Starfleet Orion

Last updated
Starfleet Orion
StarfleetOrionCover.png
Rule book cover art
Developer(s) Epyx
Publisher(s) Epyx
Designer(s) Jon Freeman
Jim Connelley
Platform(s) PET, TRS-80, Apple II
Release1978
Genre(s) Sci-Fi strategy game
Mode(s) two-player hotseat

Starfleet Orion is a 1978 science fiction strategy game written and published by Automated Simulations (who would become Epyx in 1983). It appears to be the first space-themed strategy game sold for microcomputer systems. The game was originally written in BASIC for the Commodore PET, but later ported to other early home computer platforms including the TRS-80 and Apple II. The game was something of a success, leading to a string of successes for the company, notably the major hit Temple of Apshai .

Contents

Development

The game came about in a roundabout fashion when Jon Freeman joined a Dungeons & Dragons game being hosted by dungeon master Jim Connelly. Freeman was an experienced gamer, a regular contributor to Games magazine and author of A Player's Guide to Board Games. Connelly had purchased a PET computer to handle bookkeeping during his D&D games, and was interested in finding ways to make some of the money back. The two collaborated on Orion; Freeman coming up with the basic concepts of the game and Connelly coding them up. The game was completed just before Christmas 1978.

Automated Simulations claimed in advertisements for the $19.95 Starfleet Orion that "game mechanics are extremely simple, but play is exciting, challenging, and rich in detail". Versions were available for the Commodore PET, TRS-80, and Apple II. [1] The complex setup and requirement for two players was an obstacle to casual play, which led Freeman and Connolley to quickly release the single-player Invasion Orion .

Plot

Orion's "Battle Manual" tells of the meeting of the Interstellar Union of Civilized Planets, or simply Stellar Union, and a group of planets colonized hundreds of years earlier by a forgotten breakaway group. The action takes place in an isolated corner of the expanding Stellar Union's space, allowing the two forces to be fairly evenly balanced as the much larger Union only can only muster a small number ships in the area. The game came with twelve pre-rolled scenarios based on this canon, each increasing the number of ships and their variety, eventually ending in a battle with seven ships on one side and nine on the other, the later being named the titular "Starfleet Orion".

Gameplay

Splash screen from the TRS-80 version Starfleet Orion TRS-80 splash screen.png
Splash screen from the TRS-80 version

The playfield is a thirty-two high by sixty-four wide grid of possible locations. The map can contain ships, stacked on the same grid space if needed, as well as planets and other objects. The game is turn based, with the two players taking turns at the keyboard to enter their commands, which are then carried out simultaneously. Each player controls one or more ships, and the game continues until one or both are destroyed, or escape by flying off the playfield. [2]

Ships are powered by a single energy source whose power has to be divided up among the many parts of the ship, including drives, shields and weapons. Each ship is armed with a beam weapon whose chance to hit a target is based on the target's size and the "beam quality" of the firing ship. The amount of damage caused by a hit are reduced with distance, making it primarily a short-range weapon. In addition, ships are armed with missiles or torpedoes for long-range fire. Missiles fly to a location in space relative to the ship after movement and then explode regardless if there is a target in that location. Torpedoes are fired in a particular direction (the eight cardinals) and explode if they pass within two grid spaces of any other material object (except other torpedoes). Some ships also include fighters equipped with missiles or torpedoes, which allow spoiling attacks. Generally the Stellar Union ships have more missiles, and the Orion ships more torpedoes. [2]

Additionally, ships are equipped with a tractor beam that allow them to push or pull on material objects, allowing complicated strategies of pushing or pulling on opposing ships to throw off their aim. For instance, a torpedo aimed at a ship that is expected to be "due left" after the movement phase could be avoided by the target by pushing the opposing ship a few locations down. The distance a ship can be pushed or pulled is a relative measure of the strength of the beam and the mass of the target. This means larger ships can spoil the aim of smaller torpedo boats using this method, while smaller ships are better off simply using their drives to move themselves. Another useful strategy is to use the tractor beam to quickly push fighters into range of their targets, at "speeds" their own engines could not achieve. [2]

The game originally shipped on cassette, and required the users to type in the scenario and save it to a separate data tape before playing. [lower-alpha 1] The pre-rolled missions were outlined in a separate "Battle Manual", which also included short stories introducing the game world and the individual missions. This process was greatly improved on the diskette versions, which had the games saved out as data files that could be loaded up by name. Users could also create their own scenarios using the separate "BUILDER" program, saving them to tape or disk. [2]

The Starfleet Orion game manual includes the complete source code, which may allow for a port to modern systems.

