An independent rebuild of the 1971 starship patrol game. Eight by eight quadrants of eight by eight sectors, three digits a quadrant on the chart, courses round a nine-point compass, and a stardate clock that is the real opponent. The name and the nouns are ours and NOTICE.md says why: the mechanics are free to rebuild, the trademarks are not. Raiders rather than the enemy from the television programme, beams rather than the energy weapon, and every sentence the machine prints written for this project rather than borrowed from a listing. This is the 1971 skin only -- paper, ink and a print head. The remaster and the synth come next, and the tokens and the structured transcript are already shaped for them.
Long Range Scan
A browser recreation of the 1971 starship patrol game — the one you played on a printing terminal, hunting through sixty-four quadrants by reading three digits at a time.
It is called Long Range Scan rather than the name you are thinking of, and NOTICE.md explains why at length. The short version: the rules are free to rebuild and the trademarks are not, so the mechanics are exact and the vocabulary is ours.
React + TypeScript + Vite, and not one binary asset.
Playing
npm install
npm run dev
The leaderboard is a separate service; run games-scores alongside this if you want one, or do not, and the board will say so rather than break.
You dial in rather than switch on, because in 1971 the game was not on your machine — it was on somebody else's, down a telephone line.
One to four captains share the keyboard, hot-seat style. A turn is one whole patrol rather than one command: you fly yours until the raiders are gone or something ends you, and only then does the next captain sit down. Each gets their own galaxy, dealt off the same seed.
- The galaxy is eight by eight quadrants, each of eight by eight
sectors. A long range scan reads three digits per quadrant — raiders,
starbases, stars — so
205is two raiders, no base and five stars. Reading those is the whole game. - Courses run 1 to 9 anticlockwise: 1 along the row, 3 up, 5 back, 7 down, and 9 is 1 again so that 8.5 has somewhere to go. Warp 1 is eight sectors.
- 3000 units of energy and ten torpedoes. Energy moves you, fires the beams, and fills the shields; it is all one pool, and that is the entire economy of the game.
- Eight devices can break when you are hit. Damage control only works while you fly, which is why a hurt ship has to keep moving.
- Moor beside a starbase and you are full again — tanks, racks, and a day of repairs. There are rarely more than three or four in a galaxy.
- A raider hits harder the closer it is, and spends itself doing it. Sit at range and you take less and give less. Close in and it is settled either way in two exchanges.
- A torpedo goes where it is pointed and nowhere else. A star swallows it. So does your own starbase, and that ends the patrol in the worst way there is.
- The clock is the real opponent. Twenty-five to thirty-five days, and sixty-four quadrants to look in.
High scores
One board, shared by everybody. Ending a session posts every captain in the party, and the top 50 comes back ranked best first: raiders destroyed, then days left on the orders, then torpedoes still in the racks.
There is no way to clear it. A captain leaves the list only by being pushed off the bottom by a better one.
What is not built yet
- The remaster. The 1971 skin is the machine as it was: paper, ink, and a
print head. The cel-shaded tactical view is next, and everything is already
shaped for it — every colour is a token, the transcript is structured data
rather than strings on a page, and
Line.kindis what the map will read. - Sound. The synth arrives with the remaster. The dial-up boot in
screens.tsxis already written to a schedule so it can be played rather than only printed. - Registration on the shared board.
games-scoresneeds one file forscanbefore anything posts; until then the game plays fine and the board says it is not answering.
Layout
| Path | What is in it |
|---|---|
src/game/constants.ts |
every number, and every word the machine says |
src/game/galaxy.ts |
the compass, the scatter, laying out a quadrant |
src/game/engine.ts |
the rules: warp, beams, torpedoes, being shot at |
src/game/reducer.ts |
phases, and the only place a turn changes hands |
src/components/ |
the paper, the console, and the screens either side |
npm test proves the parts that are arithmetic rather than judgement: that
the compass closes, that a scattered galaxy is always worth flying, that a
warp stops at the rim and short of anything in the way, and that every way a
patrol can end, ends it.