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- A Guide to the Dungeons of Doom
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- Michael C. Toy
- Kenneth C. R. C. Arnold
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- Computer Systems Research Group
- Department of Electrical Engineering and Computer Science
- University of California
- Berkeley, California 94720
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- ABSTRACT
-
- Rogue is a visual CRT based fantasy game which runs
- under the UNIX+ timesharing system. This paper
- describes how to play rogue, and gives a few hints
- for those who might otherwise get lost in the
- Dungeons of Doom.
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- ____________________
- +UNIX is a trademark of Bell Laboratories
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- A Guide to the Dungeons of Doom
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- 1. Introduction
-
- You have just finished your years as a student at the
- local fighter's guild. After much practice and sweat you
- have finally completed your training and are ready to embark
- upon a perilous adventure. As a test of your skills, the
- local guildmasters have sent you into the Dungeons of Doom.
- Your task is to return with the Amulet of Yendor. Your
- reward for the completion of this task will be a full
- membership in the local guild. In addition, you are allowed
- to keep all the loot you bring back from the dungeons.
-
- In preparation for your journey, you are given an
- enchanted mace, a bow, and a quiver of arrows taken from a
- dragon's hoard in the far off Dark Mountains. You are also
- outfitted with elf-crafted armor and given enough food to
- reach the dungeons. You say goodbye to family and friends
- for what may be the last time and head up the road.
-
- You set out on your way to the dungeons and after
- several days of uneventful travel, you see the ancient ruins
- that mark the entrance to the Dungeons of Doom. It is late
- at night, so you make camp at the entrance and spend the
- night sleeping under the open skies. In the morning you
- gather your weapons, put on your armor, eat what is almost
- your last food, and enter the dungeons.
-
- 2. What is going on here?
-
- You have just begun a game of rogue. Your goal is to
- grab as much treasure as you can, find the Amulet of Yendor,
- and get out of the Dungeons of Doom alive. On the screen, a
- map of where you have been and what you have seen on the
- current dungeon level is kept. As you explore more of the
- level, it appears on the screen in front of you.
-
- Rogue differs from most computer fantasy games in that
- it is screen oriented. Commands are all one or two keys-
- trokes[1] and the results of your commands are displayed
- graphically on the screen rather than being explained in
- words.[2]
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- Another major difference between rogue and other com-
- puter fantasy games is that once you have solved all the
- puzzles in a standard fantasy game, it has lost most of its
- excitement and it ceases to be fun. Rogue, on the other
- ____________________
- [1] As opposed to pseudo English sentences.
- [2] A minimum screen size of 24 lines by 80 columns is
- required. If the screen is larger, only the 24x80 section
- will be used for the map.
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- A Guide to the Dungeons of Doom
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- hand, generates a new dungeon every time you play it and
- even the author finds it an entertaining and exciting game.
-
- 3. What do all those things on the screen mean?
-
- In order to understand what is going on in rogue you
- have to first get some grasp of what rogue is doing with the
- screen. The rogue screen is intended to replace the "You
- can see ..." descriptions of standard fantasy games. Figure
- 1 is a sample of what a rogue screen might look like.
-
- 3.1. The bottom line
-
- At the bottom line of the screen are a few pieces of
- cryptic information describing your current status. Here is
- an explanation of what these things mean:
-
- Level This number indicates how deep you have gone in the
- dungeon. It starts at one and goes up as you go
- deeper into the dungeon.
-
- Gold The number of gold pieces you have managed to find
- and keep with you so far.
-
- Hp Your current and maximum health points. Health
- points indicate how much damage you can take before
- you die. The more you get hit in a fight, the lower
- they get. You can regain health points by resting.
- The number in parentheses is the maximum number your
- health points can reach.
-
- Str Your current strength and maximum ever strength.
- This can be any integer less than or equal to 31, or
-
- ____________________________________________________________
-
-
- ------------
- |..........+
- |..@....]..|
- |....B.....|
- |..........|
- -----+------
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- Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
-
- Figure 1
- ____________________________________________________________
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- A Guide to the Dungeons of Doom
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- greater than or equal to three. The higher the
- number, the stronger you are. The number in the
- parentheses is the maximum strength you have attained
- so far this game.
-
- Arm Your current armor protection. This number indicates
- how effective your armor is in stopping blows from
- unfriendly creatures. The higher this number is, the
- more effective the armor.
-
- Exp These two numbers give your current experience level
- and experience points. As you do things, you gain
- experience points. At certain experience point
- totals, you gain an experience level. The more
- experienced you are, the better you are able to fight
- and to withstand magical attacks.
-
- 3.2. The top line
-
- The top line of the screen is reserved for printing
- messages that describe things that are impossible to
- represent visually. If you see a "--More--" on the top
- line, this means that rogue wants to print another message
- on the screen, but it wants to make certain that you have
- read the one that is there first. To read the next message,
- just type a space.
-
- 3.3. The rest of the screen
-
- The rest of the screen is the map of the level as you
- have explored it so far. Each symbol on the screen
- represents something. Here is a list of what the various
- symbols mean:
-
- @ This symbol represents you, the adventurer.
-
- -| These symbols represent the walls of rooms.
-
- + A door to/from a room.
-
- . The floor of a room.
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- # The floor of a passage between rooms.
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- * A pile or pot of gold.
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- ) A weapon of some sort.
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- ] A piece of armor.
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- ! A flask containing a magic potion.
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- ? A piece of paper, usually a magic scroll.
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- = A ring with magic properties
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- / A magical staff or wand
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- ê A trap, watch out for these.
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- % A staircase to other levels
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- : A piece of food.
-
- A-Z The uppercase letters represent the various inhabitants
- of the Dungeons of Doom. Watch out, they can be nasty
- and vicious.
-
- 4. Commands
-
- Commands are given to rogue by typing one or two char-
- acters. Most commands can be preceded by a count to repeat
- them (e.g. typing "10s" will do ten searches). Commands for
- which counts make no sense have the count ignored. To can-
- cel a count or a prefix, type <ESCAPE>. The list of com-
- mands is rather long, but it can be read at any time during
- the game with the "?" command. Here it is for reference,
- with a short explanation of each command.
-
- ? The help command. Asks for a character to give help
- on. If you type a "*", it will list all the commands,
- otherwise it will explain what the character you typed
- does.
-
- / This is the "What is that on the screen?" command. A
- "/" followed by any character that you see on the
- level, will tell you what that character is. For
- instance, typing "/@" will tell you that the "@" symbol
- represents you, the player.
-
- h, H, êH
- Move left. You move one space to the left. If you use
- upper case "h", you will continue to move left until
- you run into something. This works for all movement
- commands (e.g. "L" means run in direction "l") If you
- use the "control" "h", you will continue moving in the
- specified direction until you pass something interest-
- ing or run into a wall. You should experiment with
- this, since it is a very useful command, but very dif-
- ficult to describe. This also works for all movement
- commands.
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- j Move down.
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- k Move up.
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- l Move right.
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- y Move diagonally up and left.
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- u Move diagonally up and right.
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- b Move diagonally down and left.
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- n Move diagonally down and right.
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- t Throw an object. This is a prefix command. When fol-
- lowed with a direction it throws an object in the
- specified direction. (e.g. type "th" to throw some-
- thing to the left.)
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- f Fight until someone dies. When followed with a direc-
- tion this will force you to fight the creature in that
- direction until either you or it bites the big one.
-
- m Move onto something without picking it up. This will
- move you one space in the direction you specify and, if
- there is an object there you can pick up, it won't do
- it.
-
- z Zap prefix. Point a staff or wand in a given direction
- and fire it. Even non-directional staves must be
- pointed in some direction to be used.
-
- ê Identify trap command. If a trap is on your map and
- you can't remember what type it is, you can get rogue
- to remind you by getting next to it and typing "ê" fol-
- lowed by the direction that would move you on top of
- it.
-
- s Search for traps and secret doors. Examine each space
- immediately adjacent to you for the existence of a trap
- or secret door. There is a large chance that even if
- there is something there, you won't find it, so you
- might have to search a while before you find something.
-
- > Climb down a staircase to the next level. Not surpris-
- ingly, this can only be done if you are standing on
- staircase.
-
- < Climb up a staircase to the level above. This can't be
- done without the Amulet of Yendor in your possession.
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- . Rest. This is the "do nothing" command. This is good
- for waiting and healing.
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- * Inventory. List what you are carrying in your pack.
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- I Selective inventory. Tells you what a single item in
- your pack is.
