Stellar Track
Stellar Track
Game Instructions
CONTENTS:
1. History of the Interstellar Conflict
2. Mission Objective
3. Console Controls
4. Using the Joystick
5. Mission Overview
6. Galaxy Map
7. Long Range(LR) Scan
8. Short Range(SR) Scan
9. Warp
10. Photon Torpedo
11. Phasors
12. Damage
13. Status Report
14. Starbase Docking
15. Aliens
16. Mission Summary
17. Command Summary
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1. History of the Interstellar Conflict
It is 2000 years since the unification of our planet and we "Terrans" have
peacefully excelled in art, philosophy, and science. Our technology has
mastered all but one problem, the hyperwarp drive (which would allow us to
travel to other planets). Trapped in our own solar system for lack of the
hyperwarp drive, there seems to be no way out until we are discovered by
extraterrestrial life. These "Aliens" are anxious to trade their hyperwarp
technology for Terran art and science to revitalize their stagnant culture.
As time passes we Terrans expand out empire through interstellar trade and the
use of hyperwarp technology. Increasingly the Terrans and Aliens compete over
the riches of the universe. We develop phased energy weapons (PHASORS) and
force shields, while the Aliens insist on escorting their merchant envoys with
warships. Tension begins to grow.
The Terran government, directed by the House of Viceroys, decides to build and
indestructible Starfleet and two Galactic Starbases to insure cosmic military
supremacy. With the invention of a deadly photon-launcher and the virtual
invisibility of the starbases (their location is a closely guarded secret), we
Terrans feel that a single Super Warship can keep the scattered Alien fleet in
check. You are the captain and sole commander of that warship.
While the Viceroys are relaxing and confident of our military superiority, the
Alien Council of Elders rule that the Terran culture has to be destroyed. This
is to be done before Alien dominance in the heavens is lost. As the commander,
you must throw back the Alien invasion.
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2. Mission Objective
The object of your mission is to destroy the Aliens in the galaxy with PHOTONS
or PHASORS before they destroy you. If you run out of time (STARDATES) or fuel
(ENERGY), we Terrans are lost!
NOTE: The complexity of STELLAR TRACK will make it necessary for you to
periodically refer to this manual during your first several missions. It's
also a good idea to use a note pad and pencil to keep track of vital
information during each mission.
----
3. Console Controls
GAMES SELECT/GAME RESET: These switches both have the same function, which is
to randomly select the size of a new mission. There are two factors which
vary with each mission. One is the number of STARDATES you have and the other
is the number of Aliens you must destroy to win. Press down either switch to
change and/or select the size of each mission. Continue depressing either
switch until you select the size mission you want.
NOTE: The best missions to start out with are those with approximately 25 to
35 Aliens, and the most STARDATES you can find.
RIGHT and LEFT PLAYER SKILL switches
RIGHT PLAYER SKILL switch: This switch controls you shield strength of damage
probability. In the NOVICE position, the probability of damage is lower. In
the EXPERT position, the probability is twice as high.
LEFT PLAYER SKILL switch: This switch controls your phasor strength. In the
NOVICE position, your PHASORS, or energy units, are twice as powerful as the
Aliens phasor strength. In the EXPERT position, you PHASORS are equal in
strength to the Alien's phasors.
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4. Using the Joystick
Use one of your Joystick with this Tele-Games(r) Cartridge. Be sure to plug
the controler cable firmly into the left jack at the back of your Video
Arcade(tm). Hold the controller with the red button to your upper left toward
the television screen. See page 4 of your owner's manual for further details.
Once you have selected the size mission you want, press the red controller
button to start. The GALAXY MAP command will appear (flashing) toward the
bottom of the screen. In total, there are seven commands available. These
commands are selected with the Joystick, then entered with the controller
button. Each command is displayed (flashing) on the screen as you move the
joystick right or left.
MOVE LEFT MOVE RIGHT
---------- -----------
Galaxy Map Galaxy Map
Warp Warp
Status Long Range(LR)
Short Range(SR) Scan
Scan Phasors
Photon Photon
Phasors Short Range(SR)
Long Range(LR) Scan
Scan Status
You won't know which commands to use (and especially in what order to use
them), until you learn more about each one through these instructions.
