Annotation of early-roguelike/srogue/rogue.nr, Revision 1.1.1.1
1.1 rubenllo 1: .PH
2: .fp 9 CR
3: .nr Hu 1
4: .nr Pt 0
5: .SA 1
6: .S +4 C
7: .ad c
8: .B "Super-Rogue Version 9.0"
9: .br
10: .ad b
11: .SP 0.45
12: .S -4 C
13: .ad c
14: .I "Robert D. Kindelberger"
15: .br
16: .ad b
17: .SP 2.6
18: .ad c
19: .I "A Tutorial on the Visual Game of Rogue - Version 9.0"
20: .br
21: .ad b
22: .SP 2
23: .P
24: Rogue is a visual CRT based fantasy game which runs
25: under the UNIX\*F
26: .FS
27: UNIX is a trademark of AT&T Bell Laboratories.
28: .FE
29: timesharing system. This paper describes
30: how to play rogue and gives a few hints for those who might
31: otherwise get lost (or killed) in the Dungeons of Doom.
32: .SP 5
33: .PH "''- % -''"
34: .H 1 INTRODUCTION
35: .P
36: You have just finished your years as a student
37: at the local fighter's guild.
38: After much practice and sweat you have finally completed your training and
39: are ready to embark upon a perilous adventure. As a test of your skills,
40: the local guildmasters have sent you into the Dungeons of Doom. Your
41: task is to return with the Amulet of Yendor.
42: Your reward for the completion
43: of this task will be a full membership in the local guild.
44: In addition, you are
45: allowed to keep all the loot you bring back from the dungeons.
46: .P
47: In preparation for your journey, you are given an enchanted weapon, taken
48: from a dragon's hoard in the far off Dark Mountains.
49: You are also outfitted
50: with elf-crafted armor and given enough food to reach the dungeons. You
51: say good-bye to family and friends for what may be the last time and head
52: up the road.
53: .P
54: You set out on your way to the dungeons and after
55: several days of uneventful
56: travel, you see the ancient ruins that mark the entrance to the Dungeons
57: of Doom. It is late at night so you make camp at the entrance and spend
58: the night sleeping under the open skies. In the morning you gather
59: your weapon, put on your armor, eat what is almost your last food and enter
60: the dungeons.
61: .H 1 "WHAT IS GOING ON HERE?"
62: .P
63: You have just begun a game of rogue.
64: Your goal is to grab as much treasure
65: as you can, find the \f3Amulet of Yendor\f1, and get out of the Dungeons
66: of Doom alive.
67: On the screen, a map of where you have been and what you have seen on
68: the current dungeon level is kept. As you explore more of the level,
69: it appears on the screen in front of you.
70: .P
71: Rogue differs from most computer fantasy games in that it is screen
72: oriented. Commands are all one or two keystrokes\*F
73: .FS
74: As opposed to pseudo English sentences.
75: .FE
76: and the results of your commands are displayed
77: graphically on the screen rather than being explained in words.
78: .P
79: Another major difference between rogue and other computer fantasy games
80: is that once you have solved all the puzzles in a standard fantasy game,
81: it has lost most of its excitement and it ceases to be fun. Rogue on the
82: other hand generates a new dungeon every time you play it and
83: even the author finds it an entertaining and exciting game.
84: .H 1 "WHAT DO ALL THOSE THINGS ON THE SCREEN MEAN?"
85: .P
86: In order to understand what is going on in rogue you have to first get
87: some grasp of what rogue is doing with the screen.
88: The rogue screen is intended to replace the \f3You can see ...\f1 descriptions
89: of standard fantasy games. Here is a sample of what a rogue screen might
90: look like:
91: .SP
92: .DS
93: \f9
94: ---------------------
95: |...................+###########+
96: |...@...........[...|
97: |........H..........|
98: |...................|
99: --------+------------
100: ####
101: +
102:
103: Level: 1 Gold: 0 Hp:12(12) Ac: 6 Exp:1/0 Vol:36%
104: Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170
105: \f1
106: .DE
107: .H 1 "THE BOTTOM LINES"
108: At the bottom line of the screen is a few pieces of cryptic information,
109: describing your current status. Here is an explanation of what these
110: things mean:
111: .SP
112: .H 2 "LEVEL"
113: .SP
114: This number indicates how deep you have gone in the dungeon. It starts
115: at one and goes up forever.\*F
116: .FS
117: Or until you get killed or decide to quit. Level 500 is really the
118: maximum, but almost impossible.
