CapnKroaker.com 20 May 2012
MouseTrek
Author James Randall
Publisher Not applicable
Year of Release 1992 (approximately)
Format PC
Wub Rating
 Full on pantal passion
(Minimum requirements: MS-DOS, a Microsoft Compatible Mouse, 512k RAM, EGA compatible graphics)

The Game
Now I'm not going to pretend this is up there with the all time game greats but its a game I have particularly fond memories of - so forgive me giving it a maximum 5 Wubs. It was the first PC program of any size that I wrote and one of the very first C programs I worked on. You can see from the source that I hadn't quite grasped the differnce between .c and .h files and struggled a bit with some of my casting!
Annoyingly I can't remember what hardware I wrote it on - I think it might have been an old Amstrad PC1640 or perhaps an 80386SX. But I do remember it was written using Borland Turbo C 1.5 and still compiles under Turbo C 2.0 (which you can download for free from the Borland website here) other than a missing header file for dealing with the mouse (which as I recall was a wrapper for a bunch of int86 calls, I might try and reconstitute it!).
The game is basically a reinterpreation of the classic mainframe Star Trek game. Patrol the quadrants, protect your starbases, destroy the enemy ships, and manage your energy supplies. The difference being that its graphical and mouse driven. Well. Thats what made it different at the time!
Reinterpretations of this classic game have become a bit of a recurring theme for me. Due to its simplicty as a game and that its a game I still enjoy playing I've found it to be a good project to settle me into a new environment, language, operating system or IDE. I've started (but not always finished) versions in Microsoft C for Windows (using the plain old API, shudder), in Visual C++ with MFC, in Visual Basic and in Java. And I've currently got a RISC OS and a Pocket PC .net Compact Framework version on the go.
Screenshots
A collection of screenshots from the game. Click on the thumbnails to see a full sized picure. Which still aren't huge - these are EGA screencaps! I scratched my head for a while as to how I could take screenshots of an old DOS game from within Windows XP. I was really surprised, and quite impressed, that you can run old DOS memory resident utilities in command window's in XP and they still work!
Title Screen
The title screen. The starship was drawn in code using filled polygons. I think it came out ok, but lets face it I'm no Rembrandt. More a Pollock.
The briefing
I spent quite a bit of time on the back story (not pictured) and the mission briefing.
How to play!
So much time in fact that the briefing was quite interactive - reusing elements from the game itself.
A battle in progress
A game, and a battle, in progress. If you've ever played another version of this game or watched an episode or two of Star Trek then most of the technobabble on this screen will be familiar to you. The reroute power button was inspired by the Next Generation episode Best of Both Worlds. In the game it gives you a last chance shot against a powerful opponent but causes grevious damage to your own ship.
A battle in progress
The same battle later on - we've taken quite a pounding.
An enemy starbase
As long as your sensors were operational you could check out the status of enemy ships. And read a bit more background information on them!
A light cruiser
Another enemy ship, throughout the game the graphics were done in code using filled polygons.

Download
You can download the executable and the source code here. There are two versions - the original which was pretty much finished. And an update that added the warp rerouting and missions. However I never quite finished the update and its a bit unbalanced. Both are linked to below!
Download the original version
Download the updated version
Enjoy :)