Annotation of early-roguelike/rogue5/rogue.me.in, Revision 1.1.1.1
1.1 rubenllo 1: .\"
2: .\" @(#)rogue.me 6.2 (Berkeley) 4/28/86
3: .\"
4: .\" Rogue: Exploring the Dungeons of Doom
5: .\" Copyright (C) 1980-1983, 1985, 1986 Michael Toy, Ken Arnold and Glenn Wichman
6: .\" All rights reserved.
7: .\"
8: .\" See the file LICENSE.TXT for full copyright and licensing information.
9: .\"
10: .ds E \s-2<ESCAPE>\s0
11: .ds R \s-2<RETURN>\s0
12: .ds U \s-2UNIX\s0
13: .ie t .ds _ \d\(mi\u
14: .el .ds _ _
15: .de Cs
16: \&\\$3\*(lq\\$1\*(rq\\$2
17: ..
18: .sp 5
19: .ce 1000
20: .ps +4
21: .vs +4p
22: .b
23: A Guide to the Dungeons of Doom
24: .r
25: .vs
26: .ps
27: .sp 2
28: .i
29: Michael C. Toy
30: Kenneth C. R. C. Arnold
31: .r
32: .sp 2
33: Computer Systems Research Group
34: Department of Electrical Engineering and Computer Science
35: University of California
36: Berkeley, California 94720
37: .sp 4
38: .i ABSTRACT
39: .ce 0
40: .(b I F
41: .bi Rogue
42: is a visual CRT based fantasy game
43: which runs under the \*U\(dg timesharing system.
44: .(f
45: \fR\(dg\*U is a trademark of Bell Laboratories\fP
46: .)f
47: This paper describes how to play rogue,
48: and gives a few hints
49: for those who might otherwise get lost in the Dungeons of Doom.
50: .)b
51: \".he '''\fBA Guide to the Dungeons of Doom\fP'
52: \" .fo ''- % -''
53: .eh 'USD:33-%''A Guide to the Dungeons of Doom'
54: .oh 'A Guide to the Dungeons of Doom''USD:33-%'
55: .sh 1 Introduction
56: .pp
57: You have just finished your years as a student at the local fighter's guild.
58: After much practice and sweat you have finally completed your training
59: and are ready to embark upon a perilous adventure.
60: As a test of your skills,
61: the local guildmasters have sent you into the Dungeons of Doom.
62: Your task is to return with the Amulet of Yendor.
63: Your reward for the completion of this task
64: will be a full membership in the local guild.
65: In addition,
66: you are allowed to keep all the loot you bring back from the dungeons.
67: .pp
68: In preparation for your journey,
69: you are given an enchanted mace,
70: a bow, and a quiver of arrows
71: taken from a dragon's hoard in the far off Dark Mountains.
72: You are also outfitted with elf-crafted armor
73: and given enough food to reach the dungeons.
74: You say goodbye to family and friends for what may be the last time
75: and head up the road.
76: .pp
77: You set out on your way to the dungeons
78: and after several days of uneventful travel,
79: you see the ancient ruins
80: that mark the entrance to the Dungeons of Doom.
81: It is late at night,
82: so you make camp at the entrance
83: and spend the night sleeping under the open skies.
84: In the morning you gather your weapons,
85: put on your armor,
86: eat what is almost your last food,
87: and enter the dungeons.
88: .sh 1 "What is going on here?"
89: .pp
90: You have just begun a game of rogue.
91: Your goal is to grab as much treasure as you can,
92: find the Amulet of Yendor,
93: and get out of the Dungeons of Doom alive.
94: On the screen,
95: a map of where you have been
96: and what you have seen on the current dungeon level is kept.
97: As you explore more of the level,
98: it appears on the screen in front of you.
99: .pp
100: Rogue differs from most computer fantasy games in that it is screen oriented.
101: Commands are all one or two keystrokes\**
102: .(f
103: \** As opposed to pseudo English sentences.
