This is my attempt to convert the 1978 Super Star Trek game to PICO-8. This early example of a turn-based space strategy game has been written in 1974 by Bob Leedom and was published in the 1978 book BASIC COMPUTER GAMES edited by David Ahl. After that, it was ported, converted, and enhanced many times, but I think nobody tried to make a PICO-8 version.
It's a text-only game, commands are entered on the console, so converting it to PICO-8 required several changes, but I tried to keep the original gameplay intact.
I would really love to know what you think about it. Let me know your feedback, suggestions, critics, and so on. Btw, this is my first PICO-8 game, so be patient.
If you already know Super Star Trek, playing my PICO-8 version should be quite straightforward. If you don't, below you can find a quick tutorial.
How to play
- use ⬅️➡️ to select a command, and Z to confirm. Normally X cancels a command.
- your goal is to destroy all Klingons before time is over. Time passes when you warp to a new sector
- you start in a random sector. There are 64 of them divided into an 8x8 grid
- first of all, use the long-range sensor scans (LRS) to see if there are Klingons in the surrounding sectors - unless you start the game in a sector with Klingons, in this case, you can attack directly (see later)
- with LRS, you will see a number for each sector. The first digit is the number of Klingon ships, the second the number of starbases, and the third the number of stars. Eg "205" means there are 2 enemy ships.
- if you have identified a sector with Klingons, use WRP to see the map and select the sector you want to jump, then press Z to go there
- before attacking, you need to raise your shields. Use SHE to divert energy to shields
- if there is only one ship, it's a good idea to use photon torpedoes, because they don't consume energy. You will have to select the torpedo course. You can try to move first, using impulse engines, to reach a better position, but remember that in this case, Klingons will attack first
- if there are multiple targets, select the phasers. Select the energy you want to use for the phasers and fire. Phasers attack all enemy targets automatically
- after you have attacked, the remaining Klingons will attack you
- you will notice that energy will be consumed quite soon. You need to find a starbase to replenish your energy. Once you have found a sector with a base, use the impulse engines to go close to a starbase and then dock (DCK)
- ship devices can be damaged during fights, this will affect the behavior of weapons, shields, sensors, etc.
If you are interested in the original game, check my article about Super Star Trek
or the Wikipedia entry
Let me know
When we thought things couldn’t get any more RETRO — your article about a text based 1978 Star Trek Adventure comes along...
Did you try to convert one of these old magazine listings to Lua?
In fact, it all started because I converted the BASIC program to LUA. I wrote a few articles about these ports. If you are interested, see my blog. You can download the source code there.
After that, I decided that it was the right occasion to do something I have always wanted to do: starting to program on the PICO-8. I'm having a lot of fun actually. I just added a particle explosion when you destroy a Klingon, I will post it soon.
Have you tried the game? What do you think about it?
Well, at the moment I miss a lot of transitions. When using impulse power the vessel should move smoothly from point A to B. You may use one of the easing functions you find in the BBS for this. It's a bit like JQuery. When you destroy a Klingon vessel there should be a small explosion, a animation with 2, 3 frames would suffice. Use the noise generator to generate an simple explosion sound.
Usability-wise I like it more when you use the symbols ❌ and ⭕ for the button names. When adjusting the energy level it should move in greater steps, possibly with acceleration. In the warp map screen it would be nice to see an outline around the current position.
You can take 1979's Star Raiders as an inspiration for animations and sound effects.
Thanks for the suggestions! Some of them are already done in the new version, have a look! I'm really proud of my photon torpedoes. I also added an explosion, including the sound effect. Phasers are animated too, but they are quite ugly. The Star Raiders sound effects are very cool, but I'm not sure I'll be able to replicate them.
The animation of the Enterprise is my next goal, but I think it would be nice to rotate the ship, to point to the right direction. Any suggestion about how to do it?
The destroy animation looks great! This is much more rewarding to play. Maybe you can fade out the phaser beams after half a second.
While you could rotate your sprites with code from rspr
... it looks super-messy to rotate a low-rez sprite. Why that is is explained in this medium post in-depth.
I would use a tool like Aesprite to create pre-rotated sprites. The amount of increments and therefore animation frames depends on the rotation speed you want.
