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The text-based Star Trek computer game from 1973

The old trek73 page.

A TREK73 Page   New: TREK73 WordPress   TREK73 Strategy New: TREK73 Strategy

What is TREK73?

Trek73 is a computer space-battle simulation based on the original Star Trek television series. As the name suggests, it was created in 1973 by William K. Char, Perry Lee, and Dan Gee. Many young Bay Area residents played the game on a teletype connected to the LHS DECISION computer located at the Lawrence Hall of Science in Berkeley, California. Roderick Perkins was the one who adapted the program for the LHS computer. Dave Pare and Chris Williams translated the BASIC into C and Jeff Okamoto, Peter Yee, and others corrected and enhanced the code. TREK73 was also played at Wilson High School in San Francisco and Howard Chu ported it to Turbo Pascal for MS-DOS at the University of Michigan in 1985 (where the binary and source still reside) and created a C/curses version in 1990.

TREK73 Internet Links

BASIC Source (at Pete Turnbull’s Star Trek page) DOS Version Free BSD Port Turbo Pascal DOS Binary Turbo Pascal Source C/Curses Version Begin, A Tactical Starship Simulation (inspired by TREK73) Wikipedia Google Hits for TREK73

TREK73 History

January 1973 – William K. Char begins programming a space battle game in BASIC on a Hewlett-Packard 2000C system. May 1973 – The first version of $SPACE is introduced. June 1973 – Char, Perry Lee, and Dan Gee begin programming TREK73. October 8, 1973 – Trek73 introduced. 1974 – Roderick Perkins adapts TREK73 for the DECISION computer at the Lawrence Hall of Science. 1984 – Dave Pare and Chris Williams at the University of California independently translate TREK73 into C April 1985 – Jeff Okamoto and Peter Yee combine the two Pare and Williams versions into one. 1985 – Howard Chu creates a Turbo Pascal version of TREK73 at the University of Michigan. 1990 – Howard Chu finishes a C/curses version.

Reviews & Reminiscences

When I was about 10 or 11, I would go to the Lawrence Hall of Science quite frequently. There, on their time-sharing system, I would sit at a Teletype Model 33 and play trek. Sadly, LHS replaced their system and trek went away. It was my intention that it should not be forgotten. I had had a copy of a slightly different version of trek written in BASIC, but it was sadly unimplementable on my Apple computer. When I learned of an implementation of trek written in C, I jumped at the chance to bring it to the systems here at UC Berkeley. At that time, the game was mostly a direct translation of the original BASIC source. Many of the commands and routines were either missing or faulty. With Peter Yee, we worked together to fix up the program and managed to get it running. Once it was running, the time came for improvements. I admit to pulling many concepts from the game Star Fleet Battles, most notably the different races (Hydrans, Lyrans, etc.) and the ship names. This version of the game represents many hours of thinking and debugging. I hope you enjoy playing it as much as I did coding it. -Jeff Okamoto [from TREK73 Designer Notes, Appendix 5]

My first experience with TREK73 was also at the Lawrence Hall of Science . I had been taking classes in Time-Sharing Basic and noticed that other people always talked about a game called $TREK that was a real CPU hog and was usually turned off. Naturally I was intrigued. Soon I was paying $2.00 an hour for the chance to play that game. Many long hours and quite a few dollars went into playing $TREK, so it was with a certain sadness that I learned that the DG Ecllipse on which $TREK ran was being phased out. I made several attempts to obtain the source before it went away, but I was unable to get it.

Fortunately for me, Dave Pare at UC San Diego was also a fan of the game, and more importantly, he had an outdated copy of the source from an HP 2000. Dave had started to implement the game in C to run under 4.2 BSD UNIX. Expressing my interest to Dave, I was able to get a copy of Dave’s code and thus the TREK Project at Berkeley was started. I spent endless hours tweaking with Dave’s code, implementing some of the fifteen or so commands that he had not yet translated.

At about this time, I learned that Christopher Williams, here at Berkeley, had also tried to implement the game in C. What is more, he had a copy of the source (in BASIC) from Berkeley High School, and had implemented most of the commands. Merging the work that Chris had done into my copy of Dave’s work led to a fairly complete version of the game. There still remained a large number of bugs, poor ideas, and outright mistakes in the code, but it ran.

Jeff Okamoto, being a fan of the game and a Star Fleet Battles player, was greatly interested in hacking on the game to bring up to par with the version that ran at LHS and to extend it even beyond that. Thus our partnership was formed and the current version of the game represents several hundred hours of our joint work (and play). Also represented are the suggestions, modifications and bug fixes we received from numerous people, including (to name a few) Matt Dillon, David Sharnoff, Joel Duisman, all at Berkeley, and Roger Noe at Rockwell International.

It is hoped that this implementation of a classic game will bring joy (and perhaps fond remembrances) to all who play.

Live Long and Prosper, -Peter Yee [from TREK73 Designer Notes, Appendix 5]

In the late ’70s my brother and I would make the trip in to Berkeley to play TREK on a Teletype terminal at the Lawrence Hall of Science . In the next 25 years, I never found a computer game that was as fun to play. Sure it was crude, but that made it that much more intriguing. We would hunch over the terminal and wait for minutes as the HP timeshare computer crunched out our perfect move and finally returned with the result, “chunka, chunka, cunka” line by line. “Hit 45 on Kreiger shield 1.” The paper would roll out of the Teletype and spill over the back and onto the floor. At the end of our day, we would tear it off, roll it up and pore over it later to perfect our strategy and plan our next games.

I recently found the game residing on the Web and created an “Homage Page”. It doesn’t seem right to see the output zoom down the screen, but playing again after all these years sure brought back some memories.

– Kermit Murray, 1999

Appendix 2 from the LHS TREK73 Manual

The following is adapted from TREK73.DOC (David Soussan)

T R E K 7 3

A Star Trek Battle Simulation

Trek73 is a computer-simulated battle based on the famous Star Trek [1] television series and the board game Star Fleet Battles [2] . Via computer terminal, you can clash with enemy battle cruisers, such as Klingon D-7’s and Romulan Sparrowhawks, and use the same strategies that Captain Kirk has used. Like Kirk, you control a Federation vessel similar to the Enterprise ; a computer program directs the enemy. Victory can fall into several categories:

Decisive Victory — You completely destroy or cripple the attacking force.

Tactical Victory — You out-maneuver the enemy using high-speed escapes, corbomite bluffs , `play dead’ tactics; or the enemy surrenders.

Moral Victory — You surrender or self-destruct and destroy each other.

All distances are measured in megameters, one million meters (abbreviated `M’). Speed is expressed in ` Warp Factors ‘. Each warp factor equals 100M per second [3] . All angles are expressed in common degrees from zero to 360, measured counter-clockwise from the x-axis [4] , similar to reading a protractor. Only two dimensions are used .

Play is as follows:

1. You issue one of a number of commands (fire phasers, change course, launch antimatter pods, surrender, etc.) by typing the appropriate code number into the keyboard;

2. The enemy, under programmed instructions, issues a similar command;

3. Both your commands are executed (phasers are fired, probes are launched, damages are assessed, courses changed, etc.) while the vessels move through space;

4. Unless certain end-game conditions are met (you destroy the enemy, the enemy destroys you, your out-maneuver the enemy, you both destroy each other, or one party surrenders) the above steps are repeated.

Appendix 1 depicts the Enterprise’s power circuits.

Appendix 2 displays certain weapon and shield angles.

Appendix 3 lists certain weapon and vessel specifications.

Appendix 4 lists initial deployment of resources.

Appendix 5 contains the designer’s notes.

