Mercurial > hg > early-roguelike
comparison srogue/rogue.nr @ 36:2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
| author | elwin |
|---|---|
| date | Thu, 25 Nov 2010 12:21:41 +0000 |
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| 35:05018c63a721 | 36:2128c7dc8a40 |
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| 1 .PH | |
| 2 .fp 9 CR | |
| 3 .nr Hu 1 | |
| 4 .nr Pt 0 | |
| 5 .SA 1 | |
| 6 .S +4 C | |
| 7 .ad c | |
| 8 .B "Super-Rogue Version 9.0" | |
| 9 .br | |
| 10 .ad b | |
| 11 .SP 0.45 | |
| 12 .S -4 C | |
| 13 .ad c | |
| 14 .I "Robert D. Kindelberger" | |
| 15 .br | |
| 16 .ad b | |
| 17 .SP 2.6 | |
| 18 .ad c | |
| 19 .I "A Tutorial on the Visual Game of Rogue - Version 9.0" | |
| 20 .br | |
| 21 .ad b | |
| 22 .SP 2 | |
| 23 .P | |
| 24 Rogue is a visual CRT based fantasy game which runs | |
| 25 under the UNIX\*F | |
| 26 .FS | |
| 27 UNIX is a trademark of AT&T Bell Laboratories. | |
| 28 .FE | |
| 29 timesharing system. This paper describes | |
| 30 how to play rogue and gives a few hints for those who might | |
| 31 otherwise get lost (or killed) in the Dungeons of Doom. | |
| 32 .SP 5 | |
| 33 .PH "''- % -''" | |
| 34 .H 1 INTRODUCTION | |
| 35 .P | |
| 36 You have just finished your years as a student | |
| 37 at the local fighter's guild. | |
| 38 After much practice and sweat you have finally completed your training and | |
| 39 are ready to embark upon a perilous adventure. As a test of your skills, | |
| 40 the local guildmasters have sent you into the Dungeons of Doom. Your | |
| 41 task is to return with the Amulet of Yendor. | |
| 42 Your reward for the completion | |
| 43 of this task will be a full membership in the local guild. | |
| 44 In addition, you are | |
| 45 allowed to keep all the loot you bring back from the dungeons. | |
| 46 .P | |
| 47 In preparation for your journey, you are given an enchanted weapon, taken | |
| 48 from a dragon's hoard in the far off Dark Mountains. | |
| 49 You are also outfitted | |
| 50 with elf-crafted armor and given enough food to reach the dungeons. You | |
| 51 say good-bye to family and friends for what may be the last time and head | |
| 52 up the road. | |
| 53 .P | |
| 54 You set out on your way to the dungeons and after | |
| 55 several days of uneventful | |
| 56 travel, you see the ancient ruins that mark the entrance to the Dungeons | |
| 57 of Doom. It is late at night so you make camp at the entrance and spend | |
| 58 the night sleeping under the open skies. In the morning you gather | |
| 59 your weapon, put on your armor, eat what is almost your last food and enter | |
| 60 the dungeons. | |
| 61 .H 1 "WHAT IS GOING ON HERE?" | |
| 62 .P | |
| 63 You have just begun a game of rogue. | |
| 64 Your goal is to grab as much treasure | |
| 65 as you can, find the \f3Amulet of Yendor\f1, and get out of the Dungeons | |
| 66 of Doom alive. | |
| 67 On the screen, a map of where you have been and what you have seen on | |
| 68 the current dungeon level is kept. As you explore more of the level, | |
| 69 it appears on the screen in front of you. | |
| 70 .P | |
| 71 Rogue differs from most computer fantasy games in that it is screen | |
| 72 oriented. Commands are all one or two keystrokes\*F | |
| 73 .FS | |
| 74 As opposed to pseudo English sentences. | |
| 75 .FE | |
| 76 and the results of your commands are displayed | |
| 77 graphically on the screen rather than being explained in words. | |
| 78 .P | |
| 79 Another major difference between rogue and other computer fantasy games | |
| 80 is that once you have solved all the puzzles in a standard fantasy game, | |
| 81 it has lost most of its excitement and it ceases to be fun. Rogue on the | |
| 82 other hand generates a new dungeon every time you play it and | |
