added the original A Guide to the Dungeons of Doom txt
This commit is contained in:
parent
18769e2c57
commit
98ac8da05f
|
@ -0,0 +1,750 @@
|
|||
A Guide to the Dungeons of Doom
|
||||
|
||||
|
||||
Michael C. Toy
|
||||
Kenneth C. R. C. Arnold
|
||||
|
||||
|
||||
Computer Systems Research Group
|
||||
|
||||
Department of Electrical Engineering and Computer Science University of
|
||||
California Berkeley, California 94720
|
||||
|
||||
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.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
+UNIX is a trademark of Bell Laboratories
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
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.\[2\]
|
||||
|
||||
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.
|
||||
|
||||
- 1 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
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.....|
|
||||
|..........|
|
||||
-----+------
|
||||
|
||||
Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
|
||||
|
||||
Figure 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
- 2 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
|
||||
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.
|
||||
|
||||
# The floor of a passage between rooms.
|
||||
|
||||
- A pile or pot of gold.
|
||||
|
||||
) A weapon of some sort.
|
||||
|
||||
\] A piece of armor.
|
||||
|
||||
! A flask containing a magic potion.
|
||||
|
||||
- 3 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
? A piece of paper, usually a magic scroll.
|
||||
|
||||
= A ring with magic properties
|
||||
|
||||
/ A magical staff or wand
|
||||
|
||||
<EFBFBD> A trap, watch out for these.
|
||||
|
||||
\% A staircase to other levels
|
||||
|
||||
: 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>`{=html}. 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, <20>H 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.
|
||||
|
||||
j Move down.
|
||||
|
||||
- 4 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
k Move up.
|
||||
|
||||
l Move right.
|
||||
|
||||
y Move diagonally up and left.
|
||||
|
||||
u Move diagonally up and right.
|
||||
|
||||
b Move diagonally down and left.
|
||||
|
||||
n 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 the 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.
|
||||
|
||||
<EFBFBD> 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 "<22>" 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.
|
||||
|
||||
- 5 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
- Inventory. List what you are carrying in your pack.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
- 6 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
o Examine and set options. This command is further explained in the
|
||||
section on options.
|
||||
|
||||
<EFBFBD>R Redraws the screen. Useful if spurious messages or transmission
|
||||
errors have messed up the display.
|
||||
|
||||
<EFBFBD>P 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 <20>P.
|
||||
|
||||
`<ESCAPE>`{=html} 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
|
||||
|
||||
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
|
||||
|
||||
\] Print the armor you are currently wearing
|
||||
|
||||
= 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.
|
||||
|
||||
- 7 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
6. 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.
|
||||
|
||||
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>`{=html}
|
||||
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:
|
||||
|
||||
- 8 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
|
||||
|
||||
__________________________________________
|
||||
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
|
||||
__________________________________________
|
||||
|
||||
\|8\|7\|7\|7\|7\|7\|7\|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).
|
||||
|
||||
7.3. Scrolls
|
||||
|
||||
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).
|
||||
|
||||
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).
|
||||
|
||||
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.
|
||||
|
||||
- 9 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
|
||||
The command to use a wand or staff is "z" (zap)
|
||||
|
||||
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
|
||||
|
||||
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.
|
||||
|
||||
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>`{=html} which means to go to the next option, a "-"
|
||||
which means to go to the previous option, an `<ESCAPE>`{=html} 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>`{=html}.
|
||||
|
||||
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.
|
||||
|
||||
- 10 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
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
|
||||
|
||||
- 11 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
|
||||
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
|
||||
|
||||
- 12 -
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
A Guide to the Dungeons of Doom
|
||||
|
||||
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.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
\[6\] The Dungeon's wizard is named Wally the Wonder Badg- er.
|
||||
Invocations should be accompanied by a sizable dona- tive.
|
||||
|
||||
- 13 -
|
|
@ -85,6 +85,8 @@ I hope you enjoy the game, and if it's your first roguelike, that it inspires yo
|
|||
|
||||
### Links
|
||||
|
||||
=> hosted/games/doom.txt A Guide to the Dungeons of Doom (txt)
|
||||
|
||||
=> hosted/games/rogue.gmi The Rogue's Vade-Mecum, a comprehensive guide to Rogue, from 1999, (gemini mirror based on source page on Internet Archive Wayback machine)
|
||||
|
||||
=> https://www.roguebasin.com/index.php/Rogue Rogue on RogueBasin (lots of links and strategy guides at the bottom)
|
||||
|
|
Loading…
Reference in New Issue