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1.1 ! root 1: Warp is a real-time space war game. This means that the enemies will keep ! 2: playing even when you sit still. Another peculiarity is that things which ! 3: blow up can damage other things around them. Universes above a critical ! 4: density may chain react. ! 5: ! 6: The game starts at difficulty 1, and gets more difficult with each ! 7: succeeding wave, up to difficulty 99. You're not likely to get that far. ! 8: (Invoking warp with a -b switch causes the difficulty to increase more ! 9: slowly, but games count only a tenth as much.) The game starts with ! 10: 5 Enterprises and 3 Bases, and you get more for surviving long enough. ! 11: The game is over when you run out of Enterprises and Bases. ! 12: ! 13: The object of the game is to get as many points as possible. This is done ! 14: by destroying as many enemies as possible. This is not a trivial task. ! 15: Each wave starts with one Enterprise and one Base, and continues until ! 16: either both the Enterprise and Base are destroyed, or all the enemies ! 17: (including any homing torpedoes) are destroyed. It is possible to abort a ! 18: wave, but you will be penalized for it. The game may be saved between waves. ! 19: ! 20: A -x switch causes any saved game to be ignored, and causes the new game ! 21: not to be saveable. Hence it is possible to run test games without ! 22: invalidating a currently saved game. ! 23: ! 24: The game is played in a 23 x 40 double wrap-around universe. Everybody ! 25: (both you and the enemies) gets the chance to move once every second, ! 26: unless a -l (low-speed) switch was given or you are under 2400 baud, in ! 27: which case it's every two seconds. The following symbols are displayed: ! 28: ! 29: FRIENDS ! 30: E Enterprise with shields e Enterprise without shields ! 31: C Cloaked E with shields c Cloaked E without shields ! 32: B Base with shields b Base without shields ! 33: + Friendly torpedo M Harry Mudd ! 34: ! 35: ENEMIES ! 36: K Klingon G Gorn ! 37: R Romulan A Apollo ! 38: Romulan with cloaking device! & Space Amoeba Nucleus ! 39: T Tholian >,< Planet crusher ! 40: x,X Hostile torpedo o,O Homing torpedo ! 41: P Pirate M Harry Mudd ! 42: ! 43: MISCELLANEOUS ! 44: * Star @ Inhabited star ! 45: |,-,/,\ Web ~ Protoplasm ! 46: other Friendly Freighter, for now... ! 47: ! 48: The following keys control the DIRECTION of your various actions: ! 49: ! 50: h or 4 left ! 51: j or 2 down ! 52: k or 8 up ! 53: l or 6 right ! 54: b or 1 down and left ! 55: n or 3 down and right ! 56: y or 7 up and left ! 57: u or 9 up and right ! 58: ! 59: (You will note that the letters are the same as other visual games, and the ! 60: numbers are for use with a keypad.) By themselves, these keys move either ! 61: the Enterprise or the Base, whichever is the current vessel. When shifted, ! 62: they fire photon torpedoes in the specified direction from the current ! 63: vessel. When used with either the CTRL key or the FUNCT key, phasers ! 64: (turbo-lasers for the Base) are fired in the specified direction. (CTRL ! 65: won't work with numbers, and FUNCT probably doesn't exist on non-TVI ! 66: terminals.) When preceded by an 'a', an attractor beam is fired in the ! 67: specified direction, and when preceded by an 'r', a repulsor beam is fired. ! 68: ! 69: These keys have special functions: ! 70: ! 71: del or % fire photon torpedoes in every (reasonable) direction ! 72: s stop all friendly torpedoes ! 73: S or 0 stop the Enterprise when in warp mode ! 74: d destruct all friendly torpedoes (quite useful) ! 75: D destruct the current vessel (commit suicide) ! 76: i/w switch to Enterprise and put into impulse/warp mode ! 77: c/v switch to Enterprise and put into cloaking/visible mode ! 78: p switch to Base (not very mnemonic, but 'b' is taken) ! 79: o switch from Enterprise to Base, or vice versa ! 80: z zap explosions (multiple zaps extend further) (E only) ! 81: ! 82: ^R refresh the screen ! 83: ^Z suspend the game (on a bsd system) ! 84: q asks if you want to exit this wave (will not work ! 85: within 10 cycles of previous q command) ! 86: Q exit this game (not wave) ! 87: ? display a summary of these commands ! 88: ! 89: There may be additional commands listed in your terminal's keymap file. ! 90: Unrecognized keystrokes are ignored. IF YOU FORGET ALL THE OTHER COMMANDS, ! 91: REMEMBER "?", which gives you help. ! 92: ! 93: Commands for moving the Enterprise may operate in one of two ways. If it ! 94: is in impulse mode, movement commands affect the position of the ship; ! 95: if it is in warp mode, movement commands affect the velocity instead. ! 96: The Base always moves in impulse mode. Since multiple commands may be ! 97: entered in one turn (if you can type fast enough), it is possible to jump ! 98: over things even in impulse mode. In a crowded universe this may be the ! 99: only way to go. ! 100: ! 101: (Actually, motion commands always change the velocity--the actual motion ! 102: does not occur until the next turn. Impulse mode simply causes the ! 103: velocity to be zeroed out at the end of every turn. Phaser commands, on ! 104: the other hand, are executed immediately. If you want to move and fire a ! 105: phaser, you must wait for the motion to actually occur before typing the ! 106: phaser command, or the phaser fires from your old position. This is a ! 107: feature, not a bug, and is intended to reflect reality. Really.) ! 108: ! 109: If multiple torpedo launching commands are given in a turn, a single torpedo ! 110: is launched with extra velocity. You can thus launch photon torpedoes over ! 