Annotation of 42BSD/games/rogue/rogue.doc, revision 1.1.1.1

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                      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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