comparison rogue5/rogue.me.in @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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32:2dcd75e6a736 33:f502bf60e6e4
1 .\"
2 .\" @(#)rogue.me 6.2 (Berkeley) 4/28/86
3 .\"
4 .\" Rogue: Exploring the Dungeons of Doom
5 .\" Copyright (C) 1980-1983, 1985, 1986 Michael Toy, Ken Arnold and Glenn Wichman
6 .\" All rights reserved.
7 .\"
8 .\" See the file LICENSE.TXT for full copyright and licensing information.
9 .\"
10 .ds E \s-2<ESCAPE>\s0
11 .ds R \s-2<RETURN>\s0
12 .ds U \s-2UNIX\s0
13 .ie t .ds _ \d\(mi\u
14 .el .ds _ _
15 .de Cs
16 \&\\$3\*(lq\\$1\*(rq\\$2
17 ..
18 .sp 5
19 .ce 1000
20 .ps +4
21 .vs +4p
22 .b
23 A Guide to the Dungeons of Doom
24 .r
25 .vs
26 .ps
27 .sp 2
28 .i
29 Michael C. Toy
30 Kenneth C. R. C. Arnold
31 .r
32 .sp 2
33 Computer Systems Research Group
34 Department of Electrical Engineering and Computer Science
35 University of California
36 Berkeley, California 94720
37 .sp 4
38 .i ABSTRACT
39 .ce 0
40 .(b I F
41 .bi Rogue
42 is a visual CRT based fantasy game
43 which runs under the \*U\(dg timesharing system.
44 .(f
45 \fR\(dg\*U is a trademark of Bell Laboratories\fP
46 .)f
47 This paper describes how to play rogue,
48 and gives a few hints
49 for those who might otherwise get lost in the Dungeons of Doom.
50 .)b
51 \".he '''\fBA Guide to the Dungeons of Doom\fP'
52 \" .fo ''- % -''
53 .eh 'USD:33-%''A Guide to the Dungeons of Doom'
54 .oh 'A Guide to the Dungeons of Doom''USD:33-%'
55 .sh 1 Introduction
56 .pp
57 You have just finished your years as a student at the local fighter's guild.
58 After much practice and sweat you have finally completed your training
59 and are ready to embark upon a perilous adventure.
60 As a test of your skills,
61 the local guildmasters have sent you into the Dungeons of Doom.
62 Your task is to return with the Amulet of Yendor.
63 Your reward for the completion of this task
64 will be a full membership in the local guild.
65 In addition,
66 you are allowed to keep all the loot you bring back from the dungeons.
67 .pp
68 In preparation for your journey,
69 you are given an enchanted mace,
70 a bow, and a quiver of arrows
71 taken from a dragon's hoard in the far off Dark Mountains.
72 You are also outfitted with elf-crafted armor
73 and given enough food to reach the dungeons.
74 You say goodbye to family and friends for what may be the last time
75 and head up the road.
76 .pp
77 You set out on your way to the dungeons
78 and after several days of uneventful travel,
79 you see the ancient ruins
80 that mark the entrance to the Dungeons of Doom.
81 It is late at night,
82 so you make camp at the entrance
83 and spend the night sleeping under the open skies.
84 In the morning you gather your weapons,
85 put on your armor,
86 eat what is almost your last food,
87 and enter the dungeons.
88 .sh 1 "What is going on here?"
89 .pp
90 You have just begun a game of rogue.
91 Your goal is to grab as much treasure as you can,
92 find the Amulet of Yendor,
93 and get out of the Dungeons of Doom alive.
94 On the screen,
95 a map of where you have been
96 and what you have seen on the current dungeon level is kept.
97 As you explore more of the level,
98 it appears on the screen in front of you.
99 .pp
100 Rogue differs from most computer fantasy games in that it is screen oriented.
101 Commands are all one or two keystrokes\**
102 .(f
103 \** As opposed to pseudo English sentences.
104 .)f
105 and the results of your commands
106 are displayed graphically on the screen rather
107 than being explained in words.\**
108 .(f
109 \** A minimum screen size of 24 lines by 80 columns is required.
