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1.1 root 1: .ds E \s-2<ESCAPE>\s0
2: .ds R \s-2<RETURN>\s0
3: .ds U \s-2UNIX\s0
4: .ie t .ds _ \d\(mi\u
5: .el .ds _ _
6: .de Cs
7: \&\\$3\*(lq\\$1\*(rq\\$2
8: ..
9: .sp 5
10: .ce 1000
11: .ps +4
12: .vs +4p
13: .b
14: A Guide to the Dungeons of Doom
15: .r
16: .vs
17: .ps
18: .sp 2
19: .i
20: Michael C. Toy
21: Kenneth C. R. C. Arnold
22: .r
23: .sp 2
24: Computer Systems Research Group
25: Department of Electrical Engineering and Computer Science
26: University of California
27: Berkeley, California 94720
28: .sp 4
29: .i ABSTRACT
30: .ce 0
31: .(b I F
32: .bi Rogue
33: is a visual CRT based fantasy game
34: which runs under the \*U\(dg timesharing system.
35: .(f
36: \fR\(dg\*U is a trademark of Bell Laboratories\fP
37: .)f
38: This paper describes how to play rogue,
39: and gives a few hints
40: for those who might otherwise get lost in the Dungeons of Doom.
41: .)b
42: .he '''\fBA Guide to the Dungeons of Doom\fP'
43: .fo ''- % -''
44: .bp 1
45: .sh 1 Introduction
46: .pp
47: You have just finished your years as a student at the local fighter's guild.
48: After much practice and sweat you have finally completed your training
49: and are ready to embark upon a perilous adventure.
50: As a test of your skills,
51: the local guildmasters have sent you into the Dungeons of Doom.
52: Your task is to return with the Amulet of Yendor.
53: Your reward for the completion of this task
54: will be a full membership in the local guild.
55: In addition,
56: you are allowed to keep all the loot you bring back from the dungeons.
57: .pp
58: In preparation for your journey,
59: you are given an enchanted mace,
60: a bow, and a quiver of arrows
61: taken from a dragon's hoard in the far off Dark Mountains.
62: You are also outfitted with elf-crafted armor
63: and given enough food to reach the dungeons.
64: You say goodbye to family and friends for what may be the last time
65: and head up the road.
66: .pp
67: You set out on your way to the dungeons
68: and after several days of uneventful travel,
69: you see the ancient ruins
70: that mark the entrance to the Dungeons of Doom.
71: It is late at night,
72: so you make camp at the entrance
73: and spend the night sleeping under the open skies.
74: In the morning you gather your weapons,
75: put on your armor,
76: eat what is almost your last food,
77: and enter the dungeons.
78: .sh 1 "What is going on here?"
79: .pp
80: You have just begun a game of rogue.
81: Your goal is to grab as much treasure as you can,
82: find the Amulet of Yendor,
83: and get out of the Dungeons of Doom alive.
84: On the screen,
85: a map of where you have been
86: and what you have seen on the current dungeon level is kept.
87: As you explore more of the level,
88: it appears on the screen in front of you.
89: .pp
90: Rogue differs from most computer fantasy games in that it is screen oriented.
91: Commands are all one or two keystrokes\**
92: .(f
93: \** As opposed to pseudo English sentences.
94: .)f
95: and the results of your commands
96: are displayed graphically on the screen rather
97: than being explained in words.\**
98: .(f
99: \** A minimum screen size of 24 lines by 80 columns is required.
100: If the screen is larger, only the 24x80 section will be used
101: for the map.
102: .)f
103: .pp
104: Another major difference between rogue and other computer fantasy games
105: is that once you have solved all the puzzles in a standard fantasy game,
106: it has lost most of its excitement and it ceases to be fun.
107: Rogue,
108: on the other hand,
109: generates a new dungeon every time you play it
110: and even the author finds it an entertaining and exciting game.
111: .sh 1 "What do all those things on the screen mean?"
