Release Date: 1971 / October 1972 / February 1973 (it's complicated)
Platform: Sigma 7
Genre: Strategy
Developer(s): Mike Mayfield
Publisher(s): HP (1972), DECUS (1973)
So, we're now out of the Prehistory era, and back into the main event. 1971, as we've already seen, marked the birth of the arcade industry with Computer Space being the first commercially released arcade video game. However, computer game development would also take huge strides forward in 1971, with one young individual, inspired by the sci-fi TV of the day, boldly going where no one had gone before with video game development...
The inspired individual here is a young Californian named Mike Mayfield. One would think that, for having created such a landmark game, there would be more information about him online. I found plenty of Mike Mayfields - a pastor, a musician, a convicted fraudster and numerous business profiles, but scant information about the Mike Mayfield, creator of the legendary Star Trek game.
Eventually, I managed to find an article written back in 2013 on a now-defunct blog, Games of Fame, where Mike Mayfield contacted the author and provided a substantial interview. He goes into great detail about the development process of Star Trek. To sum up, the game was conceptualised by him and his friends while he was a senior in high school. Mayfield had also obtained access to a SDS Sigma 7 computer stationed at the University of California, and was learning to code BASIC with it. It's here where he begun development of Star Trek. Mayfield stated that the game went through several revisions after he graduated.
Eventually, Mayfield also bought a programmable HP-35 calculator, and frequented his local HP sales office for assistance. The office then asked if he could convert his Star Trek game (he doesn't state how those at the sales office knew of his game. I can only assume he was trying to program the game for the calculator) to their computer - a HP 2000C. He goes on to state "the program had gotten pretty messy by then [from the Sigma 7 revisions], I ended up just doing a rewrite."
From the rewrite for the HP 2000C is where the game we all know comes. The rewrite was added HP's program library, and from there is where David Ahl, working for DEC at the time, obtained it. Ahl details his history of the game in The Best of Creative Computing, Volume 1 from 1976, where he claims the HP 2000C version was completed in October 1972, and "became the standard Star Trek in February 1973." The timeline he presents is an interesting one, seeing as I have Star Trek listed as a 1971 game. Mayfield confirms that work on the game began in 1971, and much of the work on the Sigma 7 version took place in the summer after his graduation - meaning between June and September. The HP2000C was a new machine in 1971, and it's plausible that his local sales office had one in by the end of 1971 / beginning of 1972. All this makes Ahl's timeline a reasonably plausible one.
Ahl then took the game from the HP library, converting it into BASIC Plus for DEC systems, with assistance from Mary Cole, and publishing it in 1973's 101 BASIC Computer Games under the title SPACWR (Space War - which Ahl admits was a poor choice of name.) From there on, the game spread and blew up in popularity, with many others modifying and expanding upon the original game. Even something like Atari's Star Raiders (1979) - a first-person space combat game - has its core gameplay loop directly lifted out of Mayfield's Star Trek.
Ahl also throws a spanner in the works in his short article on the game. Mayfield's Star Trek is commonly credited as the first Star Trek game, however David Ahl claims to have played at least two other now lost Star Trek games on university campuses in the late 60s. I don't find this surprising, as Star Trek the TV show originally aired from 1966 - 1969. Tech heads would have been caught up in the zeitgeist as much as anyone else, and Star Trek computer games would have been a natural outflow. Unfortunately, none of these games have been preserved and are almost certain to be completely lost to us (except for one - more on that at the end of the article). It's a shame, as my curiosity has been piqued. Ahl states that these games were "a far cry from the one written by Mike Mayfield." So maybe we're not missing out on much.
Now, a brief note that Mayfield's game is definitely not the same as the one in the 1978 edition of BASIC Computer Games. That one's called Super Star Trek and, while not credited, is primarily the work of Bob Leedom, who took Mayfield's game and upgraded it in 1974, including features like quadrant names, shorthand commands instead of numbers, and a raft of other features that I'll get in to when I cover that game. I won't be covering SPACEWR from the 73' version of the book, as it's exactly the same as Mayfield's original game, minus some typo fixes.
More astute readers of the blog will know that I already have this game scored on the master list. This was one of the first things I did on the blog while I was still figuring out my process. At the time, the Prehistory series was just going to be a single article (what a fool I was), and I would start the individual chronology from 1971. This is why Galaxy Game and Computer Space have been done. Star Trek was to be the third game I did, but when I realised there was a lot more going on pre-1971, I shelved Star Trek and reworked the Prehistory series into its current form.
