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      1 Warp is a real-time space war game.  This means that the enemies will keep
      2 playing even when you sit still.  Another peculiarity is that things which
      3 blow up can damage other things around them.  Universes above a critical
      4 density may chain react.
      5 
      6 The game starts at difficulty 1, and gets more difficult with each
      7 succeeding wave, up to difficulty 99.  You're not likely to get that far.
      8 (Invoking warp with a -b switch causes the difficulty to increase more
      9 slowly, but games count only a tenth as much.)  The game starts with
     10 5 Enterprises and 3 Bases, and you get more for surviving long enough.
     11 The game is over when you run out of Enterprises and Bases.
     12 
     13 The object of the game is to get as many points as possible.  This is done
     14 by destroying as many enemies as possible.  This is not a trivial task.
     15 Each wave starts with one Enterprise and one Base, and continues until
     16 either both the Enterprise and Base are destroyed, or all the enemies
     17 (including any homing torpedoes) are destroyed.  It is possible to abort a
     18 wave, but you will be penalized for it.  The game may be saved between waves.
     19 
     20 A -x switch causes any saved game to be ignored, and causes the new game
     21 not to be saveable.  Hence it is possible to run test games without
     22 invalidating a currently saved game.
     23 
     25 The game is played in a 23 x 40 double wrap-around universe.  Everybody
     26 (both you and the enemies) gets the chance to move once every second,
     27 unless a -l (low-speed) switch was given or you are under 2400 baud, in
     28 which case it's every two seconds.  The following symbols are displayed:
     29 
     30 				FRIENDS
     31 E	Enterprise with shields		e	Enterprise without shields
     32 C	Cloaked E with shields		c	Cloaked E without shields
     33 B	Base with shields		b	Base without shields
     34 +	Friendly torpedo		M	Harry Mudd
     35 
     36 				ENEMIES
     37 K	Klingon				G	Gorn
     38 R	Romulan				A	Apollo
     39 	Romulan with cloaking device!	&	Space Amoeba Nucleus
     40 T	Tholian				>,<	Planet crusher
     41 x,X	Hostile torpedo			o,O	Homing torpedo
     42 P	Pirate				M	Harry Mudd
     43 
     44 			    MISCELLANEOUS
     45 *	Star				@	Inhabited star
     46 |,-,/,\	Web				~	Protoplasm
     47 other	Friendly Freighter, for now...
     48 
     50 The following keys control the DIRECTION of your various actions:
     51 
     52 	h or 4          left
     53 	j or 2          down
     54 	k or 8          up
     55 	l or 6          right
     56 	b or 1          down and left
     57 	n or 3          down and right
     58 	y or 7          up and left
     59 	u or 9          up and right
     60 
     61 (You will note that the letters are the same as other visual games, and the
     62 numbers are for use with a keypad.)  By themselves, these keys move either
     63 the Enterprise or the Base, whichever is the current vessel.  When shifted,
     64 they fire photon torpedoes in the specified direction from the current
     65 vessel.  When used with either the CTRL key or the FUNCT key, phasers
     66 (turbo-lasers for the Base) are fired in the specified direction.  (CTRL
     67 won't work with numbers, and FUNCT probably doesn't exist on non-TVI
     68 terminals.)  When preceded by an 'a', an attractor beam is fired in the
     69 specified direction, and when preceded by an 'r', a repulsor beam is fired.
     70 
     72 These keys have special functions:
     73 
     74 	del or %        fire photon torpedoes in every (reasonable) direction
     75 	s               stop all friendly torpedoes
     76 	S or 0          stop the Enterprise when in warp mode
     77 	d               destruct all friendly torpedoes (quite useful)
     78 	D               destruct the current vessel (commit suicide)
     79 	i/w             switch to Enterprise and put into impulse/warp mode
     80 	c/v             switch to Enterprise and put into cloaking/visible mode
     81 	p		switch to Base (not very mnemonic, but 'b' is taken)
     82 	o               switch from Enterprise to Base, or vice versa
     83 	z		zap explosions (multiple zaps extend further) (E only)
     84 
     85 	^R              refresh the screen
     86 	^Z              suspend the game (on a bsd system)
     87 	q               asks if you want to exit this wave (will not work
     88 			    within 10 cycles of previous q command)
     89 	Q		exit this game (not wave)
     90 	?               display a summary of these commands
     91 
     92 There may be additional commands listed in your terminal's keymap file.
     93 Unrecognized keystrokes are ignored.  IF YOU FORGET ALL THE OTHER COMMANDS,
     94 REMEMBER "?", which gives you help.
     95 
     97 Commands for moving the Enterprise may operate in one of two ways.  If it
     98 is in impulse mode, movement commands affect the position of the ship;
     99 if it is in warp mode, movement commands affect the velocity instead.
    100 The Base always moves in impulse mode.  Since multiple commands may be
    101 entered in one turn (if you can type fast enough), it is possible to jump
    102 over things even in impulse mode.  In a crowded universe this may be the
    103 only way to go.
    104 
    105 (Actually, motion commands always change the velocity--the actual motion
    106 does not occur until the next turn.  Impulse mode simply causes the
    107 velocity to be zeroed out at the end of every turn.  Phaser commands, on
    108 the other hand, are executed immediately.  If you want to move and fire a
    109 phaser, you must wait for the motion to actually occur before typing the
    110 phaser command, or the phaser fires from your old position.  This is a
    111 feature, not a bug, and is intended to reflect reality.  Really.)