The following is a list of codes which can be used while in the command mode aboard your ship:

What follows is a detailed description of each command. Each command is referred to by a number from 1 to 31. After the name of the command is given, a synopsis of the arguments the command requires is given, if any. These arguments can be entered on the command line, separated by whitespace, if you wish. For instance, to fire phasers 1 through 4 with a spread of 15, you could type ‘1 1234 15’ on the command line.

It should be noted that all numbers refer to parameters for the Heavy Cruiser Class ship, and that other ships have slightly different characteristics.

1. Fire Phasers.

[Phasers | all] [Spread]

Phasers are pure energy units which emit a beam similar to lasers, but of a pulsating nature which can be `phased’ to interfere with the wave pattern of any molecular form. Phasers get their power from phaser banks, which in turn, derive their power from the ship’s engines. Each phaser bank is capable of holding a charge of 10 units. When firing, these banks discharge, similar to batteries, to spread their destructive power through space. After discharging, these banks are then recharged by the engines. Each phaser can be set to automatically track a target or can be manually rotated. Unless engineering is jettisoned (code 21), phasers only fire from 0-125 and 235-360 degrees, relative to the ship’s course. In other words, each vessel has a 110 degree blind side in back of it in which phasers cannot fire. If phasers fired into this blind side, they would destroy the ship’s engineering section.

The Captain also designates a wide or narrow phaser beam: a wide beam to disrupt many targets; a narrow beam to inflict maximum damage on a single target. The maximum spread of phasers is 45 degrees, the minimum is 10 degrees. The total beam width is twice the designated spread.

The firing percentage of each bank is preset to 100. In other words, the bank fully discharges when firing. This can be changed, however, using code 22.

The maximum range of phasers is 1000M; the maximum hit factor is 45 with a ten degree spread, 10 with a forty-five degree spread. Phaser hit factors are calculated by the following formula:

hit = (bankunits)(firing%)sqrt(1-range/1000)(45/spread)

Phasers fire in .2-second intervals starting with bank one. Phasers inflict heavy damage and casualties, but do not destroy shields as much as antimatter explosions do.

A phaser is unable to fire if damaged, if firing into your blind side, or if completely discharged.

[Return to Command List]

2. Fire Photon Torpedos.

[Tubes | all]

The Enterprise is equipped with six torpedo tubes, which, as phasers, can be set to automatically track a target or be manually rotated. Unless engineering is jettisoned, tubes only fire from 0-135 and 225- 360 degrees. Each tube fires all its antimatter pods, which are temporarily held suspended in a magno-photon force field. Photon torpedos can be fired directly at an enemy, laid out as a mine field, or scattered in an attacker’s path as depth charges.

Tubes must be loaded (code 9) prior to firing. Normally, torpedos are launched at warp 12 in .2-second intervals, beginning with tube one. Photon torpedos have a proximity fuse of 200M. All of these values can be changed by using code 22.

Torpedos must be launched with care since the antimatter pods which are fired can never be recovered. It is suggested that you not fire more than four torpedos at any one time, since a certain number of them do miss, or are destroyed by the enemy firing phasers at them. It is also suggested that you fire them at distant targets, beyond 1100M, to avoid the explosion radii of your own weapons. Hit factors resulting from antimatter explosions are calculated as follows:

hit = 5(#podscontained)sqrt(1-range/(50(#podscontained)))

The maximum hit factor of an antimatter device is five times the number of pods contained (in the case of torpedos, 50); its explosion radius is 50 time the number of pods contained (in the case of torpedos, 500). Antimatter explosions heavily weaken shields but do not damage equipment as much as phasers do. This formula also applies to vessels, engineering sections, and antimatter probe explosions.

A photon torpedo’s proximity fuse will not be activated by a cloaked ship.

Tubes are unable to fire if damaged, if firing into your blind side, or if unloaded.

3. Lock Phasers.

[Phasers | all] [Target Name]

Phasers locked on an enemy vessel will automatically aim towards it. Although phasers may track a vessel which is in the firing blind side, they will not fire unless engineering is jettisoned. To fire at vessels in the blind spot, simply change course at least 55 degrees. Once a phaser is locked, it is not disengaged until the target is destroyed (in which case it is then rotated to zero degrees relative), relocked, manually overridden, or damaged.

Phasers can not be locked onto cloaked enemy ships as they can not find the target. Phasers that were previously locked onto a non- cloaked ship will track the enemy’s last known course and position when that ship cloaks.

4. Lock Tubes.

[Tubes | all] [Target Name]

Tubes lock and unlock in the same manner that phasers do. Tubes suffer the same locking limitations that phasers do in reference to cloaked ships.

5. Manually Rotate Phasers.

[Phasers | all] [Bearing]

Manually rotating phasers disengages any previous locks and positions them as directed, relative to your course. For example, if your course is 30, and phasers are rotated 45 degrees, they will hit a target bearing 75 degrees. Rotating phasers into you blind side is permissible, however, they will not fire.

6. Manually Rotate Tubes.

[Tubes | all] [Bearing]

Manually rotating tubes is similar to rotating phasers.

7. Phaser Status.

Phaser status reports the control (locks and damages), deployment, levels, firing percentages (normally 100), and charge/discharge rates (normally +10) of all phasers. This command does not use a turn. Cf. Command 22.

8. Tube Status.

Tube status reports the control, deployment, tube levels, launch speeds (normally 12), proximity delays (normally 200), and time delays (normally 10) of all tubes. This command does not use a turn. Cf. Command 22.

9. Load/Unload Tubes.

[l | u] [Tubes | all]

Each specified tube will be automatically loaded with 10 units or whatever remains in the engines, whichever is less. Tubes can also be unloaded if the need arises.

10. Launch Antimatter Probe.

[Pods] [Time] [Proximity] [Target | [<CR> Course]]

Probes are slow-moving devices equipped with internal guidance systems which allow them to chase an enemy vessel. Probes consist of at least ten antimatter pods which are launched from an undamaged probe launcher at warp three. As with torpedos, probes are set with time and proximity fuses, and use the same hit factor formula as do torpedos.

11. Probe Control.

[y | [n [Probe] [y | [n [Target | [<CR> Course]]]]]]

Probe control allows you to detonate or redirect probes which may have missed.

12. Position Report .

Position reports are vital since valuable information on courses, bearings and ranges are given to aid the formation of good strategy.

Each ship is listed along with its current speed, course, and bearing. Also listed is your relative bearing to that ship. A relative bearing of 0 means you are pointed directly at the ship, whereas a relative bearing of 180 means you are pointed directly away from the ship. Next is the reverse relative bearing, which gives the relative bearing of you with respect to the ship listed.

Cloaked ships show up with an asterisk (*) before the name, and the information displayed is the last available information on those ships. If no position report has been performed prior to the enemy ship engages a cloaking device, no information will be available on that ship. This order does not use a turn.

13. Position Display.

[Radius of scan]

Position displays, similar to radar scans, show objects which surround your vessel. The Enterprise is indicated by a `+’, jettisoned engineering sections by a `#’, probes by a `*’, torpedos by a `:’, and enemy vessels by the first letter of their names. Enemy vessels that are cloaked appear as lower case letters and remain in their last noted absolute position.

14. Pursue An Enemy Vessel.

[Target Name] [Warp Factor]

This order instructs the ship’s navigation to face an enemy vessel whenever possible. Obviously it is impossible to pursue a cloaked vessel.

15. Run From An Enemy Vessel.

This order, just the opposite of order #14, instructs the navigation to keep the stern of the Enterprise towards an enemy vessel whenever possible. Running from a cloaked vessel is not very useful.