104: .)f
105: and the results of your commands
106: are displayed graphically on the screen rather
107: than being explained in words.\**
108: .(f
109: \** A minimum screen size of 24 lines by 80 columns is required.
110: If the screen is larger, only the 24x80 section will be used
111: for the map.
112: .)f
113: .pp
114: Another major difference between rogue and other computer fantasy games
115: is that once you have solved all the puzzles in a standard fantasy game,
116: it has lost most of its excitement and it ceases to be fun.
117: Rogue,
118: on the other hand,
119: generates a new dungeon every time you play it
120: and even the author finds it an entertaining and exciting game.
121: .sh 1 "What do all those things on the screen mean?"
122: .pp
123: In order to understand what is going on in rogue
124: you have to first get some grasp of what rogue is doing with the screen.
125: The rogue screen is intended
126: to replace the \*(lqYou can see ...\*(rq descriptions
127: of standard fantasy games.
128: Figure 1 is a sample of what a rogue screen might look like.
129: .(z
130: .hl
131: .nf
132: .TS
133: center;
134: ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
135: - - - - - - - - - - - -
136: | . . . . . . . . . . +
137: | . . @ . . . . ] . . |
138: | . . . . B . . . . . |
139: | . . . . . . . . . . |
140: - - - - - + - - - - - -
141: .TE
142:
143:
144: .ce 1000
145: Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
146:
147: Figure 1
148: .ce
149: .hl
150: .)z
151: .sh 2 "The bottom line"
152: .pp
153: At the bottom line of the screen
154: are a few pieces of cryptic information
155: describing your current status.
156: Here is an explanation of what these things mean:
157: .ip Level \w'Level\ \ 'u
158: This number indicates how deep you have gone in the dungeon.
159: It starts at one and goes up as you go deeper into the dungeon.
160: .ip Gold \w'Level\ \ 'u
161: The number of gold pieces you have managed to find
162: and keep with you so far.
163: .ip Hp \w'Level\ \ 'u
164: Your current and maximum health points.
165: Health points indicate how much damage you can take before you die.
166: The more you get hit in a fight,
167: the lower they get.
168: You can regain health points by resting.
169: The number in parentheses
170: is the maximum number your health points can reach.
171: .ip Str \w'Level\ \ 'u
172: Your current strength and maximum ever strength.
173: This can be any integer less than or equal to 31,
174: or greater than or equal to three.
175: The higher the number,
176: the stronger you are.
177: The number in the parentheses
178: is the maximum strength you have attained so far this game.
179: .ip Arm \w'Level\ \ 'u
180: Your current armor protection.
181: This number indicates how effective your armor is
182: in stopping blows from unfriendly creatures.
183: The higher this number is,
184: the more effective the armor.
185: .ip Exp \w'Level\ \ 'u
186: These two numbers give your current experience level
187: and experience points.
188: As you do things,
189: you gain experience points.
190: At certain experience point totals,
191: you gain an experience level.
192: The more experienced you are,
193: the better you are able to fight and to withstand magical attacks.
194: .sh 2 "The top line"
195: .pp
196: The top line of the screen is reserved
197: for printing messages that describe things
198: that are impossible to represent visually.
199: If you see a \*(lq--More--\*(rq on the top line,
200: this means that rogue wants to print another message on the screen,
201: but it wants to make certain
202: that you have read the one that is there first.
203: To read the next message,
204: just type a space.
205: .sh 2 "The rest of the screen"
206: .pp
207: The rest of the screen is the map of the level
208: as you have explored it so far.
209: Each symbol on the screen represents something.
210: Here is a list of what the various symbols mean:
211: .ip @
212: This symbol represents you, the adventurer.
213: .ip "-\^|"
214: These symbols represent the walls of rooms.
215: .ip +
216: A door to/from a room.
217: .ip .
218: The floor of a room.
219: .ip #
220: The floor of a passage between rooms.
221: .ip *
222: A pile or pot of gold.
223: .ip )
224: A weapon of some sort.
225: .ip ]
226: A piece of armor.
227: .ip !
228: A flask containing a magic potion.
229: .ip ?
