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Trek v2.3 |
Welcome to the game of Trek. This the second version of the very popular Trek strategy game for the Palm Pilot. It
features a modernized user interface and an appearance resembling that of many sci-fi television shows.
Changes from 2.2
Changes from 2.1
Changes from version 1.2
How to Play
The game starts with a description of what you face in the upper instruction area. Tap on
the up and down arrows (or use the scroll up and down keys) to view text hidden above
or below the currently seen block of text. Tap on the square below the arrows to start the
game.
A few things to notice about the interface before we go much further. The area at the top
of the screen is where text messages go, as well as prompts for direct input. The bottom
area is used as the main interface, where input is made and more complete instructions are
sometimes given.
Now, the game consists of you, the captain, trying to destroy the invading klarnon armada before time runs out. You
will have a few starbases scattered about the galaxy with which to re-arm and re-equip your ship. Time and energy
are the resources you must manage. The galaxy itself is made up of sixty four quadrants in an eight by eight grid.
Each quadrant is made up of sixty four subsectors, also in an eight by eight grid.

As you look at the display, the surrounding bar of the bottom area has the basic Trek
commands: SRS, LRS, CMP, LAS, TOR, NAV, SHI, DAM, and PAS. Each of these
commands will be described in detail in the following paragraphs. The first command, and
actually the main tactical display of the game is the SRS command.
SRS (Short Range Sensors)
As you can see to the right, the SRS command displays a lot of information in a very small
space. The main display is the layout of the current quadrant. It uses symbols from the following sets (note that all
ships rotate, but will be recognizable from the set given here):
Icon
What it is
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Empty space
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Your ship(one facing)
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Klarnon (one facing)
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Remulak (one facing)
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Star
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Starbase - Used to get supplies and energy for the ship
In the upper right of the display, you can see a larger picture of the ship. This is a shield status display and shows the
current shields settings in a rough manner. Tapping on the display will toggle between optimized shields and dropping
the shields.
Below the shield display you can see the status bars. The show (in order) Energy remaining, Klarnons left, and Time
left. Tapping on any of the bars will display the actual amount above the bars themselves.
To move within the subsector, tap and hold the space you wish to move to. A line will appear linking the ship and the
new position and will remain until the stylus is lifted. If you move the stylus around on the display, the line will move
with it. When you lift the stylus the ship will turn to the new heading (if needed) and move to the selected spot. Stars,
klarnons and starbases will block movement. Moving directly above, below, or to either side of a starbase will cause
you to dock with the starbase and receive new supplies and any needed repairs.
LRS (Long Range Sensors)
Tapping on the LRS button will present the captain with a display similar to the one on the
right. Deciphering the codes is an important step to playing the game. At the bottom of the
area is a location name, which refers to the center of the nine numeric groups, which is the
quadrant the ship is in. After awhile, you will be able to figure out where in the galaxy you
are just from the quadrant name. The remaining numeric groups are the contents of the
surrounding quadrants. If the quadrant is outside the galaxy, then '---' will be displayed in
place of a number.
Decoding the numeric groups is easy. The first of the three numbers is how many klarnons
are in that quadrant. The second number is the number of starbases there, and the last number is the number of stars
in that quadrant. As you can see from the display, the center quadrant (where you are, btw) has no klarnons, no
bases and three stars. Immediately below the quadrant, there is a single klarnon and six stars. None of the
surrounding quadrants has a starbase in it.
If you tap on a quadrant in the LRS display, you are taken to the pick sector display (see
the image to the left). In this display, you pick the target sector in the quadrant you just
selected. This is where you are trying to move to in the just selected quadrant.
Remember that when you leave a quadrant, you expend a day. Just pick the sector you
wish to move to and the ship will move there. If you decide that you really don't want to
move, or that you want to check where you are, or do something else, just tap on a
different command. If there is anything in the way in either quadrant, the ship will stop and
you will have to try again. Any klarnons in the quadrant will also get to fire at you, so you
might want to make sure that your shields are up before you move.
CMP (Computer)
The CMP display brings up a menu of more choices. The ships' computer is a capable
little beast, and can handle a variety of tasks. As you can see, the commands available to
you are: MAP, STA, PRO, SLF and COM. What each of these commands do will be
made clear below.
MAP (Galactic Map)

The map in the computer is a record of every quadrant you
have visited, as well as any you have scanned with your long
range sensors, or probed with the long range probes. As you can see, it resembles the
LRS display, and can in fact be read the exact same way. Again, like the LRS command,
you can tap on a quadrant (with or without a reading in it) and you will be presented with a
subsector selection screen. From there it acts just as if you had started from the LRS
command. One important difference between the LRS and this display (aside from the
number of quadrants shown) is that the current location of the ship is show as inverted.
STA (Status)