Remember for now that when the command you want to use is displayed on the
screen, you must press the red controller button to enter it.
NOTE: Also keep in mind that you must press the red controller button whenever
you are finished reading a particular display and are ready to continue with
another command.
----
5. Mission overview
So far you've been given some basic information on (1) the history of the war;
(2) your overall mission objective; (3) how to select the size of a mission;
(4) how to get the mission started; and (5) how to use the Joystick to display
the various commands.
This information alone addresses only the beginning of your mission. Now you
must learn how and when you use each command. You must also learn how to deal
with other mission factors, such as the difference between a quadrant and a
sector, what a starbase can do for you, and so on.
Quadrants/Sectors
The galaxy is divided into 36 quadrants, and each quadrant is divided into 64
sectors. It may help to think of the quadrants as states, and the sectors as
cities within those states (quadrants).
The general flow of you mission is as follows:
1. Use the LONG RANGE(LR) SCAN to see which quadrants contain Aliens
and/or starbases.
2. Use the WARP command to travel or jump among the quadrants and sectors
as you go after Aliens and starbases.
3. Use the SHORT RANGE(SR) SCAN to see which sectors contain Aliens and
starbases.
4. Use PHOTON/PHASORS to destroy Aliens.
5. Use the STATUS command to keep track of Aliens remaining, time left
(STARDATES), ENERGY remaining, and damage to your ship.
6. Use starbases to refuel and repair damage to your ship.
7. Use the GALAXY MAP to coordinate the entire mission.
8. Use a note pad to keep track of all of the above.
NOTE: All commands and other mission detail are explained in greater detail
later in these instructions.
If you destroy all the Aliens, you mission is successful and you receive a
ranking (CADET, ENSIGN, LIUTENANT, CAPTAIN, COMMODORE, or ADMIRAL). Ranking
is based on how much time and energy it takes you to destroy the enemy. The
less you use, the higer your ranking. You're ranked at the end of a mission
regardless of how it ended. Naturally, if you saved the galaxy, your rank
tends to be higher. However, if you waste resources to win, you might still
be reduced to CADET!
If you run out of time (STARDATES) or fuel (ENERGY), the Terrans must surrender
to the Aliens.
IMPORTANT: The color of the screen tells you who or what is in the quadrant
you are currently occupying.
GREEN = empty
RED = Aliens
GREY = starbase
When you are in a quadrant containing both Aliens and a starbase, the screen
will be red. Once you destroy the Aliens in that quadrant the screen will
turn grey.
----
6. Galaxy Map
The GALAXY MAP is a 6x6 chart which starts out empty at the beginning of each
mission. Each time you scan on of the 36 quadrants, that quadrant will show up
on the GALAXY MAP the next time it is displayed. A scanned quadrant shows a
two-digit number on the GALAXY MAP. The left digit indicates the number of
Aliens in that quadrant. The right digit tells you whether a starbase exists
in that quadrant (See Figure 2 [screen shot omitted]).
As an example, an entry of 21 indicates two Aliens and a starbase in the
quadrant. Keep in mind that although some commands use time or energy,
calling the GALAXY MAP is completely free.
----
7. Long Range (LR) Scan
CAUTION: The LR SCAN looks similar to the GALAXY MAP, and it is easy to
confuse the two of them.
The LR SCAN is a 6x6 chart which shows the contents of the quadrant you are in,
plus all adjoining or adjacent quadrants. As with the GALAXY MAP, the
information is presented as a two digit number. The left digit tells you the
number of Aliens in the quadrant; the right digit tells you whether a starbase
exists in the quadrant. (See Figure 3 [screen shot ommitted])
The LR SCAN does not use energy or startime. However, when you are in a
quadrant with Aliens, they will fire at you (one by one) after you use the LR
SCAN.
Note that the LR SCAN shows adjacent quadrants while the GALAXY MAP
cumulatively displays all the quadrants you have scanned.
----
8. Short Range (SR) Scan
Each quadrant contains 64 sectors. The SR SCAN is an 8x8 chart which enables
you to see exactly what is contained in you quadrant by showing you what is
in each of the 64 sectors. Figure 4 [screen shot ommitted] shows you what you
might find in a typical SR SCAN, as well as what the various objects look like.