16. Manually Change Course and Speed.

[Course] [Warp Factor]

This order instructs navigation to maintain a fixed course and speed. The following information applies to the above three orders:

Your maximum rotation rate when turning is:

degrees per sec = 5 * (11 – current warp speed)

Accordingly, you can turn 55 degrees at warp one, 50 at warp two, and so on down to 10 degrees at warp nine. In other words, the faster your speed, the less maneuverable you are. You are also less maneuverable if your warp drive is damaged or destroyed. Your maximum speed is warp nine, the enemy’s is warp eleven.

17. Damage Report.

This report informs you of certain equipment status. A destroyed computer make orders 3 (lock phasers), 4 (lock torpedos), 14 (pursue), 15 (run), 27 (initiate self-destruct), and 28 (abort self-destruct) impossible to execute. You will be required to manually rotate phasers and torpedos, and manually change course and speed. Destroyed sensors makes orders 13 (position display) and 18 (scan) impossible. A destroyed probe launcher prevents you from launching probes. A destroyed warp drive slows your maximum speed to warp 0.99 and severly limits your maneuverability. See order 20 about jettisoned engineering section. When your crew of 450 dies, your vessel is as good as dead. There are 350 men aboard each enemy vessel.

All of the above systems can be partially damaged. A damaged warp drive (common) lowers your maximum speed and maneuverability. A damaged probe launcher (sometimes) may refuse to launch. Damaged sensors (rare) may not be able to return position displays or be able to scan an enemy. A damaged computer (very rare) will sometimes refuse to lock onto targets, and in addition, when damaged, may lose some of the locks held by the weapons or by the helm.

Shield percentage is calculated by its energy drain times its operating efficiency. Efficiency starts at 100 and declines with each hit. No damages of any kind are incurred when a shield absorbs its first hit, no matter how great the hit. Shield one is 1.5 times as strong as the other three shields.

`Efficiency’ indicates the number of energy units being burned per warp-second. This number is initially one (.75 for enemy) and increases per hit.

`Regeneration’ indicates the number of energy units being gained per second. Initially set at 10, this number decreases per hit.

`Fuel capacity’ indicates the number of matter-antimatter pods a vessel has aboard. This number rapidly decreases with each torpedo or probe fired.

`Fuel’ indicates the number of matter-antimatter pods which are filled with energy. This number rapidly decreases when maintaining high warp speeds or firing phasers.

18. Scan Enemy (Damage Report of Enemy).

[Ship Name | Probe id | #Ship Name]

An enemy damage report is essentially the same as the Enterprise’s. Sensor reports can not be had for cloaked vessels.

By giving the id number of a probe, information about it can be gathered. The same information can be gathered about a ship’s (jettisoned) engineering by prepending a ‘#’ before the ship’s name.

19. Alter Power Distribution.

[Shld 1 drain [* | … Sh 4]] [Phsr 1 drain [* | … Ph 4]]

The synopsis of this command can be confusing. The first set of numbers gives the drains for each shield. All four shield drains can be specified, but if a star is used immediately after a shield drain (eg, 19 0.5 1*), then the remaining shields will all be given a drain equal to the number preceding the ‘*’. (Thus, in the above example, shield 1’s drain is 0.5, whereas shields 2, 3, and 4 have a drain of 1). The same applies to the phaser drains.

The power circuits of all vessels are illustrated in Appendix 2. Dilithium crystals produce energy much like generators. This power is then used to maintain warp speeds, recharge antimatter pods in the engine reserve, recharge phaser banks, or maintain shield power. Your initial regeneration is ten, however, the shields normally drain four units and the engines require one unit per each warp-second.

Shields can be thought of as electromagnets. The more energy put into them, the stronger their force field becomes. Therefore, a shield’s overall percentage is calculated by the following formula:

shield percentage = (energy in)(effective %)

Notice that dropping power to a shield has the same effect as having it hit. Notice also that if your regeneration drops below four, you may have to discharge your phaser banks to maintain full shield power.

Phaser banks, similar to batteries, not only discharge (when firing), but also recharge. Initially, they are set to recharge fully in one second (+10) so that you can continually use them. However, they can discharge fully (-10) in one second to provide extra power to shields, warp engines, or engine reserve.

Under most conditions, you need not concern yourself with power distribution unless some special need arises. Distribution, for the most part, is automatic. Regeneration is calculated first; that power is placed in reserve, along with any discharged phaser units. Shield drain is calculated next, then the cloaking device, then phaser and engine drains.

Be concerned with wasting power by indiscriminately firing phasers and torpedos, maintaining speeds over warp three, or dumping scores of units onto antimatter probes. Huge power losses cannot be made up in battle.

20. Jettison Engineering.

Although this order was never executed in the television series, it is quite possible according to its producer. Jettisoning engineering has serious consequences, but it may be your only course of action.

One would jettison engineering if being pursed by vessels, probes or torpedos, or as a suicidal gesture.

The following things happen when engineering is jettisoned: A: You lose all your fuel and reserve capacity; B: you lose your regeneration; C: you lose your warp drive; D: your lose your probe launcher; E: you lose your shields until you designate phasers to discharge; F: the engineering section itself decelerates to a stop; G: a ten second time delay on it is set (hopefully, when it does explode, you are far from its effects); H: you lose your cloaking device; I: your phasers and torpedos are now free to fire in any direction.

21. Detonate Engineering.

[nothing | [y | n]]

This order, issued after the previous one, manually detonates your engineering section. It may also be issued without the previous order, in which case you will be asked to confirm your (crazy) order.

22. Alter Torpedo And Phaser Firing Parameters.

[[y [Launch Speed] [Time Delay] [Proximity Fuse]] | n] [[y [Firing Percentage]] | n]

This option allows you to change the launch speeds, time and proximity delays of all torpedos. At the beginning of play, torpedos are launched at warp twelve, have ten second time fuses, and 200M proximity fuses. Any vessel or engineering section which comes within the proximity range will cause the torpedo to explode.

Phaser firing percentages can also be altered. A phaser bank need not fire its full charge.

23. Defenseless Ruse.

Another name for this tactic is `playing dead’. When issued, your shields are dropped to zero, and power is diverted to your engines or phaser banks. Hopefully, the enemy will believe you dead and come too close or break off their attack. You should then be able to fire or run in the opposite direction.

24. Attempt Corbomite Bluff(s).

There were two corbomite bluffs in the television series; one was against a midget operating a huge space vessel the other was against Romulan attackers. Both have been incorporated into this game. Whichever bluff issued is selected randomly.

25. Surrender, If Possible.

This order sends a message to the enemy, saying that you wish to surrender. The enemy will then decide whether or not take you alive. You will have difficulty surrendering to Romulans, who have never accepted one.

26. Ask Enemy To Surrender.

This order ends a message to the enemy demanding that they surrender. Please bear in mind that Romulans and Orions are the most suicidal.

27. Initiate Self-Destruct.

This order activates a twenty-second self-destruct sequence. Because final destruct does not occur until ten turns after initialization, it is best to start it early, if at all. When you do explode, you hope that you explosive force will also destroy your attackers.

28. Abort Self-Destruct.

This order, issued after the previous one, halts the destruct sequence. Self-destruct cannot be aborted withing five seconds to detonation.

29. Survivors Report.

This order prints out the number of survivors on board all the ships. This order does not use a turn. Cloaked ships are reported as having `???’ survivors.

30. Print version number

This command, which does not use a turn, prints the current version of TREK73.

31. Save game

This command saves the current game into a file. It can be restarted later by using the command line option `-r’.

[DAS: Not yet implemented]

32. Reprint Above List.

This command, which does not use a turn, lists code numbers and associated descriptions of each.

Future options, currently being designed in Trek74, will include Dr. Daystrom’s paranoid, M5 multi-tronics computer which will take over while you relax; or battle someone else who is on another terminal; or battle in teams; or have a free-for-all against nine other players.