112: .pp
113: In order to understand what is going on in rogue
114: you have to first get some grasp of what rogue is doing with the screen.
115: The rogue screen is intended
116: to replace the \*(lqYou can see ...\*(rq descriptions
117: of standard fantasy games.
118: Figure 1 is a sample of what a rogue screen might look like.
119: .(z
120: .hl
121: .nf
122: .TS
123: center;
124: ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
125: - - - - - - - - - - - -
126: | . . . . . . . . . . +
127: | . . @ . . . . ] . . |
128: | . . . . B . . . . . |
129: | . . . . . . . . . . |
130: - - - - - + - - - - - -
131: .TE
132:
133:
134: .ce 1000
135: Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
136:
137: Figure 1
138: .ce
139: .hl
140: .)z
141: .sh 2 "The bottom line"
142: .pp
143: At the bottom line of the screen
144: are a few pieces of cryptic information
145: describing your current status.
146: Here is an explanation of what these things mean:
147: .ip Level \w'Level\ \ 'u
148: This number indicates how deep you have gone in the dungeon.
149: It starts at one and goes up as you go deeper into the dungeon.
150: .ip Gold \w'Level\ \ 'u
151: The number of gold pieces you have managed to find
152: and keep with you so far.
153: .ip Hp \w'Level\ \ 'u
154: Your current and maximum health points.
155: Health points indicate how much damage you can take before you die.
156: The more you get hit in a fight,
157: the lower they get.
158: You can regain health points by resting.
159: The number in parentheses
160: is the maximum number your health points can reach.
161: .ip Str \w'Level\ \ 'u
162: Your current strength and maximum ever strength.
163: This can be any integer less than or equal to 31,
164: or greater than or equal to three.
165: The higher the number,
166: the stronger you are.
167: The number in the parentheses
168: is the maximum strength you have attained so far this game.
169: .ip Arm \w'Level\ \ 'u
170: Your current armor protection.
171: This number indicates how effective your armor is
172: in stopping blows from unfriendly creatures.
173: The higher this number is,
174: the more effective the armor.
175: .ip Exp \w'Level\ \ 'u
176: These two numbers give your current experience level
177: and experience points.
178: As you do things,
179: you gain experience points.
180: At certain experience point totals,
181: you gain an experience level.
182: The more experienced you are,
183: the better you are able to fight and to withstand magical attacks.
184: .sh 2 "The top line"
185: .pp
186: The top line of the screen is reserved
187: for printing messages that describe things
188: that are impossible to represent visually.
189: If you see a \*(lq--More--\*(rq on the top line,
190: this means that rogue wants to print another message on the screen,
191: but it wants to make certain
192: that you have read the one that is there first.
193: To read the next message,
194: just type a space.
195: .sh 2 "The rest of the screen"
196: .pp
197: The rest of the screen is the map of the level
198: as you have explored it so far.
199: Each symbol on the screen represents something.
200: Here is a list of what the various symbols mean:
201: .ip @
202: This symbol represents you, the adventurer.
203: .ip "-\^|"
204: These symbols represent the walls of rooms.
205: .ip +
206: A door to/from a room.
207: .ip .
208: The floor of a room.
209: .ip #
210: The floor of a passage between rooms.
211: .ip *
212: A pile or pot of gold.
213: .ip )
214: A weapon of some sort.
215: .ip ]
216: A piece of armor.
217: .ip !
218: A flask containing a magic potion.
219: .ip ?
220: A piece of paper, usually a magic scroll.
221: .ip =
222: A ring with magic properties
223: .ip /
224: A magical staff or wand
225: .ip ^
226: A trap, watch out for these.
227: .ip %
228: A staircase to other levels
229: .ip :
230: A piece of food.
231: .ip A-Z
232: The uppercase letters
233: represent the various inhabitants of the Dungeons of Doom.
234: Watch out, they can be nasty and vicious.
