CV84-BeaconStarWars-P38.TAP
by Ron Potkin & Pat Morris

BEACON STAR WARS
Two alien races clash in deepest space
by Ron Potkin (Spectrum conversion by Pat Morris)

All over the galaxy contests like this are being fought, each unique in its
own way and yet each similar in so many aspects. Who was to guess that the
enmity between the forces of Bluuton and the crimson ships of Redare would
last thus long and be so intense? But greed is a strange thing and both of
these ambitious space tribes knows the full worth of the riches which are
being uncovered before their very eyes. Both know that they must keep the
secret from the mighty empires, which would rush in and swallow the prize
and wipe out the squabbling tribes like so much space dust. And both tribes
know that if they can harness this wealth of energy for themselves then
their tribe might one day rank as high as those great empires and control
just as large a slice of the galaxy ... but first ... they just have to
defeat their rivals.

The Beacon Stars, rich in stellar energy, had lain there for eons but their
light had been stifled by the darkness and their power remained
undiscovered in the blackness of the "Dead Areas" into which no spacecraft
dared travel. Then came the Scavengers, a strange space phenomena, no-one
ever saw them, none knew where they would strike next and few could but
wonder at the results they produced. The first sign was a strange green
glow in the night sky where a "Dead Area" had been before and then the
blackness was gone forever and sometimes a bright Beacon Star shone out
from where the darkness had been.

The Beacon Star Wars are fought out between the fleets of Redare and
Bluuton as they rush to capture the stars and use them to produce the
stellar-energy creating Stargates. Their fleets are made up of Miner ships
- fast and useful for exploration, and Gun ships - slow but mighty in
battle. And each has a base Stargate, immovable but strong in defence and
able to produce new ships to add to the fleets.

Other Stargates can be built on the sites of captured Beacon Stars by
having a Miner ship and a Gun ship adjacent to the Beacon Star and
cannibalising these to create a Stargate. Every Stargate produces three
ERUs every turn and these are the mark of who is winning the game. These
are also the basis of new ships, from the cheap to produce Miners, to the
expensive Gun ships.

OPERATING INSTRUCTIONS

1. Rewind the tape fully and press the PLAY button on the recorder. Type
   CLOAD and press ENTER.
2. Once the program has been loaded - it takes about 60 seconds - type RUN
   and press ENTER.
3. There will be a slight pause. The logo and title will then appear on the
   screen. This indicates that the board is being prepared.
4. The board appears with the Bluutons on the left side of the screen and
   the Redarians on the right. The Dead Areas, appear in the central part
   of the screen.
5. The bottom part of the screen is devoted to messages and information.
   Currently, this will be flashing the messsage:
                             BLUUTON
                           PRESS ENTER
   The Bluutons always move first.

THE RULES OF PLAY

1. Objective.
To earn the most number of energy resource units (ERUs) before the last
Dead Area is cleared.

2. Sequence of play.
a) The Blue player moves his pieces. The commands available are:
   Move - use the numbers 1 to 6
   Jump - press "J"
   Capture - occupy a Beacon Star
   Produce - press "P"
   Complete - press "C". Checks for remaining attacks.
   Finish - press "F". Does not check for attacks.
b) Combat takes place. The computer will determine the result of all attacks.
c) One Dead area is removed from the board. The next area to be cleared is
   determined and painted blue.
d) Scavenger explosions are determined and pained green.
e) The Red player now plays and steps (a) to (d) are repeated.
f) The game finishes after 30 turns when the Dead Areas are cleared. The
   winner is the player earning the most ERUs. Note that ships in play
   have no value.

3. The Pieces.
Each player commences with five pieces. These may during the course of play
be increased up to a maximum sixteen. The capabilities of each piece are:
Start, Moves, Attack, Defence, Jumps, Cost, Prod.

            Start      Att  Def      Cost
            with Moves factors  Jump (ERU)Prod
Stargate      1    0    2    2    0    0    3
Battleship    2    3    4    5    2    5    0
Miner         2    5    1    3    3    3    0

4. Other Pieces.
Other pieces on the board are:
a) Clear Hex - Yellow hex. Pieces may normally only enter these hex.
b) Dead Areas - these are red hex. There are 30 when the game commences.
   One is cleared before each player starts his turn. The game finishes when
   the last hex is cleared, the current player has finished his moves and all
   attacks are complete. No piece may enter a Dead Area.
c) Beacon Stars - These are green stars. There are 10 hidden underneath the
   Dead Areas. They cannot be Occupied until the Dead Area is removed.
d) Scavengers at Work! - this is a blue hex. It indicates where the next
   Dead Area will be cleared.
e) Scavenger Explosion - this is a green hex. It indicates that a scavenger
   has moved too close to a star. The star may be in a clear space or lying
   beneath a Dead Area.
f) The red half hex around the edge of the board are merely decorative and
   do not form part of the playing area.

