50000 REM ===============================================================
50100 REM =========   Instructions on how to play startrek  =============
50200 REM ===============================================================
50300 GOTO 51300
50400 REM ---------------->>> Simulate sound of t.v. computer
50500 IF NOISE=0 THEN 51200
50600 FOR I = 1 TO 50
50700    J=RND(I)*10000
50800    IF J<37 THEN 51100
50900    PLAY "mb"
51000    SOUND J,.5
51100 NEXT I
51200 RETURN
51300 PRINT "  The galaxy is divided into 64 quadrants with"
51400 PRINT "  the following coordinates:"
51500 PRINT "  #   1    2    3    4    5    6    7    8    #"
51600 FOR I = 1 TO 8
51700 PRINT "  # |    |    |    |    |    |    |    |    | #";I
51800 NEXT I
51900 PRINT : PRINT " Each quadrant is similarly divided into 64 sectors"
52000 GOSUB 60500
52100 PRINT "==================>>  DEVICES  <<====================="
52200 PRINT : PRINT "Warp Engines"
52300 PRINT "  Course = a real number from 1 to 8.99999.  The course number"
52400 PRINT "           indicates direction, starting at the right and going"
52500 PRINT "           counter-clockwise, as depicted below:"
52600 PRINT
52700 PRINT "                              3"
52800 PRINT "                           4  |  2"
52900 PRINT "                            \ | /"
53000 PRINT "                         5--- * ---1"
53100 PRINT "                            / | \"
53200 PRINT "                          6   |   8"
53300 PRINT "                              7"
53400 GOSUB 60500
53500 PRINT " Warp Factor " : PRINT
53600 PRINT " Warp Factor = a real number from 0 to 8.  The distance"
53700 PRINT "               traveled is equal to integer(warp factor)"
53900 PRINT "                 Warp  .2 =  travel 1 sector"
54000 PRINT "                 Warp  .5 =  travel 4 sectors"
54100 PRINT "                 Warp  1  =  travel 1 quadrant"
54200 PRINT "                 Warp  2  =  travel 2 quadrants"
54300 PRINT "               For example, if you travel from quadrant 1-1"
54400 PRINT "               sector 1-1, in direction 1 at Warp 2, you would"
54500 PRINT "               stop at quadrant 1-3,sector 1-1 in the next"
54600 PRINT "               stardate.
54700 PRINT "  REMEMBER:    Every use of the warp takes one stardate."
54800 PRINT "               If the Enterprise is blocked by something during"
54900 PRINT "               intra-quadrant travel, it will stop in front of "
55000 PRINT "               blocking object (and waste a stardate) ***"
55100 PRINT
55200 GOSUB 60500
55300 PRINT "===============>>  Short Range Sensors  <<======================"
55400 PRINT
55500 PRINT "  The Short Range Sensors of the Enterprise display a detailed "
55600 PRINT "  view of the quadrant it is currently in.  The Enterprise will "
55700 PRINT "  be depicted by an -E- at its sector location within the quadrant"
55800 PRINT "  Klingon battle cruisers are depicted by a -K-"
55900 PRINT "  Starbases are depicted by a -B-"
56000 PRINT "  Stars are depicted by a -*-"
56100 GOSUB 60500
56200 PRINT "================>>  Long Range Sensors   <<======================"
56300 PRINT " "
56400 PRINT "  The Long Range Sensors of the Enterprise are used to display the"
56500 PRINT "  maps of objects in the nine (9) closest quadrants.  This allows"
56600 PRINT "  you to see potential Klingon fighter groups and to locate your"
56700 PRINT "  starbases.   The numbers shown for each quadrant in the long"
56800 PRINT "  range scan have the following meaning:"
56900 PRINT " "
57000 PRINT "     The ones digit indicates the number of stars"
57100 PRINT "     The tens digit indicates the number of starbases"
57200 PRINT "     the hundreds digit indicates the number of klingons"
57300 PRINT
57400 PRINT "     For example:"
57500 PRINT
57600 PRINT "         319 means 3 Klingons, 1 Starbase, and 9 stars"
57700 PRINT "         206 means 2 Klingons, 0 Starbases, and 6 stars"
57800 PRINT "           7 means 0 Klingons, 0 Starbases, and 7 stars"
57900 GOSUB 60500
58000 PRINT "=====================>>   Phasers   <<==========================="
58100 PRINT
58200 PRINT "  Any portion of your available energy can be fired through the "
58300 PRINT "  phasers.  The battle computer divides the amount of energy you "
58400 PRINT "  specify amoung the Klingon cruisers in the quadrant and determines"
58500 PRINT "  the various directions of fire.  The effectiveness of a hit"
58600 PRINT "  depends mostly on the distance to the target.  A Klingon battle"
58700 PRINT "  cruiser starts with ";S9;" units of energy.  It can fire an "
58800 PRINT "  amount equal to whatever energy it has left"
58900 PRINT
59000 PRINT "===================>>   Photon  Torpedoes   <<===================="
59100 PRINT
59200 PRINT "  Initially the Enterprise has ";P0;" Photon Torpedoes.   One"
59300 PRINT "  torpedo destroys whatever it hits.  The range of photon torpedoes"
59400 PRINT "  (like phasers) is limited to the current quadrant.  The course"
59500 PRINT "  of a photon torpedo is set the same way as that of the Enterprise"
59600 GOSUB 60500
59700 PRINT "==================>>  Damage Control Report  <<===================="
59800 PRINT "  The Damage Control report lists the main devices of the Enterprise"
59900 PRINT "and their current state of repair.  A negative state of repair"
60000 PRINT "indicates a disabled device.  Devices can be damaged or repaired"
60100 PRINT "by a space storm or landing at a starbase.  Also damaged devices"
60200 PRINT "are repaired 1 unit every stardate."
60300 GOSUB 60500
60400 RETURN
60500 REM =================>> Subroutine to wait for player to hit any key
60600 LOCATE 1,15
60700 COLOR 0,7
60800 PRINT "        Hit any key to continue       "
60900 COLOR 7,0
61000 A\$=INKEY\$: IF A\$="" THEN 61000
61100 X6 = INT(RND*100)+1
61200 REM =================>> Subroutine to clear screen
61300 CLS
61400 LOCATE 5,10
61500 GOSUB 50400
61600 RETURN
0)+1
61200 REM =================>> Subroutine to clear screen
61300 CLS
61400 LOC