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1.1 root 1: .\" Copyright (c) 1986 The Regents of the University of California.
2: .\" All rights reserved.
3: .\"
4: .\" Redistribution and use in source and binary forms are permitted
5: .\" provided that the above copyright notice and this paragraph are
6: .\" duplicated in all such forms and that any documentation,
7: .\" advertising materials, and other materials related to such
8: .\" distribution and use acknowledge that the software was developed
9: .\" by the University of California, Berkeley. The name of the
10: .\" University may not be used to endorse or promote products derived
11: .\" from this software without specific prior written permission.
12: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
13: .\" IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
14: .\" WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
15: .\"
16: .\" @(#)rogue.me 6.4 (Berkeley) 2/10/89
17: .\"
18: .ds E \s-2<ESCAPE>\s0
19: .ds R \s-2<RETURN>\s0
20: .ds U \s-2UNIX\s0
21: .ie t .ds _ \d\(mi\u
22: .el .ds _ _
23: .de Cs
24: \&\\$3\*(lq\\$1\*(rq\\$2
25: ..
26: .sp 5
27: .ce 1000
28: .ps +4
29: .vs +4p
30: .b
31: A Guide to the Dungeons of Doom
32: .r
33: .vs
34: .ps
35: .sp 2
36: .i
37: Michael C. Toy
38: Kenneth C. R. C. Arnold
39: .r
40: .sp 2
41: Computer Systems Research Group
42: Department of Electrical Engineering and Computer Science
43: University of California
44: Berkeley, California 94720
45: .sp 4
46: .i ABSTRACT
47: .ce 0
48: .(b I F
49: .bi Rogue
50: is a visual CRT based fantasy game
51: which runs under the \*U\(dg timesharing system.
52: .(f
53: \fR\(dg\*U is a trademark of Bell Laboratories\fP
54: .)f
55: This paper describes how to play rogue,
56: and gives a few hints
57: for those who might otherwise get lost in the Dungeons of Doom.
58: .)b
59: \".he '''\fBA Guide to the Dungeons of Doom\fP'
60: \" .fo ''- % -''
61: .eh 'USD:33-%''A Guide to the Dungeons of Doom'
62: .oh 'A Guide to the Dungeons of Doom''USD:33-%'
63: .sh 1 Introduction
64: .pp
65: You have just finished your years as a student at the local fighter's guild.
66: After much practice and sweat you have finally completed your training
67: and are ready to embark upon a perilous adventure.
68: As a test of your skills,
69: the local guildmasters have sent you into the Dungeons of Doom.
70: Your task is to return with the Amulet of Yendor.
71: Your reward for the completion of this task
72: will be a full membership in the local guild.
73: In addition,
74: you are allowed to keep all the loot you bring back from the dungeons.
75: .pp
76: In preparation for your journey,
77: you are given an enchanted mace,
78: a bow, and a quiver of arrows
79: taken from a dragon's hoard in the far off Dark Mountains.
80: You are also outfitted with elf-crafted armor
81: and given enough food to reach the dungeons.
82: You say goodbye to family and friends for what may be the last time
83: and head up the road.
84: .pp
85: You set out on your way to the dungeons
86: and after several days of uneventful travel,
87: you see the ancient ruins
88: that mark the entrance to the Dungeons of Doom.
89: It is late at night,
90: so you make camp at the entrance
91: and spend the night sleeping under the open skies.
92: In the morning you gather your weapons,
93: put on your armor,
94: eat what is almost your last food,
95: and enter the dungeons.
96: .sh 1 "What is going on here?"
97: .pp
98: You have just begun a game of rogue.
99: Your goal is to grab as much treasure as you can,
100: find the Amulet of Yendor,
101: and get out of the Dungeons of Doom alive.
102: On the screen,
103: a map of where you have been
104: and what you have seen on the current dungeon level is kept.
105: As you explore more of the level,
106: it appears on the screen in front of you.
107: .pp
108: Rogue differs from most computer fantasy games in that it is screen oriented.
109: Commands are all one or two keystrokes\**
110: .(f
111: \** As opposed to pseudo English sentences.
112: .)f
113: and the results of your commands
114: are displayed graphically on the screen rather
115: than being explained in words.\**
116: .(f
117: \** A minimum screen size of 24 lines by 80 columns is required.