119: .FE
120: .SP
121: .H 2 "GOLD"
122: .SP
123: The number of gold pieces you have managed to attain.
124: .SP
125: .H 2 "HP"
126: .SP
127: Your current and maximum hit points. Hit points indicate how much
128: damage you can take before you die. The more you get hit in a
129: fight, the lower they
130: get. You can regain hit points by moving around. The number in
131: parentheses is the maximum number of hit points you can regain.
132: .SP
133: .H 2 "AC"
134: .SP
135: Your current armor class. This number indicates how effective
136: your armor is in stopping blows from unfriendly creatures. The lower
137: this number is, the more effective the armor. Armor class can get
138: lower than zero.
139: .SP
140: .H 2 "EXP"
141: .SP
142: These two numbers give your current experience level and experience points.
143: As you kill monsters, you gain experience points. At certain experience
144: point totals, you gain an experience level. The more experienced you are,
145: the better you are able to fight and to withstand magical attacks. You
146: must gain 10 experience points to advance to the 2nd experience level.
147: Now you must double the previous experience point total to advance
148: to the next experience level. (i.e. 20 to get to level 3, 40 to 4...)
149: Every time you advance to a new experience level, your hit points
150: will increase. This is random, so don't expect a lot every time.
151: .SP
152: .H 2 "VOL"
153: .SP
154: This is the percentage of what your pack contains. \f3100%\f1
155: means that your pack is full.
156: .SP
157: .H 2 "STR"
158: .SP
159: Your current strength. This can be any integer from 0 to 24.
160: The larger the number, the stronger you are.
161: .SP
162: .H 2 "DEX"
163: .SP
164: This is your dexterity. Dexterity gives you the ability to dodge arrow
165: and dart traps more effectively. It also gives you the ability to dodge
166: attacks from monters (maximum of 18).
167: .SP
168: .H 2 "WIS"
169: .SP
170: This is your wisdom. If you are smarter than the monsters,
171: then you have a better chance of defeating them (maximum of 18).
172: .SP
173: .H 2 "CON"
174: .SP
175: This is your constitution. Constitution makes up your ability to
176: regain your hit points, once you have been battered. The higher
177: your constitution (maximum of 18), the faster you will gain back
178: the hit points you have lost.
179: .SP
180: .H 2 "CARRY"
181: .SP
182: This is similar to your volume, but tells you the maximum of what
183: you can carry and what you are currently carrying in weight.
184: .H 1 "THE TOP LINE"
185: .P
186: The top line of the screen is reserved for printing messages that describe
187: things that are impossible to represent visually. If you see a
188: \f3-- More --\f1 on the top line, this means that rogue wants to print another
189: message on the screen, but it wants to make certain that you have read
190: the one that is there first. To read the next message, just press a
191: space.
192: .H 1 "THE REST OF THE SCREEN"
193: .P
194: The rest of the screen is the map of the level
195: as you have explored it so far.
196: Each symbol on the screen represents something. Here is a list of what
197: the various symbols mean:
198: .bp
199: .DS
200: .B "@ " "This symbol represents you, the adventurer."
201:
202: .B "| " "A wall running north/south."
203:
204: .B "- " "A wall running east/west."
205:
206: .B "+ " "A door to/from a room."
207:
208: .B "\. " "The floor of a room."
209:
210: .B "# " "The floor of a passage between rooms."
211:
212: .B "* " "A pile or pot of gold."
213:
214: .B ") " "A weapon of some sort."
215:
216: .B "] " "A suit of armor."
217:
218: .B "! " "A flask containing a magic potion."
