1 Video_Games

A collection of arcade-like games for the VAX

2 BreakOut

This is the VAX version of the well-known arcade game by the same name.

3 Instructions

This game is similar to the arcade game, BRKOUT.  As written, it must be
played  on  a VT100 video terminal.  The screen consists of five rows of
bricks near the top, a bouncing ball, and a paddle along the bottom that
you  can move left (by hitting the "4" key on the VT100 keypad) or right
(by hitting the "6" key on the VT100 keypad).  The idea  is  to  destroy
all  the  bricks by hitting them with the ball.  The ball is in constant
motion, and bounces off walls, bricks, and your  paddle.   If  the  ball
moves  off  the bottom of the screen without colliding with your paddle,
it is lost.  When you have lost three balls, the game is over.  Whenever
all  the bricks have been destroyed, a new set of bricks appears and the
game continues.  The longer a ball remains on the screen, the faster  it
moves, making it increasingly difficult to keep it on the screen.

You can  move  the  paddle  in  "steps"  by  hitting  the  4  or  6  key
repetitively,  or you can hold the key down for continuous motion in the
selected direction.  Continuous motion requires the  use  of  the  VT100
autorepeat  function,  however,  which  does not "kick in" until about a
half-second after you hold the key down.   There  is  thus  a  time  lag
between  when  you  hold the key down, and when continuous motion in the
selected direction begins.


The scoring of the game is as follows:

bricks on the first row -   10 points
bricks on the second row -  20 points
bricks on the third row  -  30 points
bricks on the fourth row -  40 points
bricks on the fifth row  -  50 points

Thus, an entire screen of bricks is worth 2100 points.

Enjoy!!
2 Centipede

This is the VAX version of the well-known arcade game by the same name.

3 Instructions

This game is similar to the arcade game, CENTIPEDE.  As written, it must
be played on a VT100 video terminal.  You have a gun, which you can move
around on the bottom third of the screen (player's zone) and with  which
you  can  shoot  at  various  invading creatures.  Bullets from your gun
travel upwards until they either hit a target or the top of the  screen.
No  more  than  one  bullet  can be on the screen at a time.  Centipedes
appear at various times on the screen, consisting of  a  head  and  from
zero to eleven body segments.  Centipedes move back and forth across the
screen, descending a level when they hit a screen boundary, a  mushroom,
or  another  centipede.   When  they reach the bottom of the screen they
begin to ascend in the same manner, but remain within the player's zone.
The  object of the game is to kill these centipedes before they eat your
gun.

When you hit a centipede with a bullet, he becomes one segment  shorter.
(Thus if he only had a head, he is now completely destroyed.) If you hit
the head, the next segment becomes the new head.  If you hit  the  tail,
it  is  destroyed.   If  you  hit  anything  in between, that segment is
destroyed and the centipede becomes  two  smaller  centipedes.   In  all
cases, the segment destroyed becomes a mushroom.

A spider appears almost continuously in the player's zone.  He starts at
one  end  and moves randomly across to the other side of the screen.  He
can kill you and you can kill  him.   He  eliminates  any  mushrooms  he
contacts,  but  you  get no credit for destroying them.  To make matters
more difficult, two other creature types start appearing after you  have
reached  certain  scores.   Fleas move straight down from the top of the
screen, dropping mushrooms behind them periodically.  They can, like the
spider,  kill you or be shot by you.  Scorpions move horizontally across
the screen, and poison any mushrooms they  contact.   When  a  centipede
hits  a  poison  mushroom, it zigzags straight down to the bottom of the
player's zone and then resumes normal motion.

You fire the gun by pressing  any  alphabetic  key  or  the  space  bar.
Holding  the  pressed  key  down  will  cause rapid fire (limited to one
bullet on the screen at one time).  You move your gun  with  the  keypad
numeric keys.  There are eight directions of motion.  The 2, 4, 6, and 8
keys give you horizontal and vertical motion, and the 1,  3,  7,  and  9
keys  give  you  diagonal motion.  One push of a direction key moves you
one square.  You can hold a key down for rapid motion.  NOTE!!!  Due  to
the  nature  of  the VT100 autorepeat key feature, you cannot have rapid
motion and fire, or rapid fire and motion, at the same time.   Thus,  if
you  hold both the firing space bar and a direction key down at the same
time, nothing happens!!