230: A piece of paper, usually a magic scroll.
231: .ip =
232: A ring with magic properties
233: .ip /
234: A magical staff or wand
235: .ip ^
236: A trap, watch out for these.
237: .ip %
238: A staircase to other levels
239: .ip :
240: A piece of food.
241: .ip A-Z
242: The uppercase letters
243: represent the various inhabitants of the Dungeons of Doom.
244: Watch out, they can be nasty and vicious.
245: .sh 1 Commands
246: .pp
247: Commands are given to rogue by typing one or two characters.
248: Most commands can be preceded by a count to repeat them
249: (e.g. typing
250: .Cs 10s
251: will do ten searches).
252: Commands for which counts make no sense
253: have the count ignored.
254: To cancel a count or a prefix,
255: type \*E.
256: The list of commands is rather long,
257: but it can be read at any time during the game with the
258: .Cs ?
259: command.
260: Here it is for reference,
261: with a short explanation of each command.
262: .ip ?
263: The help command.
264: Asks for a character to give help on.
265: If you type a
266: .Cs * ,
267: it will list all the commands,
268: otherwise it will explain what the character you typed does.
269: .ip /
270: This is the \*(lqWhat is that on the screen?\*(rq command.
271: A
272: .Cs /
273: followed by any character that you see on the level,
274: will tell you what that character is.
275: For instance,
276: typing
277: .Cs /@
278: will tell you that the
279: .Cs @
280: symbol represents you, the player.
281: .ip "h, H, ^H"
282: Move left.
283: You move one space to the left.
284: If you use upper case
285: .Cs h ,
286: you will continue to move left until you run into something.
287: This works for all movement commands
288: (e.g.
289: .Cs L
290: means run in direction
291: .Cs l )
292: If you use the \*(lqcontrol\*(rq
293: .Cs h ,
294: you will continue moving in the specified direction
295: until you pass something interesting or run into a wall.
296: You should experiment with this,
297: since it is a very useful command,
298: but very difficult to describe.
299: This also works for all movement commands.
300: .ip j
301: Move down.
302: .ip k
303: Move up.
304: .ip l
305: Move right.
306: .ip y
307: Move diagonally up and left.
308: .ip u
309: Move diagonally up and right.
310: .ip b
311: Move diagonally down and left.
312: .ip n
313: Move diagonally down and right.
314: .ip t
315: Throw an object.
316: This is a prefix command.
317: When followed with a direction
318: it throws an object in the specified direction.
319: (e.g. type
320: .Cs th
321: to throw
322: something to the left.)
323: .ip f
324: Fight until someone dies.
325: When followed with a direction
326: this will force you to fight the creature in that direction
327: until either you or it bites the big one.
328: .ip m
329: Move onto something without picking it up.
330: This will move you one space in the direction you specify and,
331: if there is an object there you can pick up,
332: it won't do it.
333: .ip z
334: Zap prefix.
335: Point a staff or wand in a given direction
336: and fire it.
337: Even non-directional staves must be pointed in some direction
338: to be used.
339: .ip ^
340: Identify trap command.
341: If a trap is on your map
342: and you can't remember what type it is,
343: you can get rogue to remind you
344: by getting next to it and typing
345: .Cs ^
346: followed by the direction that would move you on top of it.
347: .ip s
348: Search for traps and secret doors.
349: Examine each space immediately adjacent to you
350: for the existence of a trap or secret door.
351: There is a large chance that even if there is something there,
352: you won't find it,
353: so you might have to search a while before you find something.
354: .ip >
355: Climb down a staircase to the next level.
356: Not surprisingly, this can only be done if you are standing on staircase.
357: .ip <
358: Climb up a staircase to the level above.
359: This can't be done without the Amulet of Yendor in your possession.
360: .ip "."
361: Rest.
362: This is the \*(lqdo nothing\*(rq command.
363: This is good for waiting and healing.
364: .ip ,
365: Pick up something.
366: This picks up whatever you are currently standing on,
367: if you are standing on anything at all.
368: .ip i
369: Inventory.
