Trek-80 (1977, Sol-20 / Processor Technology)
Author(s): Steve Dompier (programmer). Published and distributed by Processor Technology Corporation.
Sources: Trek-80, Wikipedia; TREK-80 User’s Manual (PDF, sol20.org); Trek 80, MobyGames; TREK-80 User’s Manual, Internet Archive
Category: inspiration, Batch 10 (gameplay-mechanics mining). The cluster’s tactical-grid-combat archetype: a quadrant/sector galaxy fought in real time under a hard power budget.
Serves: NIGHTOWL (assigned by Josh; see cart map)
What it is
Section titled “What it is”Trek-80 is Processor Technology’s take on the 1971 Mike Mayfield “Star Trek” (crossed with elements of Trek73), rebuilt for the Sol-20’s VDM-1 video board so the action renders as a live character display. You command the Enterprise across a folded galaxy, hunt Klingons quadrant by quadrant, and manage a single power reserve across drives, scanners, weapons, and shields. Where the teletype BASIC Star Trek printed each turn to paper, Trek-80 updates both scanners continuously and animates phasers and torpedoes crossing the sector map, which made it one of the first genuinely dynamic games on a personal computer. It shipped on cassette (about $9.50) or punched tape, needed 8K of RAM, and loaded from PTDOS.
Mechanics
Section titled “Mechanics”Sourced from the TREK-80 User’s Manual (sol20.org).
- Two-tier galaxy grid. The universe is 100 quadrants arranged 10x10 (labelled
0-0through9-9); each quadrant resolves to 100 sectors (10x10). This is a wider board than the classic 8x8 / 8x8 Star Trek. “Edge flex” folds the plane, so warping off an edge deposits you somewhere other than expected. - Dual always-on scanners. The SHORT RANGE SCANNER sits center-screen as a detailed glyph map of the current quadrant. The LONG RANGE SCANNER sits upper-left and prints a three-digit summary per neighboring quadrant: number of Klingons, then starbases, then stars. Both refresh as play proceeds.
- Glyph legend, identify on sight. A small symbol table (a chart printed beside the map) covers stars (
*, hot, glide past not through them), starbases, Triton mines (detonation wipes the entire quadrant), the standard Klingon (“Mini-Tart”), the Klingon Battle Cruisor, and unidentified “Unknown” objects. The manual states plainly that you must identify each object on sight. - Power distribution is the core tension. Docking or starting gives 100% power; 1% is reserved for the computer, and you allocate the rest across warp drive, long-range scanner, short-range scanner, deflectors, phaser tubes, and photon torpedo tubes. Distributed power must never exceed the total available or the reactor goes critical, forcing an urgent redistribution. Enemy hits drain both shields and total power. Deflectors below roughly 10% cause damage to spike; too low and shields fail entirely.
- Status readout. To the right of the short-range scan: STARDATE, CONDITION (STDBY / GREEN / RED / CRTCL / DOCK, with an audible alarm on RED and CRTCL), QUADRANT, SECTOR, PHOTON TORPS, POWER AVAIL, KLINGONS LEFT, and ANTIMATTER PODS.
- Weapon suite with trade-offs. Phasers fire rapidly and use no ship power but may need several hits. Photon torpedoes travel slowly (the target can move out from under them), destroy most things except stars and Battle Cruisors, can be detonated early with ESC, and are capped at nine before you must restock. Anti-matter pods are the only weapon that kills a Battle Cruisor, annihilating everything within nine sectors. An “Experimental Ray” and a self-destruct round out the set.
- Movement in two modes. IMPULSE moves within a quadrant at a chosen speed (0 slow to 9 fast); WARP jumps quadrant to quadrant. ESC halts motion and the heading can change mid-move.
- Single-keystroke command grammar. Commands are a letter plus optional number, typed one character at a time and dispatched on carriage return, with DEL to erase a mistyped line. The set is
W I P T A X D S E L: e.g.Wdwarp in direction d,Id/s/impulse direction d at speed s,Pdphasers,Tdtorpedo,And/s/launch pod n,Xndetonate pod n,D(W,L,S,D,P,T)ndistribute power to a device,Sself-destruct,Eexperimental ray,Lleave. - Objective and clock. Destroy every Klingon; the stardate elapsed is your skill score, so speed matters. Entering a quadrant holding four Klingons leaves under a minute of real time to act. Starbases are the resupply node: dock to refuel, refurbish weapons, restock torpedoes, and reset to full power. Slower practice speeds ease the learning curve.
- AM-radio audio hack. An included “audio” routine drives a standard AM radio placed near the machine; phasers produce a clear ringing tone when fired. The VDM-1 had no sound hardware, so the game induced RF interference the radio picked up.
Mineable patterns
Section titled “Mineable patterns”- Coarse-plus-detailed dual map. A numeric long-range summary of neighboring cells above a detailed local glyph map is a compact way to show both strategic and tactical scope in pure text.
- Fixed power budget across competing systems. One reserve split across movement, sensing, offense, and defense, with a hard over-allocation penalty (reactor critical), turns loadout into a live decision under fire.
- Real-time tactical combat in character cells. Moving glyphs on a memory-mapped grid deliver animation without sprites: projectiles cross the map cell by cell.
- Single-key command dispatch. Letter-plus-number verbs, no spaces, immediate execution, suit a keyboard-only console where the input scanner must keep pace with fast action.
- Resupply node against a combat drain. A safe dock that refuels, rearms, and resets power is a clean faucet balancing the sink of battle.
- Bestiary by glyph. A short symbol legend the player learns to read on sight, each shape a distinct threat model.
KN-86 resonance
Section titled “KN-86 resonance”- The dual-scanner layout (a numeric neighbor summary plus a detailed local quadrant) fits a keyboard-only, information-dense amber grid: strategic overview and tactical view stacked, both drawn in glyphs.
- Power distribution as the central choice (a bounded budget split across drives, scanners, weapons, and deflectors, with a fail state for overcommitting) maps to a resource-management surface under the
campaign economy. - Letter-plus-number command dispatch echoes the deck’s keyboard-first, no-pointer input and its command-line instinct.
- The learn-the-glyphs bestiary aligns with the shape-and-legend approach the roguelike design guidance already favors (shape plus soft-glyph, no colour).
Sources & verification
Section titled “Sources & verification”- Confidence: high. Mechanics are transcribed from the primary TREK-80 User’s Manual (pages 1 to 13), corroborated by Wikipedia and MobyGames. An Internet Archive mirror of the manual is at
manualzilla-id-5711820. - Authorship, clarified. The task’s “Processor Technology authorship” is a publisher credit. Steve Dompier wrote the game; Processor Technology published and distributed it. Wikipedia also lists later distribution via Judges Guild and Tandy.
- Year nuance. Sources date the writing to 1976 and the Processor Technology release to 1977. This entry uses 1977 as the release year and notes the 1976 authorship.
- Confirmed: Sol-20 / VDM-1 / Intel 8080, cassette and punched-tape distribution, the 10x10 quadrant by 10x10 sector grid, the real-time VDM-1 display, and the AM-radio sound trick. A TRS-80 clone, “Invasion Force” (1979), is documented separately and is not this title.
- Unverified: exact per-frame timing and the precise power-critical thresholds beyond the manual’s descriptive figures (about 10% deflector floor, under 60 seconds in a four-Klingon quadrant). No conflicts found across sources on the core facts.