You get three guns, plus a bonus  one  every  12000  points.   The  game
continues  until  you run out of guns.  The game can be put on 'hold' by
typing  a  control-S  (noscroll)  and  resumed  by  typing  a  control-Q
(noscroll).  You can end the game at any time by typing a control-C.


The scoring of the game is as follows:

each centipede head killed:          -  100 points
each centipede body segment killed:  -   10 points
each mushroom destroyed:             -    1 point 
(note that it takes 4 shots to destroy a mushroom)
each spider killed                   -  300, 600, or 900 points
(depends on how close spider is to gun)
each flea killed                     -  200 points
each scorpion killed                 - 1000 points

When a gun is killed, all damaged and poisoned mushrooms are repaired.
You get 5 points for each one.

Enjoy!!
2 MissleCmd

This is the VAX version of the well-known arcade game by the same name.

3 Instructions

This game is similar to the arcade game, MISSILE COMMANDER.  As written,
it  must  be  played  on  a  VT100  video terminal.  You have under your
command three missile bases, and six cities that you must  protect  from
incoming  attacking  bombs.   Attacking  bombs  consist of normal bombs,
which appear on the screen as asterisks, and smart bombs,  which  appear
as circles.  Both types of bombs fall from the top of the screen towards
your bases and cities on the bottom.  Smart bombs differ  in  that  they
are more likely to destroy a target if not eliminated, and that they are
harder to destroy.

Each of your three missile bases is equipped with ten missiles which you
can  fire  at the attackers.  Firing is accomplished by positioning your
gunsight and firing a missile from one of your bases.  Positioning  your
gunsight, which appears as a plus sign on the screen, is accomplished by
use of the VT100 keypad keys, 1 through 9.  The keys move  the  gunsight
in  the  direction  relative to their position, that is, the 8 key moves
the site up, the 3 key down and to the right, etc.  The keys do not need
to  be  held  down.   Once  a key is hit, the gunsight will move in that
direction until it hits the edge of the screen, or until the  5  key  is
hit.   The  5  key  stops  the  motion  of  the gunsight.  It takes some
practice to get used to controlling  the  gunsight,  in  particular  the
"move  and  stop", "move and stop" motions necessary for firing.  Firing
of missiles is accomplished by hitting the "A", "S", or  "D"  key.   The
"A"  key  fires  a  missile from the leftmose base, the "S" key from the
middle base, and the "D" key from the rightmost base.  Beneath each base
appears  a display of the number of missiles still remaining to be fired
from that base.  If you attempt to fire a missile from a base  that  has
none  left,  or  has been destroyed, the VT100 will emit a beep to alert
you.

When a missile is fired,  it  will  explode  at  the  location  of  your
gunsight  when it was fired.  There is a delay between when you fire and
the explosion occurs, based  on  the  distance  from  the  base  to  the
location,  so  it  may  be  necessary to "lead" the targets you fire at.
Explosion of the missile is indicated on the  screen  by  a  cloud  that
increases  in  size, holds at its maximum size briefly, and then recedes
to nothingness.  Any bomb positioned within the cloud will be destroyed.
It  is not necessary to hold your gunsight at its location after firing,
in fact  it  is  recommended  that  you  move  on  to  the  next  target
immediately after firing, and not wait for the results of that missile.

The game  consists  of  a  series  of  attack  waves.   When  each  wave
completes,  a new (more difficult) one starts after a brief pause.  Your
missile bases are rebuilt and rearmed with ten missiles after each wave.
Destroyed cities remain destroyed, except that you receive a new one for
each 10000 points you score.  Periodically, a bomber (  =>  )  may  move
across  the  screen  and  drop  a  bomb.  You can destroy it just as you
destroy bombs.  The  game  ends  when  all  of  your  cities  have  been
destroyed.   You  may  also  exit  the  game  at  any  time  by typing a
control-C.  The screen can be "frozen" for interruptions or distractions
by  typing a control-S (or no-scroll) and unfrozen by typing a control-Q
(or no-scroll).


The scoring of the game is as follows:

each city saved at the end of a wave - 100 points (**)
each missile not used during a wave  - 10 points
each bomb destroyed                  - 25 points  (**)
each smart bomb destroyed            - 50 points  (**)
each bomber airplane destroyed       - 100 points (**)

** - first wave score.  these scores double on the second  wave,  triple
on  the  fourth  wave,  quadruple on the sixth, and so on up to the 24th
wave.