| 83 even the author finds it an entertaining and exciting game. | |
| 84 .H 1 "WHAT DO ALL THOSE THINGS ON THE SCREEN MEAN?" | |
| 85 .P | |
| 86 In order to understand what is going on in rogue you have to first get | |
| 87 some grasp of what rogue is doing with the screen. | |
| 88 The rogue screen is intended to replace the \f3You can see ...\f1 descriptions | |
| 89 of standard fantasy games. Here is a sample of what a rogue screen might | |
| 90 look like: | |
| 91 .SP | |
| 92 .DS | |
| 93 \f9 | |
| 94 --------------------- | |
| 95 |...................+###########+ | |
| 96 |...@...........[...| | |
| 97 |........H..........| | |
| 98 |...................| | |
| 99 --------+------------ | |
| 100 #### | |
| 101 + | |
| 102 | |
| 103 Level: 1 Gold: 0 Hp:12(12) Ac: 6 Exp:1/0 Vol:36% | |
| 104 Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170 | |
| 105 \f1 | |
| 106 .DE | |
| 107 .H 1 "THE BOTTOM LINES" | |
| 108 At the bottom line of the screen is a few pieces of cryptic information, | |
| 109 describing your current status. Here is an explanation of what these | |
| 110 things mean: | |
| 111 .SP | |
| 112 .H 2 "LEVEL" | |
| 113 .SP | |
| 114 This number indicates how deep you have gone in the dungeon. It starts | |
| 115 at one and goes up forever.\*F | |
| 116 .FS | |
| 117 Or until you get killed or decide to quit. Level 500 is really the | |
| 118 maximum, but almost impossible. | |
| 119 .FE | |
| 120 .SP | |
| 121 .H 2 "GOLD" | |
| 122 .SP | |
| 123 The number of gold pieces you have managed to attain. | |
| 124 .SP | |
| 125 .H 2 "HP" | |
| 126 .SP | |
| 127 Your current and maximum hit points. Hit points indicate how much | |
| 128 damage you can take before you die. The more you get hit in a | |
| 129 fight, the lower they | |
| 130 get. You can regain hit points by moving around. The number in | |
| 131 parentheses is the maximum number of hit points you can regain. | |
| 132 .SP | |
| 133 .H 2 "AC" | |
| 134 .SP | |
| 135 Your current armor class. This number indicates how effective | |
| 136 your armor is in stopping blows from unfriendly creatures. The lower | |
| 137 this number is, the more effective the armor. Armor class can get | |
| 138 lower than zero. | |
| 139 .SP | |
| 140 .H 2 "EXP" | |
| 141 .SP | |
| 142 These two numbers give your current experience level and experience points. | |
| 143 As you kill monsters, you gain experience points. At certain experience | |
| 144 point totals, you gain an experience level. The more experienced you are, | |
| 145 the better you are able to fight and to withstand magical attacks. You | |
| 146 must gain 10 experience points to advance to the 2nd experience level. | |
| 147 Now you must double the previous experience point total to advance | |
| 148 to the next experience level. (i.e. 20 to get to level 3, 40 to 4...) | |
| 149 Every time you advance to a new experience level, your hit points | |
| 150 will increase. This is random, so don't expect a lot every time. | |
| 151 .SP | |
| 152 .H 2 "VOL" | |
| 153 .SP | |
| 154 This is the percentage of what your pack contains. \f3100%\f1 | |
| 155 means that your pack is full. | |
| 156 .SP | |
| 157 .H 2 "STR" | |
| 158 .SP | |
| 159 Your current strength. This can be any integer from 0 to 24. | |
| 160 The larger the number, the stronger you are. | |
| 161 .SP | |
| 162 .H 2 "DEX" | |
| 163 .SP | |
| 164 This is your dexterity. Dexterity gives you the ability to dodge arrow | |
| 165 and dart traps more effectively. It also gives you the ability to dodge | |
| 166 attacks from monters (maximum of 18). | |
| 167 .SP | |
| 168 .H 2 "WIS" | |
| 169 .SP | |
| 170 This is your wisdom. If you are smarter than the monsters, | |
