.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
     2.5 TIMES 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:######-100 PER TIME INTERVAL (DEFAULT)
.END LIST
.PARAGRAPH 5,1
    ^ENERGY LOSS DUE TO WEAPON 
     HIT IS A FUNCTION OF SHIELD STRENGTH AND WEAPON ENERGY.
.SKIP 2
.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 CAN BE PREECEDED BY 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 THE COMMAND LETTER.
.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. ^THIS MAY BE PRECEEDED BY 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 JUST TYPING 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. ^A DIRECTION MAY BE SPECIFIED. "_T" 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. ^A DIRECTION MAY BE SPECIFIED. "_P" 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 MAY BE PRECCEDED BY A SHIP NUMBER AS AN ARGUMENT. "_L" LOCATES A 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.
                   "_M" 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:
.B 1
#####################0. IS UP
.B 1 
##########9. IS LEFT###########3. IS RIGHT
.B 1
#####################6. IS DOWN
.B 1
     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.
   ^A CLOAKED SHIP CANNOT MOVE. ^TYPEING "_F" WILL TOGGLE THIS MODE.
.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"####^IF YOU SPECIFY A SHIP NUMBER TO HOME IN ON THE DEFAULT WILL BE CHANGED.
                   ^IF NONE IS SPECIFIED THEN THE DEFAULT SHIP IS LOCATED.
                   ^HOMING TORPEDOES CAN NOT BE FIRED AT FADED SHIPS.
                   ^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"####^IF A DIRECTION IS SPECIFIED THE DEFAULT DIRECTION IS RESET. ^PODS MOVE AT WARP 5.
                   "_Z" FIRES IN THE DEFAULT DIRECTION,
   ^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.
.LM -11
.LE;    ^FLUSH TYPE-AHEAD BUFFER
.LM +11 .INDENT -7
           "_ "####^THE GAME KEEPS AN INTERNAL TYPEAHEAD BUFFER OF UP 
                   TO 20 CHARACTERS. ^TYPEING "_ " WILL FLUSH THIS 
                   BUFFER.
.LM -11
.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; ^ANY RANDOM INTEGER BETWEEN -32K AND +32K (DEFAULT = 0).
.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; ^A CLOAKING ENERGY DRAIN OF 20 TO 40 (DEFAULT = 25).
.LE; ^NET CONSTRUCTION ENERGY DRAIN OF 0 TO 2000 (DEFAULT = 75).
.LE; ^TRACTOR BEAM ENERGY DRAIN OF 0 TO 2000 (DEFAULT = 100).
.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 YOU ARE RUNNING ANY
^^ROBOT\\ PROGRAMS ABORT EACH ONE AS FOLLOWS:
.SKIP 1
.INDENT +5
^^<CNTRL> C\\
.INDENT +5
.END LIST
^NOTE THAT THE UNIVERSE MANAGER, ^^MTREKD\\, STOPS RUNNING
ABOUT 30 SECONDS AFTER EVERYONE QUITS PLAYING.
.SKIP 4
          ^NOW MOP UP THE BLOOD, SWEAT, AND TEARS; LOGOUT; AND GO HOME.