Reception

Alan Isabelle reviewed Starfleet Orion in The Space Gamer No. 30. [3] Isabelle commented that "I was quite impressed by Starfleet Orion. I have seen enough bug-ridden, boring computer games to know when a good one comes along. I highly recommend it in spite of the rather high price." [3]

Jerry Pournelle praised the Orion games' realism: "Classical principles of fleet warfare work, and strategy and tactics are more important than luck". [4]

The game was considered historically important enough that it appeared in a chronology of personal computers written by David H. Ahl. [5]

Reviews

Notes

  1. Actually, in Commodore BASIC it was possible to save named files to tape. To load by name, the cassette would start reading the tape as normal, ignoring files with other names. This was a fairly unique capability, one that would have allowed the scenarios be saved onto the same cassette as the game program itself. The scenario files were not very large, so the delay in loading later ones would not be onerous. It is not clear why they did not use this facility

Related Research Articles

Transporter (<i>Star Trek</i>) Teleportation device installed on starships in Star Trek

A transporter is a fictional teleportation machine used in the Star Trek science fiction franchise. Transporters allow for teleportation by converting a person or object into an energy pattern, then sending ("beaming") it to a target location or else returning it to the transporter, where it is reconverted into matter ("rematerialization"). Since its introduction in Star Trek: The Original Series in 1966, the name and similar concepts have made their way to other science fiction scenarios, in literature, games (SimEarth), etc.

The Star Trek fictional universe contains a variety of weapons, ranging from missiles to melee. The Star Trek franchise consists mainly of several multi-season television shows and a dozen movies, as well as various video games and inspired merchandise. Many aspects of the Star Trek universe impact modern popular culture, especially its fictitious terminology and the concept of weaponry on spacecraft. The franchise has had a widespread influence on its audiences from the late 20th to early 21st century. Notably, Star Trek's science fiction concepts have been studied by real scientists; NASA described it in relation to the real world as "entertaining combination of real science, imaginary science gathered from lots of earlier stories, and stuff the writers make up week-by-week to give each new episode novelty." For example, NASA noted that the Star Trek "phasers" were a fictional extrapolation of real-life lasers, and compared them to real-life microwave based weapons that have a stunning effect.

<span class="mw-page-title-main">Atari 8-bit family</span> Home computer series introduced in 1979

The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 with the Atari 400 and Atari 800. As the first home computer architecture with coprocessors, it has graphics and sound more advanced than most of its contemporaries. Video games were a major appeal, and first-person space combat simulator Star Raiders is considered the platform's killer app. The "Atari 8-bit family" label was not contemporaneous. Atari, Inc., used the term "Atari 800 [or 400] home computer system", often combining the model names into "Atari 400/800" or "Atari home computers".

<i>Star Trek: Starfleet Command</i> 1999 video game

Star Trek: Starfleet Command is a computer game based on the table-top wargame Star Fleet Battles. It was developed by 14° East and Quicksilver Software and published by Interplay Entertainment. It was released in 1999 for Microsoft Windows. It simulates starship operations, ship-to-ship combat, and fleet warfare in the Star Trek universe. An expanded version was released in 2000 titled Star Trek: Starfleet Command - Gold Edition. It includes the latest patch and all the missions that were downloadable from the official website.

<i>Master of Orion</i> 1993 video game

Master of Orion is a turn-based, 4X science fiction strategy game in which the player leads one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems.

<span class="mw-page-title-main">Epyx</span> Defunct video game developer and publisher

Epyx, Inc. was a video game developer and publisher active in the late 1970s and 1980s. The company was founded as Automated Simulations by Jim Connelly and Jon Freeman, originally using Epyx as a brand name for action-oriented games before renaming the company to match in 1983. Epyx published a long series of games through the 1980s. The company is currently owned by Bridgestone Multimedia Group Global.

<i>Full Thrust</i>

Full Thrust is a science fiction strategy wargame written by Jon Tuffley and published by Ground Zero Games of England. It is usually played with miniature figurines representing imaginary starships, although cardboard chits representing the vessels can also be used. Unlike many games, the publishers encourage the use of any miniatures rather than only "official" ones, though Ground Zero Games does also sell an extensive miniature range.

Jon Freeman is a game designer and co-founder of software developer Automated Simulations, which was later renamed to Epyx and became a major company during the 8-bit era of home computing. He is married to game programmer Anne Westfall, and they work together as Free Fall Associates. Free Fall is best known for Archon: The Light and the Dark, one of the earliest titles from Electronic Arts.