In TREK73, all the names of crewmembers are taken from the Star Trek series. Through the use of options, the names, as well as other aspects of the game, can be changed to whatever you want.

To use the options, you must add the variable TREK73OPTS to your environment. A sample would be (using the C-shell): .br

setenv TREK73OPTS ‘name=Jerk, ship=Boobyprize, terse’

The option string is a list of comma-separated options. Options are designated as either boolean or string options. Boolean options are turned on by typing their name and turned off by prepending ‘no’ to them. String options are set equal to the string which follows the “=”.

There follows a list of all the options, what type it is, and an explanation of what they mean. The default for the option is in square brackets following the option.

.IP “terse BOOLEAN [noterse]” This option, when set, turns off the information regarding the ship’s purpose in the area. It thus reduces the amount of drek on the screen. If you are on a slow terminal, this is a nice option to have set.

.IP “shipname STRING [Enterprise]” This option names your ship.

.IP “name STRING” This option names the captain of the ship. If this option is not set, then the program will ask for a name. The captain is the one who must make all the decisions of strategy and tactics for the ship.

.IP “sex STRING” This option gives the captain a gender. If this option is not set, the program will ask for it’s value. If you respond with something that starts with other than “m” or “f”, beware!

.IP “science STRING [Spock]” This option names the science officer, who is responsible for checking the parameters of the captain’s commands. It is also this officer’s duty to report damage to the ship as well as scan for enemy damage.

.IP “engineer STRING [Scott]” This option names the chief engineer of the ship. It is this officer’s duty to report on the status of the ship, especially its energy supply and distribution of the same. The officer also controls the launching of anti-matter probes.

.IP “helmsman STRING [Sulu]” This option names the ship’s helmsman. This officer’s duty is to control the speed of the ship and also controls the firing of the ship’s weapons.

.IP “nav STRING [Chekov]” This option names the ship’s navigator, who is responsible for the navigation of the ship. This officer makes changes to the ship’s course as directed by the captain. This officer also controls any anti-matter probes after they have been launched.

.IP “com STRING [Uhura]” This option names the ship’s communications officer. It is the duty of this officer to handle all communications between the ship and the rest of the universe.

.IP “enemy STRING [random]” If this option is set, it tells the program which race you wish to fight. The available races are: Klingon, Romulan, Kzinti, Gorn, Orion, Hydran, Lyran, or Tholian. If the option is not set, the race you will fight is chosen at random.

.IP “foename STRING [random]” If this option is set, it specifies the name of the commander of the enemy ship(s). If this option is not specified, the name is chosen at random.

.IP “class STRING [CA]” This option specifies the kind of ship you are commanding. Allowable classes are: DN, CA, CL, and DD, standing for dreadnought, heavy cruiser, light cruiser, and destroyer. In general, the larger the ship, the more weapons and stronger shields you have, at the cost of less speed and maneuverability.

.IP “foeclass STRING [CA]” This option specifies the kind of ship that you are fighting. The different classes are explained above.

.IP “silly BOOLEAN [nosilly]” If this option is set, an additional race is added to the list of possible races to fight. This race is the Monty Pythons. Note that if you wish to always fight the Monty Python’s, you merely have to set the enemy option above.

.IP “time STRING [30]” Time is used to specify the time between commands. The longer this value, the more time may be used in issuing a command.

.IP “teletype BOOLEAN [noteletype]” The teletype option causes some of the output to come out as it did in the original teletype version.

.IP “savefile STRING [$HOME/trek73.save]” The savefile option specifies where the data image is to be stored if the game is saved during play. “~” is not expanded, so the path should be explicit and fully expanded. 3

Command Line Options

In all cases, the arguments you place on the command line will supersede options in the environment.

The following is a description of the command line options:

.IP \-t Turns on terse mode. No initial scenario description is given. This is useful for terminals running at low baud rates. This option is normally off.

.IP \-c Allows the specification of the Federation captain’s name.

.IP \-s Specify the sex of the captain of the Federation vessel.

.IP \-S Specify the name of the Science Officer of the Federation vessel.

.IP \-E Specify the name of the Chief Engineer of the Federation vessel.

.IP \-C Specify the name of the Communications Officer of the Federation vessel.

.IP \-N Specify the name of the Navigator of the Federation vessel.

.IP \-H Specify the name of the Helmsman of the Federation vessel.

.IP \-f Specify the name of the enemy commanding officer.

.IP \-r Specify the race of the enemy. The race should be one of the following: Klingon, Romulan, Kzinti, Gorn, Hydran, Lyran, Tholian, Orion, or Monty Python.

.IP \-d Set the delay time for command entry. Higher times can be useful for novices or for playing on very slow terminals.

.IP \-y Silly option. Adds the Monty Pythons as a possible enemy race. This option is normally off.

.IP \-T Teletype option. Causes certain parts of the output to come out as they did on the original teletype implementation. Doesn’t do much for the game on crts. This option is normally off.

.IP \-n Specify the name of the Federation vessel. The default name for the Federation vessel is randomly chosen from a set of names.

.IP \-F Specify the class of the enemy vessel(s). Allowable classes are Destroyer (DD), Light Cruiser (CL), Heavy Cruiser (CA), and Dreadnought (DN). If the argument is none of the above, the program assumes that this is the name of a file where a player-designed ship is stored.

.IP \-l Specify the class of the Federation vessel. Available classes are the same as the enemy’s.

.IP \-R Restore the game from the savefile. It is assumed that the TREK73OPTS contains the name of the savefile, otherwise it is not possible to restart the game with the -R option. In case the savefile name is not in TREK73OPTS, the game may be restored by issuing the command with the path to the savefile as the first argument. .bp

Designer Ships

A feature of TREK73 allows you to have more than just the standard four ship types. The program .I shipyard (6) allows new ship types to be created. .I Shipyard in conjunction with the -F and/or -l command line option allows battle between, say, the Enterprise and the Death Star.

See the manual page for .I shipyard for more information about designer ships.

Simple Strategy

If you are a beginner, a simple strategy to follow is A: fight only one attacker; B: pursue him (code 14) at warp factor one; C: lock on all phasers (code 3); D: continuously take position reports (code 12) and watch his range; E: when he gets within 1000M, fire all phasers (code 1) and keep on firing when he is in range; F: When the enemy is out of range, take damage reports and scans of the enemy (codes 17 and 18).

After a few trial games using the above strategy, you will want to become as efficient as the enemy at firing photon torpedos. Finally, when you master launching antimatter probes, you can designate more that one attacker. 3

Trek73’s History

Trek73 was programmed on a Hewlett-Packard 2000C system by William K. Char, Perry Lee, and Dan Gee. In January, 1973, Mr. Char started with a few ideas and five months later, in May, introduced $SPACE, his first version.

Space had only 14 commands and comprised one 10K program. Response was so great that new ideas flooded in and in June, work on Trek73 was begun. Over 70 recordings of past shows were reviewed to reconstruct dialogue and vessels. On October 8, 1973, Trek73 was introduced.

In 1984, Dave Pare at Univeristy of California at San Diego and Chris Williams at the University of California at Berkeley independently translated the BASIC code into C to run under BSD UNIX [5] .

In April 1985, Jeff Okamoto and Peter Yee, both at the University of California at Berkeley combined the two versions into one, fixing bugs and adding new commands and concepts.