235: .sh 1 Commands
236: .pp
237: Commands are given to rogue by typing one or two characters.
238: Most commands can be preceded by a count to repeat them
239: (e.g. typing
240: .Cs 10s
241: will do ten searches).
242: Commands for which counts make no sense
243: have the count ignored.
244: To cancel a count or a prefix,
245: type \*E.
246: The list of commands is rather long,
247: but it can be read at any time during the game with the
248: .Cs ?
249: command.
250: Here it is for reference,
251: with a short explanation of each command.
252: .ip ?
253: The help command.
254: Asks for a character to give help on.
255: If you type a
256: .Cs * ,
257: it will list all the commands,
258: otherwise it will explain what the character you typed does.
259: .ip /
260: This is the \*(lqWhat is that on the screen?\*(rq command.
261: A
262: .Cs /
263: followed by any character that you see on the level,
264: will tell you what that character is.
265: For instance,
266: typing
267: .Cs /@
268: will tell you that the
269: .Cs @
270: symbol represents you, the player.
271: .ip "h, H, ^H"
272: Move left.
273: You move one space to the left.
274: If you use upper case
275: .Cs h ,
276: you will continue to move left until you run into something.
277: This works for all movement commands
278: (e.g.
279: .Cs L
280: means run in direction
281: .Cs l )
282: If you use the \*(lqcontrol\*(rq
283: .Cs h ,
284: you will continue moving in the specified direction
285: until you pass something interesting or run into a wall.
286: You should experiment with this,
287: since it is a very useful command,
288: but very difficult to describe.
289: This also works for all movement commands.
290: .ip j
291: Move down.
292: .ip k
293: Move up.
294: .ip l
295: Move right.
296: .ip y
297: Move diagonally up and left.
298: .ip u
299: Move diagonally up and right.
300: .ip b
301: Move diagonally down and left.
302: .ip n
303: Move diagonally down and right.
304: .ip t
305: Throw an object.
306: This is a prefix command.
307: When followed with a direction
308: it throws an object in the specified direction.
309: (e.g. type
310: .Cs th
311: to throw
312: something to the left.)
313: .ip f
314: Fight until someone dies.
315: When followed with a direction
316: this will force you to fight the creature in that direction
317: until either you or it bites the big one.
318: .ip m
319: Move onto something without picking it up.
320: This will move you one space in the direction you specify and,
321: if there is an object there you can pick up,
322: it won't do it.
323: .ip z
324: Zap prefix.
325: Point a staff or wand in a given direction
326: and fire it.
327: Even non-directional staves must be pointed in some direction
328: to be used.
329: .ip ^
330: Identify trap command.
331: If a trap is on your map
332: and you can't remember what type it is,
333: you can get rogue to remind you
334: by getting next to it and typing
335: .Cs ^
336: followed by the direction that would move you on top of it.
337: .ip s
338: Search for traps and secret doors.
339: Examine each space immediately adjacent to you
340: for the existence of a trap or secret door.
341: There is a large chance that even if there is something there,
342: you won't find it,
343: so you might have to search a while before you find something.
344: .ip >
345: Climb down a staircase to the next level.
346: Not surprisingly, this can only be done if you are standing on staircase.
347: .ip <
348: Climb up a staircase to the level above.
349: This can't be done without the Amulet of Yendor in your possession.
350: .ip "."
351: Rest.
352: This is the \*(lqdo nothing\*(rq command.
353: This is good for waiting and healing.
354: .ip *
355: Inventory.
356: List what you are carrying in your pack.
357: .ip I
358: Selective inventory.
359: Tells you what a single item in your pack is.
360: .ip q
361: Quaff one of the potions you are carrying.
362: .ip r
363: Read one of the scrolls in your pack.
364: .ip e
365: Eat food from your pack.
366: .ip w
367: Wield a weapon.
368: Take a weapon out of your pack and carry it for use in combat,
369: replacing the one you are currently using (if any).
370: .ip W
371: Wear armor.
372: You can only wear one suit of armor at a time.
373: This takes extra time.
374: .ip T
375: Take armor off.
376: You can't remove armor that is cursed.
377: This takes extra time.
378: .ip P
379: Put on a ring.
380: You can wear only two rings at a time
381: (one on each hand).
382: If you aren't wearing any rings,
383: this command will ask you which hand you want to wear it on,
384: otherwise, it will place it on the unused hand.
385: The program assumes that you wield your sword in your right hand.
386: .ip R
387: Remove a ring.
388: If you are only wearing one ring,
389: this command takes it off.
390: If you are wearing two,
391: it will ask you which one you wish to remove,
392: .ip d
393: Drop an object.
394: Take something out of your pack and leave it lying on the floor.
395: Only one object can occupy each space.
396: You cannot drop a cursed object at all
397: if you are wielding or wearing it.
398: .ip c
399: Call an object something.
400: If you have a type of object in your pack
401: which you wish to remember something about,
402: you can use the call command to give a name to that type of object.
403: This is usually used when you figure out what a
404: potion, scroll, ring, or staff is
405: after you pick it up,
406: or when you want to remember
407: which of those swords in your pack you were wielding.
408: .ip D
409: Print out which things you've discovered something about.
410: This command will ask you what type of thing you are interested in.
411: If you type the character for a given type of object
412: (\fIe.g.\fP
413: .Cs !
414: for potion)
415: it will tell you which kinds of that type of object you've discovered
416: (\fIi.e.\fP, figured out what they are).
417: This command works for potions, scrolls, rings, and staves and wands.
418: .ip o
419: Examine and set options.
420: This command is further explained in the section on options.
421: .ip ^R
422: Redraws the screen.
423: Useful if spurious messages or transmission errors
424: have messed up the display.
425: .ip ^P
426: Print last message.
427: Useful when a message disappears before you can read it.
428: This only repeats the last message
429: that was not a mistyped command
430: so that you don't loose anything by accidentally typing
431: the wrong character instead of ^P.
432: .ip \*E
433: Cancel a command, prefix, or count.
434: .ip !
435: Escape to a shell for some commands.
436: .ip Q
437: Quit.
438: Leave the game.
439: .ip S
440: Save the current game in a file.
441: It will ask you whether you wish to use the default save file.
442: .i Caveat :
443: Rogue won't let you start up a copy of a saved game,
444: and it removes the save file as soon as you start up a restored game.
445: This is to prevent people from saving a game just before a dangerous position
446: and then restarting it if they die.
447: To restore a saved game,
448: give the file name as an argument to rogue.
449: As in
450: .ti +1i
451: .nf
452: % rogue \fIsave\*_file\fP
453: .ip
454: To restart from the default save file (see below),
455: run
456: .ti +1i
457: .nf
458: % rogue \-r
459: .ip v
460: Prints the program version number.
461: .ip )
462: Print the weapon you are currently wielding
463: .ip ]
464: Print the armor you are currently wearing
465: .ip =
466: Print the rings you are currently wearing
467: .ip @
468: Reprint the status line on the message line
469: .sh 1 Rooms
470: .pp
471: Rooms in the dungeons are either lit or dark.
472: If you walk into a lit room,
473: the entire room will be drawn on the screen as soon as you enter.
474: If you walk into a dark room,
475: it will only be displayed as you explore it.
476: Upon leaving a room,
477: all monsters inside the room
478: are erased from the screen.
479: In the darkness you can only see one space
480: in all directions around you.
481: A corridor is always dark.
482: .sh 1 Fighting
483: .pp
484: If you see a monster and you wish to fight it,
485: just attempt to run into it.
486: Many times a monster you find will mind its own business
487: unless you attack it.
488: It is often the case that discretion is the better part of valor.
489: .sh 1 "Objects you can find"
490: .pp
491: When you find something in the dungeon,
492: it is common to want to pick the object up.