370: List what you are carrying in your pack.
371: .ip I
372: Selective inventory.
373: Tells you what a single item in your pack is.
374: .ip q
375: Quaff one of the potions you are carrying.
376: .ip r
377: Read one of the scrolls in your pack.
378: .ip e
379: Eat food from your pack.
380: .ip w
381: Wield a weapon.
382: Take a weapon out of your pack and carry it for use in combat,
383: replacing the one you are currently using (if any).
384: .ip W
385: Wear armor.
386: You can only wear one suit of armor at a time.
387: This takes extra time.
388: .ip T
389: Take armor off.
390: You can't remove armor that is cursed.
391: This takes extra time.
392: .ip P
393: Put on a ring.
394: You can wear only two rings at a time
395: (one on each hand).
396: If you aren't wearing any rings,
397: this command will ask you which hand you want to wear it on,
398: otherwise, it will place it on the unused hand.
399: The program assumes that you wield your sword in your right hand.
400: .ip R
401: Remove a ring.
402: If you are only wearing one ring,
403: this command takes it off.
404: If you are wearing two,
405: it will ask you which one you wish to remove,
406: .ip d
407: Drop an object.
408: Take something out of your pack and leave it lying on the floor.
409: Only one object can occupy each space.
410: You cannot drop a cursed object at all
411: if you are wielding or wearing it.
412: .ip c
413: Call an object something.
414: If you have a type of object in your pack
415: which you wish to remember something about,
416: you can use the call command to give a name to that type of object.
417: This is usually used when you figure out what a
418: potion, scroll, ring, or staff is
419: after you pick it up,
420: or when you want to remember
421: which of those swords in your pack you were wielding.
422: .ip D
423: Print out which things you've discovered something about.
424: This command will ask you what type of thing you are interested in.
425: If you type the character for a given type of object
426: (\fIe.g.\fP
427: .Cs !
428: for potion)
429: it will tell you which kinds of that type of object you've discovered
430: (\fIi.e.\fP, figured out what they are).
431: This command works for potions, scrolls, rings, and staves and wands.
432: .ip o
433: Examine and set options.
434: This command is further explained in the section on options.
435: .ip ^R
436: Redraws the screen.
437: Useful if spurious messages or transmission errors
438: have messed up the display.
439: .ip ^P
440: Print last message.
441: Useful when a message disappears before you can read it.
442: This only repeats the last message
443: that was not a mistyped command
444: so that you don't loose anything by accidentally typing
445: the wrong character instead of ^P.
446: .ip \*E
447: Cancel a command, prefix, or count.
448: .ip !
449: Escape to a shell for some commands.
450: .ip Q
451: Quit.
452: Leave the game.
453: .ip S
454: Save the current game in a file.
455: It will ask you whether you wish to use the default save file.
456: .i Caveat :
457: Rogue won't let you start up a copy of a saved game,
458: and it removes the save file as soon as you start up a restored game.
459: This is to prevent people from saving a game just before a dangerous position
460: and then restarting it if they die.
461: To restore a saved game,
462: give the file name as an argument to rogue.
463: As in
464: .ti +1i
465: .nf
466: % rogue \fIsave\*_file\fP
467: .ip
468: To restart from the default save file (see below),
469: run
470: .ti +1i
471: .nf
472: % rogue \-r
473: .ip v
474: Prints the program version number.
475: .ip )
476: Print the weapon you are currently wielding
477: .ip ]
478: Print the armor you are currently wearing
479: .ip =
480: Print the rings you are currently wearing
481: .ip @
482: Reprint the status line on the message line
483: .sh 1 Rooms
484: .pp
485: Rooms in the dungeons are either lit or dark.
486: If you walk into a lit room,
487: the entire room will be drawn on the screen as soon as you enter.
488: If you walk into a dark room,
489: it will only be displayed as you explore it.
490: Upon leaving a room,
491: all monsters inside the room
492: are erased from the screen.
493: In the darkness you can only see one space
494: in all directions around you.
495: A corridor is always dark.