Ideas and bug reports should be sent to: .br ARPA: [email protected] and [email protected] .br UUCP: ..!ucbvax!okamoto and ..!ucbvax!yee .bp

Weapon And Vessel Specifications

Destroyer Class Vessel

Enemy exceptions are enclosed within [brackets]

.ta 2.8iR 3.3i

Number of banks 2

Max range 1000 megameters

Max spread 90 degrees (45+45)

Min spread 20 degrees (10+10)

Max hit with 45 degree spread 10

Max hit with 10 degree spread 45

Loss of shield 1 per hit hit/3

Loss of shields 2-3-4 per hit hit/2

Firing angles with engineering 0-150, 210-360 degrees

Max charge per bank 10 units

Min charge or discharge time 1 sec

Number of tubes 4

Max range 12,000 megameters

max launch speed warp 12

Max time delay 10 seconds

Max proximity delay 500M

Max explosion radius 500M

Max number of pods launched 10

Max hit factor 50

Loss of shield 1 per hit hit/2.25

Loss of shields 2-3-4 per hit hit/1.5

Firing angles with engineering 0-160, 200-360 degrees

Number of probe launchers 1

Max range 3000M

Max launch speed 2

Max time delay 15 sec

Max proximity delay any

Max explosion radius 50 times number of pods

Max pods launched fuel available

Max hit factor 10 times number of pods

Loss of shields per hit same as torpedos

Firing angles with engineering all

Max turning rate 120 degrees

Max speed warp 10 [12]

Min units burned per warp-second .5 [.5]

Crew 200 [150]

Light Cruiser Class

Number of banks 4

Loss of shield 1 per hit hit/4.5

Loss of shields 2-3-4 per hit hit/3

Firing angles with engineering 0-140, 220-360 degrees

Max turning rate 77 degrees

Max speed warp 9 [11]

Min units burned per warp-second .75 [.5]

Crew 350 [250]

Heavy Cruiser Class

Firing angles with engineering 0-125, 235-360 degrees

Number of tubes 6

Firing angles with engineering 0-135, 225-360 degrees

Max turning rate 55 degrees

Min units burned per warp-second 1 [.75]

Crew 450 [350]

Dreadnought Class

Number of banks 6

Loss of shield 1 per hit hit/7.5

Loss of shields 2-3-4 per hit hit/5

Number of tubes 8

Loss of shield 1 per hit hit/6

Loss of shields 2-3-4 per hit hit/4

Max turning rate 30 degrees

Max speed warp 8 [10]

Min units burned per warp-second 2 [1.5]

Crew 600 [450]

Initial Settings

Destroyer class

Speed Warp 1

Course 0 [0-360] degrees

Engine Efficiency .5 [.5]

Fuel Level 100

Fuel Capacity 150

Regeneration Rate per Second 8.0

Helm Lock None [None]

Phaser Deployment 0, 0

Phaser Bank Levels 2 x 10 units

Phaser Charge/Discharge Rates 2 x 10 units

Shield Drain 2 x 1 units

Shield Percentage 2 x 100

Torpedo Deployment 60, 0, 0, 300

Tube Levels 4 x Zero

Total Charged Pods Available 190

Engine Efficiency .75 [.5]

Fuel Level 125

Fuel Capacity 175

Regeneration Rate per Second 10

Phaser Deployment 90, 0, 0, 270

Phaser Bank Levels 4 x 10 units

Phaser Charge/Discharge Rates 4 x 10 units

Shield Drain 4 x 1 units

Shield Percentage 4 x 100

Engine Efficiency 1 [.75]

Fuel Level 150

Fuel Capacity 200

Torpedo Deployment 120, 60, 0, 0, 300, 240

Tube Levels 6 x Zero

Engine Efficiency 2 [1.5]

Fuel Level 200

Regeneration Rate per Second 15

Phaser Deployment 90, 90, 0, 0, 270, 270

Phaser Bank Levels 6 x 10 units

Phaser Charge/Discharge Rates 6 x 10 units

Torpedo Deployment 120, 60, 60, 0, 0, 300, 300, 240

Tube Levels 8 x Zero

Designer’s Notes

When I was about 10 or 11, I would go to the Lawrence Hall of Science quite frequently. There, on their time-sharing system, I would sit at a Teletype Model 33 and play trek.

Sadly, LHS replaced their system and trek went away. It was my intention that it should not be forgotten. I had had a copy of a slightly different version of trek written in BASIC, but it was sadly unimplementable on my Apple computer.

When I learned of an implementation of trek written in C, I jumped at the chance to bring it to the systems here at UC Berkeley. At that time, the game was mostly a direct translation of the original BASIC source. Many of the commands and routines were either missing or faulty. With Peter Yee, we worked together to fix up the program and managed to get it running.

Once it was running, the time came for improvements. I admit to pulling many concepts from the game Star Fleet Battles, most notably the different races (Hydrans, Lyrans, etc.) and the ship names.

This version of the game represents many hours of thinking and debugging. I hope you enjoy playing it as much as I did coding it.

-Jeff Okamoto

My first experience with TREK73 was also at the Lawrence Hall of Science. I had been taking classes in Time-Sharing Basic and noticed that other people always talked about a game called $TREK that was a real CPU hog and was usually turned off. Naturally I was intrigued. Soon I was paying $2.00 an hour for the chance to play that game. Many long hours and quite a few dollars went into playing $TREK, so it was with a certain sadness that I learned that the DG Ecllipse on which $TREK ran was being phased out. I made several attempts to obtain the source before it went away, but I was unable to get it.

Live Long and Prosper, -Peter Yee

I never knew any of the people mentioned above. I used to play Trek73 from 1977-1981 when I was in high school on our HP2000-F system. I always wanted a version I could run on my own computer, and when I got my first Apple back in 1980 I started converting the program from HP Basic to Applesoft. The Apple version ran so slowly it wasn’t worth playing, and I stopped my conversion work.

My brother, who for the two years before I entered high school used to play Trek73, called me up one day and told me that a version written in C had come across the unix network where he worked, which was Bell Laboratories in Naperville, IL.

A week later I stopped in and downloaded all the files to a PC that was sitting around. There were quite a few differences between the version of C that ran under unix and the Lattice C compiler which I had for my PC.

After much work and some cursing, what you see before you had been completed — Trek73 which ran on the IBM PC as well as the clones.

There are still some problems. The save game feature has not yet been converted, as the unix file calls were different from the calls I had under Lattice. The timer for your inputs has not been set up. Due to the fact that an integer under Lattice is 16 bits wide, it was possible to run off the edge of the universe. This has recently been updated to longer integers and should no longer be an issue. These problems will be cured as I find the time to cure them.

There are still some references to Unix unique things in both the program and in this .DOC file. I released this in its current form to get people to start playing the game and giving some feedback. I will be making changes constantly, so the more feedback I get the better the game will become.

In the original game, there was only one class of ship. This is the ship you will fly or fight if you do not specify any command line options. I suggest you play and master the original before you start experimenting with the options (especially I just finished converting the option parsing routines and haven’t fully tested them yet).

Please send any bugs, comments, donations, suggestions, etc. to me. If accompanied by a contribution ($20 suggested, but never required) I’ll give it more attention than if it isn’t 😉 If the bug appears to exist in the original Unix code, I will forward the information to the original authors.

I can be reached at the following address:

David A. Soussan

368 Rimini Ct.

Palatine, IL 60067

(708) 934-0905 – leave a message.

davids[“at”]comm.mot.com

I hope you enjoy this game as much as I did (and still do!)

1. Star Trek is a registered trademark of Paramount Pictures .

2. Star Fleet Battles is a trademark held jointly by Task Force Games and Amarillo Design Bureau.[see the Unofficial SFB Home Page ]

3. Although technically incorrect, it does save the player from having to compute cube roots.

4. This saves the player from having to work out problems in spherical geometry.

5. UNIX is a registered trademark of Bell Laboratories.

RETURN TO TOP

A page from the “Rulebook for the Computer Simulation TREK As Implemented on the DECISION Computer” by Roderick Perkins.

trek 73

trek 73

Trek 7.3 FX Hybrid Bike 2016 Green

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Season:2016

Code:1327010-20162016VoltGRN

The Trek 7.3 FX Hybrid Bike 2016 produces the perfect blend of road bike speed and city bike comfort, utilising the Alpha Gold Aluminium frame to produce everyday durability with a light-weight edge. perfect for anything from your everyday commute to afternoon long sessions. The alloy fork comes with tapered legs, helping smooth out the road ahead without having to sacrifice handling. Internal cable routing helps keep the exterior of the hybrid bike looking clean while also protecting them from the elements for a crisper shifting and braking performance.

