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THUS, YOU CAN HAVE UP TO THREE OPPONENTS. THE }RULES AND PARAMETERS OF THE GAME APPLY TO BOTH MODES OF PLAY. WHEN STARTING OFF THE GAME, YOU'LL BE ASKED IF YOU HAVE }ANY HUMAN PLAYERS. IF YOU PRESS [N] THE COMPUTER WILL INQUIRE AS TO HOW MANY COMPUTER GENERATED OPPONENTS YOU DESIRE.} IF YOU'RE JUST STARTING OUT, I SUGGEST ONLY ONE. THE COMPUTER IS A FORMIDABLE OPPONENT; BUT, WITH A LITTLE PRACTICE }YOU WILL BE READY FOR MORE. THE FOUR POSSIBLE SHIPS DISPLAYED ON YOUR SHIP'S ON-SCREEN TACTICAL DISPLAY ARE "ENTERPR}ISE", "KRIEGER", "WARRIOR", AND "VARNOR". IN ONE-PLAYER MODE, YOU ARE THE "ENTERPRISE". THE VARIOUS SHIPS MAY BE VISU}ALLY IDENTIFIED AS FOLLOWS: **** ******* ****** ******** ***********} ENTERPRISE ******** ******* ****** **** **** **}** ***** ****** ******* WARRIOR ****** } ***** **** **** *** ** *** } ********** *********** KRIEGER ********** *** **} *** ******* ************* ************* VARNOR } ************* ******* WEAPONS LAYOUT IS AS ILLUSTRATED BELOW, AND IS APPLICABLE TO ALL FOUR SHIP }DESIGNS: *T1*T2 ************ ******P1 *********** ********T3 *****}*****P2 PROBES*********** **********P3 *********** ********T4 ************ ****}**P4 *T6*T5 T=TORPEDOES (6) P=PHASERS (4) PROBES (MULTIPLE) NOTE} THE PHASERS/TORPEDOES ARE NUMBERED CLOCKWISE, STARTING WITH THE WEAPONS AT THE TOP OF THE ILLUSTRATION. NOTE THE DEADZ}ONE IN THE REAR OF THE SHIP. PHASERS AND TORPEDOES CANNOT FIRE THROUGH THE REAR OF THE SHIP. YOU MUST BE FACING YOUR }ENEMY TO EFFICTIVELY FIRE. HOWEVER, THERE ARE NASTY LITTLE WEAPONS CALLED PROBES... MORE ON THOSE LATER ON. EACH TU}RN IN TACTREK IS 20 SECONDS LONG, AND IS DIVIDED INTO TEN 2 SECOND ANIMATED "SNAPHOTS" ON YOUR DISPLAY SCREEN. TACKT}REK IS o PLAYED IN 2 90 DIMENSIONAL | SPACE, WITH } | BEARINGS IN | DEGREES, AS o | o ILLUSTRATED 180 ------+------ 0 AT }RIGHT. | | | } | o 270 SHIP COMMANDS ============= [1] FIRE PHASERS}: USE THIS COMMAND ONLY IF YOUR PHASERS ARE CHARGED. CHARGING IS DONE AUTOMATICALLY, PROVIDED YOU HA}VE ENOUGH ENERGY AVAILABLE! YOU CAN FIRE ANY OR ALL 4 PHASERS, IN ANY ORDER. EXAMPLES OF ENTRIES ARE:} "1", "1234", "1423", OR "41", ETC. YOU ALSO DECIDE WHETHER TO DELAY FIRING INTIL IT IS MORE ADVANTA}GEOUS RANGE-WISE. PLUS, YOU SET THE SPREAD OF THE PHASER BEAM(S)...A TIGHTER SPREAD (10) INFLICTS THE} MOST DAMAGE, WHILE THE WIDEST SPREAD (45) HAS THE BEST CHANCE OF HITTING THE TARGET (HINT: DRAW AS CLOSE } AS YOU DARE AND USE A TIGHT SPREAD). THE MAXIMUM RANGE OF PHASERS IS 1000 MEGAMETERS (MEGAMETERS IS TH}E DISTANCE UNIT USED IN TACTREK). UNDER 800 MEGAMETERS IS WHERE YOU START DOING SOME DAMAGE, REALLY. }JUST BE SURE THE PHASERS YOU FIRE ARE FACING THE DESIGNATED ENEMY TARGET (SEE COMMAND 4). [2] FIRE TORP}EDOES: THIS COMMAND FIRES ANY OR ALL TORPEDOES (YOUR CHOICE), AS LONG AS THEY ARE LOADED (CHARGED). }YOU HAVE TO DO THE LOADING (SEE COMMAND 7). EXAMPLES OF ENTRIES ARE: "1", "123456", "1623", OR "41", }ETC. AS WITH PHASERS, IT BEHOOVES YOU TO BE SURE THAT THE TORPEDO TUBES CHOSEN ARE POINTED TOWARDS THE SHIP} THEY ARE LOCKED ONTO (SEE COMMAND 5). ALSO LIKE PHASERS, YOU CAN SET A DELAY ON THE FIRING TI}ME OF YOUR TORPEDOES, TO MAXIMIZE YOUR CHANCES OF HITTING/DAMAGING YOUR FOE. EFFECTIVE RANGE IS UNDER } 4000 MEGAMETERS. TORPEDOES TRAVEL AT WARP 12, SO THAT, LIKE BULLETS, TRYING TO OUTRUN ONE IS NOT THE BES}T IDEA (HINT: DON'T STAY ON ONE COURSE WHEN YOU ARE BEING ATTACKED). [3] LAUNCH PROBE: THIS IS A }VERY USEFUL COMMAND, BUT NOT RECOMMENDED IF YOU ARE LOW ON ENERGY. PROBES ARE SLOW-MOVING SPACEMINES }(WARP 3 MAXIMUM SPEED) WHICH NEVERTHELESS CAN BE CRAMMED WITH ENERGY UNITS TO PRODUCE VERY DEVASTATING } RESULTS WHEN THEY HIT THE ENEMY SHIP OF YOUR CHOICE. BE CAREFUL TO LEAVE YOURSELF ENOUGH ENERGY TO CONTIN}UE RUNNING YOUR SHIP! YOU DESIGNATE HOW MANY ENERGY UNITS TO USE, HOW LONG OF A TIME-DELAY FUSE TO S}ET, HOW CLOSE-UP TO SET YOUR PROXIMITY FUSE FOR, AND WHO YOU WANT THE PROBE TO LOCK ONTO. THE COMPUTE}R WILL ASK, "PURSUE WHICH ENEMY?"... SIMPLY ENTER THE FIRST LETTER OF THE ENEMY SHIP'S NAME (E, K, W,} OR V). ALSO, YOU CAN RE-PROGRAM THE PROBE LATER (SEE COMMAND 6) FOR BETTER ADVANTAGE. MAKE SURE YOU} KEEP TRACK OF WHAT PROBE(S) YOU HAVE ON THE PROWL, AS TO RE-DIRECT ANY PROBE AFTER LAUNCH, YOU MUST }KNOW IT'S NUMBER!!! [4] LOCK PHASERS: THIS COMMAND ALLOWS YOU TO LOCK ANY OR ALL 4 OF YOUR PHASERS ON }ANY GIVEN ENEMY SHIP. IF, FOR INSTANCE, YOU ARE BATTLING TWO OPPONENTS, YOU MIGHT WANT TO SPLIT YOUR }WEAPONS BETWEEN THE TWO. SO, YOU MIGHT LOCK PHASERS 1 AND 2 (ENTER "12") ON, SAY, WARRIOR, AND PHASERS 3 AN}D 4 (ENTER "34") ON KRIEGER. ENTERING THE FIRST LETTER OF YOUR