110 If the screen is larger, only the 24x80 section will be used
111 for the map.
112 .)f
113 .pp
114 Another major difference between rogue and other computer fantasy games
115 is that once you have solved all the puzzles in a standard fantasy game,
116 it has lost most of its excitement and it ceases to be fun.
117 Rogue,
118 on the other hand,
119 generates a new dungeon every time you play it
120 and even the author finds it an entertaining and exciting game.
121 .sh 1 "What do all those things on the screen mean?"
122 .pp
123 In order to understand what is going on in rogue
124 you have to first get some grasp of what rogue is doing with the screen.
125 The rogue screen is intended
126 to replace the \*(lqYou can see ...\*(rq descriptions
127 of standard fantasy games.
128 Figure 1 is a sample of what a rogue screen might look like.
129 .(z
130 .hl
131 .nf
132 .TS
133 center;
134 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
135 - - - - - - - - - - - -
136 | . . . . . . . . . . +
137 | . . @ . . . . ] . . |
138 | . . . . B . . . . . |
139 | . . . . . . . . . . |
140 - - - - - + - - - - - -
141 .TE
142
143
144 .ce 1000
145 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
146
147 Figure 1
148 .ce
149 .hl
150 .)z
151 .sh 2 "The bottom line"
152 .pp
153 At the bottom line of the screen
154 are a few pieces of cryptic information
155 describing your current status.
156 Here is an explanation of what these things mean:
157 .ip Level \w'Level\ \ 'u
158 This number indicates how deep you have gone in the dungeon.
159 It starts at one and goes up as you go deeper into the dungeon.
160 .ip Gold \w'Level\ \ 'u
161 The number of gold pieces you have managed to find
162 and keep with you so far.
163 .ip Hp \w'Level\ \ 'u
164 Your current and maximum health points.
165 Health points indicate how much damage you can take before you die.
166 The more you get hit in a fight,
167 the lower they get.
168 You can regain health points by resting.
169 The number in parentheses
170 is the maximum number your health points can reach.
171 .ip Str \w'Level\ \ 'u
172 Your current strength and maximum ever strength.
173 This can be any integer less than or equal to 31,
174 or greater than or equal to three.
175 The higher the number,
176 the stronger you are.
177 The number in the parentheses
178 is the maximum strength you have attained so far this game.
179 .ip Arm \w'Level\ \ 'u
180 Your current armor protection.
181 This number indicates how effective your armor is
182 in stopping blows from unfriendly creatures.
183 The higher this number is,
184 the more effective the armor.
185 .ip Exp \w'Level\ \ 'u
186 These two numbers give your current experience level
187 and experience points.
188 As you do things,
189 you gain experience points.
190 At certain experience point totals,
191 you gain an experience level.
192 The more experienced you are,
193 the better you are able to fight and to withstand magical attacks.
194 .sh 2 "The top line"
195 .pp
196 The top line of the screen is reserved
197 for printing messages that describe things
198 that are impossible to represent visually.
199 If you see a \*(lq--More--\*(rq on the top line,
200 this means that rogue wants to print another message on the screen,
201 but it wants to make certain
202 that you have read the one that is there first.
203 To read the next message,
204 just type a space.
205 .sh 2 "The rest of the screen"
206 .pp
207 The rest of the screen is the map of the level
208 as you have explored it so far.
209 Each symbol on the screen represents something.
210 Here is a list of what the various symbols mean:
211 .ip @
212 This symbol represents you, the adventurer.
213 .ip "-\^|"
214 These symbols represent the walls of rooms.
215 .ip +
216 A door to/from a room.
217 .ip .
218 The floor of a room.
219 .ip #
220 The floor of a passage between rooms.
221 .ip *
222 A pile or pot of gold.
223 .ip )
224 A weapon of some sort.
225 .ip ]
226 A piece of armor.
227 .ip !
228 A flask containing a magic potion.
229 .ip ?
