.LC .HY .PAGE SIZE 60,75 .LM +5 .RM 75 .TITLE ^^MULTI-TREK\\ .HEADER LEVEL 1 ^INTRODUCTION .PARAGRAPH 5,1 ^THIS GAME WAS WRITTEN AS A TOOL TO TEST THE USE OF SHARED GLOBAL AREAS WITH TIME-SHARED PROGRAMS. ^THE GAME CONSISTS OF FIVE PARTS, THE SHARED GLOBAL AREA, THE DRIVER TASK (^^MTREKD\\) WHICH CONTROLS THE UNIVERSE, THE ^^MTREK\\ TASK WHICH INTERFACES WITH THE PLAYERS, THE INITIALIZATION PROGRAM (^^MTREKINI\\), AND THE ROBOT SHIP PROGRAM (^^ROBOT\\). .PARAGRAPH 5,1 ^THE SOURCE CODE FOR THE GAME IS INTENDED TO BE PUBLIC SO THAT ENHANCEMENTS CAN BE ADDED BY ANY INTERESTED PARTY. ^THOSE MAKING ADDITIONS SHOULD ADD THEIR NAMES TO THOSE LISTED AS CONTRIBUTORS AT THE START OF THE ^^MTREKD\\ PROGRAM. .NOTE #####^^MTREK\\ WAS ORIGINALLY DEVELOPED UNDER ^^IAS\\ BUT IS WRITTEN ALMOST ENTIRELY IN ^^RATFOR\\ AND SHOULD BE READILY CONVERTIBLE TO ^^RSX-11M\\ OR, FOR THAT MATTER, TO ANY SYSTEM THAT SUPPORTS SHARED GLOBAL AREAS AND TIME-SHARED TASKS OR SOME EQUIVALENT. .SKIP 1 #####^^MTREK\\ WAS ORIGINALLY WRITTEN AT ^BOEING ^COMPUTER ^SERVICES IN ^SEATTLE, ^WASHINGTON BY ^DON ^LEDFORD, ^JOHN ^LUTCH, AND ^RAY ^FRENCH. ^THE CURRENT GAME IS AN ENHANCED VERSION DEVELOPED AT ^THE ^INSTITUTE ^FOR ^CANCER ^RESEARCH IN ^PHILADELPHIA, ^PA. BY ^BILL ^WOOD, ^BILL ^CAEL, AND ^BOB ^STODOLA. .END NOTE ^GOOD LUCK, AND DON'T GET DISCOURAGED AS THE GAME REQUIRES A LITTLE PRACTICE_! .PAGE .HEADER LEVEL 1 ^PLAYING ^^MULTI-TREK\\ .PARAGRAPH 5,1 ^THE GAME IS VERY SIMILAR TO THE TRADITIONAL ^STAR-^TREK GAME WITH THE FOLLOWING EXCEPTIONS. ^FIRST, THE GAME INVOLVES SEVERAL PLAYERS (1-8), EACH OF WHOM HAS HIS OWN TERMINAL AND STARSHIP. ^SECOND, THE GAME RUNS IN REAL TIME AS FAR AS THE PLAYERS ARE CONCERNED. ^FOR EXAMPLE, IF YOU ARE GOING WARP 8 YOU WILL CONTINUE TO MOVE REGARDLESS OF YOUR ACTIVITY AT THE TERMINAL (UNLESS YOU ARE DESTROYED, HIT SOMETHING, RUN OUT OF ENERGY, OR CHANGE YOUR WARP SPEED). ^EACH PLAYER'S STATUS AND POSITION AS WELL AS THE SCORES OF ALL PLAYERS IS DISPLAYED AND CONTINUOUSLY UPDATED AT EACH PLAYER'S TERMINAL. (^THE UPDATE RATE IS TWICE PER SECOND, BUT THE SOURCE CODE IS COMMENTED ON WHERE TO CHANGE IT SHOULD YOU