| 171 then you have a better chance of defeating them (maximum of 18). | |
| 172 .SP | |
| 173 .H 2 "CON" | |
| 174 .SP | |
| 175 This is your constitution. Constitution makes up your ability to | |
| 176 regain your hit points, once you have been battered. The higher | |
| 177 your constitution (maximum of 18), the faster you will gain back | |
| 178 the hit points you have lost. | |
| 179 .SP | |
| 180 .H 2 "CARRY" | |
| 181 .SP | |
| 182 This is similar to your volume, but tells you the maximum of what | |
| 183 you can carry and what you are currently carrying in weight. | |
| 184 .H 1 "THE TOP LINE" | |
| 185 .P | |
| 186 The top line of the screen is reserved for printing messages that describe | |
| 187 things that are impossible to represent visually. If you see a | |
| 188 \f3-- More --\f1 on the top line, this means that rogue wants to print another | |
| 189 message on the screen, but it wants to make certain that you have read | |
| 190 the one that is there first. To read the next message, just press a | |
| 191 space. | |
| 192 .H 1 "THE REST OF THE SCREEN" | |
| 193 .P | |
| 194 The rest of the screen is the map of the level | |
| 195 as you have explored it so far. | |
| 196 Each symbol on the screen represents something. Here is a list of what | |
| 197 the various symbols mean: | |
| 198 .bp | |
| 199 .DS | |
| 200 .B "@ " "This symbol represents you, the adventurer." | |
| 201 | |
| 202 .B "| " "A wall running north/south." | |
| 203 | |
| 204 .B "- " "A wall running east/west." | |
| 205 | |
| 206 .B "+ " "A door to/from a room." | |
| 207 | |
| 208 .B "\. " "The floor of a room." | |
| 209 | |
| 210 .B "# " "The floor of a passage between rooms." | |
| 211 | |
| 212 .B "* " "A pile or pot of gold." | |
| 213 | |
| 214 .B ") " "A weapon of some sort." | |
| 215 | |
| 216 .B "] " "A suit of armor." | |
| 217 | |
| 218 .B "! " "A flask containing a magic potion." | |
| 219 | |
| 220 .B "? " "A piece of paper, usually a magic scroll." | |
| 221 | |
| 222 .B "/ " "A wand or staff of magic." | |
| 223 | |
| 224 .B "= " "A magical ring. Can be good or bad." | |
| 225 | |
| 226 .B "{ " "An arrow trap. Loss of hit points." | |
| 227 | |
| 228 .B "} " "A bear trap. Holds you for awhile." | |
| 229 | |
| 230 .B "~ " "A teleportation trap. Teleports you to a random room." | |
| 231 | |
| 232 .B "` " "A dart trap. Loss of strength." | |
| 233 | |
| 234 .B "$ " "A sleeping gas trap, watch out for these." | |
| 235 | |
| 236 .B "> " "A trap door leading down to the next level." | |
| 237 | |
| 238 .B "^ " "A flee market to exchange gold for objects, or vice-versa." | |
| 239 | |
| 240 .B "\e " "A trap door that leads down to an invisible maze." | |
| 241 | |
| 242 \f3"\f1 A magical pool that does strange things to wielded objects. | |
| 243 | |
| 244 .B "% " "The staircase leading down to the next level." | |
| 245 | |
| 246 .B ": " "A piece of food or zany fruit." | |
| 247 | |
| 248 .B ", AMULET OF YENDOR." | |
| 249 | |
| 250 .B "a-Z " "There are 52 inhabitants of the Dungeons of Doom." | |
| 251 .DE | |
| 252 .bp | |
| 253 .H 1 COMMANDS | |
| 254 .P | |
| 255 Commands are given to rogue by pressing single letters. Some commands can | |
| 256 be preceded by a count to repeat them | |
| 257 (i.e. typing \f310s\f1 will do ten searches) | |
| 258 The list of commands is rather long, but it can be read at any time during | |
| 259 the game with the \f3?\f1 command. Here it is for reference, with a short | |
| 260 explanation of each command: | |
| 261 .SP | |
| 262 .DS | |
| 263 \f3?\f1 The help command. Asks for a character to give help on. | |
| 264 If you type a \f3*\f1, it will list all the commands, otherwise | |
| 265 it will explain what the character you type does. | |