I would combine the rotation with movement from A to B (so do not rotate the Enterprise in place, that would look stupid).
rspr code is brilliant, I think I'll try it, at least to see how it looks. The 90° rotation should be ok. Then I can try to draw the 45° version. Thanks again for the suggestions!
In the end, I didn't use the rotation algorithm, the result was not good. I created some new sprites for the 8 directions of the Enterprise.
I'm pretty happy about the result of the phasers.
The game is clearly missing more animations, sounds, and music, but now I would like to focus a bit on gameplay and balancing, maybe adding some kind of AI to the Klingons.
If you try the new version, let me know.
The explosions look good.
You could use the star field or warp effects from cart #10440 as transition animation for warping.
Wow, this is a very nice suggestion! I'll try asap. Thanks a lot!
It took a while, but I finally have a new version, with starfield animation during warp travel, and with a nice pixel-art Enterprise in the start screen :)
Hello! I tried to clean up the music a bit, the cart is smaller now. On the pico8 app, the music is quite good, but on web it's lagging. Do you have any suggestions on how to improve it?
The music was generated converting the star trek main theme to pico-8 with kittenm4ster's MIDI to PICO-8 (https://github.com/andmatand/midi-to-pico8)
Great work on porting this game to pico-8 ! I really like how you adapted the text interface. And having to aim the torpedoes is a nice little challenge compared to the original version in which the onboard computer would give you the aiming direction.
Thank you! I'm glad you like it.
I'm not sure I posted here the latest changes (https://emabolo.itch.io/star-trek-p8/devlog/240633/star-trek-p8-v103-released). I'll do it soon. Best!
Simply superb ! You have completely captured the essence of the original game - and this particular trekkie. :)
Gold star, Admiral @emabolo.
Thanks, @dw817!
I'm happy you liked it. The cart was updated in the carts database but not in this post, so you probably played an old version. Now it's updated. If you want, try it now, it's much better ;)
You got a good thing going on but there's need for improvements. NOT TO MENTION ADDING OTHER STUFF.
The problem ultimately is there's not enough time to finish off the Klingons. The reason for this is that most of them are sparsely scattered. In the original game, you had clusters of Klingons that could be killed. Also, you could fire more than one torpedo. In this game you can only do one torpedo making them almost ineffective.
I recommend you play Starfleet I the war begins. They had a lot of great things including cloaked ships, boarding, tractor beams, self destruct, hyperspace, lots of cool stuff.
Well now, @sacredlion. Here is a walkthrough I wrote for this exact game you can use that make it easier to play. For you other Piconians, only read this walkthrough if you really get stuck and cannot seem to win the game.
Use these methods effectively as I have described, make no errors, and you are guaranteed to win with days to spare.
Hi @sacredlion
There are hundreds (if not thousands) of versions of Star Trek; I'm sure some are better than others, I don't know all of them. In my case, I decided to port the official game that was listed in the 1978 book BASIC COMPUTER GAMES (see here )
I ported the BASIC code to LUA and later converted the text-only LUA version to PICO-8. Which means the gameplay is faithfully respected.
The distribution of Klingons is decided here:
820 FORI=1TO8:FORJ=1TO8:K3=0:Z(I,J)=0:R1=RND(1) 850 IFR1>.98THENK3=3:K9=K9+3:GOTO980 860 IFR1>.95THENK3=2:K9=K9+2:GOTO980 870 IFR1>.80THENK3=1:K9=K9+1 |
If you do the math, it means 10% probability to have a fleet of 3, 15% to have a fleet of 2, and 75% to have a fleet of 1. This is the exact distribution you will find in my version.
Also, in the 1978 game, you can only launch one torpedo. This is fair because torpedoes always destroy the enemies.
It's expected that you lose because time is over. This game is a race against time. The difficulty is not being able to destroy the enemies. This is easy. If there was not a time limit, you could go back to the starbases to refill the energy over and over again. Instead, like many early games, Star Trek is a resource management game, so you have to plan very carefully how much energy you want to spend for each action.
Finally, I know that the game developer is not the best playtester, but I actually won the games several times, even at the max difficulty level, so it's possible to win. Just keep trying and I'm sure you will do it :)
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