WISH TO DO SO.) ^THIRD, AT THE PRESENT TIME THERE ARE NO ^KLINGONS OR ^ROMULANS TO SHOOT DOWN, INSTEAD YOU SHOOT (OR AT LEAST ATTEMPT TO SHOOT) THE OTHER PLAYERS. .PARAGRAPH 5,1 ^THE UNIVERSE CONSISTS OF A 100 BY 100 MATRIX WHICH WRAPS AROUND ITSELF. ^THEREFORE IF YOU MOVE OFF ONE END OF THE UNIVERSE YOU APPEAR ON THE OTHER END. (^THIS IS TRUE OF PHASERS AND TORPEDOES ALSO.) .SKIP 1 ^THE UNIVERSE IS MADE UP OF THE FOLLOWING ITEMS: .LIST 1 .LE; "_ "######^EMPTY SPACE .LE; "_-"######^UNIVERSE BOUNDARY .LE; "_*"######^STAR .LE; "_B"######^STAR-BASE (RAM IT TO DOCK AND THEREBY REFUEL) .LE; "_H"######^HYPERSPACE POINT (DESCRIBED BELOW) .LE; "_R"######^RANDOM HYPERSPACE POINT (ALSO DESCRIBED BELOW) .LE; "_+"######^TORPEDO .LE; "_^"######^HOMING TORPEDO (SEEKER) .LE; "_#"######^BLACK HOLE WILL PURSUE NEAREST PLAYER .LE; "_@"######^ANTI-MATTER POD .LE; "_%"######^ENERGY NET .LE; "_1"-"_8"##^PLAYER'S SHIPS .END LIST .HEADER LEVEL 2 HYPERSPACE PORTS .PARAGRAPH 5,1 ^WHEN A HYPERSPACE PORT IS HIT BY A SHIP THE SHIP IS TELEPORTED TO A NEW LOCATION IN THE UNIVERSE. ^THE "_H" TYPE OF HYPERSPACE PORT CAN BE USED TO GO TO A SET LOCATION WHEREAS THE "_R" TYPE OF PORT PRODUCES A RANDOM JUMP. ^THE "_H" PORTS ARE LOCATED AT FIXED LOCATIONS; THESE ARE AS FOLLOWS: .TEST PAGE 9 .LITERAL ^PORT ^NUMBER ^X ^COORD ^Y ^COORD ----------- ------- ------- 1 20 75 2 50 70 3 80 75 4 20 25 5 50 30 6 80 25 ^THE NETWORK OF PORTS LOOKS LIKE THIS: 1 3 2 5 4 6 .END LITERAL .PARAGRAPH 5,1 ^BY USING THE "_H" COMMAND A PLAYER CAN SET THE PORT NUMBER HE WISHES TO APPEAR BESIDE THE NEXT TIME HE GOES INTO HYPERSPACE THROUGH AN "_H" TYPE PORT. ^FOR EXAMPLE, IF A PLAYER USED THE "_H" COMMAND TO SET HIS HYPERSPACE SETTING TO 4, THE NEXT TIME HE RAN INTO AN "_H" CHARACTER HE WOULD APPEAR NEAR COORDINATES 20,25. .PARAGRAPH 5,1 ^A PLAYER'S ANTI-MATTER POD CAN TRAVEL THROUGH HYPER-SPACE ALSO; UPON RE-EMERGENCE IN THE UNIVERSE, IT BLOWS UP. ^PODS GOING THROUGH RANDOM HYPERSPACE REAPPEAR RANDOMLY; THOSE GOING THROUGH "_H" TYPE PORTS REAPPEAR AT THE POD OWNER'S CURRENT HYPERSPACE JUMP POINT. .HEADER LEVEL 2 SCORING .PARAGRAPH 5,1 ^THE CURRENT SCORES OF ALL