With Bontrager AW1 Hard-Case Lite tyres the Trek 7.3 FX resists punctures to keep you riding at full speed, working brilliantly with the Bontrager TLR rims to guarantee full stability at all speeds. The Bontrager IsoZone handlebar & grips have been designed to significantly reduce road feedback and absorb those nasty blows, keeping you comfortable and in full control throughout your ride. Built in mounts allow for easy attachment of racks and mudguards and thanks to the Blendr stem you can attach your gear directly to the stem for a clean and user-friendly experience!

Trek 7.3 FX Hybrid Bike 2016 Features

  • Alpha Gold Aluminium frame has had its tube shapes manipulated to balance strength and weight saving.
  • Internal cable routing for the shift and brake cables keeps things looking clean and simple while helping boost performance overall.
  • Puncture-resistant hard-cade tyres.
  • Rack & Mudguard ready for a practical edge.
  • IsoZone handlebar and grips absorb road feedback for a comfortable and efficient ride.
  • DuoTrap S seamlessly integrates a Bluetooth sensor into the frame, for easy tracking of your routes and fitness progress without an external sensor.
  • Blendr stem technology lets you clip your gear directly to the stem for clean looks, maximum user friendliness.

Trek Men's Bike Sizing Guide

We have put together a general sizing guide for Trek road and mountain bikes. Please see the below for a general size and check out the Trek Bikes Sizing Guide for all bike model guides and how to measure yourself. 

Trek Men's Road Bike Sizing Guide

Trek men's mountain bike sizing guide, trek men's commute bike sizing guide, write a review for trek 7.3 fx hybrid bike 2016 green, also in the range.

  • £525 £650 Trek FX 2 Disc Stagger Hybrid Bike 2023 Satin Viper Red
  • £1775 £2125 Trek FX+2 Stagger Electric Bike 2023 Satin Mulsanne Blue
  • £1775 £2125 Trek FX+2 Stagger Electric Bike 2023 Blue Sage
  • £1775 £2125 Trek FX+ 2 Hybrid Electric Bike Satin Trek Black
  • £1775 £2125 Trek FX+ 2 Electric Hyrbrid Bike 2023 RED
  • £1775 £2125 Trek FX+ 2 Electric Hyrbrid Bike 2023 Satin Mulsanne Blue
  • £1775 £2125 Trek FX+ 2 Electric Hyrbrid Bike 2023 Satin Trek Black
  • £1499 £1675 Trek FX Sport 4 Carbon Hybrid Bike White 2024
  • £525 £650 Trek FX 2 Disc Stagger Hybrid Bike 2023 Grey
  • £775 £1025 Trek FX 3 Disc Hybrid Bike 2022 Matte Dnister Black
  • £611 £775 Trek FX 2 Disc Equipped Hybrid Bike 2022 Viper Red
  • £611 £775 Trek FX 2 Disc Equipped Hybrid Bike 2023 Grey
  • £525 £650 Trek FX 2 Disc Hybrid Bike 2023 QuickSilver
  • £450 £550 Trek FX 1 Disc Hybrid Bike 2023 Rage Red
  • £450 £550 Trek FX 1 Disc Hybrid Bike 2022 Black
  • £525 £650 Trek FX 2 Disc Hybrid Bike 2023 Navy
  • £450 £550 Trek FX 1 Stagger Disc Hybrid Bike 2023 Gunmetal
  • £525 £650 Trek FX 2 Disc Hybrid Bike 2022 Viper Red
  • £525 £650 Trek FX 2 Disc Hybrid Bike 2022 Satin Lithium Grey
  • £806 £1075 Trek FX 3 Disc Equipped Hybrid Bike 2023 Matt Dnister Black
  • £611 £775 Trek FX 2 Disc Equipped Stagger Hybrid Bike 2023 Viper Red
  • £611 £775 Trek FX 2 Disc Equipped Stagger Hybrid Bike 2023 Grey
  • £806 £1075 Trek FX 3 Disc Equipped Stagger Hybrid Bike 2023 Dnister Balck
  • £806 £1075 Trek FX 3 Disc Equipped Hybrid Bike 2022 Viper Red/Cobra Blood Fade
  • £775 £1025 Trek FX 3 Disc Hybrid Bike 2023 Viper Red/Bobra Blood
  • £775 £1025 Trek FX 3 Disc Hybrid Bike 2023 White
  • £775 £1025 Trek FX 3 Disc Hybrid Bike 2022 Alpine Blue
  • £775 £1025 Trek FX 3 Disc Stagger Hybrid Bike 2022 Alpine Blue
  • £775 £1025 Trek FX 3 Disc Stagger Hybrid Bike 2023 Dnister Black
  • £500 £500 Trek Fx 1 Stagger Hybrid Bike 2024 Lithium Grey
  • £500 £500 Trek Fx 1 Hybrid Bike 2024 Lithium grey

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trek 73

trek 73

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Trek 7300 FX Hybrid Bike

trek 73

Frame Material: aluminum Frame Angles: 71.5 head, 73.5 seat Sizes: 15", 17.5", 20", 22.5" Colors: Black Fork: Trek Rear Shock: Not applicable Brake Levers: aluminum linear-pull Handlebar: Bontrager Sport Stem: Bontrager Sport Headset: 1 1/8" threadless Aheadset Front Der: Shimano Nexave T301 Crankset: Shimano FC-T303, 28/38/48 teeth Rear Der: Shimano Deore Pedals: aluminum cage w/clips & straps Tires: 700 x 35c Bontrager Invert HC

  • USER REVIEWS

A great choice of mine. I am comfortable using this going to Encinitas Roofing Pros because of its lightweight and fast for a hybrid.

The seat is a thin and a little bit hard

My first real bike Trek 7300fx. Was given it second hand not sure what year model it is(maybe 2006/7). My friend did three trips through Africa averaging about 2000km per trip before he gave the bike to me. He pulled a trailer with it carrying about 30kgs of goods. I have cycled some long trips with it through Malawi. Carrying about 15kgs. Its fast/ strong Great on the uphills.

Our roads are potholed in Africa. Still kept the Trek 7300fx but got a mountain bike as well.

Good bike overall.Its a nice touring bike. Simple to work on maintenance wise.Spares hard to come buy in Malawi have to order from South Africa. Best bike on the tar road. Its strong enough for off road but not comfortable. I going to keep it for some long cycles. I think I would choose this bike if one day I did a Cape to Cairo cycle.It can carry a nice load.

Similar Products Used:

Confident riding. Fast sprinting. Accelerate fast. Acceptable original components.

Poor wheelset and tires (Bontrager Invert Hardcase - very durable, not flats, but not fast). Don´t holds high velocity, requiring a bit cycling power to keep velocity (whe higher than 25 mph)

"Fast" bike, even a little heavy. Position is good for biking, even OEM saddle is not bad but not ergonomics. I spent a fews rides and minutes to find the perfect positon. Fowarding the bars, rotating it, pointing down the saddle nose, inverting the stem... and OK!!! just enjoying a lot now! Seems good at high speeds, but it feels every pothole available. (upgrade fork and seatpost, solving a little bit the problem). Acceptable OEM equipment. At climbs, the small front gear ring in the crankset(48/28 and 28) is not very usefull, but is always there, if required. The cassete uses 11-34 teeths, which 34 size is good for clibing, but not usefull with 28 front gear... it forces the rear derailleur to engage it. I exchaged for a 9 spd cassete (11-28) and rides happy.

