643: .qq
644: move quad/sect -- Identical to the course
645: request,
646: except that the move is executed.
647: .qq
648: chart -- prints a chart of the known galaxy,
649: i.e.,
650: everything that you have seen with a long range scan.
651: The format is the same as on a long range scan,
652: except that "..." means
653: that you don't yet know what is there,
654: and ".1." means that you know that a starbase
655: exists, but you don't know anything else.
656: "$$$" mans the quadrant
657: that you are currently in.
658: .qq
659: trajectory -- prints the course and distance
660: to all the Klingons in the quadrant.
661: .qq
662: warpcost dist warp_factor -- computes the cost in time and energy
663: to move `dist' quadrants at warp `warp_factor'.
664: .qq
665: impcost dist -- same as warpcost for impulse engines.
666: .qq
667: pheff range -- tells how effective your phasers are
668: at a given range.
669: .qq
670: distresslist -- gives a list of currently distressed
671: starbases
672: and starsystems.
673: .in -8
674: .pp
675: More than one request may be stated
676: on a line
677: by seperating them
678: with semicolons.
679: .bl "Dock at Starbase"
680: Mnemonic: dock
681: Shortest Abbreviation: do
682: Consumes: nothing
683: .FF
684: .pp
685: You may dock at a starbase
686: when you are in one of the eight
687: adjacent sectors.
688: .pp
689: When you dock you are resupplied
690: with energy, photon torpedoes, and life support reserves.
691: Repairs are also done faster at starbase.
692: Any prisoners you have taken
693: are unloaded.
694: You do not recieve points
695: for taking prisoners
696: until this time.
697: .pp
698: Starbases have their own deflector shields,
699: so you are safe from attack while docked.
700: .bl "Undock from Starbase"
701: Mnemonic: undock
702: Shortest Abbreviation: u
703: Consumes: nothing
704: .FF
705: .pp
706: This just allows you to leave starbase
707: so that you may proceed on your way.
708: .bl "Rest"
709: Mnemonic: rest
710: Shortest Abbreviation: r
711: Full Command: rest time
712: Consumes: time
713: .FF
714: .pp
715: This command allows you to rest to repair damages.
716: It is not advisable to rest while under attack.
717: .bl "Call Starbase For Help"
718: Mnemonic: help
719: Shortest Abbreviation: help
720: Consumes: nothing
721: .FF
722: .pp
723: You may call starbase for help via your subspace radio.
724: Starbase has long range transporter beams to get you.
725: Problem is,
726: they can't always rematerialize you.
727: .pp
728: You should avoid using this command unless absolutely necessary,
729: for the above reason and because it counts heavily against you
730: in the scoring.
731: .bl "Capture Klingon"
732: Mnemonic: capture
733: Shortest Abbreviation: ca
734: Consumes: time
735: .FF
736: .pp
737: You may request that a Klingon surrender
738: to you.
739: If he accepts,
740: you get to take captives
741: (but only as many as your brig
742: can hold).
743: It is good if you do this,
744: because you get points for captives.
745: Also,
746: if you ever get captured,
747: you want to be sure that the Federation
748: has prisoners to exchange for you.
749: .pp
750: You must go to a starbase
751: to turn over your prisoners
752: to Federation authorities.
753: .bl "Visual Scan"
754: Mnemonic: visual
755: Shortest Abbreviation: v
756: Full Command: visual course
757: Consumes: time
758: .FF
759: .pp
760: When your short range scanners are out,
761: you can still see what is out "there"
762: by doing a visual scan.
763: Unfortunately,
764: you can only see three sectors at one time,
765: and it takes 0.005 stardates to perform.
766: .pp
767: The three sectors in the general direction
768: of the course specified
769: are examined
770: and displayed.
771: .bl "Abandon Ship"
772: Mnemonic: abandon
773: Shortest Abbreviation: abandon
774: Consumes: nothing
775: .FF
776: .pp
777: The officers escape the Enterprise in the shuttlecraft.
778: If the transporter is working
779: and there is an inhabitable starsystem
780: in the area,
781: the crew beams down,
782: otherwise you leave them to die.
783: You are given an old but still usable ship,
784: the Faire Queene.
785: .bl "Ram"
786: Mnemonic: ram
787: Shortest Abbreviation: ram
788: Full Command: ram course distance
789: Consumes: time and energy
790: .FF
791: .pp
792: This command is identical to "move",
793: except that the computer
794: doesn't stop you
795: from making navigation errors.
796: .pp
797: You get very nearly slaughtered
798: if you ram anything.
799: .bl "Self Destruct"
800: Mnemonic: destruct
801: Shortest Abbreviation: destruct
802: Consumes: everything
803: .FF
804: .pp
805: Your starship is self-destructed.
806: Chances are you will destroy
807: any Klingons
808: (and stars,
809: and starbases)
810: left in your quadrant.
811: .bl "Terminate the Game"
812: Mnemonic: terminate
813: Shortest Abbreviation: terminate
814: Full Command: terminate yes/no
815: .FF
816: .pp
817: Cancels the current game.
818: No score is computed.
819: If you answer yes,
820: a new game will be started,
821: otherwise trek exits.
822: .bl "Call the Shell"
823: Mnemonic: shell
824: Shortest Abbreviation: shell
825: .FF
826: .pp
827: Temporarily escapes to the shell.
828: When you log out of the shell
829: you will return to the game.
830: .bp
831: .ce
832: SCORING
833: .in +4
834: .pp
835: The scoring algorithm is rather complicated.
836: Basically,
837: you get points for each Klingon you kill,
838: for your Klingon per stardate kill rate,
839: and a bonus if you win the game.
840: You lose
841: points for the number of Klingons left
842: in the galaxy
843: at the end of the game,
844: for getting killed,
845: for each star, starbase, or inhabited starsystem
846: you destroy,
847: for calling for help,
848: and for each casualty you incur.
849: .pp
850: You will be promoted
851: if you play very well.
852: You will never get a promotion if you
853: call for help,
854: abandon the Enterprise,
855: get killed,
856: destroy a starbase or inhabited starsystem,
857: or destroy too many stars.
858: .bp
859: .ce
860: REFERENCE PAGE
861: .sp 2
862: .ta 36 56
863: .nf
864: .ul
865: Command Uses Consumes
866:
867: ABANDON shuttlecraft, -
868: transporter
869: CApture subspace radio time
870: CLoak Up/Down cloaking device energy
871: Computer request; request;... computer -
872: DAmages - -
873: DESTRUCT computer -
874: DOck - -
875: HELP subspace radio -
876: Impulse course distance impulse engines, time, energy
877: computer, SINS
878: Lrscan L.R. sensors -
879: Move course distance warp engines, time, energy
880: computer, SINS
881: Phasers Automatic amount phasers, computer energy
882: Phasers Manual amt1 course1 spread1 ... phasers energy
883: Torpedo course [Yes] angle/No torpedo tubes torpedoes
884: RAM course distance warp engines, time, energy
885: computer, SINS
886: Rest time - time
887: SHELL - -
888: SHields Up/Down shields energy
889: Srscan [Yes/No] S.R. sensors -
890: STatus - -
891: TERMINATE Yes/No - -
892: Undock - -
893: Visual course - time
894: Warp warp_factor - -
895: .fi
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