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The user can also use the long-range scan, LRS , to print out an abbreviated map of the quadrants lying directly around the Enterprise , listing only the number of stars, Klingons, and starbases in each quadrant.
Klingon ships can be attacked with either phasers or photon torpedos. Phasers do not have to be aimed, but their power falls off with distance, requiring the player to estimate how much power to put into each shot.
Torpedoes do not suffer this drop in power and will destroy a Klingon ship with a single hit, but they have to be aimed using polar coordinates , so misses are possible.
Klingon ships move after firing on the Enterprise , making re-aiming torpedoes after every "turn" a chore. Most versions of the game included a calculator that will provide the proper angle, so in spite of the tedium of re-aiming, it was commonly the primary weapon used.
In most versions of the game, stars will absorb torpedoes and require the user to maneuver within the quadrant using the impulse drive , IMP , to get a clear shot.
Movement, combat, and shields all drain the energy supply of the Enterprise , which can be topped up again by flying to a starbase. In some versions of the game, there are additional options for emergency situations, such as calling for help from a Starbase, using the experimental Death Ray, loading raw dilithium crystals into the warp drive, or abandoning ship.
You may abandon the Enterprise if necessary. The game normally proceeds with the player eliminating Klingons in the opening quadrant, if any.
The player then uses long-range scanners to look for nearby ships, selecting a new quadrant and moving there using the warp drive , WAR.
Play continues in this fashion until the Enterprise is low on energy or torpedoes, requiring the player to warp to a starbase to refuel and repair.
Each command takes up some game time, closing on the limit imposed at the start of the game. The game ends when the Enterprise is destroyed, all Klingons are destroyed, or the time limit runs out.
A score in the form of a ranking is presented at the end of the game, based on energy usage, damage taken and inflicted, and any remaining time.
Trek developed out of a brainstorming session between Mike Mayfield and several high school friends in The original Star Trek television show had only recently ended its run and was still extremely popular.
Mayfield and his "geek friends" wrote down a number of ideas for a game, and during the summer holidays he started incorporating as many of them as he could on an SDS Sigma 7 , using an illicitly borrowed account at the University of California, Irvine.
Later that summer, Mayfield purchased an HP calculator and often visited the local Hewlett-Packard sales office looking for help using it.
The company offered him time on a HP C time-sharing computer system if he would port his Star Trek game to it. This version rapidly proliferated through the large DEC community of the early s.
During the porting process, he took the time to clean up the user interface, replacing the numeric codes with three-letter commands that all following versions used.
He wrote a letter about this version in the People's Computer Company magazine, offering a copy to anyone who wrote to him.
He obtained a copy and published it under the name Super Star Trek in Creative Computing with both of their names on it, describing it as "by far the best" version.
It was republished in The Best of Creative Computing in Sales of the book, of which Super Star Trek was by far the largest game, reached one million copies by , the first computer book to do so.
Although the history is not recorded specifically, at some point during the game's evolution Ahl obtained permission to use the Star Trek name from Paramount Pictures.
The original Sigma 7 version and its descendants were ported or copied to a wide variety of platforms. The Allman version still exists today as part of the bsdgames package which contains several classic UNIX text games.
A variation common in college systems was Trek77 and a parody version followed the next year called FooTrek. FooTrek replaced the normal responses, like "Missed", with humorous alternatives, like "Sulu, you couldn't hit the broad side of a barn!
If you mistyped a command you saw "Doctor to the bridge, the captain is babbling again. While we are waiting, here is a list of valid commands: Microcomputer versions were widely available and modified.
This version added more interactivity and a number of new options. By this point, the era of type-in programs was ending, and BASIC on the PC never had the same universality as it did on the 8-bit home computers.
However, this version kept the game alive and under constant development due to the large installed base of machines. In , an unknown author created a VGA graphics version called Visual Star Trek part of the challenge of this version is figuring out how to play it, as the author provided no instructions, evidently assuming that everyone knew how to play Star Trek games.
This port was more feature-rich than the one of Eric Allman, and it became a base for a few independent projects to enrich the game functionality.
In they joined their efforts and created SST2K. SST2K, in addition to the classic text-based control, also has a TUI that allows seeing the long-range and short-range scans in real time, as well as many other useful things.
The original Super Star Trek game also served as the primary inspiration that led former Atari employee Doug Neubauer to write Star Raiders for the Atari 8-bit line of microcomputers in It was later ported to the Atari and This version of the game utilized a third-person view, as opposed to Star Raiders first-person view.
Atari also produced an Atari version of the original text-based game in the Sears -only release Stellar Track.
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