Documented for this version

Which controls does this version use?

Actions

Super Star Trek action controls
Keyboard
Enter a navigation command to move the Enterprise.

Commands are typed at the game prompt.

Keyboard
Enter a sensor command to inspect the galaxy or current sector.

Sensor commands display tactical information.

Keyboard
Enter a weapon command to fire phasers or photon torpedoes.

Weapon use consumes limited resources.

Keyboard
Enter a shield, damage, or computer command.

These commands manage defense and ship information.

Control notes

  • The DOS version uses typed text commands rather than an action-button layout.

  • Command abbreviations can vary between releases; follow the prompt and in-game instructions.

How it plays

How does Super Star Trek play?

The galaxy is divided into quadrants, each containing a changing arrangement of stars, starbases, and enemy ships. The player enters commands to navigate, scan nearby sectors, fire phasers or photon torpedoes, raise shields, and request damage information.

The main objective is to eliminate the assigned Klingon fleet before the deadline. Energy and torpedoes are limited, starbases provide replenishment, and damaged systems can restrict available actions. Combat and movement advance the turn, so planning routes and conserving supplies are central to progression.

Plan your run

What is the best way to play Super Star Trek?

Use short-range sensors before moving or firing so that you know the local positions of enemies, stars, and starbases. Keep enough energy for shields and emergencies rather than spending every unit on phasers.

Plan a route through quadrants that contain starbases, and repair or resupply before entering prolonged combat. Photon torpedoes are valuable for decisive attacks, but navigation and sensor commands are equally important because the campaign has a time limit.

Before you begin

What should you know before playing?

  1. 1

    Use SRS or the equivalent short-range sensor command to inspect the current sector before acting.

  2. 2

    Save energy for shields and movement; an empty energy reserve can leave the Enterprise unable to respond.

  3. 3

    Remember the campaign deadline when choosing routes between quadrants.

Community discussion

What are players saying? 0

Not ratedBe the first to rate this game
Leave a commentShare your experience with Super Star Trek.
Your rating
5/5