| 266 | |
| 267 \f3/\f1 This is the \f3What is that on the screen\f1? command. | |
| 268 A \f3/\f1 followed by any character that you see on the level, | |
| 269 will tell you what that character is. For instance, typing | |
| 270 \f3/@\f1 will tell you that the \f3@\f1 symbol represents you, | |
| 271 the player. | |
| 272 | |
| 273 \f3h, H\f1 Move left. You move one space to the left. If you use | |
| 274 upper case, \f3H,\f1 you will continue to move left until you | |
| 275 run into something. This works for all movement commands. | |
| 276 (i.e. \f3L\f1 means run in direction \f3l\f1) | |
| 277 | |
| 278 .B "j, J " "Move down." | |
| 279 | |
| 280 .B "k, K " "Move up." | |
| 281 | |
| 282 .B "l, L " "Move right." | |
| 283 | |
| 284 .B "y, Y " "Move diagonally up and left." | |
| 285 | |
| 286 .B "u, U " "Move diagonally up and right." | |
| 287 | |
| 288 .B "b, B " "Move diagonally down and left." | |
| 289 | |
| 290 .B "n, N " "Move diagonally down and right." | |
| 291 | |
| 292 \f3f\f1 Find prefix. When followed by a direction it means to | |
| 293 continue moving in the specified direction until you pass | |
| 294 something interesting or run into a wall. | |
| 295 | |
| 296 \f3t\f1 Throw an object. This is a prefix command. Follow it | |
| 297 with a direction and you throw an object in the specified | |
| 298 direction. (i.e. type \f3th\f1 to throw something left.) | |
| 299 | |
| 300 \f3p\f1 Zap an object with a staff or wand. This is a prefix | |
| 301 command. Follow it with a direction and you will zap in the | |
| 302 specified direction. (i.e. type \f3ph\f1 to zap something left.) | |
| 303 .DE | |
| 304 .bp | |
| 305 .DS | |
| 306 \f3z\f1 Zap an object with no direction. This means that you | |
| 307 could be zapped with it as well. | |
| 308 | |
| 309 .B "D " "Dip an object in the magic pool." | |
| 310 | |
| 311 \f3>\f1 If you are standing over the passage down to the next | |
| 312 level, this command means to climb down. | |
| 313 | |
| 314 \f3<\f1 If you have found the \f3Amulet of Yendor\f1, then | |
| 315 you have the ability to climb back up a level, hopefully on | |
| 316 your way out. | |
| 317 | |
| 318 \f3s\f1 Search for traps and secret doors. Examine each space | |
| 319 immediately adjacent to you for the existence of a trap or | |
| 320 secret door. There is a large chance that even if there is | |
| 321 something there, you won't find it so you might have to | |
| 322 search a while before you find something. | |
| 323 | |
| 324 .B "\. " "Rest. This is the \f3do nothing\f1 command. This is | |
| 325 good for waiting and healing." | |
| 326 | |
| 327 .B "i " "Inventory. List what you are carrying in your pack." | |
| 328 | |
| 329 \f3I\f1 Selective inventory. Tells you what a single item in | |
| 330 your pack is. | |
| 331 | |
| 332 .B "q " "Quaff. Drink one of the potions you are carrying." | |
| 333 | |
| 334 .B "r " "Read. Read one of the scrolls in your pack." | |
| 335 | |
| 336 .B "e " "Eat food. Take some food out of your pack and eat it." | |
| 337 | |
| 338 \f3w\f1 Wield a weapon. Take a weapon out of your pack and carry | |
| 339 it. You must be wielding a weapon to use it (except to | |
| 340 throw things). To fire an arrow, you must wield the bow. | |
| 341 You can only wield one weapon at a time. | |
| 342 | |
| 343 \f3W\f1 Wear armor. Take a piece of armor out of your pack and | |
| 344 put it on. You can only wear one suit of armor at a time. | |
| 345 | |
| 346 .B "T " "Take armor off. You can't remove armor that is cursed." | |
| 347 | |
| 348 \f3P\f1 Put a ring on your finger. You can only wear two rings | |
| 349 at a time. | |
| 350 | |
| 351 \f3R\f1 Remove a ring from your finger. Cursed rings are hard | |
| 352 to remove. | |