111: objects in the way, and get them where you want them quickly. This feature ! 112: works well with the destruct button. Variations on this may be useful ! 113: against the Space Amoeba. ! 114: ! 115: NOTE: Phasers destroy the target by blasting the projected next location of ! 116: the object hit. This means that if the object hit, be it Klingon, Romulan or ! 117: Enterprise, changes velocity in the same turn, it can elude the effect of ! 118: the phaser! (Note that this also means that if you phaser a Klingon or ! 119: torpedo that is about to ram you, you will be phasered as well as he/she/it. ! 120: This can be embarrassing, not to mention deadly.) Smart players move ! 121: immediately upon phasering something at short range, or whenever they ! 122: think they might get phasered (in other words, most of the time). ! 123: ! 124: Objects with larger mass can bounce objects with smaller mass out of the way. ! 125: In a crowded universe the bouncee can bounce quite a way before finding an ! 126: empty place to land. If you let the Tholians fill up the universe with web, ! 127: so that there is no place to bounce to, the Tholians win that wave. ! 128: ! 129: The status line across the top gives the current mode, the number of ! 130: points accumulated this wave, the Enterprise's energy and torpedoes, the ! 131: Base's energy and torpedoes, the number of stars, the number of enemies, ! 132: and the stardate. You will note that nice things happen to your energy levels ! 133: when you put the Enterprise next to the Base, or the Base next to some stars. ! 134: Bad things happen inside an Amoeba. ! 135: ! 136: An object is destroyed when its energy goes negative, either from a direct ! 137: hit, or from the blast of the previous turn's explosions. Enemies and ! 138: stars start with random amounts of energy. High energy enemies can go warp ! 139: 2. A Romulan with sufficient energy maintains a cloaking device. Tholians ! 140: spin web, Gorns shoot homing torpedoes, and the Planet Crusher munches ! 141: anything in its way, even Apollo. Apollo won't let you go unless you kill ! 142: him, but he loves you very much and beefs up your shields considerably. ! 143: Both Apollo and the Planet Crusher recharge themselves, so you must hit ! 144: them hard in a single turn to do them in. (Yes, the Planet Crusher must be ! 145: shot in the mouth--he can only die of gluttony--and he blasts out of his ! 146: mouth when he dies.) Tholian web may be crossed only by coasting across it ! 147: in warp mode, or by blasting it (but web blasts extend twice as far as ! 148: normal blasts, so keep your distance). The Space Amoeba sucks energy and ! 149: grows, and you must destroy the nucleus. Somehow. There are at least four ! 150: ways. Phasers won't work on the big ones. ! 151: ! 152: Pirates turn inhabited star systems into uninhabited ones. Even Friendly ! 153: Freighters will take potshots at you if you get them mad enough. ! 154: ! 155: Note that because of the size of the Base's turbo-lasers (the Base does not ! 156: have phasers) they cannot shoot anything next to the Base. (This is why the ! 157: Death Star died!) In part, this is to protect the Enterprise. It also lets ! 158: you shoot over one adjacent star. The Enterprise's phasers will shoot over ! 159: a arbitrary number of adjacent, contiguous stars, including inhabited ones. ! 160: Phasers die away with distance, so don't expect them to kill everything with ! 161: one blow. ! 162: ! 163: While the Enterprise's shields are up (when it is displayed as "E" rather ! 164: than "e"), hits on it count only a fifth as much (or even less if you are ! 165: moving in warp mode). The shields are automatically maintained as long as ! 166: there are more than 500 units of energy for the Enterprise. The Base also ! 167: has shields, which stay up as long as it has at least 1000 units of energy. ! 168: ! 169: Aside from losing energy, the Enterprise can also take damage, either random ! 170: damage from getting blasted, or specific damage when a system is in use ! 171: and breaks down under the load. In place of the score you will see the ! 172: Estimated Time to Repair. Sometimes docking helps to get things fixed faster. ! 173: If you lose both your warp and impulse engines, try the tractors. The ! 174: Base doesn't take damage because it has much more redundancy than the ! 175: Enterprise. ! 176: ! 177: You get points for destroying enemies and hostile torpedoes. At the end of ! 178: a wave, you also get bonus points for saving stars, saving the Enterprise ! 179: and Base, and for having an efficiency rating higher that 0.8. You get ! 180: NEGATIVE bonus points for letting friendly life forms get blown up, and for ! 181: giving up. Bonuses tend to be scaled by the ratio of the number of points ! 182: you got over the number of points you could have got. If you think you are ! 183: done with a wave, but it won't quit, there may be homing torpedoes that you ! 184: haven't destroyed--you must make the universe safe for posterity, you know. ! 185: ! 186: When you have used up your Enterprises and Bases (or quit), your score will ! 187: be posted to the scoreboard. You may see the scoreboard outside of the game ! 188: simply by giving the command "warp -s". ! 189: ! 190: If you get bored, you can always play with some of the undocumented switches ! 191: that are used to test warp. Such funny games go on their own scoreboard. ! 192: For kicks try "warp -x -d50 -C -\& -G -T -E400 -S5" and then go hide. Quick. ! 193:
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