OPPONENT'S SHIP CHOOSES WHO TO LOCK ON}TO (E, K, W, OR V). [5] LOCK TUBES: THIS COMMAND ALLOWS YOU TO LOCK ANY OR ALL SIX TORPEDO TUBES} ON THE ENEMY OF YOUR CHOICE. PRINCIPLES ARE THE SAME AS FOR PHASERS. ONE DIFFERENCE, THOUGH, IS THAT } UNLIKE PHASERS, WHERE YOU CAN SIMPLY "LET 'EM HAVE IT!", FIRING MORE THAN TWO OF YOUR SHIP'S TORPEDOES AT }A TIME AT A GIVEN TARGET IS A WASTE OF TIME, FOR A VERY SIMPLE REASON: YOU END UP SHOOTING YOUR OWN T}ORPEDOES SHOULD THEY OVERTAKE EACH OTHER. [6] PROBE CONTROL: WITH THIS COMMAND YOU CAN RE-ISSUE COMMAN}DS TO A PROBE ALREADY ON THE FLY (HINT: REMEMBER THE PROBE NUMBERS!). YOU CAN SEND IT AFTER A DIFFERE}NT TARGET, OR SET A DIFFERENT RANGE OR ANY OF THE OTHER PARAMETERS YOU ORIGINALLY SET AT LAUNCHTIME. } ALSO, THIS COMMAND IS HANDY IF THE PROBE HAS BEEN FLOATING AROUND OUT THERE IN SPACE FOR AWHILE, AND IT'S} TIMER IS ABOUT TO GO OFF (WHY WASTE A PERFECTLY GOOD PROBE?). [7] LOAD TUBES: THIS COMMAND ALLOW}S YOU TO LOAD/UNLOAD YOUR TORPEDO TUBES. YOU WOULD UNLOAD TO REDISTRIBUTE ENERGY (SEE COMMAND 0). YOU} MUST HAVE SUFFICIENT ENERGY (10 UNITS OR LESS PER TUBE) TO DO THIS. IF THE TUBE IS DAMAGED, IT WILL }TAKE LESS OF A CHARGE, AND NONE AT ALL IF IT IS DESTROYED. YOU MAY SCAN YOUR SHIP TO REVIEW CURRENT ENERGY} STATUS (SEE COMMAND 9). [8] MANEUVER: THIS COMMAND LETS YOU SET SHIP SPEED AND COURSE. YOU CAN S}ET YOUR NEW COURSE EITHER IN ABSOLUTE DEGREES, LIKE A HEADING OF "45" (SEE DIAGRAM BELOW), OR YOU CAN } "PURSUE" A DESIGNATED ENEMY BY ENTERING THE FIRST LETTER OF HIS/HER SHIP AND ALLOWING YOUR SHIP'S COMPUTER} TO SET THE REQUIRED COURSES. TACTREK IS OPERATED IN "2-D" SPACE, WITH DIRCTIONAL BEARINGS, IN DEGRE}ES, DONE THUSLY: ______________________ | Tactical view screen | | | | } o | | 90 | | | | | | | | } | | | o | o | | 180 ------+------ 0 | | | | | } | | | | | | | o | | 270 | | } | |______________________| YOUR SPEED CAN BE ENTERED AS POSITIVE OR NEGATIVE (HINT: } NEGATIVE COURSES AND SPEEDS HAVE THEIR USES...). HIGHER SPEEDS DRAIN YOUR AVAILABLE ENERGY, SO WATCH IT!} A SPEED OF WARP 4 WORKS RATHER WELL FOR MOST APPLICATIONS. [9] SCAN: THIS HANDY COMMAND ALLOWS YOU } TO SCAN YOUR OWN SHIP'S STATUS, OR THE ENEMY'S SHIP, AND IS USEFUL FOR CHECKING DAMAGES AND WHAT ENERGY} EFFECTS VARIOUS STRATEGIES HAVE. 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