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- q Quaff one of the potions you are carrying.
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- r Read one of the scrolls in your pack.
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- e Eat food from your pack.
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- w Wield a weapon. Take a weapon out of your pack and
- carry it for use in combat, replacing the one you are
- currently using (if any).
-
- W Wear armor. You can only wear one suit of armor at a
- time. This takes extra time.
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- T Take armor off. You can't remove armor that is cursed.
- This takes extra time.
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- P Put on a ring. You can wear only two rings at a time
- (one on each hand). If you aren't wearing any rings,
- this command will ask you which hand you want to wear
- it on, otherwise, it will place it on the unused hand.
- The program assumes that you wield your sword in your
- right hand.
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- R Remove a ring. If you are only wearing one ring, this
- command takes it off. If you are wearing two, it will
- ask you which one you wish to remove,
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- d Drop an object. Take something out of your pack and
- leave it lying on the floor. Only one object can
- occupy each space. You cannot drop a cursed object at
- all if you are wielding or wearing it.
-
- c Call an object something. If you have a type of object
- in your pack which you wish to remember something
- about, you can use the call command to give a name to
- that type of object. This is usually used when you
- figure out what a potion, scroll, ring, or staff is
- after you pick it up, or when you want to remember
- which of those swords in your pack you were wielding.
-
- D Print out which things you've discovered something
- about. This command will ask you what type of thing
- you are interested in. If you type the character for a
- given type of object (e.g. "!" for potion) it will
- tell you which kinds of that type of object you've
- discovered (i.e., figured out what they are). This
- command works for potions, scrolls, rings, and staves
- and wands.
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- o Examine and set options. This command is further
- explained in the section on options.
-
- êR Redraws the screen. Useful if spurious messages or
- transmission errors have messed up the display.
-
- êP Print last message. Useful when a message disappears
- before you can read it. This only repeats the last
- message that was not a mistyped command so that you
- don't loose anything by accidentally typing the wrong
- character instead of êP.
-
- <ESCAPE>
- Cancel a command, prefix, or count.
-
- ! Escape to a shell for some commands.
-
- Q Quit. Leave the game.
-
- S Save the current game in a file. It will ask you
- whether you wish to use the default save file. Caveat:
- Rogue won't let you start up a copy of a saved game,
- and it removes the save file as soon as you start up a
- restored game. This is to prevent people from saving a
- game just before a dangerous position and then restart-
- ing it if they die. To restore a saved game, give the
- file name as an argument to rogue. As in
- % rogue save_file
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- To restart from the default save file (see below), run
- % rogue -r
-
- v Prints the program version number.
-
- ) Print the weapon you are currently wielding
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- ] Print the armor you are currently wearing
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- = Print the rings you are currently wearing
-
- @ Reprint the status line on the message line
-
- 5. Rooms
-
- Rooms in the dungeons are either lit or dark. If you
- walk into a lit room, the entire room will be drawn on the
- screen as soon as you enter. If you walk into a dark room,
- it will only be displayed as you explore it. Upon leaving a
- room, all monsters inside the room are erased from the
- screen. In the darkness you can only see one space in all
- directions around you. A corridor is always dark.
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- 6. Fighting
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- If you see a monster and you wish to fight it, just
- attempt to run into it. Many times a monster you find will
- mind its own business unless you attack it. It is often the
- case that discretion is the better part of valor.
-
- 7. Objects you can find
-
- When you find something in the dungeon, it is common to
- want to pick the object up. This is accomplished in rogue
- by walking over the object (unless you use the "m" prefix,
- see above). If you are carrying too many things, the pro-
- gram will tell you and it won't pick up the object, other-
- wise it will add it to your pack and tell you what you just
- picked up.
-
- Many of the commands that operate on objects must
- prompt you to find out which object you want to use. If you
- change your mind and don't want to do that command after
- all, just type an <ESCAPE> and the command will be aborted.
-
- Some objects, like armor and weapons, are easily dif-
- ferentiated. Others, like scrolls and potions, are given
- labels which vary according to type. During a game, any two
- of the same kind of object with the same label are the same
- type. However, the labels will vary from game to game.
-
- When you use one of these labeled objects, if its
- effect is obvious, rogue will remember what it is for you.
