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MAC ROGUE 3.0 (the last realase)
Introduction
This manual is the modified version of the Rogue manual
written by Michael C. Toy & Kenneth C. R. C. Arnold.
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 good-bye to your 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.
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 will appear on the screen in front of you.
Rogue differs from most computer fantasy games in that
it is screen oriented. Commands are all in one or two
keystrokes and the results of your commands are displayed
graphically on the screen rather than being explained in
words.
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
hand, generates a new dungeon every time you play it and
even the author finds it an entertaining and exciting game.
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
below is a sample of what a rogue screen might look like.
ツ
The right top window:
The first row (right below the image of the player) is the
name of the player (Adventurer is the default name).
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.
Health Your current and maximum health points. Health
points 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 damage is shown with a red line the health with
a green one. So as much as the line is green as much
healty you are, and when it becomes red you are dead.
Strength Your current strength. When you are at the max
possible strength all the line is green, if you
loose part of it it begin to become red. (For example
if a rattlesnake bites you, you get weaker and a part
of the line becomes red).
Armor 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.
Experience These two numbers give your current experience
level and exp. 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.
You feel Above this line it appears a message about your
health. There you will find about you are hungry,
confused or dizzy.
The right bottom window
In this window there are 12 buttons. The ones on the left
move the adventurer in the 8 possible directions. The other 3
are (from the top to the bottom):
Look: has the same effect of the "s" keystroke, it has to be
used to search segret doors and traps.
Down Stairs: To climb stairs down (as to press ">").
Up Stairs: To climb stairs up (as to press "<").
The left bottom window
The top line of the screen is reserved for printing
messages that describe things that are impossible to
represent visually. You can see there the last three messages,
The last one is written in blue.
The left top window
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:
ツ
ツ These symbols represent the walls of rooms.
ツ
A door to/from a room.
ツ
A pile or pot of gold.
ツ
A weapon of some sort.
ツ
A piece of armor.
ツ
A flask containing a magic potion.
ツ
A piece of paper, usually a magic scroll.
ツ
A ring with magic properties.
ツ
A magical staff or wand.
ツ
trap, watch out for these.
ツ
ツ A staircase to other levels.
ツ
A piece of food.
ツ
The Amulet of Yendor.
Floowing there are the player symbols and the symbols of the monsters,
there is no power difference between the male and female character :
ツ
Watch out, they can be nasty and vicious.
You can see around all the area where you are playing just
moving the scroll-bars on this window. As soon as will press
a key the view will go back on the standard one with the
player in the ceter of the window.
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.
h, H, ^H, 4, Left Arrow :
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 hit something interesting or run into a wall.
You should experiment with this, since it is a very
useful command, but very difficult to describe.This also
works for all movement commands. (N.B. the numbers are
referred to the keypad).
Note Control+Key and Shift+Key works in the OPPOSITE way
of the UNIX Rogue. This because it is more useful to get
closer to something (a monster) than to go on something
(which would mean to begin to fight with the monster).
Keeping a key pressed works as Control+Key.
j, 2, Down Arrow : Move down.
k, 8, Up Arrow : Move up.
l, 6, Right Arrow : Move right.
y,7 Move diagonally up and left.
u,9 Move diagonally up and right.
b,1 Move diagonally down and left.
n,3 Move diagonally down and right.
t Throw an object. This is a prefix command. When fol-
lowed with a direction it throws an object in a
specified direction. (e.g. type "th" to throw some-
thing to the left.)
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.
^ 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 "^" 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.
. Rest. This is the "do nothing" command. This is good
for waiting and healing.
i Inventory. List what you are carrying in your pack.
When you press "i" it will appear a window. You can
select an item pressing the key associated to this item
or double-clicking the row where this item is located.
I Selective inventory. Tells you what a single item in
your pack is.
q Quaff one of the potions you are carrying.
r Read one of the scrolls in your pack.
e Eat food from your pack.
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.
T Take armor off. You can't remove armor that is cursed.
This takes extra time.
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.
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,
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.
o Examine and set options. This command is further
explained in the section on options.
D 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 テ P.
<ESCAPE>
Cancel a command, prefix, or count.
Q Quit. Leave the game.
S Save the current game in a file.
v Prints the program version number.
) Print the weapon you are currently wielding
] Print the armor you are currently wearing
= Print the rings you are currently wearing
@ Reprint the status line on the message line
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 (this if the option about floor
management is set otherwise all the explored rooms are ever
drawn). 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.
Fighting
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.
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).
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).
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:
__________________________________________
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
__________________________________________
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).
Scrolls
Scrolls come with titles in an unknown tongue.
After you read a scroll, it disappears from your pack. The
command to use a scroll is "r" (read).
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).
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.
The command to use a wand or staff is "z" (zap)
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).
Food
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).
Magic Map
Some scrolls allows you to see the map of the level where
you are, because of the dimensions of window the map is
stylized like so:
ツ
The meaning of the colors is:
BLACK : Walls
BLUE : Doors
GREEN : Tunnels
MAGENTA : Traps
WHITE : Stairs
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.