493: This is accomplished in rogue by walking over the object
494: (unless you use the
495: .Cs m
496: prefix, see above).
497: If you are carrying too many things,
498: the program will tell you and it won't pick up the object,
499: otherwise it will add it to your pack
500: and tell you what you just picked up.
501: .pp
502: Many of the commands that operate on objects must prompt you
503: to find out which object you want to use.
504: If you change your mind and don't want to do that command after all,
505: just type an \*E and the command will be aborted.
506: .pp
507: Some objects, like armor and weapons,
508: are easily differentiated.
509: Others, like scrolls and potions,
510: are given labels which vary according to type.
511: During a game,
512: any two of the same kind of object
513: with the same label
514: are the same type.
515: However,
516: the labels will vary from game to game.
517: .pp
518: When you use one of these labeled objects,
519: if its effect is obvious,
520: rogue will remember what it is for you.
521: If it's effect isn't extremely obvious
522: you will be asked what you want to scribble on it
523: so you will recognize it later,
524: or you can use the
525: .Cs call
526: command
527: (see above).
528: .sh 2 Weapons
529: .pp
530: Some weapons,
531: like arrows,
532: come in bunches,
533: but most come one at a time.
534: In order to use a weapon,
535: you must wield it.
536: To fire an arrow out of a bow,
537: you must first wield the bow,
538: then throw the arrow.
539: You can only wield one weapon at a time,
540: but you can't change weapons if the one
541: you are currently wielding is cursed.
542: The commands to use weapons are
543: .Cs w
544: (wield)
545: and
546: .Cs t
547: (throw).
548: .sh 2 Armor
549: .pp
550: There are various sorts of armor lying around in the dungeon.
551: Some of it is enchanted,
552: some is cursed,
553: and some is just normal.
554: Different armor types have different armor protection.
555: The higher the armor protection,
556: the more protection the armor affords against the blows of monsters.
557: Here is a list of the various armor types and their normal armor protection:
558: .(b
559: .TS
560: box center;
561: l r.
562: \ \ \fIType Protection\fP
563: None 0
564: Leather armor 2
565: Studded leather / Ring mail 3
566: Scale mail 4
567: Chain mail 5
568: Banded mail / Splint mail 6
569: Plate mail 7
570: .TE
571: .)b
572: .lp
573: If a piece of armor is enchanted,
574: its armor protection will be higher than normal.
575: If a suit of armor is cursed,
576: its armor protection will be lower,
577: and you will not be able to remove it.
578: However, not all armor with a protection that is lower than normal is cursed.
579: .pp
580: The commands to use weapons are
581: .Cs W
582: (wear)
583: and
584: .Cs T
585: (take off).
586: .sh 2 Scrolls
587: .pp
588: Scrolls come with titles in an unknown tongue\**.
589: .(f
590: \** Actually, it's a dialect spoken only by the twenty-seven members
591: of a tribe in Outer Mongolia,
592: but you're not supposed to
593: .i know
594: that.
595: .)f
596: After you read a scroll,
597: it disappears from your pack.
598: The command to use a scroll is
599: .Cs r
600: (read).
601: .sh 2 Potions
602: .pp
603: Potions are labeled by the color of the liquid inside the flask.
604: They disappear after being quaffed.
605: The command to use a scroll is
606: .Cs q
607: (quaff).
608: .sh 2 "Staves and Wands"
609: .pp
610: Staves and wands do the same kinds of things.
611: Staves are identified by a type of wood;
612: wands by a type of metal or bone.
613: They are generally things you want to do to something
614: over a long distance,
615: so you must point them at what you wish to affect
616: to use them.
617: Some staves are not affected by the direction they are pointed, though.
618: Staves come with multiple magic charges,
619: the number being random,
620: and when they are used up,
621: the staff is just a piece of wood or metal.