118: If the screen is larger, only the 24x80 section will be used
119: for the map.
120: .)f
121: .pp
122: Another major difference between rogue and other computer fantasy games
123: is that once you have solved all the puzzles in a standard fantasy game,
124: it has lost most of its excitement and it ceases to be fun.
125: Rogue,
126: on the other hand,
127: generates a new dungeon every time you play it
128: and even the author finds it an entertaining and exciting game.
129: .sh 1 "What do all those things on the screen mean?"
130: .pp
131: In order to understand what is going on in rogue
132: you have to first get some grasp of what rogue is doing with the screen.
133: The rogue screen is intended
134: to replace the \*(lqYou can see ...\*(rq descriptions
135: of standard fantasy games.
136: Figure 1 is a sample of what a rogue screen might look like.
137: .(z
138: .hl
139: .nf
140: .TS
141: center;
142: ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
143: - - - - - - - - - - - -
144: | . . . . . . . . . . +
145: | . . @ . . . . ] . . |
146: | . . . . B . . . . . |
147: | . . . . . . . . . . |
148: - - - - - + - - - - - -
149: .TE
150:
151:
152: .ce 1000
153: Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
154:
155: Figure 1
156: .ce
157: .hl
158: .)z
159: .sh 2 "The bottom line"
160: .pp
161: At the bottom line of the screen
162: are a few pieces of cryptic information
163: describing your current status.
164: Here is an explanation of what these things mean:
165: .ip Level \w'Level\ \ 'u
166: This number indicates how deep you have gone in the dungeon.
167: It starts at one and goes up as you go deeper into the dungeon.
168: .ip Gold \w'Level\ \ 'u
169: The number of gold pieces you have managed to find
170: and keep with you so far.
171: .ip Hp \w'Level\ \ 'u
172: Your current and maximum health points.
173: Health points indicate how much damage you can take before you die.
174: The more you get hit in a fight,
175: the lower they get.
176: You can regain health points by resting.
177: The number in parentheses
178: is the maximum number your health points can reach.
179: .ip Str \w'Level\ \ 'u
180: Your current strength and maximum ever strength.
181: This can be any integer less than or equal to 99,
182: or greater than or equal to 1.
183: The higher the number,
184: the stronger you are.
185: The number in the parentheses
186: is the maximum strength you have attained so far this game.
187: .ip Arm \w'Level\ \ 'u
188: Your current armor protection.
189: This number indicates how effective your armor is
190: in stopping blows from unfriendly creatures.
191: The higher this number is,
192: the more effective the armor.
193: .ip Exp \w'Level\ \ 'u
194: These two numbers give your current experience level
195: and experience points.
196: As you do things,
197: you gain experience points.
198: At certain experience point totals,
199: you gain an experience level.
200: The more experienced you are,
201: the better you are able to fight and to withstand magical attacks.
202: .sh 2 "The top line"
203: .pp
204: The top line of the screen is reserved
205: for printing messages that describe things
206: that are impossible to represent visually.
207: If you see a \*(lq--More--\*(rq on the top line,
208: this means that rogue wants to print another message on the screen,
209: but it wants to make certain
210: that you have read the one that is there first.
211: To read the next message,
212: just type a space.
213: .sh 2 "The rest of the screen"
214: .pp
215: The rest of the screen is the map of the level
216: as you have explored it so far.
217: Each symbol on the screen represents something.
218: Here is a list of what the various symbols mean:
219: .ip @
220: This symbol represents you, the adventurer.
221: .ip "-\^|"
222: These symbols represent the walls of rooms.
223: .ip +
224: A door to/from a room.
225: .ip .
226: The floor of a room.
227: .ip #
228: The floor of a passage between rooms.
229: .ip *
230: A pile or pot of gold.
231: .ip )
232: A weapon of some sort.
233: .ip ]
234: A piece of armor.
235: .ip !
236: A flask containing a magic potion.
237: .ip ?
238: A piece of paper, usually a magic scroll.
239: .ip =
240: A ring with magic properties
241: .ip /
242: A magical staff or wand
243: .ip ^
244: A trap, watch out for these.
245: .ip %
246: A staircase to other levels
247: .ip :
248: A piece of food.
249: .ip A-Z
250: The uppercase letters
251: represent the various inhabitants of the Dungeons of Doom.
252: Watch out, they can be nasty and vicious.