PLAYERS ARE DISPLAYED ON THE SCREEN. ^A '_*' BESIDE A SCORE INDICATES AN ACTIVE PLAYER. ^THE FOLLOWING ACTIONS RESULT IN SCORE CHANGES: .LIST .LE; ^TORPEDO HIT ON ENEMY VESSEL:#####+500 .LE; ^HOMER HIT ON ENEMY VESSEL:#######+300 .LE; ^PHASER HIT ON ENEMY VESSEL:######+(BETWEEN 70 AND 200 DEPENDING ON DISTANCE) .LE; ^POD EXPLOSION:###################+(BETWEEN 300 AND 1500 DEPENDING ON DISTANCE) .LE; ^TORPEDO HIT ON BASE:#############-200 .LE; ^GETTING DESTROYED:###############-1000 .END LIST .SKIP 2 .HEADER LEVEL 2 ENERGY CONSUMPTION .LIST .LE; ^SHOOTING PHASERS:##-50 .LE; ^WARP:##############-.5 * ^^WARP SPEED\\ PER TIME INTERVAL .LE; ^SEND MESSAGE:######-10 .LE; ^COLLIDE WITH STAR:#-200 .LE; ^COLLIDE WITH SHIP:#-100 .LE; ^CLOAKING:##########-25 PER TIME INTERVAL (DEFAULT) .LE; ^ENERGY NET:########-75 PER NET UNIT CONSTRUCTED (DEFAULT) .LE; ^TRACTOR BEAM:######-200 PER TIME INTERVAL (DEFAULT) .END LIST .PARAGRAPH 5,1 ^ENERGY LOSS DUE TO WEAPON HIT IS A FUNCTION OF SHIELD STRENGTH AND WEAPON ENERGY. .HEADER LEVEL 2 CALCULATIONS .SKIP 1 ^THE FOLLOWING FORMULA ARE USED: .LIST .LE; ^PHASER HIT ENERGY: .SKIP 1 .LITERAL ^^ENERGY=900./(4. + DISTANCE)\\ .END LITERAL .LE; ^TORPEDO HIT ENERGY: .SKIP 1 .LITERAL ^^ENERGY=500.\\ .END LITERAL .LE; ^SHIELD PROTECTION: .SKIP 1 .LITERAL ^^SHIELD ABSORBTION FACTOR=SHIELD ENERGY/1000.\\ (^WITH A MAXIMUM VALUE OF 1.) ^^SHIELD DIRECTION FACTOR= (.5 + ABS(SHIP'S DIREC - WEAPON'S DIREC)/360)\\ ^^SHIELD FACTOR = SHIELD DIRECTION FACTOR * SHIELD ABSORBTION FACTOR\\ ^^SHIELD ENERGY = SHIELD ENERGY - SHIELD FACTOR * ENERGY OF HIT\\ ^^ENERGY OF SHIP = ENERGY OF SHIP - (1.2 - SHIELD FACTOR) * ENERGY OF HIT * 6\\ .END LITERAL .LE; ^TRACTOR BEAM PULL: .SKIP 1 .LITERAL ^^8./SQRT(MAX(1., DISTANCE BETWEEN SHIPS-6.))\\ .END LITERAL .END LIST .PARAGRAPH 5,1 ^ANTI-MATTER CAUSES BOTH DAMAGE TO THE SCAN, AND RESULTS IN AN ENERGY HIT. ^BOTH OF THESE EFFECTS ARE ENERGY DEPENDENT. .HEADER LEVEL 2 ^^MTREK\\ COMMANDS .PARAGRAPH 5,1 ^ALL COMMANDS CONSIST OF ONE CHARACTER, AND MOST OF THEM REQUIRE A NUMERIC ARGUMENT. ^THIS ARGUMENT CAN BE INPUT WITH THE COMMAND CHARACTER, OR CAN BE A DEFAULT SHIP