NOTICE TEXTE n° 1 (9.07 Ko)
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A real time space adventure set in the 30th century where trade and export take
on a new dimension. The trading boom is at its peak. Millions of credits can be
made, and millions lost (a credit is the new universal monetary unit born as a
result of the economic boom). The pickings are rich and plentiful and not only
for the lone space trader, but also for the governments who reap huge profits
from landing taxes, import duties, repair centres and refueling points. Oh!
There’s the space pirates too . . . a nasty breed of extortionists and looters.
At least the rebels are more civil.
LEVEL OF PLAY
The level determines three things:–
(1) The initial cash amount a player starts the game with.
(2) The distribution of the planets, cargo, and other objects inside the
universe.
(3) The amount of information revealed to a player relating to the planet’s
type and trading characteristics.
THE UNIVERSE
At the start of each new game a universe is randomly created as a 3-D structure
in the computer’s memory.
A universe will contain the following:–
1012 planets, 60 space stations, 62 black holes, and 18 galaxy hypergates. Each
of the 1012 planets is individually named and assigned one of a possible 3840
codes. The code determines the trading characteristics of a planet.
The universe is divided into 10 known galaxies (an 11th galaxy is hidden from
the player) which are interconnected by hypergates. Each galaxy is divided into
10 sectors of 60 cells each, making a total playing area of 6600 cells. A cell
will contain any one of the items mentioned above or remain blank in which case
it represents empty space.
THE SHORT SCANNER
Each galaxy is a 3D structure of 600 cells, 10 sectors of 12 x 5 cells. The
short scan will display 27 of the 600 cells, 9 cells in the current sector
(displayed in red), 9 cells in the sector behind, and 9 cells in the sector in
front (both displayed in green). The central white cells always indicates the
position of the ship.
Movement through the galaxy (i.e. launching) can only take place from the
short scan. A player may launch to any one of the 26 remaining cells as
displayed if they are legal. Data on any item occupying a cell may be retrieved
using the onboard Mk1 computer. The amount of data displayed will depend on the
level of play. The planet code displayed to the right of the planet name
indicates the availability of certain items on that planet. These items are:–
(1) The sale of FOOD, CLOTHING, MEDICINES and SMALL ARMS.
(2) The sale of MACHINERY, RAW MATERIALS, METAL ORES and CHEMICALS.
(3) The sale of PRECIOUS METALS, LUXURY ITEMS, HI-TECH ITEMS and NARCOTICS.
(4) The sale of INTERGALACTIC HYPERDRIVES.
(5) The availability of REPAIR and MAINTENANCE centres.
(6) The availability of SHIP UPGRADE centres.
(7) The availability of a CASINO.
Planets having one or more matching letters in their code will have one or
more common factors. The code is scrambled at the start of each game so that
the casino represented by the letter ‘b’ in one game will not necessarily be
represented by that letter in another. In addition to scrambling the code, the
availability of items on a planet are also scrambled thus ensuring that no two
games are ever alike.
Finally, the short scanner displays the fuel level and the estimated fuel
required to reach a specific destination.
THE LONG SCANNER
The long scanner will display the whole of the current sector (the sector in
which the ship is located) as a 12 cell x 5 cell grid. The white cell marks the
position of the ship. The long scanner is invaluable when searching for galaxy
hypergates, spacestations, blackholes, and interesting planets. The long
scanner is for information gathering only and cannot be used for launching, it
requires the installation of a Mk2 computer.
THE FLIGHT DECK
All important information is displayed and updated while in flight. A player is
open to pirate attacks, meteor storms, and magnetic storms when in flight. Fuel
and energy levels must be considered when deciding what action to take when
confronted by any of the above. If the Mk1 computer energy level drops below
50% no warning will be given leaving the player no opportunity to take evasive
action.
