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1.1 ! root 1: .TH DUNGEON 6 "February 9, 1987" ! 2: .SH NAME ! 3: dungeon\ -\ Adventures in the Dungeons of Doom ! 4: .SH SYNOPSIS ! 5: .B dungeon ! 6: .br ! 7: .B dungeon ! 8: [-r [savefile]]\ \ \ --\ pdp-11 version only ! 9: .SH DESCRIPTION ! 10: Dungeon is a game of adventure, danger, and low cunning. In it ! 11: you will explore some of the most amazing territory ever seen by mortal ! 12: man. Hardened adventurers have run screaming from the terrors contained ! 13: within. ! 14: .LP ! 15: In Dungeon, the intrepid explorer delves into the forgotten secrets ! 16: of a lost labyrinth deep in the bowels of the earth, searching for ! 17: vast treasures long hidden from prying eyes, treasures guarded by ! 18: fearsome monsters and diabolical traps! ! 19: .LP ! 20: Dungeon was created at the Programming Technology Division of the MIT ! 21: Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce ! 22: Daniels, and Dave Lebling. It was inspired by the Adventure game of ! 23: Crowther and Woods, and the Dungeons and Dragons game of Gygax ! 24: and Arneson. The original version was written in MDL (alias MUDDLE). ! 25: The current version was translated from MDL into FORTRAN IV by ! 26: a somewhat paranoid DEC engineer who prefers to remain anonymous. ! 27: .LP ! 28: On-line information may be obtained with the commands HELP and INFO. ! 29: .SH OPTIONS ! 30: In the pdp-11 version, the ! 31: .B -r ! 32: flag allows restarting a saved game. The default savefile is ! 33: .I dungeon.sav ! 34: which may be overriden on the command line. In the Vax version, ! 35: the game is restored by using the ! 36: .B restore ! 37: command. ! 38: .SH DETAILS ! 39: Following, is the summary produced by the ! 40: .B info ! 41: command: ! 42: .RS ! 43: .LP ! 44: Welcome to Dungeon! ! 45: .PP ! 46: You are near a large dungeon, which is reputed to contain vast ! 47: quantities of treasure. Naturally, you wish to acquire some of it. ! 48: In order to do so, you must of course remove it from the dungeon. To ! 49: receive full credit for it, you must deposit it safely in the trophy ! 50: case in the living room of the house. ! 51: .PP ! 52: In addition to valuables, the dungeon contains various objects ! 53: which may or may not be useful in your attempt to get rich. You may ! 54: need sources of light, since dungeons are often dark, and weapons, ! 55: since dungeons often have unfriendly things wandering about. Reading ! 56: material is scattered around the dungeon as well; some of it ! 57: is rumored to be useful. ! 58: .PP ! 59: To determine how successful you have been, a score is kept. ! 60: When you find a valuable object and pick it up, you receive a ! 61: certain number of points, which depends on the difficulty of finding ! 62: the object. You receive extra points for transporting the treasure ! 63: safely to the living room and placing it in the trophy case. In ! 64: addition, some particularly interesting rooms have a value associated ! 65: with visiting them. The only penalty is for getting yourself killed, ! 66: which you may do only twice. ! 67: .PP ! 68: Of special note is a thief (always carrying a large bag) who ! 69: likes to wander around in the dungeon (he has never been seen by the ! 70: light of day). He likes to take things. Since he steals for pleasure ! 71: rather than profit and is somewhat sadistic, he only takes things which ! 72: you have seen. Although he prefers valuables, sometimes in his haste ! 73: he may take something which is worthless. From time to time, he examines ! 74: his take and discards objects which he doesn't like. He may occasionally ! 75: stop in a room you are visiting, but more often he just wanders ! 76: through and rips you off (he is a skilled pickpocket). ! 77: .RE ! 78: .SH COMMANDS ! 79: .LP ! 80: .TP 15 ! 81: .B brief ! 82: suppresses printing of long room descriptions ! 83: for rooms which have been visited. ! 84: .TP ! 85: .B superbrief ! 86: suppresses ! 87: printing of long room descriptions for all rooms. ! 88: .TP ! 89: .B verbose ! 90: restores long descriptions. ! 91: .TP ! 92: .B info ! 93: prints information which might give some idea ! 94: of what the game is about. ! 95: .TP ! 96: .B quit ! 97: prints your score and asks whether you wish ! 98: to continue playing. ! 99: .TP ! 100: .B save ! 101: saves the state of the game for later continuation. ! 102: .TP ! 103: .B restore ! 104: restores a saved game. ! 105: .TP ! 106: .B inventory ! 107: lists the objects in your possession. ! 108: .TP ! 109: .B look ! 110: prints a description of your surroundings. ! 111: .TP ! 112: .B score ! 113: prints your current score and ranking. ! 114: .TP ! 115: .B time ! 116: tells you how long you have been playing. ! 117: .TP ! 118: .B diagnose ! 119: reports on your injuries, if any. ! 120: .LP ! 121: The ! 122: .B inventory ! 123: command may be abbreviated ! 124: .BR i ; ! 125: the ! 126: .B look ! 127: command may be abbreviated ! 128: .BR l ; ! 129: the ! 130: .B quit ! 131: command may be abbreviated ! 132: .BR q . ! 133: .LP ! 134: A command that begins with '!' as the first character is taken to ! 135: be a shell command and is passed unchanged to the shell via ! 136: .I system(3). ! 137: .SH CONTAINMENT ! 138: .LP ! 139: Some objects can contain other objects. Many such containers can ! 140: be opened and closed. The rest are always open. They may or may ! 