253: .sh 1 Commands
254: .pp
255: Commands are given to rogue by typing one or two characters.
256: Most commands can be preceded by a count to repeat them
257: (e.g. typing
258: .Cs 10s
259: will do ten searches).
260: Commands for which counts make no sense
261: have the count ignored.
262: To cancel a count or a prefix,
263: type \*E.
264: The list of commands is rather long,
265: but it can be read at any time during the game with the
266: .Cs ?
267: command.
268: Here it is for reference,
269: with a short explanation of each command.
270: .ip ?
271: The help command.
272: Asks for a character to give help on.
273: If you type a
274: .Cs * ,
275: it will list all the commands,
276: otherwise it will explain what the character you typed does.
277: .ip /
278: This is the \*(lqWhat is that on the screen?\*(rq command.
279: A
280: .Cs /
281: followed by any character that you see on the level,
282: will tell you what that character is.
283: For instance,
284: typing
285: .Cs /@
286: will tell you that the
287: .Cs @
288: symbol represents you, the player.
289: .ip "h, H, ^H"
290: Move left.
291: You move one space to the left.
292: If you use upper case
293: .Cs h ,
294: you will continue to move left until you run into something.
295: This works for all movement commands
296: (e.g.
297: .Cs L
298: means run in direction
299: .Cs l )
300: If you use the \*(lqcontrol\*(rq
301: .Cs h ,
302: you will continue moving in the specified direction
303: until you pass something interesting or run into a wall.
304: You should experiment with this,
305: since it is a very useful command,
306: but very difficult to describe.
307: This also works for all movement commands.
308: .ip j
309: Move down.
310: .ip k
311: Move up.
312: .ip l
313: Move right.
314: .ip y
315: Move diagonally up and left.
316: .ip u
317: Move diagonally up and right.
318: .ip b
319: Move diagonally down and left.
320: .ip n
321: Move diagonally down and right.
322: .ip t
323: Throw an object.
324: This is a prefix command.
325: When followed with a direction
326: it throws an object in the specified direction.
327: (e.g. type
328: .Cs th
329: to throw
330: something to the left.)
331: .ip f
332: Fight until someone dies.
333: When followed with a direction
334: this will force you to fight the creature in that direction
335: until either you or it bites the big one.
336: .ip m
337: Move onto something without picking it up.
338: This will move you one space in the direction you specify and,
339: if there is an object there you can pick up,
340: it won't do it.
341: .ip z
342: Zap prefix.
343: Point a staff or wand in a given direction
344: and fire it.
345: Even non-directional staves must be pointed in some direction
346: to be used.
347: .ip ^
348: Identify trap command.
349: If a trap is on your map
350: and you can't remember what type it is,
351: you can get rogue to remind you
352: by getting next to it and typing
353: .Cs ^
354: followed by the direction that would move you on top of it.
355: .ip s
356: Search for traps and secret doors.
357: Examine each space immediately adjacent to you
358: for the existence of a trap or secret door.
359: There is a large chance that even if there is something there,
360: you won't find it,
361: so you might have to search a while before you find something.
362: .ip >
363: Climb down a staircase to the next level.
364: Not surprisingly, this can only be done if you are standing on staircase.
365: .ip <
366: Climb up a staircase to the level above.
367: This can't be done without the Amulet of Yendor in your possession.
368: .ip "."
369: Rest.
370: This is the \*(lqdo nothing\*(rq command.
371: This is good for waiting and healing.
372: .ip ,
373: Pick up something.
374: This picks up whatever you are currently standing on,
375: if you are standing on anything at all.
376: .ip i
377: Inventory.
378: List what you are carrying in your pack.
379: .ip I
380: Selective inventory.
381: Tells you what a single item in your pack is.
382: .ip q
383: Quaff one of the potions you are carrying.
384: .ip r
385: Read one of the scrolls in your pack.
386: .ip e
387: Eat food from your pack.
388: .ip w
389: Wield a weapon.
390: Take a weapon out of your pack and carry it for use in combat,
391: replacing the one you are currently using (if any).
392: .ip W
393: Wear armor.
394: You can only wear one suit of armor at a time.
395: This takes extra time.
396: .ip T
397: Take armor off.
398: You can't remove armor that is cursed.
399: This takes extra time.
400: .ip P
401: Put on a ring.