230 A piece of paper, usually a magic scroll.
231 .ip =
232 A ring with magic properties
233 .ip /
234 A magical staff or wand
235 .ip ^
236 A trap, watch out for these.
237 .ip %
238 A staircase to other levels
239 .ip :
240 A piece of food.
241 .ip A-Z
242 The uppercase letters
243 represent the various inhabitants of the Dungeons of Doom.
244 Watch out, they can be nasty and vicious.
245 .sh 1 Commands
246 .pp
247 Commands are given to rogue by typing one or two characters.
248 Most commands can be preceded by a count to repeat them
249 (e.g. typing
250 .Cs 10s
251 will do ten searches).
252 Commands for which counts make no sense
253 have the count ignored.
254 To cancel a count or a prefix,
255 type \*E.
256 The list of commands is rather long,
257 but it can be read at any time during the game with the
258 .Cs ?
259 command.
260 Here it is for reference,
261 with a short explanation of each command.
262 .ip ?
263 The help command.
264 Asks for a character to give help on.
265 If you type a
266 .Cs * ,
267 it will list all the commands,
268 otherwise it will explain what the character you typed does.
269 .ip /
270 This is the \*(lqWhat is that on the screen?\*(rq command.
271 A
272 .Cs /
273 followed by any character that you see on the level,
274 will tell you what that character is.
275 For instance,
276 typing
277 .Cs /@
278 will tell you that the
279 .Cs @
280 symbol represents you, the player.
281 .ip "h, H, ^H"
282 Move left.
283 You move one space to the left.
284 If you use upper case
285 .Cs h ,
286 you will continue to move left until you run into something.
287 This works for all movement commands
288 (e.g.
289 .Cs L
290 means run in direction
291 .Cs l )
292 If you use the \*(lqcontrol\*(rq
293 .Cs h ,
294 you will continue moving in the specified direction
295 until you pass something interesting or run into a wall.
296 You should experiment with this,
297 since it is a very useful command,
298 but very difficult to describe.
299 This also works for all movement commands.
300 .ip j
301 Move down.
302 .ip k
303 Move up.
304 .ip l
305 Move right.
306 .ip y
307 Move diagonally up and left.
308 .ip u
309 Move diagonally up and right.
310 .ip b
311 Move diagonally down and left.
312 .ip n
313 Move diagonally down and right.
314 .ip t
315 Throw an object.
316 This is a prefix command.
317 When followed with a direction
318 it throws an object in the specified direction.
319 (e.g. type
320 .Cs th
321 to throw
322 something to the left.)
323 .ip f
324 Fight until someone dies.
325 When followed with a direction
326 this will force you to fight the creature in that direction
327 until either you or it bites the big one.
328 .ip m
329 Move onto something without picking it up.
330 This will move you one space in the direction you specify and,
331 if there is an object there you can pick up,
332 it won't do it.
333 .ip z
334 Zap prefix.
335 Point a staff or wand in a given direction
336 and fire it.
337 Even non-directional staves must be pointed in some direction
338 to be used.
339 .ip ^
340 Identify trap command.
341 If a trap is on your map
342 and you can't remember what type it is,
343 you can get rogue to remind you
344 by getting next to it and typing
345 .Cs ^
346 followed by the direction that would move you on top of it.
347 .ip s
348 Search for traps and secret doors.
349 Examine each space immediately adjacent to you
350 for the existence of a trap or secret door.
351 There is a large chance that even if there is something there,
352 you won't find it,
353 so you might have to search a while before you find something.
354 .ip >
355 Climb down a staircase to the next level.
356 Not surprisingly, this can only be done if you are standing on staircase.
357 .ip <
358 Climb up a staircase to the level above.
359 This can't be done without the Amulet of Yendor in your possession.
360 .ip "."
361 Rest.
362 This is the \*(lqdo nothing\*(rq command.
363 This is good for waiting and healing.
364 .ip ,
365 Pick up something.
366 This picks up whatever you are currently standing on,
367 if you are standing on anything at all.