622: .pp
623: The command to use a wand or staff is
624: .Cs z
625: (zap)
626: .sh 2 Rings
627: .pp
628: Rings are very useful items,
629: since they are relatively permanent magic,
630: unlike the usually fleeting effects of potions, scrolls, and staves.
631: Of course,
632: the bad rings are also more powerful.
633: Most rings also cause you to use up food more rapidly,
634: the rate varying with the type of ring.
635: Rings are differentiated by their stone settings.
636: The commands to use rings are
637: .Cs P
638: (put on)
639: and
640: .Cs R
641: (remove).
642: .sh 2 Food
643: .pp
644: Food is necessary to keep you going.
645: If you go too long without eating you will faint,
646: and eventually die of starvation.
647: The command to use food is
648: .Cs e
649: (eat).
650: .sh 1 Options
651: .pp
652: Due to variations in personal tastes
653: and conceptions of the way rogue should do things,
654: there are a set of options you can set
655: that cause rogue to behave in various different ways.
656: .sh 2 "Setting the options"
657: .pp
658: There are two ways to set the options.
659: The first is with the
660: .Cs o
661: command of rogue;
662: the second is with the
663: .Cs ROGUEOPTS
664: environment variable\**.
665: .(f
666: \** On Version 6 systems,
667: there is no equivalent of the ROGUEOPTS feature.
668: .br
669: .)f
670: .br
671: .sh 3 "Using the `o' command"
672: .pp
673: When you type
674: .Cs o
675: in rogue,
676: it clears the screen
677: and displays the current settings for all the options.
678: It then places the cursor by the value of the first option
679: and waits for you to type.
680: You can type a \*R
681: which means to go to the next option,
682: a
683: .Cs \-
684: which means to go to the previous option,
685: an \*E
686: which means to return to the game,
687: or you can give the option a value.
688: For boolean options this merely involves typing
689: .Cs t
690: for true or
691: .Cs f
692: for false.
693: For string options,
694: type the new value followed by a \*R.
695: .sh 3 "Using the ROGUEOPTS variable"
696: .pp
697: The ROGUEOPTS variable is a string
698: containing a comma separated list of initial values
699: for the various options.
700: Boolean variables can be turned on by listing their name
701: or turned off by putting a
702: .Cs no
703: in front of the name.
704: Thus to set up an environment variable so that
705: .b jump
706: is on,
707: .b terse
708: is off,
709: and the
710: .b name
711: is set to \*(lqBlue Meanie\*(rq,
712: use the command
713: .nf
714: .ti +3n
715: % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
716: .fi
717: .(f
718: \**
719: For those of you who use the bourne shell, the commands would be
720: .in +3
721: .nf
722: $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
723: $ export ROGUEOPTS
724: .fi
725: .in +0
726: .)f
727: .sh 2 "Option list"
728: .pp
729: Here is a list of the options
730: and an explanation of what each one is for.
731: The default value for each is enclosed in square brackets.
732: For character string options,
733: input over fifty characters will be ignored.
734: .ip "\fBterse\fP [\fI\^noterse\^\fP]"
735: Useful for those who are tired of the sometimes lengthy messages of rogue.
736: This is a useful option for playing on slow terminals,
737: so this option defaults to
738: .i terse
739: if you
740: are on a slow (1200 baud or under) terminal.
741: .ip "\fBjump\fP [\fI\^nojump\^\fP]"
742: If this option is set,
743: running moves will not be displayed
744: until you reach the end of the move.
745: This saves considerable cpu and display time.
746: This option defaults to
747: .i jump
748: if you are using a slow terminal.
749: .ip "\fBflush\fP [\fI\^noflush\^\fP]"
750: All typeahead is thrown away after each round of battle.
751: This is useful for those who type far ahead
752: and then watch in dismay as a Bat kills them.
753: .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]"
754: Display the floor around you on the screen
755: as you move through dark rooms.
756: Due to the amount of characters generated,
757: this option defaults to
758: .i noseefloor
759: if you are using a slow terminal.