402: You can wear only two rings at a time
403: (one on each hand).
404: If you aren't wearing any rings,
405: this command will ask you which hand you want to wear it on,
406: otherwise, it will place it on the unused hand.
407: The program assumes that you wield your sword in your right hand.
408: .ip R
409: Remove a ring.
410: If you are only wearing one ring,
411: this command takes it off.
412: If you are wearing two,
413: it will ask you which one you wish to remove,
414: .ip d
415: Drop an object.
416: Take something out of your pack and leave it lying on the floor.
417: Only one object can occupy each space.
418: You cannot drop a cursed object at all
419: if you are wielding or wearing it.
420: .ip c
421: Call an object something.
422: If you have a type of object in your pack
423: which you wish to remember something about,
424: you can use the call command to give a name to that type of object.
425: This is usually used when you figure out what a
426: potion, scroll, ring, or staff is
427: after you pick it up but before it is truly identified. Each type of
428: scroll and potion will become identified after its first use.
429: .ip o
430: Examine and set options.
431: This command is further explained in the section on options.
432: .ip ^R
433: Redraws the screen.
434: Useful if spurious messages or transmission errors
435: have messed up the display.
436: .ip ^P
437: Print last message.
438: Useful when a message disappears before you can read it.
439: Consecutive repetitions of this command will reveal the last
440: five messages.
441: .ip \*E
442: Cancel a command, prefix, or count.
443: .ip !
444: Escape to a shell for some commands.
445: .ip Q
446: Quit.
447: Leave the game.
448: .ip S
449: Save the current game in a file.
450: It will ask you whether you wish to use the default save file.
451: .i Caveat :
452: Rogue won't let you start up a copy of a saved game,
453: and it removes the save file as soon as you start up a restored game.
454: This is to prevent people from saving a game just before a dangerous position
455: and then restarting it if they die.
456: To restore a saved game,
457: give the file name as an argument to rogue.
458: As in
459: .ti +1i
460: .nf
461: % rogue \fIsave\*_file\fP
462: .ip v
463: Prints the program version number.
464: .ip )
465: Print the weapon you are currently wielding
466: .ip ]
467: Print the armor you are currently wearing
468: .ip =
469: Print the rings you are currently wearing
470: .sh 1 Rooms
471: .pp
472: Rooms in the dungeons are lit as you enter them.
473: Upon leaving a room,
474: all monsters inside the room are erased from the screen.
475: In the darkness of a corridor, you can only see one space
476: in all directions around you.
477: .sh 1 Fighting
478: .pp
479: If you see a monster and you wish to fight it,
480: just attempt to run into it.
481: Many times a monster you find will mind its own business
482: unless you attack it.
483: It is often the case that discretion is the better part of valor.
484: .sh 1 "Objects you can find"
485: .pp
486: When you find something in the dungeon,
487: it is common to want to pick the object up.
488: This is accomplished in rogue by walking over the object
489: (unless you use the
490: .Cs m
491: prefix, see above).
492: If you are carrying too many things,
493: the program will tell you and it won't pick up the object,
494: otherwise it will add it to your pack
495: and tell you what you just picked up.
496: .pp
497: Many of the commands that operate on objects must prompt you
498: to find out which object you want to use.
499: If you change your mind and don't want to do that command after all,
500: just type an \*E and the command will be aborted.
501: .pp
502: Some objects, like armor and weapons,
503: are easily differentiated.
504: Others, like scrolls and potions,
505: are given labels which vary according to type.
506: During a game,
507: any two of the same kind of object
508: with the same label
509: are the same type.
510: However,
511: the labels will vary from game to game.
512: .pp
513: When you use one of these labeled objects,
514: if its effect may be obvious. Potions or scrolls will
515: become identified at this point, but not other items.
516: You may want to call these other items something
517: so you will recognize it later,
518: you can use the
519: .Cs call
520: command
521: (see above).
522: .sh 2 Weapons
523: .pp
524: Some weapons,
525: like arrows,
526: come in bunches,
527: but most come one at a time.
528: In order to use a weapon,
529: you must wield it.
530: To fire an arrow out of a bow,
531: you must first wield the bow,
532: then throw the arrow.
533: You can only wield one weapon at a time,
534: but you can't change weapons if the one
535: you are currently wielding is cursed.