5. Starting play.
Each player must press ENTER to start his turn. He will be
prompted for his move by a piece flashing. The message
area shows the status of this piece; ie.
    Name of the side currently moving
    Name of current piece
    Balance of ERUs
    Index number XXX
    Moves XX
    Attack Factors XX
    Defence Factors XX

6. Moving.
The number of moves available appear in the top-right cocner of the message
area. To move one hex, press a number from 1 to 6. Visualise a six-hour
clock (see bow). If you wish to STOP moving before all modes are expended,
press "S". A piece must stop when it moves next to an opponent.

7. Production.
At the player's option, new pieces may be produced and brought immediately
into play. There are three restrictions:
a) New ships must be docked at the Base Stargate (the one at the edge of
   the board).
b) Each Stargate has a maximum of four docks. Occupied docks or docks
   adjacent to an opponent may not be used.
c) The number of pieces for one side must not exceed sixteen.
To produce ships type "P" and when the number of free docks appear type "M"
for a minership or "G" for a gunship. Provided sufficient ERUs are available
the ships will be placed in a dock. Press "A" when complete.

8. Occupying and converting a Star.
Occupying a Beacon Star requires both a miner and a gunship. If a gunship
is in orbit around a star then a miner may be moved into and occupy the
star hex. The miner and the star combine to form a Stargate.
Occupation may not take place if an opponent is in orbit around the star.
New Stargates will commence producing three ERUs per turn starting with the
player's next turn.

9. Jumps
If a ship is in orbit around a friendly Stargate it may jump through
hyper-space to another Stargate provided the destination is not under
attack. Press "J" to jump the current piece. Each Stargate will flicker in
turn. Press "Y" if you wish to jump to that Stargate. Press "N" if you do
not. Press ENTER or "A" to abort the jump command.
If the distance between the two hex exceeds the maximum allowed, there is
possibility that the jump may fail. Each hex over the maximum reduces the
chance of success by ten percent. This is indicated on the screen.

10. "C" and "F"
If a player decides that his turn is complete and no further pieces need be
moved, he may press "C". The computer will check all remaining pieces and
look for any that are still adjacent to opponents from a previous turn.
This however is rather slow and if it can be seen that there are no
potential attacks, press "F" instead. This brings the player's turn to an
immediate end.

COMBAT

Once a player has completed his moves, combat will occur. If a piece is
attacking a single opponent, combat is automatic, but if two or more pieces
are being attacked the player will be asked to indicate the direction of
attack. Enter a number from 1 to 6.
Calculation of Odds.
The combat odds are based on the ratio of the attack points of both the
attacker and the defender. Any pieces adjacent to the attacker but not
under attack may give assistance. Their attack points are added to those of
the defender. If the defender is a Stargate, the attack points of any piece
in orbit will be added to the defender's points. Assistance may only be
given to one defender.
The Outcome.
To determine the outcome of an attack, take the higher number, divide it by
the other and round it down. The resulting number will indicate the column
to be used in the table below. If the defender's points are higher, use the
left side. If the attacker's are higher, use the right side.
The computer now selects a number from 1 to 10 and selects the appropriate
row to obtain the result. Odds greater than six mean automatic elimination.
If as the result, the defence factors fall to zero or below, a piece is
eliminated.
Examples:
(1) The attacker's points total 10 points; the defender has 4 points. 10
divided by 4 gives 2.5 which is rounded down to 2. The odds therefore are
2-1 in favour of the attacker. Assuming a dice roll of 8, the outcome is 4
- the attacker loses two points.
(2) The attacker's points totals 3; the defender's total 10. This gives
odds of 3-1 in favour of the defender. A dice roll of 3 is an outcome of 5
- both lose two points.