    112 
    113 If multiple torpedo launching commands are given in a turn, a single torpedo
    114 is launched with extra velocity.  You can thus launch photon torpedoes over
    115 objects in the way, and get them where you want them quickly.  This feature
    116 works well with the destruct button.  Variations on this may be useful
    117 against the Space Amoeba.
    118 
    120 NOTE:  Phasers destroy the target by blasting the projected next location of
    121 the object hit.  This means that if the object hit, be it Klingon, Romulan or
    122 Enterprise, changes velocity in the same turn, it can elude the effect of
    123 the phaser!  (Note that this also means that if you phaser a Klingon or
    124 torpedo that is about to ram you, you will be phasered as well as he/she/it.
    125 This can be embarrassing, not to mention deadly.)  Smart players move
    126 immediately upon phasering something at short range, or whenever they
    127 think they might get phasered (in other words, most of the time).
    128 
    129 Objects with larger mass can bounce objects with smaller mass out of the way.
    130 In a crowded universe the bouncee can bounce quite a way before finding an
    131 empty place to land.  If you let the Tholians fill up the universe with web,
    132 so that there is no place to bounce to, the Tholians win that wave.
    133 
    134 The status line across the top gives the current mode, the number of
    135 points accumulated this wave, the Enterprise's energy and torpedoes, the
    136 Base's energy and torpedoes, the number of stars, the number of enemies,
    137 and the stardate.  You will note that nice things happen to your energy levels
    138 when you put the Enterprise next to the Base, or the Base next to some stars.
    139 Bad things happen inside an Amoeba.
    140 
    142 An object is destroyed when its energy goes negative, either from a direct
    143 hit, or from the blast of the previous turn's explosions.  Enemies and
    144 stars start with random amounts of energy.  High energy enemies can go warp
    145 2.  A Romulan with sufficient energy maintains a cloaking device.  Tholians
    146 spin web, Gorns shoot homing torpedoes, and the Planet Crusher munches
    147 anything in its way, even Apollo.  Apollo won't let you go unless you kill
    148 him, but he loves you very much and beefs up your shields considerably.
    149 Both Apollo and the Planet Crusher recharge themselves, so you must hit
    150 them hard in a single turn to do them in. (Yes, the Planet Crusher must be
    151 shot in the mouth--he can only die of gluttony--and he blasts out of his
    152 mouth when he dies.)  Tholian web may be crossed only by coasting across it
    153 in warp mode, or by blasting it (but web blasts extend twice as far as
    154 normal blasts, so keep your distance).  The Space Amoeba sucks energy and
    155 grows, and you must destroy the nucleus.  Somehow.  There are at least four
    156 ways.  Phasers won't work on the big ones.
    157 
    158 Pirates turn inhabited star systems into uninhabited ones.  Even Friendly
    159 Freighters will take potshots at you if you get them mad enough.
    160 
    162 Note that because of the size of the Base's turbo-lasers (the Base does not
    163 have phasers) they cannot shoot anything next to the Base.  (This is why the
    164 Death Star died!)  In part, this is to protect the Enterprise.  It also lets
    165 you shoot over one adjacent star.  The Enterprise's phasers will shoot over
    166 a arbitrary number of adjacent, contiguous stars, including inhabited ones.
    167 Phasers die away with distance, so don't expect them to kill everything with
    168 one blow.
    169 
    170 While the Enterprise's shields are up (when it is displayed as "E" rather
    171 than "e"), hits on it count only a fifth as much (or even less if you are
    172 moving in warp mode).  The shields are automatically maintained as long as
    173 there are more than 500 units of energy for the Enterprise.  The Base also
    174 has shields, which stay up as long as it has at least 1000 units of energy.
    175 
    176 Aside from losing energy, the Enterprise can also take damage, either random
    177 damage from getting blasted, or specific damage when a system is in use
    178 and breaks down under the load.  In place of the score you will see the
    179 Estimated Time to Repair.  Sometimes docking helps to get things fixed faster.
    180 If you lose both your warp and impulse engines, try the tractors.  The
    181 Base doesn't take damage because it has much more redundancy than the
    182 Enterprise.
    183 
    185 You get points for destroying enemies and hostile torpedoes.  At the end of
    186 a wave, you also get bonus points for saving stars, saving the Enterprise
    187 and Base, and for having an efficiency rating higher that 0.8.  You get
    188 NEGATIVE bonus points for letting friendly life forms get blown up, and for
    189 giving up.  Bonuses tend to be scaled by the ratio of the number of points
    190 you got over the number of points you could have got.  If you think you are
    191 done with a wave, but it won't quit, there may be homing torpedoes that you
    192 haven't destroyed--you must make the universe safe for posterity, you know.
    193 
    194 When you have used up your Enterprises and Bases (or quit), your score will
    195 be posted to the scoreboard.  You may see the scoreboard outside of the game
    196 simply by giving the command "warp -s".
    197 
    198 If you get bored, you can always play with some of the undocumented switches
    199 that are used to test warp.  Such funny games go on their own scoreboard.
    200 For kicks try "warp -x -d50 -C -\& -G -T -E400 -S5" and then go hide.  Quick.
    201 
    203