Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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.PH
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.fp 9 CR
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.nr Hu 1
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.nr Pt 0
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.SA 1
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.S +4 C
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.ad c
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.B "Super-Rogue Version 9.0"
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.br
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.ad b
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.SP 0.45
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.S -4 C
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.ad c
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.I "Robert D. Kindelberger"
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.br
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.ad b
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.SP 2.6
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.ad c
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.I "A Tutorial on the Visual Game of Rogue - Version 9.0"
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.br
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.ad b
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.SP 2
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.P
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Rogue is a visual CRT based fantasy game which runs
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under the UNIX\*F
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.FS
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UNIX is a trademark of AT&T Bell Laboratories.
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.FE
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timesharing system. This paper describes
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how to play rogue and gives a few hints for those who might
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otherwise get lost (or killed) in the Dungeons of Doom.
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.SP 5
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.PH "''- % -''"
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.H 1 INTRODUCTION
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.P
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You have just finished your years as a student
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at the local fighter's guild.
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After much practice and sweat you have finally completed your training and
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are ready to embark upon a perilous adventure. As a test of your skills,
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the local guildmasters have sent you into the Dungeons of Doom. Your
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task is to return with the Amulet of Yendor.
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Your reward for the completion
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of this task will be a full membership in the local guild.
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In addition, you are
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allowed to keep all the loot you bring back from the dungeons.
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.P
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In preparation for your journey, you are given an enchanted weapon, taken
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from a dragon's hoard in the far off Dark Mountains.
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You are also outfitted
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with elf-crafted armor and given enough food to reach the dungeons. You
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say good-bye to family and friends for what may be the last time and head
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up the road.
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.P
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You set out on your way to the dungeons and after
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several days of uneventful
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travel, you see the ancient ruins that mark the entrance to the Dungeons
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of Doom. It is late at night so you make camp at the entrance and spend
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the night sleeping under the open skies. In the morning you gather
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your weapon, put on your armor, eat what is almost your last food and enter
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the dungeons.
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.H 1 "WHAT IS GOING ON HERE?"
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.P
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You have just begun a game of rogue.
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Your goal is to grab as much treasure
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as you can, find the \f3Amulet of Yendor\f1, and get out of the Dungeons
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of Doom alive.
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On the screen, a map of where you have been and what you have seen on
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the current dungeon level is kept. As you explore more of the level,
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it appears on the screen in front of you.
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.P
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Rogue differs from most computer fantasy games in that it is screen
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oriented. Commands are all one or two keystrokes\*F
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.FS
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As opposed to pseudo English sentences.
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.FE
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and the results of your commands are displayed
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graphically on the screen rather than being explained in words.
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.P
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Another major difference between rogue and other computer fantasy games
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is that once you have solved all the puzzles in a standard fantasy game,
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it has lost most of its excitement and it ceases to be fun. Rogue on the
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other hand generates a new dungeon every time you play it and
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even the author finds it an entertaining and exciting game.
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.H 1 "WHAT DO ALL THOSE THINGS ON THE SCREEN MEAN?"
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.P
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In order to understand what is going on in rogue you have to first get
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some grasp of what rogue is doing with the screen.
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The rogue screen is intended to replace the \f3You can see ...\f1 descriptions
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of standard fantasy games. Here is a sample of what a rogue screen might
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look like:
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.SP
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.DS
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\f9
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---------------------
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|...................+###########+
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|...@...........[...|
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|........H..........|
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|...................|
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--------+------------
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####
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+
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Level: 1 Gold: 0 Hp:12(12) Ac: 6 Exp:1/0 Vol:36%
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Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170
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\f1
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.DE
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.H 1 "THE BOTTOM LINES"
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At the bottom line of the screen is a few pieces of cryptic information,
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describing your current status. Here is an explanation of what these
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things mean:
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.SP
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.H 2 "LEVEL"
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.SP
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This number indicates how deep you have gone in the dungeon. It starts
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at one and goes up forever.\*F
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.FS
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Or until you get killed or decide to quit. Level 500 is really the
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maximum, but almost impossible.
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.FE
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.SP
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.H 2 "GOLD"
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.SP
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The number of gold pieces you have managed to attain.