536: The commands to use weapons are
537: .Cs w
538: (wield)
539: and
540: .Cs t
541: (throw).
542: .sh 2 Armor
543: .pp
544: There are various sorts of armor lying around in the dungeon.
545: Some of it is enchanted,
546: some is cursed,
547: and some is just normal.
548: Different armor types have different armor protection.
549: The higher the armor protection,
550: the more protection the armor affords against the blows of monsters.
551: Here is a list of the various armor types and their normal armor protection:
552: .(b
553: .TS
554: box center;
555: l r.
556: \ \ \fIType Protection\fP
557: None 0
558: Leather armor 2
559: Studded leather / Ring mail 3
560: Scale mail 4
561: Chain mail 5
562: Banded mail / Splint mail 6
563: Plate mail 7
564: .TE
565: .)b
566: .lp
567: If a piece of armor is enchanted,
568: its armor protection will be higher than normal.
569: If a suit of armor is cursed,
570: its armor protection will be lower,
571: and you will not be able to remove it.
572: However, not all armor with a protection that is lower than normal is cursed.
573: .pp
574: The commands to use weapons are
575: .Cs W
576: (wear)
577: and
578: .Cs T
579: (take off).
580: .sh 2 Scrolls
581: .pp
582: Scrolls come with titles in an unknown tongue\**.
583: .(f
584: \** Actually, it's a dialect spoken only by the twenty-seven members
585: of a tribe in Outer Mongolia,
586: but you're not supposed to
587: .i know
588: that.
589: .)f
590: After you read a scroll,
591: it disappears from your pack.
592: The command to use a scroll is
593: .Cs r
594: (read).
595: .sh 2 Potions
596: .pp
597: Potions are labeled by the color of the liquid inside the flask.
598: They disappear after being quaffed.
599: The command to use a scroll is
600: .Cs q
601: (quaff).
602: .sh 2 "Staves and Wands"
603: .pp
604: Staves and wands do the same kinds of things.
605: Staves are identified by a type of wood;
606: wands by a type of metal or bone.
607: They are generally things you want to do to something
608: over a long distance,
609: so you must point them at what you wish to affect
610: to use them.
611: Some staves are not affected by the direction they are pointed, though.
612: Staves come with multiple magic charges,
613: the number being random,
614: and when they are used up,
615: the staff is just a piece of wood or metal.
616: .pp
617: The command to use a wand or staff is
618: .Cs z
619: (zap)
620: .sh 2 Rings
621: .pp
622: Rings are very useful items,
623: since they are relatively permanent magic,
624: unlike the usually fleeting effects of potions, scrolls, and staves.
625: Of course,
626: the bad rings are also more powerful.
627: Most rings also cause you to use up food more rapidly,
628: the rate varying with the type of ring.
629: Rings are differentiated by their stone settings.
630: The commands to use rings are
631: .Cs P
632: (put on)
633: and
634: .Cs R
635: (remove).
636: .sh 2 Food
637: .pp
638: Food is necessary to keep you going.
639: If you go too long without eating you will faint,
640: and eventually die of starvation.
641: The command to use food is
642: .Cs e
643: (eat).
644: .sh 1 Options
645: .pp
646: Due to variations in personal tastes
647: and conceptions of the way rogue should do things,
648: there are a set of options you can set
649: that cause rogue to behave in various different ways.
650: .sh 2 "Setting the options"
651: .pp
652: There are two ways to set the options.
653: The first is with the
654: .Cs o
655: command of rogue;
656: the second is with the
657: .Cs ROGUEOPTS
658: environment variable\**.
659: .(f
660: \** On Version 6 systems,
661: there is no equivalent of the ROGUEOPTS feature.
662: .br
663: .)f
664: .br
665: .sh 3 "Using the `o' command"
666: .pp
667: When you type
668: .Cs o
669: in rogue,
670: it clears the screen
671: and displays the current settings for all the options.
672: It then places the cursor by the value of the first option
673: and waits for you to type.
674: You can type a \*R
675: which means to go to the next option,
676: a
677: .Cs \-
678: which means to go to the previous option,
679: an \*E
680: which means to return to the game,
681: or you can give the option a value.
682: For boolean options this merely involves typing
683: .Cs t
684: for true or
685: .Cs f
686: for false.
687: For string options,
688: type the new value followed by a \*R.