219:
220: .B "? " "A piece of paper, usually a magic scroll."
221:
222: .B "/ " "A wand or staff of magic."
223:
224: .B "= " "A magical ring. Can be good or bad."
225:
226: .B "{ " "An arrow trap. Loss of hit points."
227:
228: .B "} " "A bear trap. Holds you for awhile."
229:
230: .B "~ " "A teleportation trap. Teleports you to a random room."
231:
232: .B "` " "A dart trap. Loss of strength."
233:
234: .B "$ " "A sleeping gas trap, watch out for these."
235:
236: .B "> " "A trap door leading down to the next level."
237:
238: .B "^ " "A flee market to exchange gold for objects, or vice-versa."
239:
240: .B "\e " "A trap door that leads down to an invisible maze."
241:
242: \f3"\f1 A magical pool that does strange things to wielded objects.
243:
244: .B "% " "The staircase leading down to the next level."
245:
246: .B ": " "A piece of food or zany fruit."
247:
248: .B ", AMULET OF YENDOR."
249:
250: .B "a-Z " "There are 52 inhabitants of the Dungeons of Doom."
251: .DE
252: .bp
253: .H 1 COMMANDS
254: .P
255: Commands are given to rogue by pressing single letters. Some commands can
256: be preceded by a count to repeat them
257: (i.e. typing \f310s\f1 will do ten searches)
258: The list of commands is rather long, but it can be read at any time during
259: the game with the \f3?\f1 command. Here it is for reference, with a short
260: explanation of each command:
261: .SP
262: .DS
263: \f3?\f1 The help command. Asks for a character to give help on.
264: If you type a \f3*\f1, it will list all the commands, otherwise
265: it will explain what the character you type does.
266:
267: \f3/\f1 This is the \f3What is that on the screen\f1? command.
268: A \f3/\f1 followed by any character that you see on the level,
269: will tell you what that character is. For instance, typing
270: \f3/@\f1 will tell you that the \f3@\f1 symbol represents you,
271: the player.
272:
273: \f3h, H\f1 Move left. You move one space to the left. If you use
274: upper case, \f3H,\f1 you will continue to move left until you
275: run into something. This works for all movement commands.
276: (i.e. \f3L\f1 means run in direction \f3l\f1)
277:
278: .B "j, J " "Move down."
279:
280: .B "k, K " "Move up."
281:
282: .B "l, L " "Move right."
283:
284: .B "y, Y " "Move diagonally up and left."
285:
286: .B "u, U " "Move diagonally up and right."
287:
288: .B "b, B " "Move diagonally down and left."
289:
290: .B "n, N " "Move diagonally down and right."
291:
292: \f3f\f1 Find prefix. When followed by a direction it means to
293: continue moving in the specified direction until you pass
294: something interesting or run into a wall.
295:
296: \f3t\f1 Throw an object. This is a prefix command. Follow it
297: with a direction and you throw an object in the specified
298: direction. (i.e. type \f3th\f1 to throw something left.)
299:
300: \f3p\f1 Zap an object with a staff or wand. This is a prefix
301: command. Follow it with a direction and you will zap in the
302: specified direction. (i.e. type \f3ph\f1 to zap something left.)
303: .DE
304: .bp
305: .DS
306: \f3z\f1 Zap an object with no direction. This means that you
307: could be zapped with it as well.
308:
309: .B "D " "Dip an object in the magic pool."
310:
311: \f3>\f1 If you are standing over the passage down to the next
312: level, this command means to climb down.
313:
314: \f3<\f1 If you have found the \f3Amulet of Yendor\f1, then
315: you have the ability to climb back up a level, hopefully on
316: your way out.
317:
318: \f3s\f1 Search for traps and secret doors. Examine each space
319: immediately adjacent to you for the existence of a trap or
320: secret door. There is a large chance that even if there is
321: something there, you won't find it so you might have to
322: search a while before you find something.
323:
324: .B "\. " "Rest. This is the \f3do nothing\f1 command. This is
325: good for waiting and healing."