Solid construction, nice handling. In lower gears, hills are very doable.

On long rides, my thumbs get tired from downshifting.

I bought this bike because I wanted to ride with a club, but wasn't ready for a real road bike. That was over 4500 miles ago; I had my bike outfitted with road tires and later added bar ends and Look clipless pedals. I really love to ride! My bike is comfortable and quick, and pretty light for an aluminum frame (about 26 lbs). If you see one of these used, grab it; it's a great bike.

yes thats correct i paid $65.00 for a 2006 7300fx. i am new to trek products but i am pleased so far. i live in ann arbor and it is a very bicycle friendly town. if any one has some input on up-grades for my 7300 i would love some advice

Lightweight and fast for a hybrid

maybe it's me but the seat is thin and hard

actually a 2009 FX 7.3. Very lightweight but strong, this bike is faster than any other hybrid I test rode. The seat is a bit uncomfortable and I wish the handlebars were set a little higher so I could carry a little more weight on the seat and sit a little more upright, but it is still pretty comfy. Maybe I'll try installing handlebar ends.

I'm 5'1", and although the 7300 is a bit big for me, I LOVE MY BIKE. It's a smooth, stable lightweight ride. I ride to work and back every day, and ride for pleasure on my days off. I use this bike to carry groceries in attached panniers, and the bike is still stable, even with a 10 lb bag of cat litter on one side, and a 10 lb bag of groceries on the other. I would not trade this for anything. LOVE!

im very hard on bikes and this one can take everything i put it threw iv had more $ bikes and hey dont take half the abuse i put this none threw never had one problem with this bike if somone offerd me a $1000 i be hard pressed to take it....

Light weight, Flat handle bar (good for those with weak backs) Comfortable for long rides. Shifts easily and cleanly.

Shocks transmit freely through the frame. The seat maybe a little uncomfortable to begin, but get used to soon. Snazzy elliptical (weird) frame means typical accessories like bike lock holder cannot be clamped on.

Excellent commuter bike. I got lucky in the sense that the tires on this bike were thinner (much similar to a road bike) than on same other Trek 7.3 FX's Put on a rear bike rack and a kick stand (both from my older bike) and new fenders coz I live in Seattle.

Rayleigh hybrid, Schwinn MTB

Light, strong, solid and fast. I crank pretty hard on hills and in traffic and the FX seems to be taking it easily.

Bumps and rough surfaces seemed more pronounced than with my old bike. The stock seat feels uncomfortable, but may just need adjustment. No kickstand, no place for my old lock holder on the jazzy elliptical frame tubes.

Broke my old hybrid commuter after 6 years of use. The 7.3FX is stronger and lighter, is geared faster for better hill climbs and descents. It's also a great-looking bike [I have the metallic black] and the design seems better thought out and refined than my old bike.

6yo Renegade Hybrid bike [economy bike]

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You can learn about the history of Moscow with a trip to Red Square. Experience the area's fascinating museums and acclaimed theater scene.

  • Moscow Kremlin

Visit the most iconic square in Russia, which is bordered by many of the city’s most famous landmarks.

  • St. Basil's Cathedral

Think of Russia and you probably picture this iconic building, whose onion-shaped domes overlook the Moscow skyline.

  • Bolshoi Theatre

A centerpiece of the Russian arts scene, this theater’s magnificent auditorium and top-tier productions will impress even the most jaded theatergoer.

  • Lenin's Mausoleum

Mourners and curious visitors stream to the grave to see the embalmed Vladimir Lenin, the famous revolutionary and one-time leader of the Soviet Union.

  • Exhibition of Achievements of National Economy

Learn about the events happening at Exhibition of Achievements of National Economy during your trip to Moscow. Wander the parks and gardens while you're in the area.

Mytishchi Travel Info

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Yes! The majority of hotel room reservations are fully refundable if you cancel prior to the hotel's cancellation deadline, which is usually within 24-48 hours of check in. If you have a reservation that's non-refundable, it might still be possible to cancel it and receive a refund within a 24-hour period of your booking. Filter your search by fully refundable to find flexible hotel deals in Mytishchi.

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GoodTime is one of the top choices for your stay based on our traveler data, and this 3.5-star hotel offers a restaurant and free parking. It's located just a short 0.9 mi (1.4 km) from Puppet Theatre Flint. Other good choices within 5 miles include Skazka Vostoka - Hostel and Lecco Art-Hotel .

One of the top choices for your stay is Lecco Art-Hotel , located a short 0.4 mi (0.7 km) from Mytishchi Arena, and this 3.5-star hotel offers a restaurant and free parking. Skazka Vostoka - Hostel , located just 0.8 mi (1.3 km) away, is another good option for your stay.

Visitors can enjoy all that Mytishchi has to offer including the hockey games, cafes, and theaters. Tourists can also enjoy the city's churches, monuments, and beaches. In Mytishchi, there are 14 hotels and other accommodations to choose from. Find out more about Mytishchi .

Cultural venues include Puppet Theatre Flint , Ognivo Mytishchi Municipal Puppet Theater , and Mytischi Historical Art Museum . A couple of additional sights to add to your agenda are XL Family Outlet and Mytishchi Arena . Check out what more to see and do in Expedia's Mytishchi guide .

If you'd like to explore more of the area, hop aboard a train from Mytishchi Station, Mytishchi Tayninskaya Station, or Mytishchi Perlovskaya Station. If you want to venture out around the area, you may want a rental car in Mytishchi for your journey.

The hottest months are usually July and August with an average temp of 63°F, while the coldest months are January and February with an average of 22°F. The snowiest months in Mytishchi are December, February, January, and November, with each month seeing an average of 20 inches of snowfall.

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Hotels in Mytishchi Neighborhoods

  • Eastern Administrative Okrug
  • Losinoostrovsky District
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  • Kva-Kva Aquapark
  • Mytishchi Arena
  • Cathedral of the Nativity of Christ
  • Mytishchi Museum of Nature Protection
  • Fest Mytishchi Drama and Comedy Theater
  • Ice Stadium Mytischi
  • Ice Palace Arena Mytischi
  • Crocus City Hall
  • Moscow City
  • Crocus Expo Center
  • State Historical Museum
  • Armoury Chamber
  • Arbat Street

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Hotels near Mytishchi Airports

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  • Bykovo Airport
  • Zhukovsky Airport
  • Vnukovo Intl. Airport
  • Domodedovo Intl. Airport
  • Chkalovsky Airport Airport
  • Ostafyevo Airport

Other Hotels near Mytishchi, Moscow

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  • Dmitrov Hotels
  • Lyubertsy Hotels
  • Razvilkov Hotels
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  • Kotelniki Hotels
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COMMENTS

  1. 7.3 FX

    Weight. Weight. 20" - 11.07 kg / 24.41 lbs. Weight limit. This bike has a maximum total weight limit (combined weight of bicycle, rider, and cargo) of 300 pounds (136 kg). We reserve the right to make changes to the product information contained on this site at any time without notice, including with respect to equipment, specifications, models ...

  2. Trek 7.3 FX Hybrid Bike user reviews : 4 out of 5

    Whether cruising to work or to play, Trek's 7.3 FX is the ideal ride. Trek's Alpha-aluminum frame is lightweight for easy pedaling and excellent handling, and the fast-rolling 700c wheels let you ride further and faster with less effort. Plus, this great machine sports a hill-flattening 24-speed Shimano drivetrain and confidence-inspiring Avid ...