496: .sh 1 Fighting
497: .pp
498: If you see a monster and you wish to fight it,
499: just attempt to run into it.
500: Many times a monster you find will mind its own business
501: unless you attack it.
502: It is often the case that discretion is the better part of valor.
503: .sh 1 "Objects you can find"
504: .pp
505: When you find something in the dungeon,
506: it is common to want to pick the object up.
507: This is accomplished in rogue by walking over the object
508: (unless you use the
509: .Cs m
510: prefix, see above).
511: If you are carrying too many things,
512: the program will tell you and it won't pick up the object,
513: otherwise it will add it to your pack
514: and tell you what you just picked up.
515: .pp
516: Many of the commands that operate on objects must prompt you
517: to find out which object you want to use.
518: If you change your mind and don't want to do that command after all,
519: just type an \*E and the command will be aborted.
520: .pp
521: Some objects, like armor and weapons,
522: are easily differentiated.
523: Others, like scrolls and potions,
524: are given labels which vary according to type.
525: During a game,
526: any two of the same kind of object
527: with the same label
528: are the same type.
529: However,
530: the labels will vary from game to game.
531: .pp
532: When you use one of these labeled objects,
533: if its effect is obvious,
534: rogue will remember what it is for you.
535: If it's effect isn't extremely obvious
536: you will be asked what you want to scribble on it
537: so you will recognize it later,
538: or you can use the
539: .Cs call
540: command
541: (see above).
542: .sh 2 Weapons
543: .pp
544: Some weapons,
545: like arrows,
546: come in bunches,
547: but most come one at a time.
548: In order to use a weapon,
549: you must wield it.
550: To fire an arrow out of a bow,
551: you must first wield the bow,
552: then throw the arrow.
553: You can only wield one weapon at a time,
554: but you can't change weapons if the one
555: you are currently wielding is cursed.
556: The commands to use weapons are
557: .Cs w
558: (wield)
559: and
560: .Cs t
561: (throw).
562: .sh 2 Armor
563: .pp
564: There are various sorts of armor lying around in the dungeon.
565: Some of it is enchanted,
566: some is cursed,
567: and some is just normal.
568: Different armor types have different armor protection.
569: The higher the armor protection,
570: the more protection the armor affords against the blows of monsters.
571: Here is a list of the various armor types and their normal armor protection:
572: .(b
573: .TS
574: box center;
575: l r.
576: \ \ \fIType Protection\fP
577: None 0
578: Leather armor 2
579: Studded leather / Ring mail 3
580: Scale mail 4
581: Chain mail 5
582: Banded mail / Splint mail 6
583: Plate mail 7
584: .TE
585: .)b
586: .lp
587: If a piece of armor is enchanted,
588: its armor protection will be higher than normal.
589: If a suit of armor is cursed,
590: its armor protection will be lower,
591: and you will not be able to remove it.
592: However, not all armor with a protection that is lower than normal is cursed.
593: .pp
594: The commands to use weapons are
595: .Cs W
596: (wear)
597: and
598: .Cs T
599: (take off).
600: .sh 2 Scrolls
601: .pp
602: Scrolls come with titles in an unknown tongue\**.
603: .(f
604: \** Actually, it's a dialect spoken only by the twenty-seven members
605: of a tribe in Outer Mongolia,
606: but you're not supposed to
607: .i know
608: that.
609: .)f
610: After you read a scroll,
611: it disappears from your pack.
612: The command to use a scroll is
613: .Cs r
614: (read).
615: .sh 2 Potions
616: .pp
617: Potions are labeled by the color of the liquid inside the flask.
618: They disappear after being quaffed.
619: The command to use a scroll is
620: .Cs q
621: (quaff).
622: .sh 2 "Staves and Wands"
623: .pp
624: Staves and wands do the same kinds of things.
625: Staves are identified by a type of wood;
626: wands by a type of metal or bone.
627: They are generally things you want to do to something
628: over a long distance,
629: so you must point them at what you wish to affect
630: to use them.