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.SP
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.H 2 "HP"
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.SP
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Your current and maximum hit points. Hit points indicate how much
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damage you can take before you die. The more you get hit in a
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fight, the lower they
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get. You can regain hit points by moving around. The number in
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parentheses is the maximum number of hit points you can regain.
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.SP
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.H 2 "AC"
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.SP
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Your current armor class. This number indicates how effective
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your armor is in stopping blows from unfriendly creatures. The lower
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this number is, the more effective the armor. Armor class can get
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lower than zero.
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.SP
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.H 2 "EXP"
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.SP
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These two numbers give your current experience level and experience points.
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As you kill monsters, you gain experience points. At certain experience
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point totals, you gain an experience level. The more experienced you are,
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the better you are able to fight and to withstand magical attacks. You
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must gain 10 experience points to advance to the 2nd experience level.
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Now you must double the previous experience point total to advance
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to the next experience level. (i.e. 20 to get to level 3, 40 to 4...)
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Every time you advance to a new experience level, your hit points
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will increase. This is random, so don't expect a lot every time.
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.SP
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.H 2 "VOL"
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.SP
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This is the percentage of what your pack contains. \f3100%\f1
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means that your pack is full.
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.SP
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.H 2 "STR"
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.SP
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Your current strength. This can be any integer from 0 to 24.
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The larger the number, the stronger you are.
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.SP
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.H 2 "DEX"
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.SP
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This is your dexterity. Dexterity gives you the ability to dodge arrow
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and dart traps more effectively. It also gives you the ability to dodge
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attacks from monters (maximum of 18).
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.SP
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.H 2 "WIS"
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.SP
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This is your wisdom. If you are smarter than the monsters,
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then you have a better chance of defeating them (maximum of 18).
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.SP
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.H 2 "CON"
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.SP
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This is your constitution. Constitution makes up your ability to
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regain your hit points, once you have been battered. The higher
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your constitution (maximum of 18), the faster you will gain back
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the hit points you have lost.
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.SP
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.H 2 "CARRY"
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.SP
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This is similar to your volume, but tells you the maximum of what
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you can carry and what you are currently carrying in weight.
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.H 1 "THE TOP LINE"
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.P
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The top line of the screen is reserved for printing messages that describe
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things that are impossible to represent visually. If you see a
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\f3-- More --\f1 on the top line, this means that rogue wants to print another
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message on the screen, but it wants to make certain that you have read
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the one that is there first. To read the next message, just press a
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space.
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.H 1 "THE REST OF THE SCREEN"
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.P
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The rest of the screen is the map of the level
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as you have explored it so far.
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Each symbol on the screen represents something. Here is a list of what
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the various symbols mean:
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.bp
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.DS
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.B "@ " "This symbol represents you, the adventurer."
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.B "| " "A wall running north/south."
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.B "- " "A wall running east/west."
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.B "+ " "A door to/from a room."
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.B "\. " "The floor of a room."
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.B "# " "The floor of a passage between rooms."
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.B "* " "A pile or pot of gold."
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.B ") " "A weapon of some sort."
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.B "] " "A suit of armor."
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.B "! " "A flask containing a magic potion."
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.B "? " "A piece of paper, usually a magic scroll."
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.B "/ " "A wand or staff of magic."
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.B "= " "A magical ring. Can be good or bad."
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.B "{ " "An arrow trap. Loss of hit points."
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.B "} " "A bear trap. Holds you for awhile."
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.B "~ " "A teleportation trap. Teleports you to a random room."
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.B "` " "A dart trap. Loss of strength."
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.B "$ " "A sleeping gas trap, watch out for these."
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.B "> " "A trap door leading down to the next level."
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.B "^ " "A flee market to exchange gold for objects, or vice-versa."
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.B "\e " "A trap door that leads down to an invisible maze."
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\f3"\f1 A magical pool that does strange things to wielded objects.
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.B "% " "The staircase leading down to the next level."
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.B ": " "A piece of food or zany fruit."
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.B ", AMULET OF YENDOR."
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.B "a-Z " "There are 52 inhabitants of the Dungeons of Doom."
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.DE
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.bp
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.H 1 COMMANDS
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.P
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Commands are given to rogue by pressing single letters. Some commands can
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be preceded by a count to repeat them
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(i.e. typing \f310s\f1 will do ten searches)
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The list of commands is rather long, but it can be read at any time during
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the game with the \f3?\f1 command. Here it is for reference, with a short
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explanation of each command:
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.SP
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.DS
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\f3?\f1 The help command. Asks for a character to give help on.
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If you type a \f3*\f1, it will list all the commands, otherwise
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it will explain what the character you type does.
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\f3/\f1 This is the \f3What is that on the screen\f1? command.
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A \f3/\f1 followed by any character that you see on the level,
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will tell you what that character is. For instance, typing
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\f3/@\f1 will tell you that the \f3@\f1 symbol represents you,
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the player.
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\f3h, H\f1 Move left. You move one space to the left. If you use
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upper case, \f3H,\f1 you will continue to move left until you
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run into something. This works for all movement commands.
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(i.e. \f3L\f1 means run in direction \f3l\f1)
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.B "j, J " "Move down."
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.B "k, K " "Move up."
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.B "l, L " "Move right."
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.B "y, Y " "Move diagonally up and left."
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.B "u, U " "Move diagonally up and right."
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.B "b, B " "Move diagonally down and left."
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.B "n, N " "Move diagonally down and right."
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\f3f\f1 Find prefix. When followed by a direction it means to
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continue moving in the specified direction until you pass
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something interesting or run into a wall.
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\f3t\f1 Throw an object. This is a prefix command. Follow it
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with a direction and you throw an object in the specified
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direction. (i.e. type \f3th\f1 to throw something left.)
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\f3p\f1 Zap an object with a staff or wand. This is a prefix
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command. Follow it with a direction and you will zap in the
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specified direction. (i.e. type \f3ph\f1 to zap something left.)
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.DE
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.bp
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.DS
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\f3z\f1 Zap an object with no direction. This means that you
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could be zapped with it as well.
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.B "D " "Dip an object in the magic pool."
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\f3>\f1 If you are standing over the passage down to the next
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level, this command means to climb down.
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\f3<\f1 If you have found the \f3Amulet of Yendor\f1, then
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you have the ability to climb back up a level, hopefully on
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your way out.
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\f3s\f1 Search for traps and secret doors. Examine each space
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immediately adjacent to you for the existence of a trap or
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secret door. There is a large chance that even if there is
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something there, you won't find it so you might have to
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search a while before you find something.
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.B "\. " "Rest. This is the \f3do nothing\f1 command. This is
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good for waiting and healing."
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.B "i " "Inventory. List what you are carrying in your pack."
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\f3I\f1 Selective inventory. Tells you what a single item in
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your pack is.
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.B "q " "Quaff. Drink one of the potions you are carrying."
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.B "r " "Read. Read one of the scrolls in your pack."
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.B "e " "Eat food. Take some food out of your pack and eat it."
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\f3w\f1 Wield a weapon. Take a weapon out of your pack and carry
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it. You must be wielding a weapon to use it (except to
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throw things). To fire an arrow, you must wield the bow.
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You can only wield one weapon at a time.
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\f3W\f1 Wear armor. Take a piece of armor out of your pack and
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put it on. You can only wear one suit of armor at a time.
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.B "T " "Take armor off. You can't remove armor that is cursed."
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\f3P\f1 Put a ring on your finger. You can only wear two rings
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at a time.
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\f3R\f1 Remove a ring from your finger. Cursed rings are hard
|
||||
to remove.
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\f3d\f1 Drop an object. Take something out of your pack and
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leave it lying on the floor. Only one object can occupy
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each space.
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.DE
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.bp
|
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.DS
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\f3O\f1 Examine and set options. This command is further
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explained in the section on options.
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\f3^l\f1 Redraws the screen. Useful if spurious messages or
|
||||
transmission errors have messed up the display.
|
||||
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\f3^r\f1 Repeat last message. Useful when a message disappears
|
||||
before you can read it.
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||||
|
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.B "^[ " "This is the escape key. This will cancel the last command."