OR DIRECTION. ^GENERALLY, TYPING A NEW SHIP NUMBER OR DIRECTION CHANGES THE DEFAULT SHIP OR DIRECTION, HOWEVER THERE ARE EXCEPTIONS. ^IN ADDITION, THE "^L" (LONG RANGE SCAN) COMMAND CHANGES THE DEFAULT DIRECTION TO THE DIRECTION OF THE SCANNED SHIP, WHICH IS CONVENIENT FOR FIRING AT THE SCANNED SHIP. ^SEE BELOW FOR OTHER COMMANDS WHICH CHANGE THE DEFAULTS. ^TO USE A DEFAULT VALUE, SIMPLY TYPE CARRIAGE RETURN. ^IF YOU WAIT MORE THAN A FEW SECONDS BEFORE TYPING A NUMERIC ARGUMENT OR _<_C_R_>, YOU WILL BE PROMPTED FOR THE ARGUMENT, HOWEVER YOU NEEDN'T WAIT FOR THE PROMPT TO GIVE THE ARGUMENT. .LIST .LE; ^HELP .LM +11 .INDENT -7 "_?"####^PRINTS A SUMMARY OF ALL COMMANDS. .LM -11 .LE; ^SHIELDS .LM +11 .INDENT -7 "_S"####^RAISE OR LOWER SHIELDS. ^YOU WILL BE PROMPTED FOR A REAL NUMBER (+ OR -). ^YOUR DEFAULT SHIELD CHANGE VALUE IS RESET EVERY TIME YOU SET POSITIVE SHIELDS, AND THIS DEFAULT VALUE MAY BE USED BY TYPING A _<_C_R_> AFTER THE "_S" COMMAND. 1000 UNITS IS THE MOST THAT WILL DO ANY GOOD. ^BUT YOU MAY WANT A LITTLE RESERVE. .LM -11 .LE; ^RESET .LM +11 .INDENT -7 "_R"####^CLEARS THE SCREEN AND REDRAWS THE ENTIRE DISPLAY. .LM -11 .LE; ^TORPEDOES .LM +11 .INDENT -7 "_T"####^FIRE TORPEDOES. ^YOU WILL BE PROMPTED FOR A DIRECTION. ^_<_C_R_> FIRES IN THE DEFAULT DIRECTION, A NUMBER FIRES IN THAT DIRECTION AND RESETS THE DEFAULT. ^TORPEDOES MOVE AT WARP 10, AND DESTROY ANTI-MATTER PODS. .LM -11 .LE; ^PHASERS .LM +11 .INDENT -7 "_P"####^FIRE PHASERS. ^YOU WILL BE PROMPTED FOR A DIRECTION. ^_<_C_R_> FIRES IN THE DEFAULT DIRECTION, ^A NUMBER FIRES IN THAT DIRECTION AND RESETS THE DEFAULT. ^PHASERS ARE INSTANTANEOUS, HAVE A RANGE OF 10 SQUARES, AND SHOOT A BAND 3 SQUARES WIDE. ^THEY WILL NOT DESTROY TORPEDOES (EXCEPT HOMERS). .LM -11 .LE; ^LOCATE .LM +11 .INDENT -7 "_L"####^LONG RANGE SCAN FOR ANOTHER PLAYER. ^THE "_L" COMMAND SETS THE DEFAULT DIRECTION TO THAT OF THE SCANNED SHIP. ^IT TAKES A SHIP NUMBER AS AN ARGUMENT, OR _<_C_R_> TO LOCATE THE DEFAULT SHIP. ^IF A SHIP NUMBER IS GIVEN, THE DEFAULT SHIP IS RESET TO THAT SHIP. .LM -11 .TEST PAGE 3 .LE; ^MESSAGE .LM +11 .INDENT -7 "_M"####^SEND A MESSAGE TO