ATTACK TABLE

Attacker
             6    5    4    3    2    1    2    3    4    5    6
   D    1    3    4    6    7    9    0    0    0    0    0    0
   i    2    2    3    5    6    8    9    9    0    0    0    0
   c    3    2    3    4    5    7    8    9    9    0    0    0
   e    4    2    2    3    5    6    7    8    9    9    0    0
        5    2    2    3    4    5    6    7    8    9    9    0
        6    1    2    3    4    4    6    6    8    8    9    9
   R    7    1    2    2    3    4    5    5    7    8    9    9
   o    8    1    1    2    3    3    4    4    7    7    9    9
   l    9    1    1    1    2    3    3    3    6    7    9    9
   l   10    1    1    1    1    2    2    2    5    7    8    8

Interpretation of Results:
Number Outcome
1   Attacker Eliminated
2   Attacker loses half Defence Points
3   Attacker loses three Defence Points
4   Attacker loses two Defence Points
5   Both lose two Defence Points
6   No damage
7   Defender loses two Defence Points
8   Defender loses three Defence Points
9   Defender loses half Defence Points
0   Defender Eliminated

Note that if a piece is eliminated that hex, unless it is adjacent to
a Stargate, becomes a Dead Area which will not be cleared before
the end of the game. A Stargate however is not removed: instead it
is captured and changes sides.

DESCRIPTION OF VARIABLES & FUNCTIONS [Dragon version]

PL: Whose move?
Set to 0 for Blue, 1 for Red.
BX,BY: Board Coordinates.
These are set for each piece during initialisation and will change in
accordance with directions given by the player. BX and BY will always be
both odd or both even numbers. See FNOD() which checks this.
PX,PY: Picture Coordinates.
The starting point for each DRAW command. Calculated using BX and BY.
BD: Board
The address of the first byte of the Board. There is some waste since
although the board has only 128 hex, 256 bytes are reserved. This is
convenient for calculations.
NBP(): Board Pointer.
This is a function which returns the address of a hex on the Board using
BD, BX, BY, UX and UY. The arguments are 0 - points to the address of BX,BY
- or 1 - points to an adjacent hex indicated by UX and UY.
FNBQ(): Contents of hex.
This function returns the contents of the hex - eg. PEEK(FNBP(X)).
W: Piece Table.
The address of the first byte of the piece table. 512 bytes are allowed,
allowing for expansion of NR and SZ.
NR: Maximum number of pieces on each side.
Set to 16.
SZ: Number of Parameters in piece table.
Set to 12.
QQ: Index of current piece.
FNPC(): Address of parameter for piece QQ.
This is a function which returns the address of a parameter for a piece. QQ
must contain the index. The argument is the byte number (see XX,YY,TT etc).
FNMN(): Contents of piece table.
Similar to FNBQ().

[Spectrum version]
In order to resave this program, type as a direct command CLEAR and then
ENTER. Secondly type, as a direct command, POKE 24449,128 and then ENTER.
Finally type SAVE "BSW" LINE 15 and save in the normal way.

The POKEs to 24449 change the CLEAR 63999 at line 15.
Initially the hidden FP value is:
 63999 = 0,0,255,249,0
POKE 24449,0 changes this to:
 63744 = 0,0,0,249,0
POKE 24449,128 changes this to:
 63872 = 0,0,128,249,0