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||||
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||||
\f3a\f1 Reports your encumbrance. This is the weight factor of
|
||||
your pack. The heavier your pack is weighted down with
|
||||
objects, the less effective you are in an attack and the
|
||||
more food you'll eat.
|
||||
|
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.B "c " "Call an object. You can call an object anything you like."
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||||
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.B "v " "Prints the program version number."
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||||
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.B "Q " "Quit. Leave the game. This is the chicken-way out."
|
||||
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||||
\f3!\f1 This is the shell escape key. Use this to get back to
|
||||
shell level. To get back to the game, just hit \f3^d\f1.
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||||
|
||||
\f3S\f1 Save the current game in a file. Rogue won't let
|
||||
you start up a copy of a saved game, and it removes the
|
||||
save file as soon as you start up a restored game. This
|
||||
is to prevent people from saving a game just before a
|
||||
dangerous position and then restarting it, if they die.
|
||||
Sorry no linking, copying, moving, or anything.
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.DE
|
||||
.bp
|
||||
.H 1 "DEALING WITH OBJECTS"
|
||||
.P
|
||||
When you find something in the dungeon, it is common to want to pick the
|
||||
object up. This is accomplished in rogue by walking over the object.
|
||||
If you are carrying too many things, you won't be able to pick the
|
||||
object up. Otherwise, the object will be added to your pack and you
|
||||
will be notified of what you just picked up.
|
||||
.P
|
||||
Many of the commands that operate on objects must prompt you to find
|
||||
out which object you want to use.
|
||||
If you change your mind and don't want to
|
||||
do that command after all, just press an \f3escape\f1 key and the command
|
||||
will be aborted.
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.H 1 ROOMS
|
||||
.P
|
||||
Rooms in the dungeons are either lit or dark.
|
||||
If you walk into a lit room,
|
||||
the entire room will be drawn on the screen as soon as you enter. If you
|
||||
walk into a dark room, you will only be able to see the spaces immediately
|
||||
next to you.
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||||
Upon leaving a dark room, all objects inside the room are
|
||||
removed from the screen.
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||||
.H 1 FIGHTING
|
||||
.P
|
||||
If you see a monster and you wish to fight it, just attempt to run into it.
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||||
You also may throw things at it or zap it with a wand or staff.
|
||||
Many times a monster you find will mind its own business unless you attack
|
||||
it. It is often the case that discretion is the better part of valor.
|
||||
.P
|
||||
Smart monsters have the ability to run when they realize that their
|
||||
lives are endangered. This will be denoted that you have wounded
|
||||
the monster.
|
||||
.P
|
||||
Monsters will avoid lit traps. You can use this to your
|
||||
advantage, if you figure out how. If the traps are not lit, they can
|
||||
fall through them as you would. The hard part is trying to get them to
|
||||
fall through a trap that you don't know is there.
|
||||
.bp
|
||||
.H 1 ARMOR
|
||||
.P
|
||||
There are various sorts of armor lying around in the dungeon. Some of it
|
||||
is enchanted, some is cursed and some is just normal. Different armor
|
||||
types have different armor classes. The lower the armor class, the
|
||||
more protection the armor affords against the blows of monsters.
|
||||
If a piece of armor is enchanted or
|
||||
cursed, its armor class will be higher or lower than normal. Here is
|
||||
a list of the various armor types and their normal armor class:
|
||||
.DS 3
|
||||
.TS
|
||||
box;
|
||||
c|c
|
||||
l|l.
|
||||
TYPE CLASS
|
||||
=
|
||||
LEATHER ARMOR 8
|
||||
RING MAIL 7
|
||||
STUDDED LEATHER ARMOR 7
|
||||
SCALE MAIL 6
|
||||
PADDED ARMOR 6
|
||||
CHAIN MAIL 5
|
||||
SPLINT MAIL 4
|
||||
BANDED MAIL 4
|
||||
PLATE MAIL 3
|
||||
PLATE ARMOR 2
|
||||
.TE
|
||||
.DE
|
||||
.H 1 WEAPONS
|
||||
.P
|
||||
There may be many different types of weapons lying around in the dungeon,
|
||||
probably left there when their previous owners ran into a monster they
|
||||
couldn't handle. In order to fire arrows and crossbow bolts you must be
|
||||
wielding the bow or the crossbow. Rocks are effective when thrown but
|
||||
can be even more dangerous when hurled with a sling. Daggers can be used
|
||||
as stabbing weapons or they can be thrown. Beware of cursed weapons,
|
||||
they will not work as well as normal or enchanted weapons and once you
|
||||
wield them, you will be stuck with them until you can get the curse
|
||||
removed. Staffs and wands are special weapons. They need not be
|
||||
wielded for you to use them.