A SR SCAN fills in the GALAXY MAP for the current sector only.
[NOTE-- You look similar to the Enterprise, Aliens similar to X-Wing fighters,
Stars look like asterix, and starbases look like circles with dots at their
centers.]
You must use the SR SCAN to find out exactly where the enemy is, or where a
starbase is. It does not use energy or startime, but like the LR SCAN, any
Aliens in your quadrant will fire at you (one by one) after you use it.
----
9. Warp
The Warp command is used to move your ship from one quadrant to another, or
from one sector to another. Using the WARP command is expensive - it uses
STARTIME and ENERGY.
Warping among quadrants -- STARTIME used = one STARDATE for each quadrant jumped
ENERGY used = 100 units for each quadrant jumped
Warping amoung sectors -- This manuever costs 10 units of ENERGY for each
sector jumped but uses no STARDATES.
How to WARP:
1. Using the Joystick, display the WARP command on the screen.
2. Then enter the COURSE number which is the direction you want to travel.
This is done by moving the Joystick right or left. There are eight
possible directions to move (with corresponding numbers), as shown in
Figure 5. When the number you want is displayed (flashing) on the
screen, press the red controller button to enter it.
3. Next enter the FACTOR numbers, which represent the distance in quadrants
and sectors you want to travel. Move the Joystick right or left to
change the numbers on the screen. Then press the controller button to
enter the numbers. The first (left) number indicates how many quadrants
to jump. The second (right) number indicates how many sectors you want
to jump.
Remember, when moving within the same quadrant (sector to sector), you
must enter "0" for the first number since you do not want to move
quadrants, only sectors.
FIGURE 5:
1
8 | 2
\ | /
7 - O - 3
/ | \
6 5 4
WARNING: You cannot WARP through a star in your quadrant. If you try, you
will lose the stardates and energy required for the WARP.
When you successfully WARP into another quadrant the STATUS report
automatically appears on the screen. If you fail to WARP successfully, you
will hear a loud buzz sound and the screen will remain unchanged (you tried to
warp through a star).
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10. Photon Torpedo
Your PHOTON Torpedoes are one of two weapons you have to destroy Aliens. The
other weapon is your PHASORS, explained in the next section.
You start with nine torpedoes. All nine torpedoes are automatically replaced
whenever you dock at a starbase. See Section 14 - STARBASE DOCKING.
There are eight different directions (COURSEs) you can fire PHOTON Torpedoes
(see Figure 7 [same as figure 5]). Your ship must be directly in line (right,
left, up, down, or diagonally) with an Alien to successfully hit it with a
torpedo (see Figure 8 [screen shot ommitted]). You cannot shoot through a
star or out of one quadrant and into another.
How to Use:
1. Select the PHOTON command using you joystick.
2. Enter the COURSE (direction) number in the same manner you enter the WARP
COURSE number.
3. Press the red controller button to fire.
Using your PHOTON Torpedoes requires no ENERGY or STARDATES. The Alien is
always destroyed when hit by a PHOTON Torpedo. Any undestroyed Aliens in the
quadrant will fire back after you use a PHOTON Torpedo.
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11. Phasors
Your PHASORS are an energy weapon. A PHASOR blast can cause damage, or
destroy an Alien if strong enough. You must hit an Alien with more energy than
he has to destroy him. (All Aliens start with 99 units of energy, see Section
15 - ALIENS.)
YOU DO NOT HAVE TO BE DIRECTLY IN LINE WITH AN ALIEN (AS WITH PROTONS), TO
DESTROY OR DAMAGE HIM WITH PHASORS.
The power for your PHASORS comes from your ENERGY supply. Think of your
PHASORS as a flashlight beam with great power close and less power further
away. The close the enemy, the less power you need to destroy him.
How to Use:
1. Select the PHASORS command using your Joystick.
2. Assign the energy (PHASOR UNITS TO FIRE?) using a three-digit number.
You must enter three numbers for it to work. The energy fired will be
deducted from your ENERGY supply.
3. After entering the last (third) number by pressing the red controller
button, the PHASORS will automatically fire.
You must fire once (press the red controller button) for each Alien in
the quadrant.