CV84-InterstellarIntrigue-P21.TAP
by Mike Singleton

Negotiate and manoeuvre your way
control of the galaxy
By Mike Singleton

Five of the most powerful and influential beings in the galaxy meet on
board the orbiting space station of Far Funus. Their declared intention is
to bring peace to the galaxy by settling their differences, over the
negotiating table, diplomatically. Secretly, each of these warlike beings
hopes to outwit the other four and seize control of the galaxy for his
empire once and for all.
There's Bezel from the Pirate Empire resplendent in his burgundy and
magenta robes but a creature none of the others would trust as far as they
could have thrown his feared and awesome ship, the good vessel Vespozian.
All of the others are at a disadvantage when haughty Shazaz-Ka looks them
in the eye. They dare not return the stare of this subtle diplomat from the
powerful Sun Empire, for fear of being permanently blinded. He uses this
advantage sparingly but his terrible frown falls most regularly on the ill-
mannered Bezel.
In contrast, the brutish gesturing and roaring from infamously ill-
tempered Tiaithan Lizard delegate Maachen, threatens to disrupt the
proceedings at every turn. The others excuse his behaviour by making
allowances for his being out of his natural amphibious environment but they
are not so quick to dismiss the threat his numerous blue-emblemed Water
Empire forces pose.
No-one has ever discovered the name of the anonymous Ice Warrior, whose
features remain hidden behind a glacier mask and whose grating voice is
disguised by the crackling breathing apparatus that serves him on this
mission. He represents the weak and much-scattered Dead Empire, whose
voice at these proceedings is only heard because no other empire can take
control of the inhospitable planets and dying stars where they live.
But while they look down on the primitive resources of the Dead Empire and
the irony that these most lifeless of beings have chosen vibrant green as
the distinguishing colour of their poorly-equipped fleets, the others keep
one wary eye on his ice-axe. And all know the value of an ally capable of
inhabiting planets where no-one else can visit - let alone live.
Lastly comes Grakta of the Bloodline Empire. Traditionally the rulers of
this galaxy and let none estimate his cunning which is the result of 27
generations of careful cloning. His power relies on the Bloodline's long
control of the stellar energy, but now it is under fierce attack from all
sides - yet knowing Grakta he may still win the day.
The five are sat around a board, with their base stars, outlying stars and
fleets on it. As the fortunes of galactic war ebb and flow before them they
argue, connive, ally and betray to gain the upper hand for their respective
empires.
Any is capable of wresting complete control, but each must use the others
in brief alliances, all will try to prevent any other from becoming too
powerful. It's diplomacy on a cosmic scale for two-five players and no
holds are barred.

THE RULES

TURNS
Players take it in turn to make their moves. The order of play is decided
randomly by the computer at the beginning of the game. For each star a
player owns at the beginning of his turn, he gets one movement point.
During his turn he uses these movement points in moving fleets, rotating
fleets and firing at other fleets.
The player does not have to use all his movement points and in fact can use
none if he so wishes. Movement points, however, cannot be "saved up" for
the next turn. If they are not used, they are lost.
A player with no movement points misses his turn. This does not necessarily
mean he is out of the game. If he still has some fleets left, the actions
of another player may still enable him to capture a star without even
moving and then he will find himself back in the game!

MOVING A FLEET
Moving a fleet one space costs one movement point. A fleet can only move
into an adjacent empty space. A fleet must move forward, left or right. It
cannot move backwards. Once it has moved, it will be pointing in the
direction it travelled. A player, of course, can only move his own fleets.
New fleets can be created at stars a player owns. To bring a new fleet into
existence, the player simply makes a move from the star into an adjacent
empty space. This move can be in any of four directions, north, east, south
or west.

ROTATING A FLEET
Rotating a fleet costs one movement point. The fleet can rotate through 90
or 180 degrees. When rotating, the fleet remains in the same space and
simply changes dirrection. To rotate a fleet, the player must own it.

FIRING AT A FLEET
Firing at a fleet costs one movement point. A player can fire from any star
or fleet he owns at a fleet in an adjacent space. If he fires from a star,
he can fire north, south, east or west. If he fires from a fleet, he must
fire in the direction the fleet is pointing. The target fleet is always
destroyed, even if it belongs to the player himself! Stars cannot be fired
at or destroyed.

CHANGE OF OWNERSHIP
Ownership of a fleet or star can change as a result of movement, rotation
or firing. It always depends on the new situation created by a player's
action and any changes of ownership take effect immediately.
Ownership is determined by the fleets "attacking" that star or fleet. A
fleet is said to be attacking another fleet or star when:
1) It is adjacent to that fleet or star.
2) It is pointing directly at that fleet or star.
3) If it is attacking a fleet, the two fleets are not pointing towards each
   other. A fleet cannot attack a fleet that is pointing towards it.
   Therefore, fleets pointing towards each other do not affect each other.

The following rules govern the ownership of stars and fleets:
1) If no fleets are attacking, ownership of a fleet or star does not change.
2) If there are ONLY neutral fleets attacking it, the fleet or star becomes
   neutral itself.
3) If each of the attacking players has an equal number of fleets attacking
   it, the fleet or star becomes neutral.
4) If any player has more fleets attacking it than any other player, then
   the star or fleet is captured by that player and becomes his star or fleet.
5) Neutral fleets are only counted as attacking fleets if no other players'
   fleets are involved.