REFUELING
All planets and spacestations carry refuel points. Fuel cost differ on each
planet. Fuel consumption is directly related to cargo mass, distance, ship
location, and ship destination. A journey between planets will require more
fuel than a flight from a planet to a spacestation since the spacestation has
no atmosphere and no gravity.
SHIP REPAIR AND MAINTENANCE
The ship requires regular repairs. Repair centres are available on all
spacestations and on some planets. Prices are subject to fluctuation. Energy
depreciation is directly related to distance travelled and cargo mass. Energy
depreciation also occurs when evading pirates, flying through meteor storms and
magnetic storms, and engaging in battles with pirates.
EQUIP SHIP
Some planets will offer ship upgrade centres. In order to make progress in a
game additional equipment will have to be purchased. A player may buy
additional cargo bays, laser guns, and computers. Not all centres will have
intergalactic hyperdrives for sale which are required for travel between
galaxies.
PIRATES
Pirates roam the universe in groups of 5 to 20 seeking out lone traders to
pilfer their cargo or sometimes just use then for target practice. If fuel and
energy levels are sufficient a player may outrun an attack, if not, direct
confrontation will result. Since pirate ships have shields etc., several direct
hits may be required before one is destroyed, although a player’s ship carrying
4 or more lasers may destroy a pirate ship with just one direct hit. In most
cases the destruction of all the pirates will result in a handsome booty of
cargo. Pirate attacks may be avoided by paying protection money when
approached.
The pirate attack sequence may be played using either keyboard, or joysticks.
The keyboard keys are:–
‘A’ key = UP
‘Z’ key = DOWN
‘\’ key = RIGHT
‘/’ key = LEFT
SHIFT = FIRE
CUSTOMS
Some planets will have customs posts. Any of these items of cargo, PRECIOUS
METALS, LUXURY ITEMS, HI-TECH ITEMS are subject to duty. If a players does not
declare any of these items there is a 50% chance that the customs officials
will search the ship. If this happens and taxable cargo is discovered then the
player must suffer the consequences. NARCOTIC trading is illegal. Customs
officials discovering NARCOTICS will confiscate them and in some cases will
also impose a fine.
REBELS
Rebels may approach a player and offer twice the market price for certain cargo
items. In some cases their offer is genuine, in others . . .
LANDING TAXES
Landing taxes are imposed on traders on some planets. The charges are
calculated on a daily rate and differ from galaxy to galaxy.
CARGO PURCHASE
Not all planets offer cargo items for sale, and some will not offer any. Cargo
may be purchased for cash, and in some cases for credit (i.e. purchases will be
debited to the bank). Each unit of cargo purchased will take up one unit of
space in the cargo hold, and add 1, 2, or 3 megatons of mass to the ship. The
higher the cargo mass, the higher the fuel consumption and energy depreciation.
Occasionally pirates will dump NARCOTICS on a planet forcing down the price
to as low as 5 credits per unit
SELL CARGO
Cargo may be sold on any planet. Planets engaged in civil war or suffering from
famine will pay very high prices for SMALL ARMS, MEDICINES, and FOOD. Such
planets may be located with the short or long scanner. The prices offered will
decrease with time as the civil war or famine draws to an end when prices will
revert back to normal.
SPACESTATIONS
There are 6 spacestations in each galaxy. A spacestation offers a variety of
services including banking and telex which are described below.
BANKING
Pirates will approach a trader for protection money, or on rare occasions will
mugg a trader and steal all the cash. It is obvious that the less cash carried,
the less protection money will be demanded of the trader, or the less cash lost
if the trader is mugged. The bank offers a current account whereby credits may
be deposited and used to pay fuel costs and landing tax charges, and on some
planets to pay for certain items of cargo. No interest is paid on any sums
deposited in the bank.
TELEX
The telex is free, and informs traders of the whereabouts of Mr. Hoo and in
some galaxies will inform traders of the substantial rewards offered for the
safe return of treasured items.
© COPYRIGHT DAVID READING 1985