After firing your PHASORS you recieve a message saying ALIEN DESTROYED, or,
1. How much energy hit the Alien (UNIT HIT).
2. The coordinates of the Alien that was hit.
3. How much energy the Alien has left.
NOTE: If more than one Alien is present, the energy will be divided between
them. Any undestroyed Aliens will fire back at you.
HINT: Use a note pad to calculate the minimum energy required to destroy
Aliens.
----
12. Damage
Aliens in your quadrant will fire on you only after they detect a maneuver on
your part. Teir sensors are unable to detect when you use the STATUS or
GALAXY MAP, so these are the only "free" moves. All other actions antagonize
the Aliens to return fire, which can damage one of five ship functions:
LAUNCHER
PHASORS
ENGINERS
SR SCAN
LR SCAN
Your STATUS Report will show "OK" if a function is undamaged, a negative number
will show how many STARDATES must be used up before that function is repaired.
For example, if a ship function shows -3, then three STARDATES must be used up
before you may use it again.
Docking at a starbase repairs all damage to your ship, regardless of STARDATES.
If you try to use a ship function, the computer will respnd with a buzz and
the command will not be entered.
Your ENGINES are a special case when it comes to damage.
1. You cannot leave a quadrant with damaged ENGINES.
2. To fix damaged ENGINES, enter a WARP command for the same number of
quadrants as STARDATES needed to repair the damage.
3. Instead of moving quadrants, your ship will move only the number of
sectors entered for quadrants.
4. Although STARDATES and ENERGY will be deducted, your ENGINES will be
repaired and you can leave the quadrant.
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13. Status Report
[table describing a typical status report ommitted. If you need help with this,
you probably will have trouble with the game anyway.]
NOTE: Calling up the STATUS Report does not use any ENERGY or STARDATES.
----
14. Starbase Docking
Docking at a starbase repairs all damage to your ship. This procedure provides
you with a new supply of ENERGY(3000 units). It also replaces all 9 of your
PHOTON Torpedoes.
To dock at a starbase, WARP to the same quadrant and sector as the starbase.
This places you virtually on top of the starbase.
There are always two starbases in the galaxy. Starbases are randomly placed at
the beginning of each mission. They never move and are never destroyed.
If your ship recieves damage while you are docked, you must back off the
starbase and then back on to it for repairs and refueling.
----
15. Aliens
All Aliens start each mission with 99 units of energy. If you leave an Alien
in a quadrant and then return later, he will be refueled to 99 units of energy
(if damaged) and it is very likely the he will have moved.
When you are in a quadrant with an Alien or Aliens*, you and the enemy take
turns:
1. You WARP into a quadrant containing an Alien, then you use your SR SCAN
to find him -
2. The Alien will then fire at you.
3. You execute another command -
4. The Alien fires again.
5. You execute another command -
6. The Alien fires again, and so on.
Each time an Alien fires at you, you recieve a report on how much of a hit you
took as well as how much ENERGY you have left.
*If there is more than one Alien in a quadrant with you, each Alien takes his
turn before it becomes your turn.
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16. Mission Summary
You now have all the vital information necessary to begin your first missions
into space. Remember that STARDATES are finite or limited for each mission.
If you run out of STARDATES without destroying all the Aliens, your mission
will be unsuccessful.
Along the same line of thought, don't waste your WARPS. They cost you
STARDATES, which are one of the most important miussion factors you have to
deal with.
Check your STATUS Report and GALAXY MAP often. They do not cost you any time
(STARDATES) or ENERGY, and they are important sources of information.
Keep in mind where the starbases are and use them strategically as you journey
through the galaxy. Also, don't be in a hurry making your commands. Careful
thought along with some minor calculations will be valuable assets in your
missions. Good luck and see you in space.
----
17. Command Summary
Ship Function Cost
------------ ----------
GALAXY MAP FREE
STATUS FREE
PHOTON PHOTON & TURN
PHASORS ENERGY & TURN
WARP ENERGY, STARDATE(S) & TURN
SR SCAN TURN
LR SCAN TURN
[course directions and screen colors ommitted]
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-------------------Atari 2600 Instructions Archive-------------------
This document obtained from the History of Home Video Games Homepage,
�1997-1998 by Greg Chance
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