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This is a recreation of TRS-80 Level I BASIC, with some additional commands. If the Simulator doesn't respond to the keyboard, try clicking on its window. For programs and samples, visit the Simulator Software Library.

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Trek III.4 by Lance Micklus
Adapted to Level I Simulator by Jeff Vavasour

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MISSION GOALS:

1. Map out the region. The region is divided up into 8x8x3 Quadrants (co-ordinates 0,0,0 through 7,7,2). Use the Ship's Computer to identify areas not yet mapped.

2. Locate and orbit 5 Class M planets in the region. To identify the class of a planet in the Quadrant you are in, use the Science Computer. To orbit a planet, use Impulse to manoeuvre into the same Sector as the planet.

3. Find and destroy the 20 enemy Warships that have invaded the region.

4. Complete mission by date 2500 and return to and dock with Fleet HQ base in Quadrant 7,7,2.

SAVING YOUR GAME:

Type "-1" at the "ORDERS?" prompt to enter the save/load game screen. From there, type "0" and ENTER to save, or "1" and ENTER to load. Saved game data will be printed to a text window which you can then copy and paste (e.g. into Notepad) and save to your computer's hard drive. When loading a game, when prompted to do so, paste this stored text back into the text window and click OK.

HINTS:

Red Alert has the maximum shield strength, maximum repair efficiency and gives full tactical information each turn, but it costs the greatest energy per turn. Yellow Alert has intermediate shields and repair efficiency, less energy consumption and will elevate to Red Alert in a hostile environment. Green Alert uses minimum energy but provides the least protection.

The Ship's Computer can be used to assist in locating objects needed for mission goals, but its database will only contain information on Quadrants already visited or those which could be successfully scanned by Long Range Sensors.

Before leaving a Quadrant, it's a good idea to use Long Range Sensors to map out the adjacent Quadrants. The "W # B # S # P #" report for some Quadrants indicates, respectively, the number of enemy Warships, friendly Bases, Stars and Planets within it.

You can manoeuvre within a Quadrant using Impulse. Headings are given on directions of the compass:

0 = right (East)
1 = up-right (North East)
2 = up (North)
3 = up-left (North West)
4 = left (West)
5 = down-left (South West)
6 = down (South)
7 = down-right (South East)
8 = right (East)

Speed indicates how many steps the ship should move in the direction specified. If you move across the edge of a Quadrant, you will enter the adjacent Quadrant.

You can enter fractions between these headings (e.g. heading 7.4 is two steps right for every step down); however, if you do use fractional headings, be prepared to use a scientific calculator. :-)

Move into the same square as a planet to orbit it, or the same square as a base to dock with it. Docking with the base in Quadrant 7,7,2 ends the game. Docking with any other base refuels your energy, repairs your ship and restocks your torpedos.

Torpedos are deadly, but must be aimed precisely. They are aimed using the same compass as Impulse headings. Enemies can sometimes move to avoid fire, so be careful not to hit friendly objects that may be behind the enemy.

Beam weapons will automatically target enemies within line of sight, but their effectiveness diminishes with distance. Accuracy is also not guaranteed.


Simulator and its content ©2000 Jeff Vavasour. Template updated February 18, 2001. TRS-80 is a trademark of RadioShack Corporation.