Annotation of early-roguelike/arogue5/arogue58.doc, Revision 1.1.1.1
1.1 rubenllo 1:
2:
3:
4:
5:
6: The Dungeons of Doom
7:
8: AT&T Bell Laboratories
9: The Dungeons of Doom
10:
11:
12: 1. INTRODUCTION
13:
14: Rogue is a screen-oriented fantasy game set in the
15: ever-changing Dungeons of Doom. The game comes complete
16: with monsters, spells, weapons, armor, potions, and other
17: magical items. The dungeon's geography changes with every
18: game, and although many magical items have certain
19: identifiable properties, such as turning the player
20: invisible, the physical manifestation of the magic changes
21: each game. A red potion, for example, will cause the same
22: reaction throughout a given game, but it may be a completely
23: different potion in a new game.
24:
25: Entering the dungeon with only a little food, armor,
26: and a weapon, the player must develop a good strategy of
27: when to fight, when to run, and how to best use any magical
28: items found in the dungeon. To make things interesting, the
29: player has a quest to return one of several unique
30: artifacts, rumored to lie deep in the dungeon's bowels.
31: Returning with this artifact brings great glory and the
32: title of Complete Winner. But even after finding the
33: artifact, the player may wish to continue further to match
34: wits with an arch-devil, demon prince, or even a deity found
35: far down in the dungeon. Defeating such a creature will
36: gain the player many experience points, the basis for
37: scoring in Rogue.
38:
39: It is very difficult to return from the Dungeons of
40: Doom. Few people ever make it out alive. Should this
41: unlikely event occur, the player would be proclaimed a
42: complete winner and handsomely rewarded for any booty
43: removed from the dungeon.
44:
45:
46: 2. CHARACTER CLASSES AND ATTRIBUTES
47:
48: Before placing the player in the dungeon, the game
49: requests the player to select a character class: a fighter,
50: a magic user, a cleric, or a thief.
51:
52: 2.1 The_Fighter
53:
54: A fighter is very strong and will have a high strength
55: rating. This great strength gives a fighter the best odds
56: of winning a battle with a monster. At high experience
57: levels the fighter also gets to attack multiple times in a
58: single turn. This obviously further increases his chances
59: at winning battles. Intrinsic to the fighter class is a
60: robustness which results in 1 to 10 extra hit points for
61:
62:
63:
64:
65:
66:
67:
68:
69:
70:
71:
72: - 2 -
73:
74:
75:
76: every new experience level.
77:
78: 2.2 The_Magician
79:
80: A magician's major attribute is intelligence, which
81: enables the magician to cast spells. The number and variety
82: of spells increases as the magician gains experience and
83: intelligence. Other types of characters can cast spells,
84: but only if they manage to gain extraordinarily high
85: intelligence. Magic users are not as hearty as fighters;
86: they receive 1 to 8 extra hit points for every new
87: experience level.
88:
89: 2.3 The_Cleric
90:
91: A cleric has a high wisdom rating and can thus pray.
92: The number and variety of prayers which the gods are willing
93: to grant to a cleric increase as the cleric gains experience
94: and wisdom. Other character types can pray only if they
95: manage to gain extraordinary wisdom.
96:
97: Because of their religious nature, clerics can also
98: affect the "undead" beings, like zombies and ghouls, which
99: became monsters after they died. If an "undead" creature is
100: next to a cleric, the cleric may try to turn it and cause it
101: to flee. If the cleric is sufficiently powerful relative to
102: the monster, the cleric will destroy it. This ability
103: increases as the character gains experience levels.
104:
105: Clerics can gain from 1 to 8 extra hit points on
106: reaching a new experience level.
107:
108: 2.4 The_Thief
109:
110: A thief is exceptionally dextrous and has a good chance
111: to set a trap or rob a monster. Any type of character can
112: try to set a trap or steal from a monster standing next to
113: the character, but the chances of success are low compared
114: to a thief's chances.