368 .ip i
369 Inventory.
370 List what you are carrying in your pack.
371 .ip I
372 Selective inventory.
373 Tells you what a single item in your pack is.
374 .ip q
375 Quaff one of the potions you are carrying.
376 .ip r
377 Read one of the scrolls in your pack.
378 .ip e
379 Eat food from your pack.
380 .ip w
381 Wield a weapon.
382 Take a weapon out of your pack and carry it for use in combat,
383 replacing the one you are currently using (if any).
384 .ip W
385 Wear armor.
386 You can only wear one suit of armor at a time.
387 This takes extra time.
388 .ip T
389 Take armor off.
390 You can't remove armor that is cursed.
391 This takes extra time.
392 .ip P
393 Put on a ring.
394 You can wear only two rings at a time
395 (one on each hand).
396 If you aren't wearing any rings,
397 this command will ask you which hand you want to wear it on,
398 otherwise, it will place it on the unused hand.
399 The program assumes that you wield your sword in your right hand.
400 .ip R
401 Remove a ring.
402 If you are only wearing one ring,
403 this command takes it off.
404 If you are wearing two,
405 it will ask you which one you wish to remove,
406 .ip d
407 Drop an object.
408 Take something out of your pack and leave it lying on the floor.
409 Only one object can occupy each space.
410 You cannot drop a cursed object at all
411 if you are wielding or wearing it.
412 .ip c
413 Call an object something.
414 If you have a type of object in your pack
415 which you wish to remember something about,
416 you can use the call command to give a name to that type of object.
417 This is usually used when you figure out what a
418 potion, scroll, ring, or staff is
419 after you pick it up,
420 or when you want to remember
421 which of those swords in your pack you were wielding.
422 .ip D
423 Print out which things you've discovered something about.
424 This command will ask you what type of thing you are interested in.
425 If you type the character for a given type of object
426 (\fIe.g.\fP
427 .Cs !
428 for potion)
429 it will tell you which kinds of that type of object you've discovered
430 (\fIi.e.\fP, figured out what they are).
431 This command works for potions, scrolls, rings, and staves and wands.
432 .ip o
433 Examine and set options.
434 This command is further explained in the section on options.
435 .ip ^R
436 Redraws the screen.
437 Useful if spurious messages or transmission errors
438 have messed up the display.
439 .ip ^P
440 Print last message.
441 Useful when a message disappears before you can read it.
442 This only repeats the last message
443 that was not a mistyped command
444 so that you don't loose anything by accidentally typing
445 the wrong character instead of ^P.
446 .ip \*E
447 Cancel a command, prefix, or count.
448 .ip !
449 Escape to a shell for some commands.
450 .ip Q
451 Quit.
452 Leave the game.
453 .ip S
454 Save the current game in a file.
455 It will ask you whether you wish to use the default save file.
456 .i Caveat :
457 Rogue won't let you start up a copy of a saved game,
458 and it removes the save file as soon as you start up a restored game.
459 This is to prevent people from saving a game just before a dangerous position
460 and then restarting it if they die.
461 To restore a saved game,
462 give the file name as an argument to rogue.
463 As in
464 .ti +1i
465 .nf
466 % rogue \fIsave\*_file\fP
467 .ip
468 To restart from the default save file (see below),
469 run
470 .ti +1i
471 .nf
472 % rogue \-r
473 .ip v
474 Prints the program version number.
475 .ip )
476 Print the weapon you are currently wielding
477 .ip ]
478 Print the armor you are currently wearing
479 .ip =
480 Print the rings you are currently wearing
481 .ip @
482 Reprint the status line on the message line
483 .sh 1 Rooms
484 .pp
485 Rooms in the dungeons are either lit or dark.
486 If you walk into a lit room,
487 the entire room will be drawn on the screen as soon as you enter.
488 If you walk into a dark room,
489 it will only be displayed as you explore it.
490 Upon leaving a room,
491 all monsters inside the room
492 are erased from the screen.
493 In the darkness you can only see one space
494 in all directions around you.