Each move a player makes involves a potential change in ownership of
surrounding fleets and stars. In certain situations, chain reactions can
occur. Imagine, for examplee, a line of fleets pointing towards each
other. If ownership of the first fleet in the line changes, this will cause
ownership of the next to change and then the next again. Such changes take
effect immediately, not just at the end of a player's turn.

DURING MOVEMENT OFA FLEET
1) Removes fleet from map. Checks for changes.
2) Puts fleet in new position. Checks for change in ownership of that fleet.
3) Checks for changes in ownership of newly attacked fleet or star and any
   connected fleets.

DURING ROTATION OF A FLEET
1) Rotates fleet. Checks for change in ownership of the star or fleet that
   was under attack.
2) Checks for change in ownership of rotated fleet.
3) Checks for change in ownership of newly attacked fleet or star.

AFTER FIRING
1) Check for change in ownership of fleet or star that the destroyed fleet
   was attacking.
All checks for changes in ownership always involve a check on any connected
fleets or stars, so chain reactions may occur in any stage of the checking.

WINNING
The object of the game is to bring peace to the galaxy. The winner,
therefore is the only player left who can make a move. To win, you must
leave the other players with no stars and thus no movement points.

THE CONTROLS
C = CHOOSING
M = MOVING
R = ROTATING
F = FIRING
E = END YOUR TURN
S = SAVE THE GAME ON TAPE
CURSOR KEYS are used for direction of movement, rotation or firing. They
are also used to control the movement of the square cursor during the
CHOOSING option.
In the CHOOSING option you can move the square cursor to any fleet or
star you own. You can also choose any of the other options. When you choose
to move, rotate or fire, the fleet or star will begin to flash. Then you
press a direction key and the action will occur. You return to CHOOSING
automatically after rotation or firing but during MOVING you must return by
pressing C.
E enables you to end your turn at any stage. But only when CHOOSING.
S enables you to save the game on tape at any stage. When loaded back in
the program will recreate the exact conditions that held when you pressed S.
All you need to do after pressing S is give the saved game a filename.




CV84-Pacman-P116.TAP
by Andrew Beale

Late at night, when we were sitting around looking at programs for this
year book in the C&VG office we suddenly hear a mysterious sniffing sound
coming from the computer room. Expecting to find Mal Function up to no good
among the software we crept up to the door and slowly pushed it open. Not a
Bug in sight. But sitting in the middle of the floor was a small round
yellow being with a small tear running down its chubby cheek. A Pac-man.
"What's wrong little fellow?" we asked.
"I've heard you are doing a great programs we have known section in the
yearbook," it said, wiping away another tear.
"Why, yes," we replied, "But why are you upset? Pacmen are usually happy
little creatures."
"A little ghost told me that I was being left out!", it sobbed.
"How could we leave you out! Everyone loves a Pac-man!"
Its round face brightened. "Really!" it exclaimed.
"Of course!" we said.
"Just wait until I see that ghost!" said the Pacman. gulping down a
powerpill. "I'll soon sort him out!" And with that he disappeared in a puff
of golden smoke, leaving behind him this neat little listing for the
Spectrum.

This program gets as close to the original arcade version as is possible
within the limits of the Spectrum. There are four power pills, two escape
tunnels, and all the video-pills a Pac-man can eat. Because of the
limitations of BASIC there is only one ghost - but he's a mean Pachunter.
And there's a nice twist to the original theme which gives the little
muncher additional problems. The power pills can be transformed into
poisonous pills by the devious ghost. While they are poisonous to the
Pac-man the pills stop flashing. You get three lives as in the arcade
version and the Pac-man is controlled by using the "Q" key to move up, "Z"
down, "M" left and "N" right. [No, he's not, it's 7/6/5/8. JimG]

Program notes
When entering the maze-printing section of the program the dots are full
stops and must be coloured with ink 7 (white). The maze is drawn using user
defined graphics and must be coloured using ink 1 (dark blue). To colour
the maze do not use the INK comnand. Press CAPS SHIFT and SYMBOL SHIFT
together, then hold down the CAPS SHIFT key and press the appropriate ink
key. This method saves memory and is necessary if the program is to run on
a 16k machine. [The program uses INK and runs in 16k OK. JimG] User defined
graphics are shown as capital letters [No, they're not, they're shown as
small letters. JimG] in quotes and should be entered in graphics mode.
This program runs on a 48K machine. To run in 16K add line 5 CLEAR 65367:
LOAD "". Then type in lines 1-5 and save on tape. Type NEW and enter the
rest of the program. To play the game, load in the first part and run it.
This will then define the characters and load in the main listing.