ANOTHER PLAYER ON SUBSPACE RADIO. _<_C_R_> SENDS TO THE DEFAULT SHIP, A SHIP NUMBER SENDS TO THAT SHIP. ^A SHIP NUMBER OF ZERO BROADCASTS THE MESSAGE TO ALL SHIPS. ^THE DEFAULT SHIP IS NOT RESET. .LM -11 .LE; ^WARP .LM +11 .INDENT -7 "_W"####^SET WARP SPEED 0-8. .LM -11 .LE; ^COURSE .LM +11 .INDENT -7 "_C"####^SET COURSE 0-12 (CLOCK FACE). ^THIS DOES NOT AFFECT YOUR WARP SPEED OR DEFAULT DIRECTION. ^HOWEVER, THE DEFAULT DIRECTION MAY BE USED TO SET THE COURSE. ^ALL DIRECTIONS ARE TO BE SPECIFIED IN "CLOCK FACE" NUMBERS. ^FOR EXAMPLE: .LITERAL 0. IS UP 9. IS LEFT 3. IS RIGHT 6. IS DOWN .END LITERAL 7.5 IS TOWARD THE LOWER LEFT CORNER, ETC. .LM -11 .LE; ^QUIT .LM +11 .INDENT -7 "_Q"####^QUIT. .LM -11 .LE; ^HYPERSPACE .LM +11 .INDENT -7 "_H"####^SET HYPERSPACE JUMP POINT 1 THROUGH 6. .LM -11 .LE; ^CLOAK ON .LM +11 .INDENT -7 "_F"####^FADE AWAY. ^THE CLOAKING DEVICE IS A CONTINUOUS ENERGY DRAIN WHEN ACTIVATED. .LM -11 .LE; ^CLOAK OFF .LM +11 .INDENT -7 "_A"####^APPEAR. .LM -11 .LE; ^ENERGY NET ON/OFF .LM +11 .INDENT -7 "_E"####^START/STOP ENERGY NET CONSTRUCTION. ^ENERGY NETS PROVIDE A "WALL" WHICH OTHER SHIPS WILL BOUNCE OFF OF, HOWEVER YOUR SHIP TRAVELS INSTANTANEOUSLY THROUGH YOUR ENERGY NETS. ^TORPEDOES MAY BE USED TO DESTROY NETS. ^THE BLACK HOLE IS BLOCKED BY THEM. ^PHASERS DO NOT PENETRATE NETS. .LM -11 .LE; ^SEEKING TORPEDO LAUNCH .LM +11 .INDENT -7 "_K"####^YOU WILL BE PROMPTED FOR THE SHIP NUMBER TO HOME IN ON. _<_C_R_> HOMES IN ON THE DEFAULT SHIP, A SHIP NUMBER HOMES IN ON THAT SHIP AND RESETS THE DEFAULT. ^HOMING TORPEDOES DESTROY ANTI-MATTER PODS. ^SEEKING TORPEDOES CAN BE SHOT DOWN WITH PHASERS (AT LEAST SOMETIMES). .LM -11 .LE; ^ANTI-MATTER LAUNCH .LM +11 .INDENT -7 "_Z"####^YOU WILL BE PROMPTED FOR A DIRECTION. ^PODS MOVE AT WARP 5. _<_C_R_> FIRES IN THE DEFAULT DIRECTION, A NUMBER FIRES IN THAT DIRECTION AND RESETS THE DEFAULT. ^WHEN AN ANTI-MATTER POD HITS A HYPER-SPACE PORT, IT TRAVELS THROUGH IT TO YOUR CURRENT HYPERSPACE JUMP POINT AND BLOWS UP. ^PODS ALSO TRAVEL THROUGH RANDOM HYPER-SPACE PORTS TO A RANDOM LOCATION AND BLOW UP. .LM -11 .LE; ^ANTI-MATTER FREEZE .LM +11 .INDENT -7 "_N"####^STOP