326:
327: .B "i " "Inventory. List what you are carrying in your pack."
328:
329: \f3I\f1 Selective inventory. Tells you what a single item in
330: your pack is.
331:
332: .B "q " "Quaff. Drink one of the potions you are carrying."
333:
334: .B "r " "Read. Read one of the scrolls in your pack."
335:
336: .B "e " "Eat food. Take some food out of your pack and eat it."
337:
338: \f3w\f1 Wield a weapon. Take a weapon out of your pack and carry
339: it. You must be wielding a weapon to use it (except to
340: throw things). To fire an arrow, you must wield the bow.
341: You can only wield one weapon at a time.
342:
343: \f3W\f1 Wear armor. Take a piece of armor out of your pack and
344: put it on. You can only wear one suit of armor at a time.
345:
346: .B "T " "Take armor off. You can't remove armor that is cursed."
347:
348: \f3P\f1 Put a ring on your finger. You can only wear two rings
349: at a time.
350:
351: \f3R\f1 Remove a ring from your finger. Cursed rings are hard
352: to remove.
353:
354: \f3d\f1 Drop an object. Take something out of your pack and
355: leave it lying on the floor. Only one object can occupy
356: each space.
357: .DE
358: .bp
359: .DS
360: \f3O\f1 Examine and set options. This command is further
361: explained in the section on options.
362:
363: \f3^l\f1 Redraws the screen. Useful if spurious messages or
364: transmission errors have messed up the display.
365:
366: \f3^r\f1 Repeat last message. Useful when a message disappears
367: before you can read it.
368:
369: .B "^[ " "This is the escape key. This will cancel the last command."
370:
371: \f3a\f1 Reports your encumbrance. This is the weight factor of
372: your pack. The heavier your pack is weighted down with
373: objects, the less effective you are in an attack and the
374: more food you'll eat.
375:
376: .B "c " "Call an object. You can call an object anything you like."
377:
378: .B "v " "Prints the program version number."
379:
380: .B "Q " "Quit. Leave the game. This is the chicken-way out."
381:
382: \f3!\f1 This is the shell escape key. Use this to get back to
383: shell level. To get back to the game, just hit \f3^d\f1.
384:
385: \f3S\f1 Save the current game in a file. Rogue won't let
386: you start up a copy of a saved game, and it removes the
387: save file as soon as you start up a restored game. This
388: is to prevent people from saving a game just before a
389: dangerous position and then restarting it, if they die.
390: Sorry no linking, copying, moving, or anything.
391: .DE
392: .bp
393: .H 1 "DEALING WITH OBJECTS"
394: .P
395: When you find something in the dungeon, it is common to want to pick the
396: object up. This is accomplished in rogue by walking over the object.
397: If you are carrying too many things, you won't be able to pick the
398: object up. Otherwise, the object will be added to your pack and you
399: will be notified of what you just picked up.
400: .P
401: Many of the commands that operate on objects must prompt you to find
402: out which object you want to use.
403: If you change your mind and don't want to
404: do that command after all, just press an \f3escape\f1 key and the command
405: will be aborted.
406: .H 1 ROOMS
407: .P
408: Rooms in the dungeons are either lit or dark.
409: If you walk into a lit room,
410: the entire room will be drawn on the screen as soon as you enter. If you
411: walk into a dark room, you will only be able to see the spaces immediately
412: next to you.
413: Upon leaving a dark room, all objects inside the room are
414: removed from the screen.
415: .H 1 FIGHTING
416: .P
417: If you see a monster and you wish to fight it, just attempt to run into it.
418: You also may throw things at it or zap it with a wand or staff.
419: Many times a monster you find will mind its own business unless you attack
420: it. It is often the case that discretion is the better part of valor.
421: .P
422: Smart monsters have the ability to run when they realize that their
423: lives are endangered. This will be denoted that you have wounded
424: the monster.
425: .P
426: Monsters will avoid lit traps. You can use this to your
427: advantage, if you figure out how. If the traps are not lit, they can
428: fall through them as you would. The hard part is trying to get them to
429: fall through a trap that you don't know is there.