Enjoy!!
2 PacMan

This is the VAX version of the well-known arcade game by  the  the  same
name.

3 Instructions

This game is similar to the arcade game, PACMAN.  As written, it must be
played  on  a  VT100  video  terminal.   You  are  the PACMAN (ampersand
character) and are being chased by the four monsters - LEFTY (line  feed
character),   CURLY  (carriage  return  character),  FLUFFY  (form  feed
character), and NELLIE (new line character).  You have four  directional
keys  for  motion.   (8  is  up,  2 is down, 4 is left, and 6 is right).
These four keys on the VT100 keypad correspond to the  four  directions.
It  takes a little getting used to this simulated version of a joystick,
but it can be done.  The directional keys do not have to be  held  down.
When you select a direction the PACMAN will move in that direction until
he hits a wall or you select a new direction.  If you select a direction
in  which  PACMAN  cannot  move at the moment, it will be remembered and
PACMAN  will  make  that  direction  change  at   the   first   possible
opportunity, unless you enter a new direction in the interim.

Normally the monsters are chasing you.  When you eat an energizer,  (the
little  circles  on  the  screen) you can eat monsters for bonus points.
The monsters will all change to diamond characters to signify  that  you
are  in  this  state.   When  they  are about to change back to monsters
(blink in the arcade PACMAN  game)  they  will  change  to  checkerboard
characters.   When  you eat all of the dots and energizers on the board,
the game will reset with a new board.  You get three PACMEN in the game,
plus  a  bonus  one  at 10000 points.  The game ends when you run out of
PACMEN.

Periodically, fruit will appear under the monsters' "prison".   You  get
bonus points for eating these fruit, which appear as the letter A on the
first board, B on the second, etc., up to six boards.

At the side of the PACMAN maze you will have continually displayed  your
current  score,  the  number  of PACMEN you have left, and the fruit you
have eaten.


Scoring is as follows:

        Dot          -   10 points
        Energizer    -   50 points
        Eating monsters:
        First        -  200 points
        Second       -  400 points
        Third        -  800 points
        Fourth       - 1600 points
        Fruit:
        A(apple)     -  100 points
        B(berry)     -  300 points
        C(cherry)    -  500 points 
        D(date)      -  700 points
        E(eggplant)  - 1000 points
        F(fig)       - 2000 points

The game will  end  automatically  when  you  run  out  of  PACMEN.   In
addition,  you  can  end  the game at any time by typing in a control-C.
The screen can be "frozen" for interruptions or distractions by typing a
control-S  (or  no-  scroll)  and  unfrozen  by  typing  a control-Q (or
no-scroll).

Enjoy!!
2 Galaxy
A Multi-User Star Trek game for VT100, VT52, ADDS or ADM-3A terminals.

3 Playing

     The game is very similar to the  traditional  Star-Trek
game   with  the  following  exceptions.   First,  the  game
involves several players (1-8), each of  whom  has  his  own
terminal  and  starship.  Second, the game runs in real time
as far as the players are concerned.  For  example,  if  you
are  going  warp  8  you will continue to move regardless of
your activity at the terminal (unless you are destroyed, hit
something,  run  out  of energy, or change your warp speed).
Each player's status and position as well as the  scores  of
all  players  is  displayed and continuously updated at each
player's terminal.  (The update rate is  twice  per  second,
but  the  source  code  is  commented  on where to change it
should you wish to do so.) Third, at the present time  there
are no Klingons or Romulans to shoot down, instead you shoot
(or at least attempt to shoot) the other players.

     The universe consists of a  100  by  100  matrix  which
wraps  around  itself.  Therefore if you move off one end of
the universe you appear on the other end.  (This is true  of
phasers and torpedoes also.)

The universe is made up of the following items:

     1.  " "      Empty space

     2.  "-"      Universe boundary

     3.  "*"      Star

     4.  "B"      Star-base (ram  it  to  dock  and  thereby
         refuel)

     5.  "H"      Hyperspace point (described below)

     6.  "R"      Random hyperspace  point  (also  described
         below)

     7.  "+"      Torpedo

     8.  "^"      Homing torpedo (seeker)