What this means is that I've already played and beaten Star Trek before. However, it's been over a year since then, and I never took notes or recorded my playthroughs of it, so there is some sense of coming into the game with more experience under my belt and a fresh set of eyes. I remember the game pretty well, but I also remember that my scores for it were more for practice than being the well considered final scores that they will be after this article. Those scores were also done before I made changes to my scoring system. That's how old they are.
With all that in mind, let's jump into my first playthrough (for this article, anyway)...
As an aside, I'm playing Star Trek through a browser-based port created by busfahrer. This port is based on a previous iteration into C# done by Michael Birken, who details his process here. Birken aimed to do an exact, line by line port of the source code, meaning the end result is as faithful to the original as it gets, typos and all.
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Instructions, please. |
First, the game asks if you'd like to read the instructions, as is now the custom for text-based games of the era. I'd highly recommend doing so, as there's a lot of mechanics to digest, and some of them aren't the easiest to understand at first. There is a lot to this game - far more depth and complexity than any other game made up to this point in time (that I'm aware of). I'll try my best to explain them here in a simple manner.
The core premise of the game is as follows: you are the Captain of the USS Enterprise, and you have been tasked by the Federation of ridding the (unnamed) galaxy of Klingon ships. You must direct your ship through the 64 quadrants of the galaxy, seeking and destroying every last Klingon using your Phasers and Photon Torpedoes. There are also Starbases present that you can stop at to repair, refuel and restock your ship. However, you only have a short amount of time to defeat all the Klingons - 30 Stardates - so you must be efficient.
I think that sums up the essence of Star Trek pretty well. Let's break that explanation down a bit more.
The "galaxy" of Star Trek is broken up into an 8x8 grid of 64 "Quadrants," as the game calls them. Each Quadrant itself is an 8x8 grid, with each space of the grid being called a "Sector." Klingons (represented by a +++ on the game map) and Starbases (represented by >!<) are randomly scattered throughout the galaxy upon starting a game (more on that later), as well as stars (represented by an asterisk), which simply act as blockades that you usually have to go around. The Enterprise is represented on the game map by the <*> symbol.
Stardates essentially represent the number of moves you have to complete the game. It's always 30 Stardates, which increment every time you move to a different Quadrant.
Starbases are present for the Enterprise to dock at. This does three things:
- Restores the Enterprise's energy levels. "Energy" represents the ship's fuel and phaser ammo, and is also used for shields. If the ship's energy falls to zero, it's game over. Energy is always restored to 3000, and shields are also reset to 0 upon docking to prevent you from gaining infinite energy by docking over and over. Smart game design.
- Restocks the Enterprise with Photon Torpedoes. You start with 10 Torpedoes, and Starbases will always restore your stock to 10, no matter how many or few you have left.
- Repair any damage sustained by the Enterprise. Yes, this game also has a ship damage mechanic. There are different parts of the ship that can be damaged throughout the course of the game, either through battle, or randomly after travel. I'll go more in-depth here shortly.
Now, let's look at the tools at your disposal in this game. You have 8 basic commands to choose from at any given time, assigned to numbers 0 through 7. Star Trek works on a sort of primitive turn-based system - basically meaning that some commands, like moving or firing weapons, consume a turn and allow the Klingons to retaliate, if there are any in the Quadrant, whereas other commands do not. The commands are laid out as follows:
0 - Warp Engines
Selecting this allows you to move the Enterprise. The way you select direction and distance is a bit funny, so allow me to explain. You first select your direction of travel, which is based on a scale of 1 to 8. 1 is East, and the numbers move counter-clockwise through the cardinal directions, with 8 being South-East. So 3 is North, 5 is West, and 7 is South.
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Mayfield drew up a helpful visual reference for selecting directions. |
The strange thing with these directions is that you can include decimal points, so you could select 7.5 to so South South-East and the like. It's strange because this is a grid-based game, meaning that it's very hard to judge where exactly you'll end up.
1 - Short Range Scan
This is the screen the game starts on. It provides you with a map of the current sector, as well as some data on the side. Stardate is the current Stardate, Status is Green if there are no Klingons in the Quadrant, Red if there is. Also displayed is the co-ordinates of your current Quadrant and Sector, as well as current energy and shield levels, as well as Photon Torpedo reserves.
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The short range scan (apologies for the bottom of the screen being cut off. Didn't set OBS up correctly.) |
2 - Long Range Scan
Long Range Scan pulls up a grid of the immediately surrounding Quadrants, and tells you what's in them through a digit code. From left to right, the digits represent Klingons, Starbases and Stars. According to Michael Birken, Klingons will not move into different Quadrants, and the positions of all objects are randomised every time you enter a Quadrant. In later versions of Star Trek, Klingons can and will move Quadrants.