430: .bp
431: .H 1 ARMOR
432: .P
433: There are various sorts of armor lying around in the dungeon. Some of it
434: is enchanted, some is cursed and some is just normal. Different armor
435: types have different armor classes. The lower the armor class, the
436: more protection the armor affords against the blows of monsters.
437: If a piece of armor is enchanted or
438: cursed, its armor class will be higher or lower than normal. Here is
439: a list of the various armor types and their normal armor class:
440: .DS 3
441: .TS
442: box;
443: c|c
444: l|l.
445: TYPE CLASS
446: =
447: LEATHER ARMOR 8
448: RING MAIL 7
449: STUDDED LEATHER ARMOR 7
450: SCALE MAIL 6
451: PADDED ARMOR 6
452: CHAIN MAIL 5
453: SPLINT MAIL 4
454: BANDED MAIL 4
455: PLATE MAIL 3
456: PLATE ARMOR 2
457: .TE
458: .DE
459: .H 1 WEAPONS
460: .P
461: There may be many different types of weapons lying around in the dungeon,
462: probably left there when their previous owners ran into a monster they
463: couldn't handle. In order to fire arrows and crossbow bolts you must be
464: wielding the bow or the crossbow. Rocks are effective when thrown but
465: can be even more dangerous when hurled with a sling. Daggers can be used
466: as stabbing weapons or they can be thrown. Beware of cursed weapons,
467: they will not work as well as normal or enchanted weapons and once you
468: wield them, you will be stuck with them until you can get the curse
469: removed. Staffs and wands are special weapons. They need not be
470: wielded for you to use them.
471: .bp
472: .H 1 "POTIONS AND SCROLLS"
473: .P
474: Left by the wizard Yendor, the potions and scrolls found in the dungeon
475: constitute a mixed blessing. By drinking or reading these magical items,
476: the intelligent adventurer can greatly increase his chances of survival.
477: A few of them can backfire on the unwary rogue, causing everything from
478: a weakening sickness to the creation of an angry monster.
479: .H 1 OPTIONS
480: .P
481: Due to variations in personal tastes and conceptions of the way rogue
482: should do things, there are a set of options you can set that cause
483: rogue to behave in various different ways.
484: .H 2 "SETTING THE OPTIONS"
485: .P
486: There are basically two ways to set the options. The first is with the
487: \f3O\f1 command of rogue, the second is with the \f3ROGUEOPTS\f1 environment
488: variable.
489: .H 2 "USING THE O COMMAND"
490: .P
491: When you press \f3O\f1 in rogue, it clears the screen and displays the
492: current settings for all the options.
493: It then places the cursor by the value of the
494: first option and waits for you to type.
495: You can type a \f3RETURN\f1 which means to
496: go to the next option, a \f3-\f1 which means to go to the previous option,
497: an escape which means to return to the game, or you can give the option a
498: value. For string options, type the new value followed by a return.
499: .H 2 "USING THE ROGUEOPTS VARIABLE"
500: .P
501: The \f3ROGUEOPTS\f1 variable is a string containing a comma
502: separated list of initial values for the various options.
503: Thus to set up an environment variable so that the name is
504: set to \f3Rapid Robert\f1, the fruit is \f3cherry\f1,
505: and your save file is \f3fun\f1, use the command:
506: .SP 2
507: .DS
508: ROGUEOPTS="name=Rapid Robert,fruit=cherry,file=fun"
509: export ROGUEOPTS
510: .DE
511: .bp
512: .H 2 "OPTION LIST"
513: .P
514: Here is a list of the options and an explanation for each one.
515: The default value for each is enclosed in square brackets:
516: .BL
517: .LI
518: .B "NAME [LOGIN NAME]"
519: This is the name of your character. It is used if you get on the top ten
520: scorer's list. It should be less than eighty characters long.
521: .LI
522: .B "FRUIT [JUICY-FRUIT]"
523: This should hold the name of a
524: fruit that you enjoy eating. It is basically
525: a whimsy that the program uses in a couple of places.