- If it's effect isn't extremely obvious you will be asked
- what you want to scribble on it so you will recognize it
- later, or you can use the "call" command (see above).
-
- 7.1. Weapons
-
- Some weapons, like arrows, come in bunches, but most
- come one at a time. In order to use a weapon, you must
- wield it. To fire an arrow out of a bow, you must first
- wield the bow, then throw the arrow. You can only wield one
- weapon at a time, but you can't change weapons if the one
- you are currently wielding is cursed. The commands to use
- weapons are "w" (wield) and "t" (throw).
-
- 7.2. Armor
-
- There are various sorts of armor lying around in the
- dungeon. Some of it is enchanted, some is cursed, and some
- is just normal. Different armor types have different armor
- protection. The higher the armor protection, the more pro-
- tection the armor affords against the blows of monsters.
- Here is a list of the various armor types and their normal
- armor protection:
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- Type Protection
- None 0
- Leather armor 2
- Studded leather / Ring mail 3
- Scale mail 4
- Chain mail 5
- Banded mail / Splint mail 6
- Plate mail 7
- __________________________________________
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- If a piece of armor is enchanted, its armor protection will
- be higher than normal. If a suit of armor is cursed, its
- armor protection will be lower, and you will not be able to
- remove it. However, not all armor with a protection that is
- lower than normal is cursed.
-
- The commands to use weapons are "W" (wear) and "T"
- (take off).
-
- 7.3. Scrolls
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- Scrolls come with titles in an unknown tongue[3].
- After you read a scroll, it disappears from your pack. The
- command to use a scroll is "r" (read).
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- 7.4. Potions
-
- Potions are labeled by the color of the liquid inside
- the flask. They disappear after being quaffed. The command
- to use a scroll is "q" (quaff).
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- 7.5. Staves and Wands
-
- Staves and wands do the same kinds of things. Staves
- are identified by a type of wood; wands by a type of metal
- or bone. They are generally things you want to do to some-
- thing over a long distance, so you must point them at what
- you wish to affect to use them. Some staves are not
- affected by the direction they are pointed, though. Staves
- come with multiple magic charges, the number being random,
- and when they are used up, the staff is just a piece of wood
- or metal.
-
-
- ____________________
- [3] Actually, it's a dialect spoken only by the twenty-
- seven members of a tribe in Outer Mongolia, but you're not
- supposed to know that.
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- The command to use a wand or staff is "z" (zap)
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- 7.6. Rings
-
- Rings are very useful items, since they are relatively
- permanent magic, unlike the usually fleeting effects of
- potions, scrolls, and staves. Of course, the bad rings are
- also more powerful. Most rings also cause you to use up
- food more rapidly, the rate varying with the type of ring.
- Rings are differentiated by their stone settings. The com-
- mands to use rings are "P" (put on) and "R" (remove).
-
- 7.7. Food
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- Food is necessary to keep you going. If you go too
- long without eating you will faint, and eventually die of
- starvation. The command to use food is "e" (eat).
-
- 8. Options
-
- Due to variations in personal tastes and conceptions of
- the way rogue should do things, there are a set of options
- you can set that cause rogue to behave in various different
- ways.
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- 8.1. Setting the options
-
- There are two ways to set the options. The first is
- with the "o" command of rogue; the second is with the
- "ROGUEOPTS" environment variable[4].
-
- 8.1.1. Using the `o' command
-
- When you type "o" in rogue, it clears the screen and
- displays the current settings for all the options. It then
- places the cursor by the value of the first option and waits
- for you to type. You can type a <RETURN> which means to go
- to the next option, a "-" which means to go to the previous
- option, an <ESCAPE> which means to return to the game, or
- you can give the option a value. For boolean options this
- merely involves typing "t" for true or "f" for false. For
- string options, type the new value followed by a <RETURN>.
-
- 8.1.2. Using the ROGUEOPTS variable
-
- The ROGUEOPTS variable is a string containing a comma
- separated list of initial values for the various options.
- Boolean variables can be turned on by listing their name or
- ____________________
- [4] On Version 6 systems, there is no equivalent of the
- ROGUEOPTS feature.
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- turned off by putting a "no" in front of the name. Thus to
- set up an environment variable so that jump is on, terse is
- off, and the name is set to "Blue Meanie", use the command
- % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"[5]
-
- 8.2. Option list
-
- Here is a list of the options and an explanation of
- what each one is for. The default value for each is
- enclosed in square brackets. For character string options,
- input over fifty characters will be ignored.