631: Some staves are not affected by the direction they are pointed, though.
632: Staves come with multiple magic charges,
633: the number being random,
634: and when they are used up,
635: the staff is just a piece of wood or metal.
636: .pp
637: The command to use a wand or staff is
638: .Cs z
639: (zap)
640: .sh 2 Rings
641: .pp
642: Rings are very useful items,
643: since they are relatively permanent magic,
644: unlike the usually fleeting effects of potions, scrolls, and staves.
645: Of course,
646: the bad rings are also more powerful.
647: Most rings also cause you to use up food more rapidly,
648: the rate varying with the type of ring.
649: Rings are differentiated by their stone settings.
650: The commands to use rings are
651: .Cs P
652: (put on)
653: and
654: .Cs R
655: (remove).
656: .sh 2 Food
657: .pp
658: Food is necessary to keep you going.
659: If you go too long without eating you will faint,
660: and eventually die of starvation.
661: The command to use food is
662: .Cs e
663: (eat).
664: .sh 1 Options
665: .pp
666: Due to variations in personal tastes
667: and conceptions of the way rogue should do things,
668: there are a set of options you can set
669: that cause rogue to behave in various different ways.
670: .sh 2 "Setting the options"
671: .pp
672: There are two ways to set the options.
673: The first is with the
674: .Cs o
675: command of rogue;
676: the second is with the
677: .Cs ROGUEOPTS
678: environment variable\**.
679: .(f
680: \** On Version 6 systems,
681: there is no equivalent of the ROGUEOPTS feature.
682: .br
683: .)f
684: .br
685: .sh 3 "Using the `o' command"
686: .pp
687: When you type
688: .Cs o
689: in rogue,
690: it clears the screen
691: and displays the current settings for all the options.
692: It then places the cursor by the value of the first option
693: and waits for you to type.
694: You can type a \*R
695: which means to go to the next option,
696: a
697: .Cs \-
698: which means to go to the previous option,
699: an \*E
700: which means to return to the game,
701: or you can give the option a value.
702: For boolean options this merely involves typing
703: .Cs t
704: for true or
705: .Cs f
706: for false.
707: For string options,
708: type the new value followed by a \*R.
709: .sh 3 "Using the ROGUEOPTS variable"
710: .pp
711: The ROGUEOPTS variable is a string
712: containing a comma separated list of initial values
713: for the various options.
714: Boolean variables can be turned on by listing their name
715: or turned off by putting a
716: .Cs no
717: in front of the name.
718: Thus to set up an environment variable so that
719: .b jump
720: is on,
721: .b terse
722: is off,
723: and the
724: .b name
725: is set to \*(lqBlue Meanie\*(rq,
726: use the command
727: .nf
728: .ti +3n
729: % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
730: .fi
731: .(f
732: \**
733: For those of you who use the Bourne shell sh (1), the commands would be
734: .in +3
735: .nf
736: $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
737: $ export ROGUEOPTS
738: .fi
739: .in +0
740: .)f
741: .sh 2 "Option list"
742: .pp
743: Here is a list of the options
744: and an explanation of what each one is for.
745: The default value for each is enclosed in square brackets.
746: For character string options,
747: input over fifty characters will be ignored.
748: .ip "\fBterse\fP [\fI\^noterse\^\fP]"
749: Useful for those who are tired of the sometimes lengthy messages of rogue.
750: This is a useful option for playing on slow terminals,
751: so this option defaults to
752: .i terse
753: if you
754: are on a slow (1200 baud or under) terminal.
755: .ip "\fBjump\fP [\fI\^nojump\^\fP]"
756: If this option is set,
757: running moves will not be displayed
758: until you reach the end of the move.
759: This saves considerable cpu and display time.
760: This option defaults to
761: .i jump
762: if you are using a slow terminal.
763: .ip "\fBflush\fP [\fI\^noflush\^\fP]"
764: All typeahead is thrown away after each round of battle.
765: This is useful for those who type far ahead
766: and then watch in dismay as a Bat kills them.