115:
116: By their nature, thieves can automatically detect all
117: the gold on the current level of the dungeon. They are also
118: good at detecting hidden traps. Because thieves slink
119: along, they are not as likely as other characters to wake
120: sleeping monsters. If a thief manages to sneak up on a
121: creature without waking it, he will get a chance to backstab
122: the monster. When this is done, the damage done by the thief
123: greatly increases based on his experience level.
124:
125: Thieves gain from 1 to 6 extra hit points from a new
126: experience level.
127:
128:
129:
130:
131:
132:
133:
134:
135:
136:
137:
138: - 3 -
139:
140:
141:
142: 2.5 Constitution
143:
144: Every character has a constitution rating. A character
145: with an exceptionally good constitution will gain more than
146: the normal amount of hit points associated with the
147: character's class when the character reaches a new
148: experience level. Exceptional constitution also provides
149: better protection versus poison-based attacks and diseases.
150:
151: 2.6 Experience_Levels
152:
153: Characters gain experience for killing monsters,
154: stealing from monsters, and turning monsters. Each
155: character class has a set of thresholds associated with it.
156: When a character reaches a threshold, the character attains
157: the next experience level. This new level brings extra hit
158: points and a greater chance of success in performing the
159: abilities associated with the character's class. Magicians
160: receive new spells, and clerics receive new prayers.
161:
162: Thieves have the lowest threshold for gaining
163: experience levels, followed by clerics. Fighters are next,
164: and magicians have the highest threshold.
165:
166:
167: 3. THE SCREEN
168:
169: During the normal course of play, the screen consists
170: of three separate sections: the top line of the terminal,
171: the bottom two lines of the terminal, and the remaining
172: middle lines. The top line reports actions which occur
173: during the game, the middle section depicts the dungeon, and
174: the bottom lines describe the player's current condition.
175:
176: 3.1 The_Top_Line
177:
178: Whenever anything happens to the player, such as
179: finding a scroll or hitting or being hit by a monster, a
180: short report of the occurrence appears on the top line of
181: the screen. When such reports occur quickly, one right
182: after another, the game displays the notice followed by the
183: prompt '--More--.' After reading this notice, the player
184: can press a space to display the next message. At such a
185: point, the game ignores all commands until the player
186: presses a space.
187:
188:
189:
190:
191:
192:
193:
194:
195:
196:
197:
198:
199:
200:
201:
202:
203:
204: - 4 -
205:
206:
207:
208: 3.2 The_Dungeon_Section
209:
210: The large middle section of the screen displays the
211: player's surroundings using the following symbols:
212:
213: | A wall of a room.
214:
215: - A wall of a room.
216:
217: * A pile of gold.
218:
219: % A way to the next level.
220:
221: + A doorway.
222:
223: . The floor in a room.
224:
225: @ The player.
226:
227: _ The player, when invisible.
228:
229: # The floor in a passageway.
230:
231: ! A flask containing a potion.
232:
233: ? A sealed scroll.
234:
235: : Some food.
236:
237: ) A weapon.
238:
239: Solid rock (denoted by a space).
240:
241: ] Some armor.
242:
243: ; A miscellaneous magic item
244:
245: , An artifact
246:
247: = A ring.
248:
249: / A wand or a staff.
250:
251: ^ The entrance to a trading post
252:
253: > A trapdoor leading to the next level
254:
255: { An arrow trap
256:
257: $ A sleeping gas trap
258:
259:
260:
261:
262:
263:
264:
265:
266:
267:
268:
269:
270: - 5 -
271:
272:
273:
274: } A beartrap
275:
276: ~ A trap that teleports you somewhere else
277:
278: ` A poison dart trap
279:
280: " A shimmering magic pool
281:
282: ' An entrance to a maze
283:
284: $ Any magical item. (During magic detection)
285:
286: > A blessed magical item. (During magic detection)
287:
288: < A cursed magical item. (During magic detection)
289:
290: A letter A monster. Note that a given letter may signify
291: multiple monsters, depending on the level of the
292: dungeon. The player can always identify a current
293: monster by using the identify command ('/').