526: .LI
527: .B "FILE [.ROGUE.SAVE]"
528: The default file name for saving the game. If your phone is hung up by
529: accident, rogue will automatically save the game in this file. The
530: file name may contain the special character \f3~\f1 which expands to be
531: your home directory.
532: .LE
533: .H 1 "SAVED GAMES"
534: .P
535: This is how one would restore a saved game:
536: .SP
537: .DS 1
538: .B "rogue .rogue.save"
539: .DE
540: .SP
541: This is how one would read the top ten score list of rogue:
542: .SP
543: .DS 1
544: .B "rogue -s"
545: .DE
546: .SP
547: .bp
548: .H 1 SYNOPSIS
549: .B Rogue
550: is a video oriented game with the object being to survive the attacks
551: of various monsters and gather a lot of gold.
552: To get started, you really only need to know two commands. The command
553: .B ?
554: will give you a list of the available commands and the command
555: .B /
556: will identify the things you see on the screen.
557: .P
558: To win the game (as opposed to merely playing to beat other people high
559: scores) you must locate the
560: .B "Amulet of Yendor"
561: which is somewhere below
562: the \f335th\f1 level of the dungeon and get it out.
563: .P
564: When the game ends, either by your death, when you chicken-out by
565: quitting, or if you (by some miracle) manage to win,
566: .B rogue
567: will give you a list of what was in your pack and
568: will give you a list of the top ten scorers. The scoring is based
569: upon how much gold you get.
570: If for some reason you manage to win, then the stuff in your
571: pack is also worth points. The better the stuff, the more points you'll
572: get. There is a \f310%\f1 penalty for getting yourself killed.
573: .H 1 ACKNOWLEDGEMENTS
574: Rogue was originally conceived of by Glenn Wichman and Michael Toy. The
575: version of Super-Rogue 9.0 has been established
576: through the persistence of a co-worker, who would like to remain nameless.
577: He conceived the idea of 52 monsters, magic pools, the Flea Market,
578: and mazes. Many bug fixes and joys of Super-Rogue 9.0 wouldn't
579: be here without the savage attack that he has put on this game.
580: .H 1 FILES
581: .BL
582: .LI
583: \f3srogue:\f1 Rogue game (object)
584: .LI
585: \f3Rogue score file search for as follows:\f1
586: \f3$ROGUEHOME/srogue.scr \f1
587: .br
588: \f3/var/games/roguelike/srogue.scr \f1
589: .br
590: \f3/var/lib/roguelike/srogue.scr \f1
591: .br
592: \f3/var/roguelike/srogue.scr \f1
593: .br .br
594: \f3/usr/games/lib/srogue.scr \f1
595: .br
596: \f3/games/roguelik/srogue.scr \f1
597: .br
598: \f3srogue.scr:\f1
599: .LI
600: \f3srogue.sav (user defineable):\f1 Rogue save file
601: .LE
602: .H 1 BUGS
603: As of the release of this memo, there are no known bugs.
604: Going past level 500 would be suicidal.
605: .bp
606: .H 1 "SHORT REFERENCE OF COMMANDS"
607: .DS
608: \f9
609: ? prints help / identify object
610: h left H run left
611: j down J run down
612: k up K run up
613: l right L run right
614: y up & left Y run up & left
615: u up & right U run up & right
616: b down & left B run down & left
617: n down & right N run down & right
618: i inventory pack I one item inventory
619: w wield a weapon W wear armor
620: a encumbrance O examine/set options
621: c call object R remove ring
622: d drop object P put on ring
623: e eat food T take armor off
624: q quaff potion Q quit game
625: r read a scroll S save game
626: v program version number D dip object in magic pool
627: z zap a wand or staff s search for traps
628: t <dir> throw something f <dir> forward until find
629: p <dir> directional zap \. rest for a while
630: > go down a staircase < go up a staircase
631: ^r repeat last message ^l redraw screen
632: ^[ cancel last command ^d return from shell
633: ! escape to shell
634: \f1
635: .DE
636:
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