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An example of the long range scan. No Klingons or Starbases in sight. |
3 - Phasers
The first and inferior of your two combat options. The combat options are balanced in a very rudimentary way - and by "balanced," I mean "not balanced at all," because Phasers are unquestionably worse than Photon Torpedoes in almost every way. I only ever use them as a means of last resort. This is because Phasers require expending your ship's energy - and lots of it. This is because Phaser strength is determined by distance.
I should also mention an odd bit of writing in the instructions here. On warning you about Klingons firing back, Mayfield writes "Keep in mind that when you shoot at him, he gonna do it to you too." It seems like a typo, or maybe a reference to something.
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A lot of energy expended for little reward. |
The further away you are from a Klingon vessel, the weaker Phasers are, and thus more energy is required to do enough damage to destroy one. For reference, Klingons do have hit points, usually around 200. Phasers vary wildly in the amount of damage they do, even at close range. It's best to try and get reasonably close to your target, but not too close, as the same is true of Klingon Phasers - they are more deadly the closer you get. This will also require you to spend more energy on shields, snowballing the effect of already having to dump several hundreds of units of energy into Phasers.
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Look at the difference getting closer makes. |
The only benefit Phasers have over Photon Torpedoes is that they automatically lock on to a target, whereas Torpedoes must be aimed. However, there is a system in-game that makes that advantage moot anyway, so throw that out the window. Only use Phasers if there's a Starbase nearby or you're desperate and out of Torpedoes, though you might be better off retreating to a Starbase regardless.
4 - Photon Torpedoes
Speaking of, here's the Photon Torpedoes. These, if they make contact with a Klingon ship, will instantly destroy it. They blew up the Death Star, after all. What's a Klingon battle cruiser to one? If is the key word with Torpedoes, as you do need to aim them. This is done in the same way as choosing your direction of travel. As I hinted at, there is a system in-game that tells you the exact direction you need to type in to hit a Klingon, so there's no need for guesstimating. You have a maximum supply of 10 torpedoes, and this supply can be replenished at a Starbase.
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I use Torpedoes and Klingons go boom. |
5 - Shields
Pretty simple - choose how much of your energy to dedicate to shields. Usually doesn't need to be more than 200 - 400 depending on the situation. Klingons tend to do between 10 - 60 points of damage each time they fire, just for a reference point.
6 - Damage Report
Does what it says on the tin. This command gives you the report on the different parts of the Enterprise that can be damaged. They all correlate to commands, so if Long Range Sensors are damaged, you can't use the Long Range Scan until it's fixed, so on and so forth. Damage happens randomly during travel, and it also fixes itself over time, taking longer depending on what grade of damage it gets, with -3 taking the longest to repair. Of course if you reach a Starbase all damage will be repaired upon docking. Repair numbers can also go randomly above zero, which works as a buffer zone meaning that a part won't be broken if it incurs damage.
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Long Range and Shields are cooked, Captain. |
7 - Computer
This is the most complicated command, as it's in reality 4 commands in one. The computer has 3 different things it can do at first, with one having an additional option later on. These are marked with the numbers 0 - 2:
0 - Galaxy Record
Brings up the full map of the galaxy. Only explored Quadrants are filled in. This is seriously helpful to get your bearings in the galaxy and to figure out where any missing Klingons might be hiding.
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Much of the galaxy remains unexplored. |
1 - Status Report
Provides mission info - how many Klingons, Starbases and Stardates remain. Also brings up the damage report, making that command slightly redundant. But it takes less steps to bring up the damage report on its own, so I guess that makes up for it a bit.
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Status report, Mr. Zulu. |
2 - Photon Torpedo Data
This right here is what makes the Photon Torpedoes the weapon of choice in this game. So potent is it that I think it's almost game-breaking and kills a lot of the challenge of combat. The computer here gives you the exact direction and distance of all Klingons in the current Quadrant. You can then type the direction into the Photon Torpedo command, and you'll hit every time. I've read that the Torpedoes can occasionally go off course and miss, but I've yet to see that. Here you're also given the option to pull up a calculator to do manual inputs, but I've never found this useful - that is, if I even understood how to use it.
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This is absolutely busted. |
If it were me, what I would've done was not have the automatic data, and made you do the manual calculations. But, I suppose it is Star Trek, after all. They would have the tech to automatically do the calculations. It just feels less rewarding from a gameplay perspective to have it handed to you like that.
So that does it for the gameplay mechanics. As you can see, this game is far, far more advanced than any game preceding it. It's kind of jaw-dropping, in all honesty, that in a single year we've basically gone from coin-flip simulator to this.
And that was just the introduction to the game. I haven't even gotten to my first playthrough yet. And, there's still one more thing to discuss: seeds. No, not the plant-in-your-garden kind.