141: not be transparent. For you to access (e.g., take) an object ! 142: which is in a container, the container must be open. For you ! 143: to see such an object, the container must be either open or ! 144: transparent. Containers have a capacity, and objects have sizes; ! 145: the number of objects which will fit therefore depends on their ! 146: sizes. You may put any object you have access to (it need not be ! 147: in your hands) into any other object. At some point, the program ! 148: will attempt to pick it up if you don't already have it, which ! 149: process may fail if you're carrying too much. Although containers ! 150: can contain other containers, the program doesn't access more than ! 151: one level down. ! 152: .SH FIGHTING ! 153: .LP ! 154: Occupants of the dungeon will, as a rule, fight back when ! 155: attacked. In some cases, they may attack even if unprovoked. ! 156: Useful verbs here are ! 157: .I attack ! 158: <villain> ! 159: .I with ! 160: <weapon>, ! 161: .IR kill , ! 162: etc. Knife-throwing may or may not be useful. You have a ! 163: fighting strength which varies with time. Being in a fight, ! 164: getting killed, and being injured all lower this strength. ! 165: Strength is regained with time. Thus, it is not a good idea to ! 166: fight someone immediately after being killed. Other details ! 167: should become apparent after a few melees or deaths. ! 168: .SH COMMAND\ PARSER ! 169: .LP ! 170: A command is one line of text terminated by a carriage return. ! 171: For reasons of simplicity, all words are distinguished by their ! 172: first six letters. All others are ignored. For example, typing ! 173: .I disassemble the encyclopedia ! 174: is not only meaningless, it also ! 175: creates excess effort for your fingers. Note that this truncation ! 176: may produce ambiguities in the intepretation of longer words. ! 177: [Also note that upper and lower case are equivalent.] ! 178: .LP ! 179: You are dealing with a fairly stupid parser, which understands ! 180: the following types of things: ! 181: .RS ! 182: .TP 5 ! 183: .B Actions: ! 184: Among the more obvious of these, such as ! 185: .I take, put, drop, ! 186: etc. ! 187: Fairly general forms of these may be used, such as ! 188: .I pick up, put down, ! 189: etc. ! 190: .TP ! 191: .B Directions: ! 192: .I north, south, up, down, ! 193: etc. and their various abbreviations. ! 194: Other more obscure directions ! 195: .RI ( land, ! 196: .IR cross ) ! 197: are appropriate in only certain situations. ! 198: .TP ! 199: .B Objects: ! 200: Most objects have names and can be referenced by them. ! 201: .TP ! 202: .B Adjectives: ! 203: Some adjectives are understood and required when there are ! 204: two objects which can be referenced with the same 'name' (e.g., ! 205: .I doors, ! 206: .IR buttons ). ! 207: .TP ! 208: .B Prepositions: ! 209: It may be necessary in some cases to include prepositions, but ! 210: the parser attempts to handle cases which aren't ambiguous ! 211: without. Thus ! 212: .I give car to demon ! 213: will work, as will ! 214: .I give demon ! 215: .IR car . ! 216: .I give car demon ! 217: probably won't do anything interesting. ! 218: When a preposition is used, it should be appropriate; ! 219: .I give car with demon ! 220: won't parse. ! 221: .TP ! 222: .B Sentences: ! 223: The parser understands a reasonable number of syntactic construc- ! 224: tions. In particular, multiple commands (separated by commas) ! 225: can be placed on the same line. ! 226: .TP ! 227: .B Ambiguity: ! 228: The parser tries to be clever about what to do in the case of ! 229: actions which require objects that are not explicitly specified. ! 230: If there is only one possible object, the parser will assume ! 231: that it should be used. Otherwise, the parser will ask. ! 232: Most questions asked by the parser can be answered. ! 233: .RE ! 234: .SH FILES ! 235: dindx.dat - game initialization info ! 236: .br ! 237: dtext.dat - encoded messages ! 238: .br ! 239: rindx.dat - index into message file for pdp version ! 240: .br ! 241: dungeon.sav - default save file for pdp version ! 242: .br ! 243: dsave.dat - default save file for non-pdp versions ! 244: .br ! 245: listen, speak - co-process routines for pdp version ! 246: .SH BUGS ! 247: For those familiar with the MDL version of the game on the ARPAnet, ! 248: the following is a list of the major incompatabilties: ! 249: .RS ! 250: -The first six letters of a word are considered ! 251: significant, instead of the first five. ! 252: .br ! 253: -The syntax for ! 254: .I tell, answer, ! 255: and ! 256: .I incant ! 257: is different. ! 258: .br ! 259: -Compound objects are not recognized. ! 260: .br ! 261: -Compound commands can be delimited with comma as well ! 262: as period. ! 263: .RE ! 264: .LP ! 265: Also, the palantir, brochure, and dead man problems are not ! 266: implemented. ! 267: .LP ! 268: The pdp version is slightly stripped down to fit within the memory ! 269: contraints. ! 270: An overlayed pdp version might be made that would allow the ! 271: complete game to be compiled and loaded, but I don't have the ! 272: inclination (or machine) to do it. ! 273: .SH AUTHORS ! 274: .LP ! 275: Many people have had a hand in this version. See the "History" and ! 276: "README" files for credits. Send bug reports to [email protected] ! 277: (or ...!tektronix!tekred!billr).
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