495 A corridor is always dark.
496 .sh 1 Fighting
497 .pp
498 If you see a monster and you wish to fight it,
499 just attempt to run into it.
500 Many times a monster you find will mind its own business
501 unless you attack it.
502 It is often the case that discretion is the better part of valor.
503 .sh 1 "Objects you can find"
504 .pp
505 When you find something in the dungeon,
506 it is common to want to pick the object up.
507 This is accomplished in rogue by walking over the object
508 (unless you use the
509 .Cs m
510 prefix, see above).
511 If you are carrying too many things,
512 the program will tell you and it won't pick up the object,
513 otherwise it will add it to your pack
514 and tell you what you just picked up.
515 .pp
516 Many of the commands that operate on objects must prompt you
517 to find out which object you want to use.
518 If you change your mind and don't want to do that command after all,
519 just type an \*E and the command will be aborted.
520 .pp
521 Some objects, like armor and weapons,
522 are easily differentiated.
523 Others, like scrolls and potions,
524 are given labels which vary according to type.
525 During a game,
526 any two of the same kind of object
527 with the same label
528 are the same type.
529 However,
530 the labels will vary from game to game.
531 .pp
532 When you use one of these labeled objects,
533 if its effect is obvious,
534 rogue will remember what it is for you.
535 If it's effect isn't extremely obvious
536 you will be asked what you want to scribble on it
537 so you will recognize it later,
538 or you can use the
539 .Cs call
540 command
541 (see above).
542 .sh 2 Weapons
543 .pp
544 Some weapons,
545 like arrows,
546 come in bunches,
547 but most come one at a time.
548 In order to use a weapon,
549 you must wield it.
550 To fire an arrow out of a bow,
551 you must first wield the bow,
552 then throw the arrow.
553 You can only wield one weapon at a time,
554 but you can't change weapons if the one
555 you are currently wielding is cursed.
556 The commands to use weapons are
557 .Cs w
558 (wield)
559 and
560 .Cs t
561 (throw).
562 .sh 2 Armor
563 .pp
564 There are various sorts of armor lying around in the dungeon.
565 Some of it is enchanted,
566 some is cursed,
567 and some is just normal.
568 Different armor types have different armor protection.
569 The higher the armor protection,
570 the more protection the armor affords against the blows of monsters.
571 Here is a list of the various armor types and their normal armor protection:
572 .(b
573 .TS
574 box center;
575 l r.
576 \ \ \fIType Protection\fP
577 None 0
578 Leather armor 2
579 Studded leather / Ring mail 3
580 Scale mail 4
581 Chain mail 5
582 Banded mail / Splint mail 6
583 Plate mail 7
584 .TE
585 .)b
586 .lp
587 If a piece of armor is enchanted,
588 its armor protection will be higher than normal.
589 If a suit of armor is cursed,
590 its armor protection will be lower,
591 and you will not be able to remove it.
592 However, not all armor with a protection that is lower than normal is cursed.
593 .pp
594 The commands to use weapons are
595 .Cs W
596 (wear)
597 and
598 .Cs T
599 (take off).
600 .sh 2 Scrolls
601 .pp
602 Scrolls come with titles in an unknown tongue\**.
603 .(f
604 \** Actually, it's a dialect spoken only by the twenty-seven members
605 of a tribe in Outer Mongolia,
606 but you're not supposed to
607 .i know
608 that.
609 .)f
610 After you read a scroll,
611 it disappears from your pack.
612 The command to use a scroll is
613 .Cs r
614 (read).
615 .sh 2 Potions
616 .pp
617 Potions are labeled by the color of the liquid inside the flask.
618 They disappear after being quaffed.
619 The command to use a scroll is
620 .Cs q
621 (quaff).
622 .sh 2 "Staves and Wands"
623 .pp
624 Staves and wands do the same kinds of things.
625 Staves are identified by a type of wood;
626 wands by a type of metal or bone.
627 They are generally things you want to do to something
628 over a long distance,
629 so you must point them at what you wish to affect
630 to use them.