  3. Trek73

    TREK73 is a computer game based on the original Star Trek television series. It was created in 1973 by William K. Char, Perry Lee, and Dan Gee for the Hewlett-Packard 2000 minicomputer in HP Time-Shared BASIC.The game was played via teletype. Trek73 is so big that it needs the CHAIN feature of HP2000 BASIC.. Unlike many other Trek-themed games of the era, Trek73 is not derived from the well ...

  4. 2015 Trek 7.3 FX

    The 2015 Trek 7.3 FX is an hybrid road bike. It is priced at $660 USD. The bike is part of Trek 's 7.3 FX range of road bikes. Trek's FX bikes are the top-selling bikes in North America, and for good reason. Whether cruising to work or to play, The 7.3 FX is a bicycle you'll love. Its Alpha-aluminum frame is light for easy pedaling and ...

  5. Trek 7.3 FX (2012) Specs

    Specific. Brakes. Tektro alloy linear-pull brakes w/Shimano EF65 adjustable-reach levers. Cassette. Shimano HG31 11-32, 8 speed. Crankset. Shimano M361, 48/38/28 w/chainguard. Features. The best aluminum Trek's performance-engineered Alpha Aluminum is shaped and tuned for ultimate steering performance and ride comfort.

  6. 7.3 FX

    7.3 FX. Model 13270100211. Retailer prices may vary. Compare. Color / Matte Onyx. Select a color. Select size. This product is no longer available online, but it could be in stock at your local Trek shop! Check in-store availability below.

  7. Trek 7.3 FX (2013) Specs

    Frames built with Alpha Gold feature some degree of mechanical and hydroforming to create more sophisticated shapes for lighter weight, and are finished using Trek's smooth-weld finishing process. Puncture-resistant tires: Bontrager's first line of defense involves a subtread protective layer that prevents glass and stone from puncturing the tube.

  8. Trek 73

    Trek73 is a computer space-battle simulation based on the original Star Trek television series. It was written in 1973 in the BASIC programming language and played on a Teletype connected to a HP 2000 computer. Trek73 was unique in its day because it was more than just a board game with a computer player. It involved the calculation of the ...

  9. 2016 Trek 7.3 FX

    7.3 FX. A 700c aluminum frame fitness bike with mid-range components and rim brakes. Compare the full range. Frame. Aluminum. Suspension. Rigid. Fork. Aluminum.

  10. The Old TREK73 Page

    Trek73 is a computer-simulated. battle based on the famous Star Trek [1] television. series and the board game Star Fleet Battles [2]. Via computer terminal, you can clash with enemy battle cruisers, such as Klingon D-7's and Romulan Sparrowhawks, and use the same. strategies that Captain Kirk has used.

  11. trek fx 7.3

    9. Find out how much a trek fx 7.3 bicycle is worth. Our bicycle database is constantly growing with pricing information and bicycle specs daily.

  12. Trek 7.3 FX Hybrid Bike 2016 Green

    Code:1327010-20162016VoltGRN. The Trek 7.3 FX Hybrid Bike 2016 produces the perfect blend of road bike speed and city bike comfort, utilising the Alpha Gold Aluminium frame to produce everyday durability with a light-weight edge. perfect for anything from your everyday commute to afternoon long sessions. The alloy fork comes with tapered legs ...

  13. Choosing between Trek Verve 3, 7.4 FX, 7300, or 7500 : r/bicycling

    Verve 3: H5 700x35 front and back, $420. 7.4 FX: Schwalbe Lugano 700x32 front and back, $480. 7500: Bontrager H2 Comp 700x35 front, Continental Contact 700x35 back, $400. 7300: Bontrager H2 700x35 front and back, $375. EDIT #2: Unfortunately the bikes were already sold when I called a day later.

  14. Trek 7300 FX Hybrid Bike user reviews : 4 out of 5

    The 7.3FX is stronger and lighter, is geared faster for better hill climbs and descents. It's also a great-looking bike [I have the metallic black] and the design seems better thought out and refined than my old bike. Similar Products Used: 6yo Renegade Hybrid bike [economy bike] Trek 7300 FX Hybrid Bike user reviews : 4 out of 5 - 22 reviews.

  15. trek bike 7.3 fx for sale

    Trek 7.3 fx Used Bike Works Paint/Finish Excellent Dusty With Chain Rust 27.5". Pre-Owned. $499.00. Top Rated Plus. or Best Offer. kmid5512 (761) 93.1%. +$199.00 shipping. Free returns. 2020 Trek FX 6 - Carbon .Flat Bar 54 cm 22 Speed Size M Trek Shop Serviced2023.

  16. 7.3 FX Women's

    17" - 11.22 kg / 24.74 lbs. Weight limit. This bike has a maximum total weight limit (combined weight of bicycle, rider, and cargo) of 300 pounds (136 kg). We reserve the right to make changes to the product information contained on this site at any time without notice, including with respect to equipment, specifications, models, colors ...

  17. The man who saved Star Trek has died

    Star Trek and fandom as we know it all stems from the efforts and passion of John and his wife Bjo Trimble, ... Wired co-founder Kevin Kelly unveils 73 nuggets of wisdom for a life well-lived

  18. The Super73® Electric Motorbike

    We've always known that the magic of SUPER73 lies with you. This year, our team set out to design a new lineup of bikes that simultaneously celebrates and ignites the power of each rider. Feel the rush with new core colorways and both Special and Limited Edition models. SHOP K1D.

  19. Mytishchi

    Mytishchi (Russian: Мыти́щи, IPA: [mɨˈtʲiɕːɪ]) is a city and the administrative center of Mytishchinsky District in Moscow Oblast, Russia, which lies 19 km northeast of Russia's capital Moscow on the Yauza River and the Moscow-Yaroslavl railway. The city was an important waypoint for traders on the Yauza River, the Yaroslavl Highway passes through the city.

  20. Marlin 7 Gen 2

    Marlin 7 Gen 2. 601 Reviews / Write a Review. $799.99 $1,029.99. Model 1046897. Retailer prices may vary. Marlin 7 is where race-worthy mountain bikes begin. The smooth, lightweight RockShox fork and upgraded parts make this model the best choice for new riders who want a fast cross country hardtail that will hold its own against our higher-end ...

  21. Federal Military Memorial Cemetery

    The Federal Military Memorial Cemetery (Russian: Федеральное военное мемориальное кладбище) is a national cemetery of Russia, located in Mytishchinsky District, Moscow Oblast, on the north-eastern outskirts of Moscow.. The cemetery was built as the new burial place for national dignitaries to replace the Kremlin Wall Necropolis, where burials ceased after ...

  22. Meet the 'Steve Jobs of AI', Jensen Huang: the Nvidia CEO has a US$73

    Meet the 'Steve Jobs of AI', Jensen Huang: the Nvidia CEO has a US$73 billion net worth, and went from washing dishes at Denny's to making cheesesteaks with Meta's Mark Zuckerberg

  23. Bikes

    Road, mountain, city, fitness, touring, commuting, and electric bikes for every adventure! There's a Trek bicycle that's right for you. Find it here!

  24. Top Hotels in Mytishchi

    Find hotels in Mytishchi. Most hotels are fully refundable. Because flexibility matters. Save 10% or more on over 100,000 hotels worldwide as a One Key member. Search over 2.9 million properties and 550 airlines worldwide.

  25. Mytishchinsky District

    Mytishchinsky District (Russian: Мыти́щинский райо́н) is an administrative and municipal district (), one of the thirty-six in Moscow Oblast, Russia.It is located in the center of the oblast just north of the federal city of Moscow.The area of the district is 431.16 square kilometers (166.47 sq mi). Its administrative center is the city of Mytishchi.