<i>Anacreon: Reconstruction 4021</i> 1987 video game

Anacreon: Reconstruction 4021 is a video game written by George Moromisato for MS-DOS and published by Thinking Machine Associates in 1987. Anacreon is a turn-based game in which human and computer players explore the galaxy, conquering worlds and putting them to use to fuel their war machines. it resembles Stellar Conquest and Hamurabi. It was inspired by Isaac Asimov's Foundation series of novels.

<i>Reach for the Stars</i> (video game) 1983 video game

Reach for the Stars is a science fiction strategy video game. It is the earliest known commercially published example of the 4X genre. It was written by Roger Keating and Ian Trout of SSG of Australia and published in 1983 for the Commodore 64 and then the Apple II in 1985. Versions for Mac OS, Amiga, Apple IIGS, and DOS were released in 1988.

<i>Star Trek: The Role Playing Game</i> Tabletop science fiction role-playing game

Star Trek: The Role Playing Game is a role-playing game set in the fictional Star Trek universe published by FASA Corporation from 1982 to 1989.

<i>Star Trek: Starfleet Command II: Empires at War</i> 2000 video game

Star Trek Starfleet Command II: Empires at War is the sequel to Star Trek: Starfleet Command and the second in the series of real-time space combat games, developed by Taldren, Inc. and published by Interplay. A stand-alone expansion pack was released in June 2001 titled Starfleet Command: Orion Pirates.

<i>Star Trek: Klingon Academy</i> 2000 video game

Star Trek: Klingon Academy is a space flight simulator video game developed by 14 Degrees East, an internal development house of publisher Interplay Entertainment. The game follows a young Klingon warrior named Torlek as he attends the Elite Command Academy, a war college created by General Chang to prepare warriors for a future conflict with the United Federation of Planets. Christopher Plummer and David Warner reprised their respective roles as Chang and Gorkon for the production of Klingon Academy.

Begin, A Tactical Starship Simulation is a video game released for MS-DOS in 1984 and consists of combat between spaceships.

<i>Invasion Orion</i> 1979 video game

Invasion Orion is a 1979 science fiction strategy game written and published by Automated Simulations. It is one or two player sequel to the original two-player Starfleet Orion which was published in late 1978. The game was written in BASIC for the Commodore PET and TRS-80 and ported to the Atari 8-bit family and Apple II.

<i>Stellar Conquest</i>

Stellar Conquest is a science fiction board game published by Metagaming Concepts in 1974.

<i>North Atlantic 86</i> 1983 video game

North Atlantic '86 is a 1983 computer wargame written by Gary Grigsby and published by Strategic Simulations. The game covers a hypothetical conflict between NATO and the Soviet Union. A Macintosh version was released in 1986.

<i>Star Fleet I: The War Begins</i> 1984 video game

Starfleet I: The War Begins is a 1984 strategy computer game designed by Trevor Sorensen and developed by Interstel. It was released for Apple II, DOS and Commodore 64. Versions for the Commodore 128, Atari ST and Atari 8-bit family were released in 1986 and versions for the Amiga and Macintosh were released in 1987. The game was successful enough to spawn sequels which are collectively known as the Star Fleet series.

MegaWars III was a massively multiplayer empire building game written by Kesmai and run continuously on CompuServe between 1984 and 1999. It was one of CompuServe's most popular games throughout its lifetime with thousands of players joining the month-long game cycles. It was only shut down after CIS was purchased by AOL and moved to the web-based "CompuServe 2000" interface that would not cleanly support it. A modified version, Stellar Emperor ran for much of the same time period on GEnie, also ending in 1999 when that service was shut down by General Electric. A new version of Stellar Emperor, sporting a new client-server GUI, was run for a short period on Kesmai's GameStorm.

References

  1. "Starfleet Orion". BYTE (advertisement). August 1979. p. 184.
  2. 1 2 3 4 Freeman, Jon (1979). Starfleet Orion Battle Manual. Automated Simulations.
  3. 1 2 Isabelle, Alan (August 1980). "Capsule Reviews". The Space Gamer . Steve Jackson Games (30): 29.
  4. Pournelle, Jerry (December 1980). "BASIC, Computer Languages, and Computer Adventures". BYTE. p. 222. Retrieved 18 October 2013.
  5. Ahl, David (November 1984). "Ascent of the personal computer". Creative Computing: 80.
  6. https://strategyandtacticspress.com/library-files/Moves%20Issue55.pdf [ bare URL PDF ]