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comparison rogue5/rogue.doc.in @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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8 A Guide to the Dungeons of Doom | |
9 | |
10 | |
11 Michael C. Toy | |
12 Kenneth C. R. C. Arnold | |
13 | |
14 | |
15 Computer Systems Research Group | |
16 Department of Electrical Engineering and Computer Science | |
17 University of California | |
18 Berkeley, California 94720 | |
19 | |
20 | |
21 | |
22 | |
23 ABSTRACT | |
24 | |
25 Rogue is a visual CRT based fantasy game which runs | |
26 under the UNIX timesharing system. This paper de- | |
27 scribes how to play rogue, and gives a few hints for | |
28 those who might otherwise get lost in the Dungeons | |
29 of Doom. | |
30 | |
31 | |
32 | |
33 | |
34 1. Introduction | |
35 | |
36 You have just finished your years as a student at the | |
37 local fighter's guild. After much practice and sweat you | |
38 have finally completed your training and are ready to embark | |
39 upon a perilous adventure. As a test of your skills, the | |
40 local guildmasters have sent you into the Dungeons of Doom. | |
41 Your task is to return with the Amulet of Yendor. Your | |
42 reward for the completion of this task will be a full mem- | |
43 bership in the local guild. In addition, you are allowed to | |
44 keep all the loot you bring back from the dungeons. | |
45 | |
46 In preparation for your journey, you are given an | |
47 enchanted mace, a bow, and a quiver of arrows taken from a | |
48 dragon's hoard in the far off Dark Mountains. You are also | |
49 outfitted with elf-crafted armor and given enough food to | |
50 reach the dungeons. You say goodbye to family and friends | |
51 for what may be the last time and head up the road. | |
52 | |
53 You set out on your way to the dungeons and after sev- | |
54 eral days of uneventful travel, you see the ancient ruins | |
55 that mark the entrance to the Dungeons of Doom. It is late | |
56 at night, so you make camp at the entrance and spend the | |
57 ____________________ | |
58 UNIX is a trademark of Bell Laboratories | |
59 | |
60 | |
61 | |
62 | |
63 | |
64 | |
65 | |
66 | |
67 | |
68 | |
69 | |
70 | |
71 USD:33-2 A Guide to the Dungeons of Doom | |
72 | |
73 | |
74 night sleeping under the open skies. In the morning you | |
75 gather your weapons, put on your armor, eat what is almost | |
76 your last food, and enter the dungeons. | |
77 | |
78 2. What is going on here? | |
79 | |
80 You have just begun a game of rogue. Your goal is to | |
81 grab as much treasure as you can, find the Amulet of Yendor, | |
82 and get out of the Dungeons of Doom alive. On the screen, a | |
83 map of where you have been and what you have seen on the | |
84 current dungeon level is kept. As you explore more of the | |
85 level, it appears on the screen in front of you. | |
86 | |
87 Rogue differs from most computer fantasy games in that | |
88 it is screen oriented. Commands are all one or two | |
89 keystrokes1 and the results of your commands are displayed | |
90 graphically on the screen rather than being explained in | |
91 words.2 | |
92 | |
93 Another major difference between rogue and other com- | |
94 puter fantasy games is that once you have solved all the | |
95 puzzles in a standard fantasy game, it has lost most of its | |
96 excitement and it ceases to be fun. Rogue, on the other | |
97 hand, generates a new dungeon every time you play it and | |
98 even the author finds it an entertaining and exciting game. | |
99 | |
100 3. What do all those things on the screen mean? | |
101 | |
102 In order to understand what is going on in rogue you | |
103 have to first get some grasp of what rogue is doing with the | |
104 screen. The rogue screen is intended to replace the "You | |
105 can see ..." descriptions of standard fantasy games. Figure | |
106 1 is a sample of what a rogue screen might look like. | |
107 | |
108 3.1. The bottom line | |
109 | |
110 At the bottom line of the screen are a few pieces of | |
111 cryptic information describing your current status. Here is | |