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
item in the "File" menu. In the both case it will appear a
window where you can easly set the options. As soon as you
close that window the options will be saved so you will find
them set as you like every time you will play Rogue.
ツ ツ
ツ
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.
Empty Background
If this option is set the background (the grass or the
rocks) isn't drawn. In this way the game become a little
faster.
Ask to quit
Before to quit the program asks you if you want to save
the game or if you don't. So to ask to quit may sound a
little boring. You can avoid this unsetting this option.
Flush Events in Battle
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.
Standard Rogue Floor Managment
The original Rogue doesn't not show the floor when you exit
from a room. This was what Mac Rogue did in the begin too.
Now It doesn't anymore. The 2.5 version of Mac Rogue shows
the floor evertime a new room is descoverd. To go Back to
the old system you have only to set this option on.
Show Walls in Passageways
In the original ROGUE the passageways doesn't have walls
but since i like them better with walls I add them to
this version of the game. If you want to play as in the
original rogue or if you want a faster game set this off.
Display Picture when you Die
Print out the message at the end if you get killed.
This is nice but slow, so you can turn it off if you
like.
Continuous Movement
If this option is set the monsters move even when you
don't do anything, it makes the game harder. But someone
likes it so.
Sound ON
If this option is set you will ear some sounds as the
steps of the player, and the noise of the fights. If it
off you won't hear anything but the game will be a little
bit faster.
Show Status as Bar
If it is set it will show the informations about your status
(health, strengh and armor) as coloured bars. If it isn't
set it will show the status with numbers as in the standard
Rogue.
Default Player Name
This is default the name of your character. It is used
if you get on the right window and in the score list.
Default Favourite Fruit
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.
Default Save filename
The default file name for saving the game.
Sprite Size
It is the default dimension of the sprites, 32x32 is the
standard dimension. It is possible to have sprites with
the dimension of 24x24 and 16x16 but to select these
dimensions it is necessary a VERY fast Mac.
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
Dungeons' wizard as a fee. 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.
Hardware configuration
There isn't a minimal hardware to play MacRogue but it
better to have a fast Mac, what it is necessary is the 32-bit
Quick-Draw (but it isn't necessary a color screen, Mac Rogue
works fine even with a b/w screen) and 1.5 MB of RAM. I don't
know how Mac Rogue will work on a PowerPC you have one please
try it and let me know.
Honourware
I wrote this game to learn how to program a Mac, so
please be patient with me if there are still bugs or problems.
Do not take it too seriously, it is only a porting experiment.
In future (as soon as I'll have some more free time) I'll try
to make something better so I will appreciate every suggestion
to improve this version of Rogue or the next fantasy game I'll
port on Mac (what about OMEGA ?).
I would even be grateful if you would distribuite it to as
many friends as you can. With ResEdit you can change the
sprites and the sounds, you can translate the help and the acces-
sible part of the scrolling text, of course you can add your name
there (something like "Japanse version by ....") but please
do not change the Starting image (the one with ID 131), and
the Honourware conditions in this text and in the scrolling one
in the program. Think that this simple program can help one more
child somewhere in the world just because you imporoved it. If you
change sprites or images, do not forget to change this document
too, add your name here too !. This document is written with
DOCMaker 3.95 a shareware program by Mark Wall, you can easly find
it in the Internet or in PD/SHAREWARE collections. (You can even
use ResEdit to change this document, but it is not so easy as with
DOCMaker).
Thank you for your improvements and/or translations !
Please send me your improved MacRogue, so I'll can enjoy and
share it with everyone !
And now the real honourware conditions:
This is a not-for-profit program. This game cannot be sold.
However, please feel free to share it with friends, family,
neighbors, or whomever may be interested. If you wish,
please donate 5-10$ to UNICEF, it is not very much, but with
it you can help UNICEF save the life of the children who
suffer in the world.
(UNICEF is : United Nations Children's Fund)
For the address of your nearest UNICEF office, write to:
UNICEF HQ
3 U.N. Plaza
New York, New York 10017
U.S.A.
Do not blame UNICEF for anything about this program, they
don't even know it exists. I don't take any responsbility for
the damages this program may cause, to use it is up to you.
A lot of people wrote to me to report bugs, so now I think
there aren't anymore bugs, but if you find some bug write to
me :
Marco Pontil
Via Col Da Ren 83
32100 Belluno [BL]
ITALY
E-Mail:marco@chiara.dei.unipd.it
But please do not send me money ! Really, if you like it send
something to UNICEF, they need help, I don't. Thank you.
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.
I (Marco) would like to thank my fiancee Renu for helping
me with the messages in English you will find in MacRogue,
unfortunately I didn't have a chance to show her the last
relase of this document, so she had a chance to correct only
few of the many mistakes I made. For this reason I'm asking
you to be patient and to forgive my mistakes.
GianUberto, for finding all the images which appeare in
MacRogue. Heiko for almost all the sprites. My brother
Stefano for pushing me to program even when I wasn't in the
mood. And everyone who will play this game and will support
UNICEF (United Nations Children's Found).