631 Some staves are not affected by the direction they are pointed, though.
632 Staves come with multiple magic charges,
633 the number being random,
634 and when they are used up,
635 the staff is just a piece of wood or metal.
636 .pp
637 The command to use a wand or staff is
638 .Cs z
639 (zap)
640 .sh 2 Rings
641 .pp
642 Rings are very useful items,
643 since they are relatively permanent magic,
644 unlike the usually fleeting effects of potions, scrolls, and staves.
645 Of course,
646 the bad rings are also more powerful.
647 Most rings also cause you to use up food more rapidly,
648 the rate varying with the type of ring.
649 Rings are differentiated by their stone settings.
650 The commands to use rings are
651 .Cs P
652 (put on)
653 and
654 .Cs R
655 (remove).
656 .sh 2 Food
657 .pp
658 Food is necessary to keep you going.
659 If you go too long without eating you will faint,
660 and eventually die of starvation.
661 The command to use food is
662 .Cs e
663 (eat).
664 .sh 1 Options
665 .pp
666 Due to variations in personal tastes
667 and conceptions of the way rogue should do things,
668 there are a set of options you can set
669 that cause rogue to behave in various different ways.
670 .sh 2 "Setting the options"
671 .pp
672 There are two ways to set the options.
673 The first is with the
674 .Cs o
675 command of rogue;
676 the second is with the
677 .Cs ROGUEOPTS
678 environment variable\**.
679 .(f
680 \** On Version 6 systems,
681 there is no equivalent of the ROGUEOPTS feature.
682 .br
683 .)f
684 .br
685 .sh 3 "Using the `o' command"
686 .pp
687 When you type
688 .Cs o
689 in rogue,
690 it clears the screen
691 and displays the current settings for all the options.
692 It then places the cursor by the value of the first option
693 and waits for you to type.
694 You can type a \*R
695 which means to go to the next option,
696 a
697 .Cs \-
698 which means to go to the previous option,
699 an \*E
700 which means to return to the game,
701 or you can give the option a value.
702 For boolean options this merely involves typing
703 .Cs t
704 for true or
705 .Cs f
706 for false.
707 For string options,
708 type the new value followed by a \*R.
709 .sh 3 "Using the ROGUEOPTS variable"
710 .pp
711 The ROGUEOPTS variable is a string
712 containing a comma separated list of initial values
713 for the various options.
714 Boolean variables can be turned on by listing their name
715 or turned off by putting a
716 .Cs no
717 in front of the name.
718 Thus to set up an environment variable so that
719 .b jump
720 is on,
721 .b terse
722 is off,
723 and the
724 .b name
725 is set to \*(lqBlue Meanie\*(rq,
726 use the command
727 .nf
728 .ti +3n
729 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
730 .fi
731 .(f
732 \**
733 For those of you who use the Bourne shell sh (1), the commands would be
734 .in +3
735 .nf
736 $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
737 $ export ROGUEOPTS
738 .fi
739 .in +0
740 .)f
741 .sh 2 "Option list"
742 .pp
743 Here is a list of the options
744 and an explanation of what each one is for.
745 The default value for each is enclosed in square brackets.
746 For character string options,
747 input over fifty characters will be ignored.
748 .ip "\fBterse\fP [\fI\^noterse\^\fP]"
749 Useful for those who are tired of the sometimes lengthy messages of rogue.
750 This is a useful option for playing on slow terminals,
751 so this option defaults to
752 .i terse
753 if you
754 are on a slow (1200 baud or under) terminal.
755 .ip "\fBjump\fP [\fI\^nojump\^\fP]"
756 If this option is set,
757 running moves will not be displayed
758 until you reach the end of the move.
759 This saves considerable cpu and display time.
760 This option defaults to
761 .i jump
762 if you are using a slow terminal.
763 .ip "\fBflush\fP [\fI\^noflush\^\fP]"
764 All typeahead is thrown away after each round of battle.
765 This is useful for those who type far ahead
766 and then watch in dismay as a Bat kills them.
767 .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]"
768 Display the floor around you on the screen
769 as you move through dark rooms.