I mentioned before that, at the start of a new game, Klingons and Starbases are scattered randomly throughout the galaxy. This is partly true. I didn't say how exactly the game does this. Like a few games before it, Star Trek determines the starting state of the game through game seeds - and, like those games, you get to pick the seed.
You might think this is a bit naff and nerdy, but it's actually quite important to your experience with Star Trek. Critically, the seed determines the number of Klingons and Starbases on the map - effectively setting the game difficulty. In a sense, you get to choose the difficulty of the game based on the seed you select.
I was very curious to see what sort of numbers the seed generation would spit out at me, so I went at it for an hour. I wanted to know the highest and lowest amounts of Klingons and Starbases that the game would generate, so I generated the first 250 seeds (and some after that), and recorded the results, hoping to get an idea of what the hardest and easiest seeds are. The results I ended up with from my hour-or-so of seed testing seriously surprised me.
Let's start with Starbases, as there's far less variance in these. From my testing, the game would generate between 1 to 6 Starbases. I never found zero, which I assume means the game will never generate a Starbase-less map.
Klingons, on the other hand... well, let's just say this got a little crazy. My testing up to seed 250 generated a lowest Klingon count of 10, and a highest of 27. That was a little higher a maximum than I expected, but about as low as I thought it would go.
However, I decided to keep spot testing seeds beyond 250, and this is where things got more extreme. The lowest Klingon count I found was a measly 7, from seeds 6700 and 6703, while the highest I found was 32. Thirty-two. My mouth sat agape when I saw this number. This was courtesy of seed 3300. A few successive multiples of 3 afterwards also had 31. I never saw the count on any other seeds go above 30, so I was stunned seeing this number. To compound things even more, most of those seeds only had 2 Starbases. Yikes. That's like maximum difficulty on Star Raiders.
As a brief guideline, for beginners at this game, the easiest seeds I found were 6700 and 6703. If you're craving a challenge, 3300 is the seed for you, and you can also try 3303 and 3306 as well. The seed generation really likes multiples of 3, in case you couldn't tell.
For the sake of getting things done, I did my first playthrough here with seed 6700. I've played the game before, so I don't feel I'm doing myself or you a disservice doing this. I'm going to try seed 3300 for the YT video anyway, so you'll get to see the real deal there, regardless (if I can beat it...)
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The starting situation - destroy all... Kingons?? |
And I mentioned typos earlier because there's a very obvious one right at the start of the game. You'll see that it mistakenly calls Klingons "Kingons." Oopsie.
So 6700 plops us down in the middle of the map, with no Klingons in sight. I took some time to refamiliarise myself with the commands before setting a course. I ended up traversing to the top of the map inadvertently while still trying to wrap my head around the directional system. This was quite fortunate, however, as I landed in between two Quadrants housing Klingons.
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Well, well, well. Look what we have here. |
Time to prepare for battle. I move to the east Quadrant, housing 3 Klingon vessels. Shields up, and arm the Photon Torpedoes. I don't need to use the computer for the first one - fire directly South-West, and he's a goner. I take some retaliatory hits to my shields, but I overprepared, so the damage is negligible.
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My engineers are doing a lousy job of notifying me of the ship's status. |
There's the Klingon. Note that there's a star almost directly in between us. Stars are impassable obstacles, as I've mentioned before, but they can also block Photon Torpedoes. The game notifies you of hitting one with a Torpedo by saying "You can't destroy stars silly." Obviously. I need to summon the Planet Smasher for that.
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Allies on the horizon! |
This is a good opportunity to show docking at a Starbase. It's quite simple - just maneuver your ship to any adjacent tile (diagonals included), and the Enterprise will be automatically docked.
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The game automatically prevents you from crashing if you overshoot in your navigation. |
This stopover worked out quite well for me, as my Long Range scans picked up the final 2 Klingons in Quadrant 8,7. I saunter on down (my Phasers get damaged again. What a shame.) to face the last 2 Klingons.
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The last stragglers. |
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All the Kingons were defeated, but what about the Klingons? |
I had another go after this on the 6703 seed, as I realised I hadn't got any footage of using Phasers (some of the earlier gameplay photos are from that run.) There was nothing of note to take from that run, other than it being really easy.
At this point I decided to do the nightmare seed (3300) for the video. And, would you believe - I beat it first try! It was not easy, however. I defeated the last Klingon on the very last Stardate. I had to get clever with the directions, using diagonal movement to get to the Quadrants I needed to be in without wasting Stardates (I made a few mistakes). Also had to use Phasers once after running out of Torpedoes. It was almost like a puzzle, and forced me to use of most of the mechanics, which was good fun, and a good challenge.