-
- terse [noterse]
- Useful for those who are tired of the sometimes lengthy
- messages of rogue. This is a useful option for playing
- on slow terminals, so this option defaults to terse if
- you are on a slow (1200 baud or under) terminal.
-
- jump [nojump]
- If this option is set, running moves will not be
- displayed until you reach the end of the move. This
- saves considerable cpu and display time. This option
- defaults to jump if you are using a slow terminal.
-
- flush [noflush]
- All typeahead is thrown away after each round of bat-
- tle. This is useful for those who type far ahead and
- then watch in dismay as a Bat kills them.
-
- seefloor [seefloor]
- Display the floor around you on the screen as you move
- through dark rooms. Due to the amount of characters
- generated, this option defaults to noseefloor if you
- are using a slow terminal.
-
- passgo [nopassgo]
- Follow turnings in passageways. If you run in a pas-
- sage and you run into stone or a wall, rogue will see
- if it can turn to the right or left. If it can only
- turn one way, it will turn that way. If it can turn
- either or neither, it will stop. This is followed
- strictly, which can sometimes lead to slightly confus-
- ing occurrences (which is why it defaults to nopassgo).
-
- tombstone [tombstone]
- Print out the tombstone at the end if you get killed.
- ____________________
- [5] For those of you who use the bourne shell, the com-
- mands would be
- $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
- $ export ROGUEOPTS
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- This is nice but slow, so you can turn it off if you
- like.
-
- inven [overwrite]
- Inventory type. This can have one of three values:
- overwrite, slow, or clear. With overwrite the top
- lines of the map are overwritten with the list when
- inventory is requested or when "Which item do you wish
- to . . .? " questions are answered with a "*". How-
- ever, if the list is longer than a screenful, the
- screen is cleared. With slow, lists are displayed one
- item at a time on the top of the screen, and with
- clear, the screen is cleared, the list is displayed,
- and then the dungeon level is re-displayed. Due to
- speed considerations, clear is the default for termi-
- nals without clear-to-end-of-line capabilities.
-
- name [account name]
- This is the name of your character. It is used if you
- get on the top ten scorer's list.
-
- fruit [slime-mold]
- This should hold the name of a fruit that you enjoy
- eating. It is basically a whimsey that rogue uses in a
- couple of places.
-
- file [^/rogue.save]
- The default file name for saving the game. If your
- phone is hung up by accident, rogue will automatically
- save the game in this file. The file name may start
- with the special character "^" which expands to be your
- home directory.
-
- 9. Scoring
-
- Rogue usually maintains a list of the top scoring peo-
- ple or scores on your machine. Depending on how it is set
- up, it can post either the top scores or the top players.
- In the latter case, each account on the machine can post
- only one non-winning score on this list. If you score
- higher than someone else on this list, or better your previ-
- ous score on the list, you will be inserted in the proper
- place under your current name. How many scores are kept can
- also be set up by whoever installs it on your machine.
-
- If you quit the game, you get out with all of your gold
- intact. If, however, you get killed in the Dungeons of
- Doom, your body is forwarded to your next-of-kin, along with
- 90% of your gold; ten percent of your gold is kept by the
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- Dungeons' wizard as a fee[6]. This should make you consider
- whether you want to take one last hit at that monster and
- possibly live, or quit and thus stop with whatever you have.
- If you quit, you do get all your gold, but if you swing and
- live, you might find more.
-
- If you just want to see what the current top
- players/games list is, you can type
- % rogue -s
-
- 10. Acknowledgements
-
- Rogue was originally conceived of by Glenn Wichman and
- Michael Toy. Ken Arnold and Michael Toy then smoothed out
- the user interface, and added jillions of new features. We
- would like to thank Bob Arnold, Michelle Busch, Andy
- Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy,
- Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
- Scott Nelson for their ideas and assistance; and also the
- teeming multitudes who graciously ignored work, school, and
- social life to play rogue and send us bugs, complaints,
- suggestions, and just plain flames. And also Mom.
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- ____________________
- [6] The Dungeon's wizard is named Wally the Wonder Badg-
- er. Invocations should be accompanied by a sizable dona-
- tive.
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- - 13 -
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