     9.  "#"      Black hole will pursue nearest player

    10.  "@"      Anti-matter pod

    11.  "%"      Energy net

    12.  "1"-"8"  Player's ships

4 Hyperspace Ports

     When a hyperspace port is hit by a  ship  the  ship  is
teleported  to a new location in the universe.  The "H" type
of hyperspace port can be used  to  go  to  a  set  location
whereas  the  "R"  type of port produces a random jump.  The
"H" ports are located at  fixed  locations;   these  are  as
follows:
                 PORT NUMBER    X COORD    Y COORD
                 -----------    -------    -------

                      1            20         75
                      2            50         70
                      3            80         75
                      4            20         25
                      5            50         30
                      6            80         25
 
 
THE NETWORK OF PORTS LOOKS LIKE THIS:
 
                 1                                    3
                                   2
  
 
     
 
                                   5
                 4                                    6
 

     By using the "H" command a  player  can  set  the  port
number he wishes to appear beside the next time he goes into
hyperspace through an "H" type  port.   For  example,  if  a
player used the "H" command to set his hyperspace setting to
 4, the next time he ran  into  an  "H"  character  he  would
appear near coordinates 20,25.

     A  player's  anti-matter   pod   can   travel   through
hyper-space  also;   upon  re-emergence  in the universe, it
blows up.  Pods going  through  random  hyperspace  reappear
randomly;   those  going  through "H" type ports reappear at
the pod owner's current hyperspace jump point.



3 Scoring

     The current scores of all players are displayed on  the
screen.   A  '*'  beside a score indicates an active player.
The following actions result in score changes:

     1.  Torpedo hit on enemy vessel:     +500



     2.  Homer hit on enemy vessel:       +300

     3.  Phaser hit on enemy vessel:      +(between  70  and
				         200 depending on distance)

     4.  Pod explosion:                   +(between 300  and
				         1500 depending on distance)

     5.  Torpedo hit on base:             -200

     6.  Getting destroyed:               -1000






4 Energy Consumption


     1.  Shooting phasers:  -50

     2.  Warp:              -.5  *  WARP  SPEED   per   time
			         interval

     3.  Send message:      -10

     4.  Collide with star: -200

     5.  Collide with ship: -100

     6.  Cloaking:          -25 per time interval (default)

     7.  Energy net:        -75  per  net  unit  constructed
			         (default)

     8.  Tractor beam:      -200 per time interval (default)


     Energy loss due to weapon hit is a function  of  shield
strength and weapon energy.



4 Calculations


The following formula are used:

     1.  Phaser hit energy:

             ENERGY=900./(4. + DISTANCE)


     2.  Torpedo hit energy:

             ENERGY=500.

     3.  Shield protection:

             SHIELD ABSORBTION FACTOR=SHIELD ENERGY/1000.
                 (WITH A MAXIMUM VALUE OF 1.)
             SHIELD DIRECTION FACTOR=
                  (.5 + ABS(SHIP'S DIREC - WEAPON'S DIREC)/360)
             SHIELD FACTOR = SHIELD DIRECTION FACTOR *
                                  SHIELD ABSORBTION FACTOR
          
             SHIELD ENERGY =
                  SHIELD ENERGY - SHIELD FACTOR * ENERGY OF HIT
             ENERGY OF SHIP = ENERGY OF SHIP -
                  (1.2 - SHIELD FACTOR) * ENERGY OF HIT * 6

     4.  Tractor beam pull:

             8./SQRT(MAX(1., DISTANCE BETWEEN SHIPS-6.))


     Anti-matter causes both damage to the scan, and results
in  an  energy  hit.   Both  of  these  effects  are  energy
dependent.



3 Commands

     All commands consist of one character, and most of them
require a numeric argument.  This argument can be input with
the  command  character,  or  can  be  a  default  ship   or
direction.  Generally, typing a new ship number or direction
changes the default ship or  direction,  however  there  are
exceptions.   In addition, the "L" (long range scan) command
changes the  default  direction  to  the  direction  of  the
scanned  ship, which is convenient for firing at the scanned
ship.   See  below  for  other  commands  which  change  the
defaults.   To  use  a  default  value, simply type carriage
return.  If you wait more than a few seconds before typing a
numeric  argument  or  <CR>,  you  will  be prompted for the
argument, however you needn't wait for the  prompt  to  give
the argument.

     1.  Help
             "?"    Prints a summary of all commands.

     2.  Shields
             "S"    Raise or lower  shields.   You  will  be
                    prompted  for  a  real  number (+ or -).
                    Your  default  shield  change  value  is
                    reset   every   time  you  set  positive
                    shields, and this default value  may  be
                    used  by  typing  a  <CR>  after the "S"
                    command.  1000 units is  the  most  that
                    will  do  any  good; but you may want a
                    little reserve.