CV84-VespozianAffair-P74.TAP
by Keith Campbell & Ron Potkin

An adventure set on a spacecraft soaring between star systems

The Seventh Empire is dominated by the Bloodline race, a tyrannical regime
headed by hereditary ones. They alone control the "greenhouse effect"
planets, those rich in stellar energy - energy espeiaily useful for
interstellar travel - and interstellar travel means power.

Bloodline scientists have developed a theory that "greenhouse effect"
planets are created by "Polyps" - small organisms that are the nomads of
space. The theory holds that if a new generation of Polyps form on a dead
planet, their activity turns it, over a period of time, into a greenhouse
effect planet. The time scale for this process is estimated at 20 years.

The Bloodline Empire have therefore chartered a spaace exploration vessel,
The Vespozian, skippered by Captain Bezel from the Pirate Empire, to
investigate the Funus solar system to test their theories.

On board The Vespozian is D'taan, a female human scientist, charged with
the responsibility of conducting this investigation. D'taan is ambitious,
and would risk a lot to gain control of a source of stellar energy.
However, to do this, she would need to break free from the influence of the
Bloodline Empire, by obliterating the Bloodline Stargate currently
stationed in the Funus System, and to which the Vespozian is now returning
at the end of its voyage.

Nearing the end of its journey, Vespozian is low on fuel. Each change of
course uses 100 picaroth of fuel, and Vespozian's only weapon, a laser
cannon, uses a massive 1000 Picaroth each time it is fired. D'taan is
uneasy. She is convinced that there is a Bloodline spy aboard.

In "The Vespozian Affair", you become the cautious D'taan. To play this
Adventure, enter 1-word or 2-word commands when prompted by "WHAT NOW?".
Bear in mind that to move to a different location you must always use the
verb "GO" followed by a direction or location. And be careful - I think
you're being followed ...

SEVENTH EMPIRE ADVENTURE NOTES

1. Scenario
Aboard the Vespozian heading through the Funus system to go into orbit
around Gyrates, and there to dock with the Bloodline Stargate, also in
orbit around Gyrates. As the game starts, the Vespozian is between the
orbits of Great Bulgen and Bulgen.

2. Mission
To obliterate the Stargate using the Vespozian's laser cannon. As D'taan,
you must do this covertly, avoiding suspicion by the Bloodline spy Grakta,
and without the knowledge or help from Captain Bezel.

3. Game Description
This follows the usual Adventure format, but breaks out this mode for
control of the ship, and view of the navigational details.

3.1 Navigational Details
These are reported on a screen in the Navigation Room. The screen is not
visible from "Adventure" mode, but a "LOOK AROUND" clue mentions the
screen. "LOOK SCREEN" will display it. Details given are:-
CLONE-YEAR ZONETIME
CURRENT BEARING OR ORBIT OF VESPOZIAN
ETA AT BEARING (IN ZONETIME)
FUEL LEVEL (IN PICAROTH)
LASER OPERATIVE OR INOPERATIVE
* Note that 1 clone-year = 200 Zonetime. 1 Zonetime = 1 player's command.
At start, the fuel level is 600 picaroth. Picaroth is the energy unit, and
usable as follows:-
To change ship's course - 100pR
To freeze crew cryogenically - 10pR/Clone-year
To fire laser - 1000pR

3.2 Control of Vespozian
Normally from Bridge, where LOOK AROUND clue says "Button marked Thought
Control". Pressing button is impossible, as player is restrained by Machen,
the pilot.
A metal lined gangway near the door of the suit room, reveals via "LOOK
AROUND" a hidden bulkhead which can then be entered. It contains a
duplicate control. No button is visible, so the player must deduce there is
a button from his look at the Bridge. Pressing the button puts the game in
"control mode" eg:
    A THOUGHT IS FRAMED IN YOUR MIND
     HEADING, CRYOGEN, LASER or END?
To change the ship's direction, a touch of the "H" key will cause the
current location and heading to be displayed, and a request for new
destination. The reply is validated against known planets and stars, and
against the current fuel level. If OK, the course correction is applied and
confirmed, and the fuel decreased by 100pR.
As the ship passes each planet, between moves, the screen is cleared and:
    "VESPOZIAN PASSING say ROTH"