The STA (see the image immediately to the right) command is used to get details about
how things are going in your quest to defeat the klarnon invasion. You can see the current
date, how many days are left until the klarnons successfully take over, how many
torpedoes remain in the tubes, how much energy you have left, how many long distance
scanning probes remain, as well as you current battle status. Following all of this
information is the current complete damage report on your ship.
PRO (Probes)
Probes are used to get long distance information from the surrounding galaxy. While an
LRS scan only shows the surrounding quadrants, the probe shows every sector in a line to
the edge of the galaxy, unless it is intercepted by the enemy and destroyed. When you
select probe, you are asked to pick a target quadrant to fire the probe towards. The
probe will continue along a line drawn from your current quadrant to the target quadrant
and beyond until it leaves the galaxy. You have only four probes. They cannot be
replaced until after the hostilities end. Use them wisely. If you have no more probes left,
selecting probe takes you to the map instead.
SLF (Self Destruct)
This is the self destruct control. Choose this option to end the game and start a new one.
It goes without saying that you lose when you pick this option. Use it when you know you
cannot win, or just wish to try a new game for just about any reason.
COM (Communications)
The communications button lets you open hailing frequencies
and talk to your starbases or the enemy invading the
federation. Your choices of messages are fairly limited at this
time, though. You can call for help, or try to bluff.
HLP (Help)
Help is a broadband distress signal to any available starbase
that the enterprise needs assistance. A tow if you will. If a
nearby starbase hears the distress call, you will be towed back to the starbase and
repaired. This will cost you five days. If no starbase hears the distress call, you only
waste a day. This should only be used in emergencies, as time is precious and you will
find it difficult enough to complete your mission without wasting time.
COR (Corbesite Maneuver)

This command attempts the corbesite maneuver, in an attempt to bluff the klarnons into
fleeing from an imaginary explosion about to occur on board your ship. If it works, you
win the game. If it fails, you have wasted a day. You can only try it once. Sorry, but that's
how bluffs work...
LAS (Lasers)
Choose lasers to attempt to use the main weapon of the ship
to defeat any klarnons in the quadrant. One of the main things
to realize is that the lasers are targeted by the computer, and if the computer is damaged,
the accuracy of the lasers will be decrease, and therefore the damage done by them. In all
cases the energy allocated will be spread out amongst the klarnons in the quadrant
evenly. The effectiveness of lasers drop off with distance, so klarnons far away take more
energy to destroy.
You can use graffiti to input the energy to use, or you can tap on the number box to bring
up a calculator interface you can tap on. Tapping on the number box a second time will dismiss the calculator. Tap
on the fire button to fire the allocated energy, or like every other command, tap on another command to abandon
what you are doing here.
TOR (Torpedoes)
The torpedo is devastating weapon of almost assured destruction, if you can hit with it.
The problem is between the time you aim at the target and the time the torpedo actually
fires, the enemy may move, which can lead to a miss. Additionally, torpedoes must move
in a line from the ship to the target, and can be blocked by stars. Finally, you must
explicitly target the torpedo, the computer will not help you. If it wasn't for the fact that
torpedoes take no energy to fire, you really would probably not want to use them.
When the torpedo command is chosen, you are told how many targets are in the quadrant
and asked how many torpedoes you wish to fire. Again, like the lasers, you can tap on
the number box and bring up assistance. Since you can only fire up to five torpedoes at a time, only the numbers one
through five are allowed as input. You can still use graffiti to input the numbers if you desire.
Once you choose fire, the short range sensors will be displayed and you must tap on the intended targets, one tap for
each torpedo to fire. You can abort the firing at any time by simply tapping on another, different command.
NAV (Navigate)

Choose navigate when you want to get from one quadrant to another. This is another way
to access the map image, with slightly better detail in the display (it is easier to see where
other quadrants you have not visited lie with this control). It acts just like to map command
found in the computer: pick the quadrant you wish to travel to, then pick the subsector to
go to in the target quadrant.
SHI (Shields)
Shield control is under the control of the tactical computer.
However, in the heat of battle, manual adjustments sometimes need to be made. The
shields are number form one to four around the ship with the first shield being the shield at
the front of the ship. The remaining shields are numbered clockwise around with the
fourth shield on the left of the ship.
The numbered boxes on the right side of the ship show you the exact setting of each
shield. The topmost box is shield one, and the lowest box is shield four. You can use
graffiti to enter the numbers, or tap on the number box to bring up calculator like
interface. This is similar to how it works everywhere else in the program.
The large graphic of the ship is surrounded by representations of the shield strength. These change dynamically as the
shield settings are modified.
DAM (Damage Control)
Damage control is used to speed repairs on the ship. If you take damage, there is a good
chance that systems on board the ship will be disabled. With this control, you can speed
repairs by allocating energy to the damaged system. Damaged system take 100 units of
energy for each day required to repair them. Damaged system are circled on the picture
of the ship. You can tap on the system name, or tap on the circle to get a report on a
system.
PAS (Pass)
This command is used to let time pass. You would use this if a system is damaged, and you cannot spare the energy
to fix it and still reach help. Note that any enemies in the quadrant will fire at you if you pass. Time and repairs are the
only other things that occur while time passes.
Strategy
A few hints on strategy may be in order. My personal strategy is to make sure I find at least one starbase nearby and
to try and destroy at least one klarnon each day. To this end I do the following things:
Registered vs. Unregistered
There are two differences between the registered and the unregistered versions of the game. The unregistered version
does not save the games state if you leave the game to do anything else (like use a calculator or lookup a phone
number). The unregistered version also allows only half the amount time to complete the mission (which makes it next
to impossible to complete). You can still do everything else with the unregistered version.
Future Plans
Future plans include:
Enjoy the game!
Chris Olson