767: .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]"
768: Display the floor around you on the screen
769: as you move through dark rooms.
770: Due to the amount of characters generated,
771: this option defaults to
772: .i noseefloor
773: if you are using a slow terminal.
774: .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
775: Follow turnings in passageways.
776: If you run in a passage
777: and you run into stone or a wall,
778: rogue will see if it can turn to the right or left.
779: If it can only turn one way,
780: it will turn that way.
781: If it can turn either or neither,
782: it will stop.
783: This algorithm can sometimes lead to slightly confusing occurrences
784: which is why it defaults to \fInopassgo\fP.
785: .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]"
786: Print out the tombstone at the end if you get killed.
787: This is nice but slow, so you can turn it off if you like.
788: .ip "\fBinven\fP [\fI\^overwrite\^\fP]"
789: Inventory type.
790: This can have one of three values:
791: .i overwrite ,
792: .i slow ,
793: or
794: .i clear .
795: With
796: .i overwrite
797: the top lines of the map are overwritten
798: with the list
799: when inventory is requested
800: or when
801: \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions
802: are answered with a
803: .Cs * .
804: However, if the list is longer than a screenful,
805: the screen is cleared.
806: With
807: .i slow ,
808: lists are displayed one item at a time on the top of the screen,
809: and with
810: .i clear ,
811: the screen is cleared,
812: the list is displayed,
813: and then the dungeon level is re-displayed.
814: Due to speed considerations,
815: .i clear
816: is the default for terminals without
817: clear-to-end-of-line capabilities.
818: .ip "\fBname\fP [account name]"
819: This is the name of your character.
820: It is used if you get on the top ten scorer's list.
821: .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
822: This should hold the name of a fruit that you enjoy eating.
823: It is basically a whimsey that rogue uses in a couple of places.
824: .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
825: The default file name for saving the game.
826: If your phone is hung up by accident,
827: rogue will automatically save the game in this file.
828: The file name may start with the special character
829: .Cs ~
830: which expands to be your home directory.
831: .sh 1 Scoring
832: .pp
833: Rogue usually maintains a list
834: of the top scoring people or scores on your machine.
835: Depending on how it is set up,
836: it can post either the top scores
837: or the top players.
838: In the latter case,
839: each account on the machine
840: can post only one non-winning score on this list.
841: If you score higher than someone else on this list,
842: or better your previous score on the list,
843: you will be inserted in the proper place
844: under your current name.
845: How many scores are kept
846: can also be set up by whoever installs it on your machine.
847: .pp
848: If you quit the game, you get out with all of your gold intact.
849: If, however, you get killed in the Dungeons of Doom,
850: your body is forwarded to your next-of-kin,
851: along with 90% of your gold;
852: ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
853: .(f
854: \** The Dungeon's wizard is named Wally the Wonder Badger.
855: Invocations should be accompanied by a sizable donation.
856: .)f
857: This should make you consider whether you want to take one last hit
858: at that monster and possibly live,
859: or quit and thus stop with whatever you have.
860: If you quit, you do get all your gold,
861: but if you swing and live, you might find more.
862: .pp
863: If you just want to see what the current top players/games list is,
864: you can type
865: .ti +1i
866: .nf
867: % @PROGRAM@ \-s
868: .br
869: .sh 1 Acknowledgements
870: .pp
871: Rogue was originally conceived of by Glenn Wichman and Michael Toy.
872: Ken Arnold and Michael Toy then smoothed out the user interface,
873: and added jillions of new features.
874: We would like to thank
875: Bob Arnold,
876: Michelle Busch,
877: Andy Hatcher,
878: Kipp Hickman,
879: Mark Horton,
880: Daniel Jensen,
881: Bill Joy,
882: Joe Kalash,
883: Steve Maurer,
884: Marty McNary,
885: Jan Miller,
886: and
887: Scott Nelson
888: for their ideas and assistance;
889: and also the teeming multitudes
890: who graciously ignored work, school, and social life to play rogue
891: and send us bugs, complaints, suggestions, and just plain flames.
892: And also Mom.
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