Fun School 2: For the Under-6s
DOSEducational
Documented for this version
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. |
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
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
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
Use SRS or the equivalent short-range sensor command to inspect the current sector before acting.
Save energy for shields and movement; an empty energy reserve can leave the Enterprise unable to respond.
Remember the campaign deadline when choosing routes between quadrants.
Super Star Trek is a turn-based space strategy game derived from the early Star Trek computer games. The DOS version presents the player as captain of the USS Enterprise, tasked with destroying Klingon ships before the campaign deadline while managing a limited supply of energy, torpedoes, and repairs. The game is played entirely through text commands, with tactical information shown through short-range and long-range sensor displays. Its design combines resource management, navigation, combat, and exploration rather than reflex-based action. Super Star Trek became one of the most widely circulated mainframe and microcomputer games of its era, and its simple command-driven structure made it an influential early example of space simulation.
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