760: .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
761: Follow turnings in passageways.
762: If you run in a passage
763: and you run into stone or a wall,
764: rogue will see if it can turn to the right or left.
765: If it can only turn one way,
766: it will turn that way.
767: If it can turn either or neither,
768: it will stop.
769: This is followed strictly,
770: which can sometimes lead to slightly confusing occurrences
771: (which is why it defaults to
772: .i nopassgo ).
773: .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]"
774: Print out the tombstone at the end if you get killed.
775: This is nice but slow, so you can turn it off if you like.
776: .ip "\fBinven\fP [\fI\^overwrite\^\fP]"
777: Inventory type.
778: This can have one of three values:
779: .i overwrite ,
780: .i slow ,
781: or
782: .i clear .
783: With
784: .i overwrite
785: the top lines of the map are overwritten
786: with the list
787: when inventory is requested
788: or when
789: \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions
790: are answered with a
791: .Cs * .
792: However, if the list is longer than a screenful,
793: the screen is cleared.
794: With
795: .i slow ,
796: lists are displayed one item at a time on the top of the screen,
797: and with
798: .i clear ,
799: the screen is cleared,
800: the list is displayed,
801: and then the dungeon level is re-displayed.
802: Due to speed considerations,
803: .i clear
804: is the default for terminals without
805: clear-to-end-of-line capabilities.
806: .ip "\fBname\fP [account name]"
807: This is the name of your character.
808: It is used if you get on the top ten scorer's list.
809: .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
810: This should hold the name of a fruit that you enjoy eating.
811: It is basically a whimsey that rogue uses in a couple of places.
812: .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
813: The default file name for saving the game.
814: If your phone is hung up by accident,
815: rogue will automatically save the game in this file.
816: The file name may start with the special character
817: .Cs ~
818: which expands to be your home directory.
819: .sh 1 Scoring
820: .pp
821: Rogue usually maintains a list
822: of the top scoring people or scores on your machine.
823: Depending on how it is set up,
824: it can post either the top scores
825: or the top players.
826: In the latter case,
827: each account on the machine
828: can post only one non-winning score on this list.
829: If you score higher than someone else on this list,
830: or better your previous score on the list,
831: you will be inserted in the proper place
832: under your current name.
833: How many scores are kept
834: can also be set up by whoever installs it on your machine.
835: .pp
836: If you quit the game, you get out with all of your gold intact.
837: If, however, you get killed in the Dungeons of Doom,
838: your body is forwarded to your next-of-kin,
839: along with 90% of your gold;
840: ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
841: .(f
842: \** The Dungeon's wizard is named Wally the Wonder Badger.
843: Invocations should be accompanied by a sizable donative.
844: .)f
845: This should make you consider whether you want to take one last hit
846: at that monster and possibly live,
847: or quit and thus stop with whatever you have.
848: If you quit, you do get all your gold,
849: but if you swing and live, you might find more.
850: .pp
851: If you just want to see what the current top players/games list is,
852: you can type
853: .ti +1i
854: .nf
855: % rogue \-s
856: .br
857: .sh 1 Acknowledgements
858: .pp
859: Rogue was originally conceived of by Glenn Wichman and Michael Toy.
860: Ken Arnold and Michael Toy then smoothed out the user interface,
861: and added jillions of new features.
862: We would like to thank
863: Bob Arnold,
864: Michelle Busch,
865: Andy Hatcher,
866: Kipp Hickman,
867: Mark Horton,
868: Daniel Jensen,
869: Bill Joy,
870: Joe Kalash,
871: Steve Maurer,
872: Marty McNary,
873: Jan Miller,
874: and
875: Scott Nelson
876: for their ideas and assistance;
877: and also the teeming multitudes
878: who graciously ignored work, school, and social life to play rogue
879: and send us bugs, complaints, suggestions, and just plain flames.
880: And also Mom.
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