MOVEMENT OF ANTI-MATTER DEVICE. (^IT WILL BECOME A STATIC MINE.) .LM -11 .LE; ^ANTI-MATTER DETONATE .LM +11 .INDENT -7 "_X"####^DETONATE ANTI MATTER POD. ^THIS EXPLOSION DESTROYS AN ENTIRE AREA, EXCEPT FOR BASES AND HYPERSPACE POINTS. ^THE PATTERN OF THE EXPLOSION IS AS BELOW. .LITERAL ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X ^X .END LITERAL ^SHIPS WITHIN 4 OF AN EXPLODING POD LOSE SOME ENERGY AND HAVE THEIR VISION PARTIALLY OBSCURED. ^THE BLACK HOLE IS RANDOMLY RELOCATED WHEN CAUGHT IN A POD EXPLOSION. .LM -11 .LE; ^TRACTOR BEAMS .LM +11 .INDENT -7 "_B"####^SET TRACTOR BEAM TARGET SHIP (1-8). 0 TO STOP TRACTOR BEAM. ^TRACTOR BEAMS ARE USED TO PULL YOUR OPPONENT'S SHIP TOWARDS YOU. ^THE CLOSER THE SHIPS ARE THE STRONGER THE PULL OF THE TRACTOR BEAM. ^THE DEFAULT SHIP IS RESET. .LM -11 .LE; ^VERBOSE/^NON-VERBOSE MODE .LM +11 .INDENT -7 "_V"####^FLIP ON/OFF VERBOSE MODE. ^IN NON-VERBOSE MODE, ONLY THE FIRST LETTER OF EACH WORD IS PRINTED. ^FOR EXAMPLE, .SKIP 1 .INDENT +5 ^^+ TORPEDO HIT ALIEN_!\\ .SKIP 1 BECOMES .SKIP 1 .INDENT +5 ^^+THA\\ .SKIP 1 ^THIS IS SOMETIMES USEFUL IN THE HEAT OF BATTLE ON A SLOW (1200 BAUD) TERMINAL. .END LIST .PAGE .HEADER LEVEL 1 STARTING THE GAME .PARAGRAPH 5,1 ^IF YOU ARE STARTING A NEW GAME, FIRST INITIALIZE THE UNIVERSE USING ^^MTREKINI\\: .SKIP 1 .INDENT +5 ^^$ RUN MTREKINI\\ .SKIP 1 ^IT WILL ASK A SERIES OF SET UP QUESTIONS (DEFAULTS ARE INVOKED BY _<_C_R_>): .LIST .LE; ^A STAR DENSITY BETWEEN 2 AND 3 IS GOOD (DEFAULT = 2.0). .LE; ^ABOUT 20 TO 25 STAR-BASES IS OK (DEFAULT = 20). .LE; ^USUALLY 5-10 RANDOM JUMP POINTS (DEFAULT = 6). .LE; ^ANY RANDOM INTEGER BETWEEN -32K AND +32K (DEFAULT = 0). .LE; ^A CLOAKING ENERGY DRAIN OF 20 TO 40 (DEFAULT = 25). .LE; ^NET CONSTRUCTION ENERGY DRAIN OF 0 TO 2000 (DEFAULT = 75). .LE; ^BLACK HOLE SPEED OF 2. TO 5. (DEFAULT = 4.5). .END LIST .HEADER LEVEL 2 PLAYER INITIATION .PARAGRAPH 5,1 ^SEVERAL CRT TERMINALS ARE REQUIRED TO PLAY THE GAME. ^THE DRIVER PROGRAM, ^^MTREKD\\, MAY BE STARTED AUTOMATICALLY ON YOUR SYSTEM. (^IT IS AT ^^ICR\\.) ^IF NOT, IT MUST BE STARTED UP PRIOR TO PLAYING. ^THEN EACH PLAYER SHOULD ISSUE THE FOLLOWING COMMAND AT HIS TERMINAL: .SKIP 1 .INDENT +5 ^^$ RUN MTREK\\ .SKIP 1 ^A LIST OF UNOCCUPIED SHIPS WILL BE DISPLAYED, SO CHOOSE AN UNOCCUPIED SHIP AND YOU ARE READY TO PLAY. ^IT IS POSSIBLE FOR TWO OR MORE PLAYERS TO CONTROL THE SAME SHIP BY SELECTING AN OCCUPIED SHIP, E.G., ONE PLAYER CAN CONTROL NAVIGATION AND THE OTHER WEAPONS. ^PLAYERS MAY ENTER AND LEAVE THE GAME AT ANY TIME. .HEADER LEVEL 2 ROBOT SHIPS .PARAGRAPH 5,1 ^IN ADDITION TO PLAYING AGAINST HUMAN OPPONENTS YOU CAN TURN THE UNUSED SHIPS OVER TO COMPUTER CONTROL. ^THIS IS DONE BY STARTING THE ^^ROBOT\\ PROGRAM. ^YOU CAN CHOOSE THE SHIPS TO BE CONTROLLED AND THE CAPABILITY OF THE SHIPS' ROBOT SKIPPERS. .PARAGRAPH 5,1 ^EACH RUNNING ^^ROBOT\\ PROGRAM CAN CONTROL SEVERAL SHIPS WHICH WILL ACT AS A TEAM. ^IF MORE THAN ONE ^^ROBOT\\ PROGRAM IS STARTED THEN THEIR SHIPS WILL FIGHT WITH EACH OTHER. ^ROBOT SHIPS ARE STARTED WITH THE COMMAND: .SKIP 1 .INDENT +5 ^^$ RUN ROBOT\\ .SKIP 1 ^A LIST OF UNOCCUPIED SHIPS WILL BE DISPLAYED. ^ENTER THE NUMBER(S) OF THE SHIP(S) TO BE UNDER ROBOT CONTROL. ^WHEN THE ROBOT "TEAM" HAS BEEN SELECTED, ENTER _<_C_R_> AND THE ^^ROBOT\\ PROGRAM WILL ASK SEVERAL QUESTIONS TO SET UP THE ABILITY OF THE ROBOT SKIPPERS (AS WITH ^^MTREKINI\\, DEFAULTS ARE INVOKED BY _<_C_R_>): .LIST .LE; ^MAXIMUM SPEED OF ROBOT SHIPS (DEFAULT = WARP 8). .LE; ^ROBOT REACTION TIME (DEFAULT = 1.5). .LE; ^AMOUNT OF PHASER FIRE (DEFAULT = 5). .LE; ^DEGREE OF INACCURACY (DEFAULT = 0 DEGREES). .END LIST .PAGE .HEADER LEVEL 1 TERMINATING THE GAME .PARAGRAPH 5,1 ^IT IS IMPORTANT THAT THE LAST ^^MTREK\\ PLAYERS CLEAN UP THE SYSTEM BEFORE THEY LEAVE. ^THIS IS DONE BY ISSUING THE FOLLOWING SET OF COMMANDS: .LIST .LE; ^TERMINATE EACH ^^MTREK\\ PROGRAM BY ENTERING THE "_Q" COMMAND. .LE; ^IF THE UNIVERSE MANAGER ^^MTREKD\\ DOES NOT TERMINATE AUTOMATICALLY (IT DOES AT ^^ICR\\) ABORT IT AS FOLLOWS: .SKIP 1 .INDENT +5 ^^ C\\ .INDENT +5 ^^PDS> ABORT\\ .LE; ^IF YOU ARE RUNNING ANY ^^ROBOT\\ PROGRAMS ABORT EACH ONE AS FOLLOWS: .SKIP 1 .INDENT +5 ^^ C\\ .INDENT +5 ^^PDS> ABORT\\ .END LIST .SKIP 4 ^NOW MOP UP THE BLOOD, SWEAT, AND TEARS; LOGOUT; AND GO HOME.