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1991-06-26
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March 11, 1991 DUNGEON(6)
NAME
dungeon - Adventures in the Dungeons of Doom
SYNOPSIS
dungeon
DESCRIPTION
Dungeon is a game of adventure, danger, and low cunning. In it
you will explore some of the most amazing territory ever seen by
mortal man. Hardened adventurers have run screaming from the
terrors contained within.
In Dungeon, the intrepid explorer delves into the forgotten
secrets of a lost labyrinth deep in the bowels of the earth,
searching for vast treasures long hidden from prying eyes, treas-
ures guarded by fearsome monsters and diabolical traps!
Dungeon was created at the Programming Technology Division of the
MIT Laboratory for Computer Science by Tim Anderson, Marc Blank,
Bruce Daniels, and Dave Lebling. It was inspired by the Adven-
ture game of Crowther and Woods, and the Dungeons and Dragons
game of Gygax and Arneson. The original version was written in
MDL (alias MUDDLE). The current version was translated from MDL
into FORTRAN IV by a somewhat paranoid DEC engineer who prefers
to remain anonymous.
On-line information may be obtained with the commands HELP and
INFO.
DETAILS
Following is the summary produced by the info command:
Welcome to Dungeon!
You are near a large dungeon, which is reputed to contain
vast quantities of treasure. Naturally, you wish to
acquire some of it. In order to do so, you must of course
remove it from the dungeon. To receive full credit for it,
you must deposit it safely in the trophy case in the living
room of the house.
In addition to valuables, the dungeon contains various
objects which may or may not be useful in your attempt to
get rich. You may need sources of light, since dungeons are
often dark, and weapons, since dungeons often have
unfriendly things wandering about. Reading material is
scattered around the dungeon as well; some of it is rumored
to be useful.
To determine how successful you have been, a score is kept.
When you find a valuable object and pick it up, you receive
a certain number of points, which depends on the difficulty
of finding the object. You receive extra points for
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DUNGEON(6) March 11, 1991
transporting the treasure safely to the living room and
placing it in the trophy case. In addition, some particu-
larly interesting rooms have a value associated with visit-
ing them. The only penalty is for getting yourself killed,
which you may do only twice.
Of special note is a thief (always carrying a large bag) who
likes to wander around in the dungeon (he has never been
seen by the light of day). He likes to take things. Since
he steals for pleasure rather than profit and is somewhat
sadistic, he only takes things which you have seen.
Although he prefers valuables, sometimes in his haste he may
take something which is worthless. From time to time, he
examines his take and discards objects which he doesn't
like. He may occasionally stop in a room you are visiting,
but more often he just wanders through and rips you off (he
is a skilled pickpocket).
COMMANDS
brief suppresses printing of long room descriptions for
rooms which have been visited.
superbrief suppresses printing of long room descriptions for
all rooms.
verbose restores long descriptions.
info prints information which might give some idea of
what the game is about.
quit prints your score and asks whether you wish to
continue playing.
save saves the state of the game for later continua-
tion.
restore restores a saved game.
inventory lists the objects in your possession.
look prints a description of your surroundings.
score prints your current score and ranking.
time tells you how long you have been playing.
diagnose reports on your injuries, if any.
The inventory command may be abbreviated i; the look command may
be abbreviated l; the quit command may be abbreviated q.
A command that begins with '!' as the first character is taken to
be a shell command and is passed unchanged to the shell via
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March 11, 1991 DUNGEON(6)
_✓s_✓y_✓s_✓t_✓e_✓m(_✓3).
CONTAINMENT
Some objects can contain other objects. Many such containers can
be opened and closed. The rest are always open. They may or
may not be transparent. For you to access (e.g., take) an object
which is in a container, the container must be open. For you to
see such an object, the container must be either open or tran-
sparent. Containers have a capacity, and objects have sizes; the
number of objects which will fit therefore depends on their
sizes. You may put any object you have access to (it need not be
in your hands) into any other object. At some point, the program
will attempt to pick it up if you don't already have it, which
process may fail if you're carrying too much. Although con-
tainers can contain other containers, the program doesn't access
more than one level down.
FIGHTING
Occupants of the dungeon will, as a rule, fight back when
attacked. In some cases, they may attack even if unprovoked.
Useful verbs here are _✓a_✓t_✓t_✓a_✓c_✓k <villain> _✓w_✓i_✓t_✓h <weapon>, _✓k_✓i_✓l_✓l, etc.
Knife-throwing may or may not be useful. You have a fighting
strength which varies with time. Being in a fight, getting
killed, and being injured all lower this strength. Strength is
regained with time. Thus, it is not a good idea to fight someone
immediately after being killed. Other details should become
apparent after a few melees or deaths.
COMMAND PARSER
A command is one line of text terminated by a carriage return.
For reasons of simplicity, all words are distinguished by their
first six letters. All others are ignored. For example, typing
_✓d_✓i_✓s_✓a_✓s_✓s_✓e_✓m_✓b_✓l_✓e _✓t_✓h_✓e _✓e_✓n_✓c_✓y_✓c_✓l_✓o_✓p_✓e_✓d_✓i_✓a is not only meaningless, it also
creates excess effort for your fingers. Note that this trunca-
tion may produce ambiguities in the intepretation of longer
words. [Also note that upper and lower case are equivalent.]
You are dealing with a fairly stupid parser, which understands
the following types of things:
Actions:
Among the more obvious of these, such as _✓t_✓a_✓k_✓e, _✓p_✓u_✓t,
_✓d_✓r_✓o_✓p, etc. Fairly general forms of these may be used,
such as _✓p_✓i_✓c_✓k _✓u_✓p, _✓p_✓u_✓t _✓d_✓o_✓w_✓n, etc.
Directions: