[net.games] Universe game

jay@sri-unix (06/09/82)

	About a year ago I played a fairly complex 'Star Trek' type
game called 'Universe'.  This game ran on a VAX 11/780 under VMS.
According to the game's rules, it was written in FORTRAN by a couple of
people at MIT-Lincoln Labs and requires large amounts of memory.
	If anyone has any information regarding this game I would
appreciate it.  A copy of the source would be especially nice as I
would like to try to port it to C and UNIX.

			
				Jay Phillips
				...ucbvax!hplabs!hp-pcd!jay

bcw (06/15/82)

From:	Bruce C. Wright @ Duke University
Re:	Universe game

As a matter of fact, I had quite a fascination with the Universe
game described by Jay Phillips.  The code is (as mentioned) is ALL
in Fortran and does require a LARGE amount of memory (the first
time I tried to bring it up I discovered that our VAX wasn't gen'd
with large enough process sizes to allow it to run -- it needs
something on the order of 4 mb process space.  We fixed THAT rather
quickly!)  The program is EXTREMELY inefficient (ie it only uses
about 1/8 of that space AT ALL, let alone efficiently).  For a
while I was even playing around with translating it to C and
cleaning it up sufficiently to make it run on a pdp-11 (I see
no basic reason why it couldn't be done, the old version was SO
sloppily written...), but it was such a mess that I never got very
far with it.

For those who haven't seen this game, it is a Star Trek game
similar to many others, except that the area around the Enterprise
is shown as something of a circle (rather than various crude hacks
like squares or something), and the diameter of the circle depends
on the state of repair of your sensors;  one moves in a more-or-less
natural fashion through the universe (no distinction between sectors
and quadrants like in some Star Trek games, though of course the
universe is two-dimensional which isn't fully realistic).  It has
things like food and energy which you have to replenish from time
to time;  space warps;  super novae;  and black holes.  There are
*lots* of different aliens which you can run into -- looking at the
code I *still* haven't run into all of them and I've played it for
*many* hours.

In addition, you can allocate the crew of the Enterprise to different
tasks -- for example if you want to get something repaired more
quickly you can just allocate more of the crew to repairing it.
It has a number of rather nice touches although some portions of it
have a rather crude user interface (many numbers require periods
after them or they will be taken as 0 for some reason).

All in all, it's probably the most interesting Star Trek game I've
played.  If anyone is interested, send me mail and we'll see what
we can work out.  If anyone has already moved it to Unix I don't
want to re-invent the wheel;  be forewarned that in its current
incarnation it will NOT run on a PDP-11 (even on RSX), and that
it will probably NOT run on a VAX running Unix since it uses some
special things in the Fortran compiler (shouldn't be too difficult
to fix however).

			Bruce C. Wright  @ Duke University