112 an explanation of what these things mean: | |
113 | |
114 Level This number indicates how deep you have gone in the | |
115 dungeon. It starts at one and goes up as you go | |
116 deeper into the dungeon. | |
117 | |
118 Gold The number of gold pieces you have managed to find | |
119 and keep with you so far. | |
120 ____________________ | |
121 1 As opposed to pseudo English sentences. | |
122 2 A minimum screen size of 24 lines by 80 columns is re- | |
123 quired. If the screen is larger, only the 24x80 section | |
124 will be used for the map. | |
125 | |
126 | |
127 | |
128 | |
129 | |
130 | |
131 | |
132 | |
133 | |
134 | |
135 | |
136 | |
137 A Guide to the Dungeons of Doom USD:33-3 | |
138 | |
139 | |
140 | |
141 ____________________________________________________________ | |
142 | |
143 | |
144 ------------ | |
145 |..........+ | |
146 |..@....]..| | |
147 |....B.....| | |
148 |..........| | |
149 -----+------ | |
150 | |
151 | |
152 | |
153 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0 | |
154 | |
155 Figure 1 | |
156 ____________________________________________________________ | |
157 | |
158 | |
159 Hp Your current and maximum health points. Health | |
160 points indicate how much damage you can take before | |
161 you die. The more you get hit in a fight, the lower | |
162 they get. You can regain health points by resting. | |
163 The number in parentheses is the maximum number your | |
164 health points can reach. | |
165 | |
166 Str Your current strength and maximum ever strength. | |
167 This can be any integer less than or equal to 31, or | |
168 greater than or equal to three. The higher the num- | |
169 ber, the stronger you are. The number in the paren- | |
170 theses is the maximum strength you have attained so | |
171 far this game. | |
172 | |
173 Arm Your current armor protection. This number indicates | |
174 how effective your armor is in stopping blows from | |
175 unfriendly creatures. The higher this number is, the | |
176 more effective the armor. | |
177 | |
178 Exp These two numbers give your current experience level | |
179 and experience points. As you do things, you gain | |
180 experience points. At certain experience point | |
181 totals, you gain an experience level. The more expe- | |
182 rienced you are, the better you are able to fight and | |
183 to withstand magical attacks. | |
184 | |
185 3.2. The top line | |
186 | |
187 The top line of the screen is reserved for printing | |
188 messages that describe things that are impossible to repre- | |
189 sent visually. If you see a "--More--" on the top line, | |
190 this means that rogue wants to print another message on the | |
191 screen, but it wants to make certain that you have read the | |
192 one that is there first. To read the next message, just | |
193 | |
194 | |
195 | |
196 | |
197 | |
198 | |
199 | |
200 | |
201 | |
202 | |
203 USD:33-4 A Guide to the Dungeons of Doom | |
204 | |
205 | |
206 type a space. | |
207 | |
208 3.3. The rest of the screen | |
209 | |
210 The rest of the screen is the map of the level as you | |
211 have explored it so far. Each symbol on the screen repre- | |
212 sents something. Here is a list of what the various symbols | |
213 mean: | |
214 | |
215 @ This symbol represents you, the adventurer. | |
216 | |
217 -| These symbols represent the walls of rooms. | |
218 | |
219 + A door to/from a room. | |
220 | |
221 . The floor of a room. | |
222 | |
223 # The floor of a passage between rooms. | |
224 | |
225 * A pile or pot of gold. | |
226 | |
227 ) A weapon of some sort. | |
228 | |
229 ] A piece of armor. | |
230 | |
231 ! A flask containing a magic potion. | |
232 | |
233 ? A piece of paper, usually a magic scroll. | |
234 | |
235 = A ring with magic properties | |
236 | |
237 / A magical staff or wand | |
238 | |
239 ^ A trap, watch out for these. | |
240 | |
241 % A staircase to other levels | |
242 | |
243 : A piece of food. | |
244 | |
245 A-Z The uppercase letters represent the various inhabitants | |
246 of the Dungeons of Doom. Watch out, they can be nasty | |
247 and vicious. | |
248 | |
249 4. Commands | |
250 | |
