Phase 14 - the energy bomb, the escape pod, the in-system jump, the galaxies
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Four more of the original's, all of them equipment that does something drastic.

  Energy bomb     TAB, as the BBC.  Kills everything in the bubble, and is
                  gone once used.  A station is immune, though in practice that
                  guard never fires: stations only ever live in slot 1 and the
                  loop starts at 2.
  Escape pod      ESC, which is the key the BBC used.  It leaves the ship, its
                  cargo and everything fitted to it behind, hands you a bare
                  Cobra with a pulse laser, and clears your record, because
                  whoever they pull out of the capsule is somebody new.
  In-system jump  J.  Moves the whole bubble one unit closer, which is the
                  original's way of crossing the distance between a planet and
                  its sun without flying it.  Refused while anything but rocks
                  and cargo is about, inside the station's zone, in witchspace,
                  or with the planet within two units ahead.
  Galactic drive  G.  Rotates the galaxy's six seed bytes one place left, which
                  is the whole of how the eight galaxies differ, and puts you
                  at whatever system is nearest to (96, 96).  One use, and it
                  clears your record too.

ESC needed thought.  It is the original's escape pod key and it is also the way
out of a game in this port, so it now launches the pod when one is fitted and
quits when one is not.  Nothing is lost by that: the pod takes you straight to
the station, and ESC on a docked screen still quits.

The shop gained two rows, Escape Pod at 600 and Energy Bomb at 900, inserted
after the fuel scoops where the original has them.  Their tech levels are 6 and
7, so Lave sells the pod and not the bomb.

Measured by giving a commander each item and calling the routine:

  energy bomb            two ships in the bubble, none whole afterwards, and
                         the bomb spent
  escape pod             docked, legal status 200 -> 0, nine tonnes of slaves
                         gone, scoops gone, beam laser back to a pulse, hold
                         back to twenty
  in-system jump, Viper  refused, planet did not move
  in-system jump, rock   planet moved exactly 1.00 unit
  galactic jump          galaxy 1 LAVE -> galaxy 2 ORORRA, legal 150 -> 0,
                         drive spent

The controls page carries the four new keys; it had to be tightened to nine
pixel rows to fit them, and captures/title_controls.png is the result.