     3.  Reset
             "R"    Clears the screen and redraws the entire
                    display.

     4.  Torpedoes
             "T"    Fire torpedoes.  You  will  be  prompted
                    for  a  direction.   <CR>  fires  in the
                    default direction,  a  number  fires  in
                    that  direction  and resets the default.
                    Torpedoes move at warp 10,  and  destroy
                    anti-matter pods.

     5.  Phasers
             "P"    Fire phasers.  You will be prompted  for
                    a  direction.  <CR> fires in the default
                    direction,  A  number  fires   in   that
                    direction   and   resets   the  default.
                    Phasers are instantaneous, have a  range
                    of  10  squares,  and  shoot  a  band  3
                    squares wide.   They  will  not  destroy
                    torpedoes (except homers).

     6.  Locate
             "L"    Long range scan for another player.  The
                    "L"  command  sets the default direction
                    to that of the scanned ship.  It takes a
                    ship  number  as an argument, or <CR> to
                    locate the  default  ship.   If  a  ship
                    number  is  given,  the  default ship is
                    reset to that ship.

     7.  Message
             "M"    Send a  message  to  another  player  on
                    subspace   radio.   <CR>  sends  to  the
                    default ship, a  ship  number  sends  to
                    that   ship.   A  ship  number  of  zero
                    broadcasts the  message  to  all  ships.
                    The default ship is not reset.

     8.  Warp
             "W"    Set warp speed 0-8.

     9.  Course
             "C"    Set course 0-12 (clock face).  This does
                    not  affect  your  warp speed or default
                    direction.    However,    the    default
                    direction may be used to set the course.
                    All directions are to  be  specified  in
                    "clock face" numbers.  For example:
                        


                                         0. IS UP
                     
                              9. IS LEFT           3. IS RIGHT
                     
                                         6. IS DOWN
                     
                    7.5 is toward  the  lower  left  corner,
                    etc.

    10.  Quit
             "Q"    Quit.

    11.  Hyperspace
             "H"    Set hyperspace jump point 1 through 6.

    12.  Cloak on
             "F"    Fade away.  The  cloaking  device  is  a
                    continuous energy drain when activated.

    13.  Cloak off
             "A"    Appear.

    14.  Energy net on/off
             "E"    Start/stop  energy   net   construction.
                    Energy nets provide a "wall" which other
                    ships will bounce off of,  however  your
                    ship   travels  instantaneously  through
                    your energy nets.  Torpedoes may be used
                    to  destroy  nets.   The  black  hole is
                    blocked  by  them.    Phasers   do   not
                    penetrate nets.
		    Nets disappear when their creator dies.

    15.  Homing torpedo launch
             "K"    You will be prompted for the ship number
                    to  home  in  on.   <CR> homes in on the
                    default ship, a ship number homes in  on
                    that   ship   and  resets  the  default.
                    Homing  torpedoes  destroy   anti-matter
                    pods.   Homing  torpedoes  can  be shot
                    down with phasers (at least sometimes).
		    Homing torpedoes become static mines when
		    their mothership gets destroyed.
		    Homing torpedoes move at Warp 10.

    16.  Anti-matter launch
             "Z"    You will be prompted  for  a  direction.
                    Pods  move at warp 5.  <CR> fires in the
                    default direction,  a  number  fires  in
                    that  direction  and resets the default.
                    When   an   anti-matter   pod   hits   a
                    hyper-space  port, it travels through it
                    to your current  hyperspace  jump  point
                    and  blows up.  Pods also travel through
                    random hyper-space  ports  to  a  random
                    location and blow up.


    17.  Anti-matter freeze
             "N"    Stop  movement  of  anti-matter  device.
                    (It will become a static mine.)

    18.  Anti-matter detonate
             "X"    Detonate   anti   matter   pod.     This
                    explosion   destroys   an  entire  area,
                    except for bases and hyperspace  points.
                    The  pattern  of  the  explosion  is  as
                    below.
                     
                                            X 
                                        X   X   X 
                                          X X X
                                      X X X X X X X 
                                          X X X 
                                        X   X   X
                                            X
                     
                    Ships within 4 of an exploding pod  lose
                    some   energy   and  have  their  vision
                    partially obscured.  The black  hole  is
                    randomly  relocated when caught in a pod
                    explosion.
		    Pods are also capable of destroying stars.