251 Commands are given to rogue by typing one or two char- | |
252 acters. Most commands can be preceded by a count to repeat | |
253 them (e.g. typing "10s" will do ten searches). Commands for | |
254 which counts make no sense have the count ignored. To can- | |
255 cel a count or a prefix, type <ESCAPE>. The list of com- | |
256 mands is rather long, but it can be read at any time during | |
257 the game with the "?" command. Here it is for reference, | |
258 with a short explanation of each command. | |
259 | |
260 | |
261 | |
262 | |
263 | |
264 | |
265 | |
266 | |
267 | |
268 | |
269 A Guide to the Dungeons of Doom USD:33-5 | |
270 | |
271 | |
272 ? The help command. Asks for a character to give help | |
273 on. If you type a "*", it will list all the commands, | |
274 otherwise it will explain what the character you typed | |
275 does. | |
276 | |
277 / This is the "What is that on the screen?" command. A | |
278 "/" followed by any character that you see on the | |
279 level, will tell you what that character is. For | |
280 instance, typing "/@" will tell you that the "@" symbol | |
281 represents you, the player. | |
282 | |
283 h, H, ^H | |
284 Move left. You move one space to the left. If you use | |
285 upper case "h", you will continue to move left until | |
286 you run into something. This works for all movement | |
287 commands (e.g. "L" means run in direction "l") If you | |
288 use the "control" "h", you will continue moving in the | |
289 specified direction until you pass something interest- | |
290 ing or run into a wall. You should experiment with | |
291 this, since it is a very useful command, but very dif- | |
292 ficult to describe. This also works for all movement | |
293 commands. | |
294 | |
295 j Move down. | |
296 | |
297 k Move up. | |
298 | |
299 l Move right. | |
300 | |
301 y Move diagonally up and left. | |
302 | |
303 u Move diagonally up and right. | |
304 | |
305 b Move diagonally down and left. | |
306 | |
307 n Move diagonally down and right. | |
308 | |
309 t Throw an object. This is a prefix command. When fol- | |
310 lowed with a direction it throws an object in the spec- | |
311 ified direction. (e.g. type "th" to throw something to | |
312 the left.) | |
313 | |
314 f Fight until someone dies. When followed with a direc- | |
315 tion this will force you to fight the creature in that | |
316 direction until either you or it bites the big one. | |
317 | |
318 m Move onto something without picking it up. This will | |
319 move you one space in the direction you specify and, if | |
320 there is an object there you can pick up, it won't do | |
321 it. | |
322 | |
323 z Zap prefix. Point a staff or wand in a given direction | |
324 and fire it. Even non-directional staves must be | |
325 | |
326 | |
327 | |
328 | |
329 | |
330 | |
331 | |
332 | |
333 | |
334 | |
335 USD:33-6 A Guide to the Dungeons of Doom | |
336 | |
337 | |
338 pointed in some direction to be used. | |
339 | |
340 ^ Identify trap command. If a trap is on your map and | |
341 you can't remember what type it is, you can get rogue | |
342 to remind you by getting next to it and typing "^" fol- | |
343 lowed by the direction that would move you on top of | |
344 it. | |
345 | |
346 s Search for traps and secret doors. Examine each space | |
347 immediately adjacent to you for the existence of a trap | |
348 or secret door. There is a large chance that even if | |
349 there is something there, you won't find it, so you | |
350 might have to search a while before you find something. | |
351 | |
352 > Climb down a staircase to the next level. Not surpris- | |
353 ingly, this can only be done if you are standing on | |
354 staircase. | |
355 | |
356 < Climb up a staircase to the level above. This can't be | |
357 done without the Amulet of Yendor in your possession. | |
358 | |
359 . Rest. This is the "do nothing" command. This is good | |
360 for waiting and healing. | |
361 | |
362 , Pick up something. This picks up whatever you are cur- | |
363 rently standing on, if you are standing on anything at | |
364 all. | |
365 | |
366 i Inventory. List what you are carrying in your pack. | |