689: .sh 3 "Using the ROGUEOPTS variable"
690: .pp
691: The ROGUEOPTS variable is a string
692: containing a comma separated list of initial values
693: for the various options.
694: Boolean variables can be turned on by listing their name
695: or turned off by putting a
696: .Cs no
697: in front of the name.
698: Thus to set up an environment variable so that
699: .b jump
700: is on,
701: .b passgo
702: is off,
703: and the
704: .b name
705: is set to \*(lqBlue Meanie\*(rq,
706: use the command
707: .nf
708: .ti +3n
709: % setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"\**
710: .fi
711: .(f
712: \**
713: For those of you who use the Bourne shell sh (1), the commands would be
714: .in +3
715: .nf
716: $ ROGUEOPTS="jump,nopassgo,name=Blue Meanie"
717: $ export ROGUEOPTS
718: .fi
719: .in +0
720: .)f
721: .sh 2 "Option list"
722: .pp
723: Here is a list of the options
724: and an explanation of what each one is for.
725: The default value for each is enclosed in square brackets.
726: For character string options,
727: input over forty characters will be ignored.
728: .ip "\fBjump\fP [\fI\^nojump\^\fP]"
729: If this option is set,
730: running moves will not be displayed
731: until you reach the end of the move.
732: This saves considerable cpu and display time.
733: This option defaults to
734: .i jump
735: if you are using a slow terminal.
736: .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
737: Follow turnings in passageways.
738: If you run in a passage
739: and you run into stone or a wall,
740: rogue will see if it can turn to the right or left.
741: If it can only turn one way,
742: it will turn that way.
743: If it can turn either or neither,
744: it will stop.
745: This algorithm can sometimes lead to slightly confusing occurrences
746: which is why it defaults to \fInopassgo\fP.
747: .ip "\fBskull\fP [\fI\^skull\^\fP]"
748: Print out the skull at the end if you get killed.
749: This is nice but slow, so you can turn it off if you like.
750: .ip "\fBname\fP [account name]"
751: This is the name of your character.
752: It is used if you get on the top ten scorer's list.
753: .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
754: This should hold the name of a fruit that you enjoy eating.
755: It is basically a whimsey that rogue uses in a couple of places.
756: .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
757: The default file name for saving the game.
758: If your phone is hung up by accident,
759: rogue will automatically save the game in this file.
760: The file name may start with the special character
761: .Cs ~
762: which expands to be your home directory.
763: .sh 1 Scoring
764: .pp
765: Rogue maintains a list
766: of the top scoring people or scores on your machine.
767: If you score higher than someone else on this list,
768: or better your previous score on the list,
769: you will be inserted in the proper place
770: under your current name.
771: .pp
772: If you quit the game, you get out with all of your gold intact.
773: If, however, you get killed in the Dungeons of Doom,
774: your body is forwarded to your next-of-kin,
775: along with 90% of your gold;
776: ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
777: .(f
778: \** The Dungeon's wizard is named Wally the Wonder Badger.
779: Invocations should be accompanied by a sizable donation.
780: .)f
781: This should make you consider whether you want to take one last hit
782: at that monster and possibly live,
783: or quit and thus stop with whatever you have.
784: If you quit, you do get all your gold,
785: but if you swing and live, you might find more.
786: .pp
787: If you just want to see what the current top players/games list is,
788: you can type
789: .ti +1i
790: .nf
791: % rogue \-s
792: .br
793: .sh 1 Acknowledgements
794: .pp
795: Rogue was originally conceived of by Glenn Wichman and Michael Toy.
796: Ken Arnold and Michael Toy then smoothed out the user interface,
797: and added jillions of new features.
798: We would like to thank
799: Bob Arnold,
800: Michelle Busch,
801: Andy Hatcher,
802: Kipp Hickman,
803: Mark Horton,
804: Daniel Jensen,
805: Bill Joy,
806: Joe Kalash,
807: Steve Maurer,
808: Marty McNary,
809: Jan Miller,
810: and
811: Scott Nelson
812: for their ideas and assistance;
813: and also the teeming multitudes
814: who graciously ignored work, school, and social life to play rogue
815: and send us bugs, complaints, suggestions, and just plain flames.
816: And also Mom.
817: .pp
818: The public domain version of rogue now distributed with Berkeley UNIX
819: was written by Timothy Stoehr.
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