|
||||
.bp
|
||||
.H 1 "POTIONS AND SCROLLS"
|
||||
.P
|
||||
Left by the wizard Yendor, the potions and scrolls found in the dungeon
|
||||
constitute a mixed blessing. By drinking or reading these magical items,
|
||||
the intelligent adventurer can greatly increase his chances of survival.
|
||||
A few of them can backfire on the unwary rogue, causing everything from
|
||||
a weakening sickness to the creation of an angry monster.
|
||||
.H 1 OPTIONS
|
||||
.P
|
||||
Due to variations in personal tastes and conceptions of the way rogue
|
||||
should do things, there are a set of options you can set that cause
|
||||
rogue to behave in various different ways.
|
||||
.H 2 "SETTING THE OPTIONS"
|
||||
.P
|
||||
There are basically two ways to set the options. The first is with the
|
||||
\f3O\f1 command of rogue, the second is with the \f3ROGUEOPTS\f1 environment
|
||||
variable.
|
||||
.H 2 "USING THE O COMMAND"
|
||||
.P
|
||||
When you press \f3O\f1 in rogue, it clears the screen and displays the
|
||||
current settings for all the options.
|
||||
It then places the cursor by the value of the
|
||||
first option and waits for you to type.
|
||||
You can type a \f3RETURN\f1 which means to
|
||||
go to the next option, a \f3-\f1 which means to go to the previous option,
|
||||
an escape which means to return to the game, or you can give the option a
|
||||
value. For string options, type the new value followed by a return.
|
||||
.H 2 "USING THE ROGUEOPTS VARIABLE"
|
||||
.P
|
||||
The \f3ROGUEOPTS\f1 variable is a string containing a comma
|
||||
separated list of initial values for the various options.
|
||||
Thus to set up an environment variable so that the name is
|
||||
set to \f3Rapid Robert\f1, the fruit is \f3cherry\f1,
|
||||
and your save file is \f3fun\f1, use the command:
|
||||
.SP 2
|
||||
.DS
|
||||
ROGUEOPTS="name=Rapid Robert,fruit=cherry,file=fun"
|
||||
export ROGUEOPTS
|
||||
.DE
|
||||
.bp
|
||||
.H 2 "OPTION LIST"
|
||||
.P
|
||||
Here is a list of the options and an explanation for each one.
|
||||
The default value for each is enclosed in square brackets:
|
||||
.BL
|
||||
.LI
|
||||
.B "NAME [LOGIN NAME]"
|
||||
This is the name of your character. It is used if you get on the top ten
|
||||
scorer's list. It should be less than eighty characters long.
|
||||
.LI
|
||||
.B "FRUIT [JUICY-FRUIT]"
|
||||
This should hold the name of a
|
||||
fruit that you enjoy eating. It is basically
|
||||
a whimsy that the program uses in a couple of places.
|
||||
.LI
|
||||
.B "FILE [.ROGUE.SAVE]"
|
||||
The default file name for saving the game. If your phone is hung up by
|
||||
accident, rogue will automatically save the game in this file. The
|
||||
file name may contain the special character \f3~\f1 which expands to be
|
||||
your home directory.
|
||||
.LE
|
||||
.H 1 "SAVED GAMES"
|
||||
.P
|
||||
This is how one would restore a saved game:
|
||||
.SP
|
||||
.DS 1
|
||||
.B "rogue .rogue.save"
|
||||
.DE
|
||||
.SP
|
||||
This is how one would read the top ten score list of rogue:
|
||||
.SP
|
||||
.DS 1
|
||||
.B "rogue -s"
|
||||
.DE
|
||||
.SP
|
||||
.bp
|
||||
.H 1 SYNOPSIS
|
||||
.B Rogue
|
||||
is a video oriented game with the object being to survive the attacks
|
||||
of various monsters and gather a lot of gold.