294:
295: 3.3 The_Status_Section
296:
297: The bottom two lines of the screen describe the
298: player's current status. The first line gives the player's
299: characteristics:
300:
301: o Intelligence (Int)
302:
303: o Strength (Str)
304:
305: o Wisdom (Wis)
306:
307: o Dexterity (Dxt)
308:
309: o Constitution (Const)
310:
311: o Encumbrance (Carry)
312:
313: Intelligence, strength, wisdom, dexterity, and
314: constitution have a normal maximum of 25, but can be higher
315: when augmented by a ring. Encumbrance is a measurement of
316: how much the player can carry versus how much he is
317: currently carrying. The more you carry relative to your
318: maximum causes you to use more food.
319:
320: The second status line provides the following
321: information:
322:
323: o The current level (Lvl) in the dungeon. This number
324: increases as the player goes further down.
325:
326:
327:
328:
329:
330:
331:
332:
333:
334:
335:
336: - 6 -
337:
338:
339:
340: o How much gold (Au) the player is carrying.
341:
342: o The player's current number of hit points (Hp),
343: followed in parentheses by the player's current maximum
344: number of hit points. Hit points express the player's
345: health. As a player heals by resting, the player's
346: current hit points gradually increase until reaching
347: the current maximum. This maximum increases each time
348: a player attains a new experience level. If the
349: player's current hit points reach 0, the player dies.
350:
351: o The player's armor class (Ac). This number describes
352: the amount of protection provided by the armor and
353: rings currently worn by the player. Wearing no armor
354: is equivalent to an armor class of 10. The protection
355: level increases as the armor class decreases.
356:
357: o The player's current experience level (Exp) followed by
358: the player's experience points. The player can gain
359: experience points by killing monsters, successfully
360: stealing from monsters, and turning monsters. When a
361: player gains enough experience points to surpass a
362: threshold that depends on the player's character type,
363: the player reaches a new experience level. A new
364: experience level brings extra hit points and possibly
365: added abilities, such as a new spell for a magician or
366: a new prayer for a cleric.
367:
368: o A description of the player's character. This
369: description depends on the player's character type and
370: experience level.
371:
372:
373: 4. COMMANDS
374:
375: A player can invoke most Rogue commands by typing a
376: single character. Some commands, however, require a
377: direction, in which case the player types the command
378: character followed by a directional command. Many commands
379: can be prefaced by a number, indicating how many times the
380: command should be executed.
381:
382: When the player invokes a command referring to an item
383: in the player's pack (such as reading a scroll), the game
384: prompts for the item. The player should then type the
385: letter associated with the item, as displayed by the
386: inventory command. Typing a '*' at this point produces a
387: list of the eligible items.
388:
389: Rogue understands the following commands:
390:
391:
392:
393:
394:
395:
396:
397:
398:
399:
400:
401:
402: - 7 -
403:
404:
405:
406: ? Preceding a command by a '?' produces a brief
407: explanation of the command. The command '?*' gives an
408: explanation of all the commands.
409:
410: / Preceding a symbol by a '/' identifies the symbol.
411:
412: h Move one position to the left.
413:
414: j Move one position down.
415:
416: k Move one position up.
417:
418: l Move one position to the right.
419:
420: y Move one position to the top left.
421:
422: u Move one position to the top right.
423:
424: b Move one position to the bottom left.
425:
426: n Move one position to the bottom right.
427:
428: H Run to the left until reaching something interesting.
429:
430: J Run down until reaching something interesting.
431:
432: K Run up until reaching something interesting.
433:
434: L Run to the right until reaching something interesting.
435:
436: Y Run to the top left until reaching something
437: interesting.
438:
439: U Run to the top right until reaching something
440: interesting.
441:
442: B Run to the bottom left until reaching something
443: interesting.
444:
445: N Run to the bottom right until reaching something
446: interesting.
447:
448: t This command, followed by a directional command, prompts
449: for an object from the players pack. The player then
450: throws the object in the specified direction.
451:
452: f When this command precedes a directional command, the
453: player moves in the specified direction until passing
454: something interesting.
455:
456:
457:
458:
459:
460:
461:
462:
463:
464:
465:
466:
467:
468: - 8 -
469:
470:
471:
472: z This command must be followed by a directional command.
473: Rogue then prompts for a wand or staff from the player's
474: pack and zaps it in the specified direction.
475:
476: > Go down to the next level.
477:
478: < Go up to the next level.
479:
480: s Search for a secret door or a trap in the circle
481: surrounding the player.
482:
483: . This command (a dot) causes the player to rest a turn.
484:
485: i Display an inventory of the player's pack.
486:
487: I This command prompts for an item from the player's pack
488: and displays the inventory information for that item.
489:
490: q Quaff a potion from the player's pack.
491:
492: r Read a scroll from the player's pack.
493:
494: e Eat some food from the player's pack.
495:
496: w Wield a weapon from the player's pack.
497:
498: W Wear some armor or miscellaneous magic item from the
499: player's pack.
500:
501: T Take off whatever the player is wearing.
502:
503: P Put on a ring from the player's pack. The player can
504: wear a maximum of eight rings.
505:
506: R Remove a ring from the player's hand.
507:
508: ^U Uuse a miscellaneous magic item in the player's pack.
509:
510: d Drop an item from the player's pack.
511:
512: c When the player types this command, Rogue prompts for an
513: item from the player's pack and a one-line name. Rogue
514: then calls all similar items (such as all the blue
515: potions) by the specified name.
516:
517: m When the player types this command, Rogue prompts for an
518: item from the player's pack and a one-line name. Rogue
519: then marks the specified item with the given name.
520:
521: o Typing this command causes Rogue to display all the
522: settable options. The player can then merely examine
523:
524:
525:
526:
527:
528:
529:
530:
531:
532:
533:
534: - 9 -
535:
536:
537:
538: the options or change any or all of them.
539:
540: C This command, restricted to magicians and characters
541: with exceptionally high intelligence, produces a listing
542: of the magician's current supply of spells. The player
543: can select one of the displayed spells and, if the
544: player's energy level is sufficiently high, cast it.
545: The more complicated the spell, the more energy it
546: takes.
547:
548: p This command, restricted to clerics and characters with
549: exceptionally high wisdom, produces a listing of the
550: cleric's known prayers. The player can then offer one
551: of these prayers to the character's deity. Deities are
552: not known for favoring characters which continually pray
553: to them, and they are most likely to answer the least
554: "ambitious" prayers.
555:
556: a This command is restricted to clerics and characters
557: with exceptionally high wisdom and must be followed by a
558: directional command. If there is an "undead" monster
559: standing next to the player in the specified direction,
560: there is a chance the player will affect the monster by
561: causing it to flee or possibly even destroying it.
562:
563: ^ This command sets a trap and is most likely to succeed
564: for a character with a high dexterity, such as a thief.
565: If the character is successful, Rogue prompts the player
566: for a type of trap and sets it where the player is
567: standing.
568:
569: G This command is restricted to thieves. It causes Rogue
570: to display all the gold on the current level.
571:
572: D Dip something into a magic pool.
573:
574: ^T This command is most likely to succeed for a character
575: with a high dexterity, such as a thief, and it must be
576: followed by a directional command. If there is a
577: monster standing next to the player in the specified
578: direction, the player tries to steal an item from the
579: monster's pack. If the player is successful, the
580: monster does not notice anything, but if the player is
581: unsuccessful, there is a chance the monster will wake
582: up.
583:
584: ^L Redraw the screen.
585:
586: ^R Repeat the last message that was displayed on the top
587: line of the screen.
588:
589:
590:
591:
592:
593:
594:
595:
596:
597:
598:
599:
600: - 10 -
601:
602:
603:
604: ^[ Typing an escape will usually cause Rogue to cancel the
605: current command.
606:
607: v Print the current Rogue version number.
608:
609: ! Escape to the shell.
610:
611: S Quit and save the game for resumption at a later time.
612:
613: Q Quit without saving the game.
614:
615:
616: 5. IMPLICIT COMMANDS
617:
618: There is no "attack" command. If a player wishes to
619: attack a monster, the player simply tries to move onto the
620: spot where the monster is standing. The game then assumes
621: that the player wishes to attack the monster with whatever
622: weapon the player is wielding.
623:
624: When the player moves onto an item, the game
625: automatically places the object into the player's pack. If
626: there is no room left in the pack, the game announces that
627: fact and leaves the item on the floor.
628:
629:
630: 6. LIGHT
631:
632: Some rooms in the dungeon possess a natural light
633: source. In other rooms and in corridors the player can see
634: only those things within a one space radius from the player.
635: These dark rooms can be lit with magical light or by a fire
636: beetle.
637:
638:
639: 7. WEAPONS AND ARMOR
640:
641: The player can wield exactly one weapon at a time.
642: When the player attacks a monster, the amount of damage
643: depends on the particular weapon the player is wielding. To
644: fire a projectile weapon, such as a crossbow or a short bow,
645: the player should wield the bow and "throw" the bolt or
646: arrow at the monster.
647:
648: A weapon may be cursed or blessed, affecting the
649: likelihood of hitting a monster with the weapon and the
650: damage the weapon will inflict on the monster. If the
651: player has identified a weapon, the "to hit" and "to damage"
652: bonuses appear in that order before the weapon's name in an
653: inventory listing. A positive bonus indicates a blessed
654: weapon, and a negative bonus usually indicates a cursed
655:
656:
657:
658:
659:
660:
661:
662:
663:
664:
665:
666: - 11 -
667:
668:
669:
670: weapon. The player cannot release a cursed weapon.
671:
672: Without any armor the player has an armor class of 10.
673: The lower the player's armor class, the harder it is for a
674: monster to hit the player, so wearing armor can improve the
675: player's armor class. A cursed suit of armor, however,
676: offers poor protection and may sometimes be worse than no
677: armor at all.
678:
679: After the player has identified a suit of armor, the
680: protection bonus appears before the armor's name in an
681: inventory listing. If the bonus is positive the armor is
682: blessed, and if it is negative, the armor is usually cursed.
683: The player cannot remove a cursed suit of armor.
684:
685: Some monsters can corrode armor when they hit it. If
686: such a monster hits the player when the player is wearing
687: metal armor, the armor loses some of its protection value,
688: but the corrosion does not curse the armor.
689:
690:
691: 8. POTIONS AND SCROLLS
692:
693: The player can frequently find potions and scrolls in
694: the dungeon. In any given dungeon, the player can
695: distinguish among the different types of potions by a
696: potion's color and among the different types of scrolls by a
697: scroll's name. Quaffing a potion or reading a scroll
698: usually causes some magical occurrence. Most potions and
699: scrolls may be cursed or blessed.
700:
701:
702: 9. RINGS
703:
704: The player can wear a maximum of eight rings, and they
705: have a magical effect on the player as long as they are
706: worn. Some rings also speed up the player's metabolism,
707: making the player require food more often. Many rings can
708: be cursed or blessed, and the player cannot remove a cursed
709: ring. The player can distinguish among different types of
710: rings by a ring's jewel.
711:
712:
713: 10. WANDS AND STAVES
714:
715: Wands and staves affect the player's environment. The
716: player can zap a wand or staff at something and perhaps
717: shoot a bolt of lightning at it or teleport it away. All
718: wands or staves of the same type are constructed with the
719: same type of wood. Some wands and staves may be cursed or
720: blessed.
721:
722:
723:
724:
725:
726:
727:
728:
729:
730:
731:
732: - 12 -
733:
734:
735:
736: 11. FOOD
737:
738: The player must be careful not to run out of food since
739: moving through the dungeon fighting monsters consumes a lot
740: of energy. Starving results in the player's fainting for
741: increasingly longer periods of time, during which any nearby
742: monster can attack the player freely.
743:
744:
745: 12. GOLD
746:
747: Gold has one use in a dungeon: buying things. One can
748: buy things in two ways, either in a trading post or from a
749: quartermaster. A trading post is a place "between levels"
750: of the dungeon and can be entered by stepping on the
751: entrance. A quartermaster is a person who will sometimes
752: appear and will try to sell the player some of his wares.
753: These wares are never cursed and frequently blessed, though
754: blessed goods cost more than normal goods. If the player
755: chooses to buy one of the quartermaster's items, the
756: quartermaster trades the item for the specified amount of
757: gold and disappears. Attacking a quartermaster causes him
758: to vanish without offering a trade.
759:
760:
761: 13. MISCELLANEOUS MAGIC ITEMS
762:
763: Miscellaneous items such as a pair of boots or a book
764: may be found within the dungeon. These items can usually be
765: used to the player's advantage (assuming they are not
766: cursed). Some of these items can be worn, such as a cloak,
767: while others are to be used, such as a book.
768:
769:
770: 14. ARTIFACTS
771:
772: Some monsters down in the depths of the dungeon carry
773: unique artifacts. The game begins as a quest to retrieve
774: one of these items. Each artifact appears only on its
775: owner's person.
776:
777:
778: 15. TRAPS
779:
780: A variety of traps, including trap doors, bear traps,
781: and sleeping traps, are hidden in the dungeon. They remain
782: hidden until sprung by a monster or the player. A sprung
783: trap continues to function, but since it is visible, an
784: intelligent monster is not likely to tread on it.
785:
786:
787:
788:
789:
790:
791:
792:
793:
794:
795:
796:
797:
798: - 13 -
799:
800:
801:
802: 16. THE MONSTERS
803:
804: Each monster except for the merchant quartermaster
805: appears in a limited range of dungeon levels. All monsters
806: of the same type share the same abilities; all giant rats,
807: for example, can give the player a disease, and all
808: jackalweres can put the player to sleep. Monsters of the
809: same type can vary, however, such that one kobold may be
810: much more difficult to kill than another one. In general,
811: the more difficult it is to kill a monster, the more
812: experience points the monster is worth.
813:
814: Most monsters attack by biting and clawing, but some
815: monsters carry weapons, including such projectile weapons as
816: short bows and crossbows, and some monsters have breath
817: weapons. These latter monsters can attack the player from
818: across a room or down a corridor.
819:
820: Some monsters are more intelligent than others, and the
821: more intelligent a monster, the more likely that the monster
822: will run away if it is about to die. A fleeing monster will
823: not attack the player unless cornered.
824:
825: As the player moves down in the dungeon, the monsters
826: get more powerful. Deep down in the dungeon there exist
827: some one-of-a-kind monsters. These monsters are greatly
828: feared. However, once a "unique monster" is killed, the
829: player will not find another in the current dungeon.
830:
831:
832: 17. OPTIONS
833:
834: Rogue has several options which may be set by the
835: player:
836:
837: terse Setting this Boolean option results in shorter
838: messages appearing on the top line of the screen.
839:
840: jump Setting this Boolean option results in waiting until
841: the player has finished running to draw the player's
842: path. Otherwise the game always displays the path
843: one step at a time.
844:
845: step Setting this Boolean option results in most listings,
846: such as an inventory, appearing one item at a time on
847: the top line of the screen. When this option is not
848: set, the game clears the screen, displays the list,
849: and then redraws the dungeon.
850:
851: flush Setting this Boolean option results in flushing all
852: typeahead (pending) commands when the player
853:
854:
855:
856:
857:
858:
859:
860:
861:
862:
863:
864: - 14 -
865:
866:
867:
868: encounters a monster.
869:
870: askme Setting this Boolean option results in the game
871: prompting the player for a name upon encountering a
872: new type of scroll, potion, ring, staff, or wand.
873:
874: name This string is the player's name and defaults to the
875: player's account name.
876:
877: fruit This string identifies the player's favorite fruit,
878: sometimes encountered in the dungeon. It defaults to
879: slime-mold.
880:
881: file This string, which defaults to rogue.save, specifies
882: the file to use for saving the game.
883:
884: score This string identifies the top-ten score file to use
885: for the game.
886:
887: class This option specifies the character class of the
888: rogue. It can be set only in the ROGUEOPTS
889: environment variable.
890:
891: The player can set options at the beginning of a game
892: via the ROGUEOPTS environment variable. Naming a Boolean
893: option sets it, and preceding the Boolean option name by
894: "no" clears it. The syntax "stringoption=name" sets a
895: string option to "name." So setting ROGUEOPTS to "terse,
896: jump, nostep, flush, askme, name=Ivan the Terrible,
897: fruit=pomegranate" would set the terse, jump, flush, and
898: askme Boolean options, clear the step Boolean option, set
899: the player's name to "Ivan the Terrible," set the player's
900: favorite fruit to a pomegranate, and use the defaults for
901: the save file and the score file.
902:
903: The player may change an option at any time during the
904: game via the option command, which results in a listing of
905: the current options. Typing a new value changes the option,
906: a RETURN moves to the next option, a '-' moves to the
907: previous option, and an ESCAPE returns the player to the
908: dungeon.
909:
910:
911: 18. SCORING
912:
913: The player receives experience points for stealing
914: items from monsters, turning monsters (a clerical ability),
915: and killing monsters. When the player gets killed, the
916: player's score equals the player's experience points. A
917: player who quits gets a score equal to the player's
918: experience points and gold. If the player makes it back up
919:
920:
921:
922:
923:
924:
925:
926:
927:
928:
929:
930: - 15 -
931:
932:
933:
934: out of the dungeon, the player's score equals the player's
935: experience points plus the gold the player carried and the
936: gold received from selling the player's possessions. Rogue
937: maintains a list of the top ten scores to date, together
938: with the name of the player obtaining the score, the level
939: where the player finished, and the manner in which the
940: player ended the game.
941:
942:
943: 19. ACKNOWLEDGEMENTS
944: This version of Rogue is based on a version developed
945: at the University of California at Berkeley by Michael Toy
946: and Ken Arnold.
947:
948:
949:
950:
951:
952:
953:
954:
955:
956:
957:
958:
959:
960:
961:
962:
963:
964:
965:
966:
967:
968:
969:
970:
971:
972:
973:
974:
975:
976:
977:
978:
979:
980:
981:
982:
983:
984:
985:
986:
987:
988:
989:
990:
991:
992:
993:
994:
995:
996:
997: The Dungeons of Doom
998:
999: AT&T Bell Laboratories
1000: The Dungeons of Doom
1001:
1002:
1003: ABSTRACT
1004:
1005:
1006:
1007: Rogue was first introduced by Michael Toy at the
1008: University of California at Berkeley as a screen-oriented
1009: fantasy game. The game had 26 types of monsters that the
1010: player could meet while exploring a dungeon generated by the
1011: computer. Scrolls, potions, rings, wands, staves, armor,
1012: and weapons helped the player to battle these monsters and
1013: to gain gold, the basis for scoring.
1014:
1015: The version of Rogue described in this guide has been
1016: expanded to include over 110 monsters with many new capabil-
1017: ities. Many of the monsters are intelligent, and they, like
1018: the player, must avoid traps and decide when it is better to
1019: fight or to run. The player chooses a character class at
1020: the beginning of the game which defines the player's abili-
1021: ties. Experience, rather than gold, decides the player's
1022: score.
1023:
1024:
1025:
CVSweb