770 Due to the amount of characters generated,
771 this option defaults to
772 .i noseefloor
773 if you are using a slow terminal.
774 .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
775 Follow turnings in passageways.
776 If you run in a passage
777 and you run into stone or a wall,
778 rogue will see if it can turn to the right or left.
779 If it can only turn one way,
780 it will turn that way.
781 If it can turn either or neither,
782 it will stop.
783 This algorithm can sometimes lead to slightly confusing occurrences
784 which is why it defaults to \fInopassgo\fP.
785 .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]"
786 Print out the tombstone at the end if you get killed.
787 This is nice but slow, so you can turn it off if you like.
788 .ip "\fBinven\fP [\fI\^overwrite\^\fP]"
789 Inventory type.
790 This can have one of three values:
791 .i overwrite ,
792 .i slow ,
793 or
794 .i clear .
795 With
796 .i overwrite
797 the top lines of the map are overwritten
798 with the list
799 when inventory is requested
800 or when
801 \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions
802 are answered with a
803 .Cs * .
804 However, if the list is longer than a screenful,
805 the screen is cleared.
806 With
807 .i slow ,
808 lists are displayed one item at a time on the top of the screen,
809 and with
810 .i clear ,
811 the screen is cleared,
812 the list is displayed,
813 and then the dungeon level is re-displayed.
814 Due to speed considerations,
815 .i clear
816 is the default for terminals without
817 clear-to-end-of-line capabilities.
818 .ip "\fBname\fP [account name]"
819 This is the name of your character.
820 It is used if you get on the top ten scorer's list.
821 .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
822 This should hold the name of a fruit that you enjoy eating.
823 It is basically a whimsey that rogue uses in a couple of places.
824 .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
825 The default file name for saving the game.
826 If your phone is hung up by accident,
827 rogue will automatically save the game in this file.
828 The file name may start with the special character
829 .Cs ~
830 which expands to be your home directory.
831 .sh 1 Scoring
832 .pp
833 Rogue usually maintains a list
834 of the top scoring people or scores on your machine.
835 Depending on how it is set up,
836 it can post either the top scores
837 or the top players.
838 In the latter case,
839 each account on the machine
840 can post only one non-winning score on this list.
841 If you score higher than someone else on this list,
842 or better your previous score on the list,
843 you will be inserted in the proper place
844 under your current name.
845 How many scores are kept
846 can also be set up by whoever installs it on your machine.
847 .pp
848 If you quit the game, you get out with all of your gold intact.
849 If, however, you get killed in the Dungeons of Doom,
850 your body is forwarded to your next-of-kin,
851 along with 90% of your gold;
852 ten percent of your gold is kept by the Dungeons' wizard as a fee\**.
853 .(f
854 \** The Dungeon's wizard is named Wally the Wonder Badger.
855 Invocations should be accompanied by a sizable donation.
856 .)f
857 This should make you consider whether you want to take one last hit
858 at that monster and possibly live,
859 or quit and thus stop with whatever you have.
860 If you quit, you do get all your gold,
861 but if you swing and live, you might find more.
862 .pp
863 If you just want to see what the current top players/games list is,
864 you can type
865 .ti +1i
866 .nf
867 % @PROGRAM@ \-s
868 .br
869 .sh 1 Acknowledgements
870 .pp
871 Rogue was originally conceived of by Glenn Wichman and Michael Toy.
872 Ken Arnold and Michael Toy then smoothed out the user interface,
873 and added jillions of new features.
874 We would like to thank
875 Bob Arnold,
876 Michelle Busch,
877 Andy Hatcher,
878 Kipp Hickman,
879 Mark Horton,
880 Daniel Jensen,
881 Bill Joy,
882 Joe Kalash,
883 Steve Maurer,
884 Marty McNary,
885 Jan Miller,
886 and
887 Scott Nelson
888 for their ideas and assistance;
889 and also the teeming multitudes
890 who graciously ignored work, school, and social life to play rogue
891 and send us bugs, complaints, suggestions, and just plain flames.
892 And also Mom.