    19.  Tractor beams
             "B"    Set tractor beam target ship  (1-8).   0
                    to stop tractor beam.  Tractor beams are
                    used  to  pull  your   opponent's   ship
                    towards  you.   The closer the ships are
                    the stronger the  pull  of  the  tractor
                    beam.  The default ship is reset.

    20.  Verbose/Non-verbose mode
             "V"    Flip   on/off    verbose    mode.     In
                    non-verbose  mode, only the first letter
                    of each word is printed.  For example,

                         + TORPEDO HIT ALIEN!

                    becomes

                         +THA

                    This is sometimes useful in the heat  of
                    battle on a slow (1200 baud) terminal.

	Note that since TYPEAHEAD is supported under VMS, it is
	possible to get a lot of commands in the type-ahead buffer
	in the heat of a battle.  Remember that control-X will
	clear the type-ahead buffer and allow you to alter your
	course, etc. in an emergency!!


3 Starting the Game

	The GALAXY Manager will decide on the default Universe
	parameters for your particular site based on the values
	below:


     Initialization parameters can be set to those values listed
     below:

     1.  A star density between 2 and 3 is good  (default  =
         2.0).

     2.  About 20 to 25 star-bases is ok (default = 20).

     3.  Usually 5-10 random jump points (default = 6).

     4.  Any random integer between -32k and +32k (default =
         3214).

     5.  A cloaking energy drain of 20 to 40 (default = 25).

     6.  Net construction energy drain of 0 to 2000 (default
         = 75).

     7.  Black hole speed of 2.  to 5.  (default = 3).

     8.  A Tractor Beam drain of 0. to 2000.  (default = 100).



4 Player Initiation

Several crt terminals are required to  play  the  game.

Your terminal must be one of the supported types of
CRT terminals:	VT52	VT100	ADM-3A	ADDS-520/580

You must set your terminal characteristics to match
with one of the following VMS commands:

	SET TERMINAL/VT52	SET TERMINAL/VT100
	SET TERMINAL/FT1 (foreign type 1 is for ADM-3A)
	SET TERMINAL/FT2 (foreign type 2 is for ADDS-520/580)

Note:
Special effects have been added as a bonus to those players
who have VT100 type terminals.
You will miss a lot of the action if you don't play on a
VT100 type terminal.

Each player should issue the following command at his
terminal:

     $ RUN GALAXY

GALAXY will only allow play during pre-defined hours of the
day (values that can be specified by, you guessed it, the
GALAXY Manager).

A list of unoccupied ships will be displayed, so  choose  an
unoccupied  ship  and you are ready to play.  It is possible
for two  or  more  players  to  control  the  same  ship  by
selecting  an  occupied  ship,  e.g., one player can control
navigation and the other weapons.   Players  may  enter  and
leave the game at any time.



3 Robot Ships

     In addition to playing against human opponents you  can
turn  the  unused  ships  over to computer control.  This is
done by starting the ROBOT  program.   You  can  choose  the
ships  to  be  controlled  and  the capability of the ships'
robot skippers.

     Each running ROBOT program can  control  several  ships
which will act as a team.  If more than one ROBOT program is
started then their ships will fight with each other.   Robot
ships are started with the command:

	$ RUN ROBOT
	(Note: Robot ships may or may not be available for
	       general use.  Consult your GALAXY Manager.)

A list of unoccupied ships will  be  displayed.   Enter  the
number(s)  of  the  ship(s) to be under robot control.  When
the robot "team" has been selected, enter <CR> and the ROBOT
program  will ask several questions to set up the ability of
the robot skippers.

     1.  Maximum speed of robot ships (default = warp 8).

     2.  Robot reaction time (default = 1.5).

     3.  Amount of phaser fire (default = 5).

     4.  Degree of inaccuracy (default = 0 degrees).

Note that while the ROBOT program is running, the issuing
terminal will be controlled by the ROBOT(s) and therefore
not useable for play.  Please use another crt terminal for
the session or submit the program in a BATCH stream.


3 Terminating the Game

     It is important that the last GALAXY  players  clean  up
the  system  before they leave.  This is done by following the
simple rule:

     1.  Terminate each GALAXY program by  entering  the  "Q"
         command.

Now mop up the blood, sweat, and  tears;   logout;   and  go
home.