|
||||
To get started, you really only need to know two commands. The command
|
||||
.B ?
|
||||
will give you a list of the available commands and the command
|
||||
.B /
|
||||
will identify the things you see on the screen.
|
||||
.P
|
||||
To win the game (as opposed to merely playing to beat other people high
|
||||
scores) you must locate the
|
||||
.B "Amulet of Yendor"
|
||||
which is somewhere below
|
||||
the \f335th\f1 level of the dungeon and get it out.
|
||||
.P
|
||||
When the game ends, either by your death, when you chicken-out by
|
||||
quitting, or if you (by some miracle) manage to win,
|
||||
.B rogue
|
||||
will give you a list of what was in your pack and
|
||||
will give you a list of the top ten scorers. The scoring is based
|
||||
upon how much gold you get.
|
||||
If for some reason you manage to win, then the stuff in your
|
||||
pack is also worth points. The better the stuff, the more points you'll
|
||||
get. There is a \f310%\f1 penalty for getting yourself killed.
|
||||
.H 1 ACKNOWLEDGEMENTS
|
||||
Rogue was originally conceived of by Glenn Wichman and Michael Toy. The
|
||||
version of Super-Rogue 9.0 has been established
|
||||
through the persistence of a co-worker, who would like to remain nameless.
|
||||
He conceived the idea of 52 monsters, magic pools, the Flea Market,
|
||||
and mazes. Many bug fixes and joys of Super-Rogue 9.0 wouldn't
|
||||
be here without the savage attack that he has put on this game.
|
||||
.H 1 FILES
|
||||
.BL
|
||||
.LI
|
||||
\f3srogue:\f1 Rogue game (object)
|
||||
.LI
|
||||
\f3Rogue score file search for as follows:\f1
|
||||
\f3$ROGUEHOME/srogue.scr \f1
|
||||
.br
|
||||
\f3/var/games/roguelike/srogue.scr \f1
|
||||
.br
|
||||
\f3/var/lib/roguelike/srogue.scr \f1
|
||||
.br
|
||||
\f3/var/roguelike/srogue.scr \f1
|
||||
.br .br
|
||||
\f3/usr/games/lib/srogue.scr \f1
|
||||
.br
|
||||
\f3/games/roguelik/srogue.scr \f1
|
||||
.br
|
||||
\f3srogue.scr:\f1
|
||||
.LI
|
||||
\f3srogue.sav (user defineable):\f1 Rogue save file
|
||||
.LE
|
||||
.H 1 BUGS
|
||||
As of the release of this memo, there are no known bugs.
|
||||
Going past level 500 would be suicidal.
|
||||
.bp
|
||||
.H 1 "SHORT REFERENCE OF COMMANDS"
|
||||
.DS
|
||||
\f9
|
||||
? prints help / identify object
|
||||
h left H run left
|
||||
j down J run down
|
||||
k up K run up
|
||||
l right L run right
|
||||
y up & left Y run up & left
|
||||
u up & right U run up & right
|
||||
b down & left B run down & left
|
||||
n down & right N run down & right
|
||||
i inventory pack I one item inventory
|
||||
w wield a weapon W wear armor
|
||||
a encumbrance O examine/set options
|
||||
c call object R remove ring
|
||||
d drop object P put on ring
|
||||
e eat food T take armor off
|
||||
q quaff potion Q quit game
|
||||
r read a scroll S save game
|
||||
v program version number D dip object in magic pool
|
||||
z zap a wand or staff s search for traps
|
||||
t <dir> throw something f <dir> forward until find
|
||||
p <dir> directional zap \. rest for a while
|
||||
> go down a staircase < go up a staircase
|
||||
^r repeat last message ^l redraw screen
|
||||
^[ cancel last command ^d return from shell
|
||||
! escape to shell
|
||||
\f1
|
||||
.DE
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue