Alpha Microsystems Inc
discussion_of_amos_monitor.pdf The Alpha Micro Users Society (ASUS)
am100_cpu.pdf The AM100 was a solid S-100 Bus based 68000 CPU
am62-om.pdf The Am62 was a popular VDU for AlphaMicro
AMUS Program Label * Filename: ROGUE.LIT Date: 04/03/91 * Category: GAME Hash Code: 201-730-353-472 Version: 1.0 * Initials: AIRS/AM Name: IAN LANCE TAYLOR * Company: APPLIED INFORMATION RETRIEVAL SYSTEMS Telephone #: 6178991100 * Related Files: * Min. Op. Sys.: AMOSL 1.3 Expertise Level: BEG * Special: * Description: A version of the rogue game. The ROGUE.HLP and ROGUE.DOC * files mentioned below have been incorporated into this one document. * ***
This is a version of the popular rogue game available on UNIX systems.
It was written by
Timothy C. Stoehr Tektronix 13110 SW Brightwood Beaverton OR 97005 tektronix!zeus.TEK.COM!tims
It was ported to the Alpha Micro by Ian Lance Taylor of AIRS.
The UNIX manual page is in ROGUE.HLP, and a more extensive description of the game is in ROGUE.DOC.
This is the copyright:
* Copyright © 1988 The Regents of the University of California.
* All rights reserved.
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
* Redistribution and use in source and binary forms are permitted
* provided that: (1) source distributions retain this entire copyright
* notice and comment, and (2) distributions including binaries display
* the following acknowledgement: ``This product includes software
* developed by the University of California, Berkeley and its contributors
* in the documentation or other materials provided with the distribution
* and in all advertising materials mentioning features or use of this
* software. Neither the name of the University nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED ``AS IS AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
NAME rogue - Exploring The Dungeons of Doom
SYNOPSIS rogue [ -r ] [ save_file ] [ -s ] [ -d ]
Rogue is a computer fantasy game with a new twist. It is crt oriented and the object of the game is to survive the attacks of various monsters and get a lot of gold, rather than the puzzle solving orientation of most computer fantasy games.
To get started you really only need to know two commands. The command ? will give you a list of the available commands and the command / will identify the things you see on the screen.
To win the game (as opposed to merely playing to beat other people's high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Nobody has achieved this yet and if somebody does, they will probably go down in history as a hero among heroes.
When the game ends, either by your death, when you quit, or if you (by some miracle) manage to win, rogue will give you a list of the top-ten scorers. The scoring is based entirely upon how much gold you get. There is a 10% penalty for getting yourself killed.
If save_file is specified, rogue will be restored from the speci- fied saved game file.
The -s option will print out the list of scores.
For more detailed directions, read the document A Guide to the Dungeons of Doom.
AUTHORS Timothy Stoehr, Michael C. Toy, Kenneth C. R. C. Arnold, Glenn Wichman
FILES lib:rogue.scr Score file rogue.sav Default save file
SEE ALSO Michael C. Toy and Kenneth C. R. C. Arnold, A guide to the Dungeons of Doom
Probably infinite, although none are known. However, that Ice Monsters sometimes transfix you permanently is not a bug. It's a feature.
A Guide to the Dungeons of Doom
Michael C. Toy Kenneth C. R. C. Arnold
Computer Systems Research Group
Department of Electrical Engineering and Computer Science
University of California Berkeley, California 94720
Rogue is a visual CRT based fantasy game which runs under the UNIX- timesharing system. This paper describes how to play rogue, and gives a few hints for those who might otherwise get lost in the Dungeons of Doom.
You have just finished your years as a student at the
local fighter's guild. After much practice and sweat you have finally completed your training and are ready to embark upon a perilous adventure. As a test of your skills, the local guildmasters have sent you into the Dungeons of Doom. Your task is to return with the Amulet of Yendor. Your reward for the completion of this task will be a full membership in the local guild. In addition, you are allowed to keep all the loot you bring back from the dungeons.
In preparation for your journey, you are given an
enchanted mace, a bow, and a quiver of arrows taken from a dragon's hoard in the far off Dark Mountains. You are also outfitted with elf-crafted armor and given enough food to reach the dungeons. You say goodbye to family and friends for what may be the last time and head up the road.
You set out on your way to the dungeons and after
several days of uneventful travel, you see the ancient ruins that mark the entrance to the Dungeons of Doom. It is late at night, so you make camp at the entrance and spend the
- UNIX is a trademark of Bell Laboratories
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night sleeping under the open skies. In the morning you gather your weapons, put on your armor, eat what is almost your last food, and enter the dungeons.
2. What is going on here?
You have just begun a game of rogue. Your goal is to
grab as much treasure as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom alive. On the screen, a map of where you have been and what you have seen on the current dungeon level is kept. As you explore more of the level, it appears on the screen in front of you.
Rogue differs from most computer fantasy games in that
it is screen oriented. Commands are all one or two keys- trokes and the results of your commands are displayed graphically on the screen rather than being explained in words.
Another major difference between rogue and other com-
puter fantasy games is that once you have solved all the puzzles in a standard fantasy game, it has lost most of its excitement and it ceases to be fun. Rogue, on the other hand, generates a new dungeon every time you play it and even the author finds it an entertaining and exciting game.
3. What do all those things on the screen mean?
In order to understand what is going on in rogue you
have to first get some grasp of what rogue is doing with the screen. The rogue screen is intended to replace the "You can see …" descriptions of standard fantasy games. Figure 1 is a sample of what a rogue screen might look like.
3.1. The bottom line
At the bottom line of the screen are a few pieces of
cryptic information describing your current status. Here is an explanation of what these things mean:
Level This number indicates how deep you have gone in the
dungeon. It starts at one and goes up as you go deeper into the dungeon.
Gold The number of gold pieces you have managed to find
and keep with you so far.
 As opposed to pseudo English sentences.  A minimum screen size of 24 lines by 80 columns is
required. If the screen is larger, only the 24x80 section will be used for the map.
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|..@....]..| |....B.....| |..........| -----+------
Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
Hp Your current and maximum health points. Health
points indicate how much damage you can take before you die. The more you get hit in a fight, the lower they get. You can regain health points by resting. The number in parentheses is the maximum number your health points can reach.
Str Your current strength and maximum ever strength.
This can be any integer less than or equal to 99, or greater than or equal to 1. The higher the number, the stronger you are. The number in the parentheses is the maximum strength you have attained so far this game.
Arm Your current armor protection. This number indicates
how effective your armor is in stopping blows from unfriendly creatures. The higher this number is, the more effective the armor.
Exp These two numbers give your current experience level
and experience points. As you do things, you gain experience points. At certain experience point totals, you gain an experience level. The more experienced you are, the better you are able to fight and to withstand magical attacks.
3.2. The top line
The top line of the screen is reserved for printing
messages that describe things that are impossible to represent visually. If you see a "–More–" on the top line, this means that rogue wants to print another message on the screen, but it wants to make certain that you have read the one that is there first. To read the next message,
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just type a space.
3.3. The rest of the screen
The rest of the screen is the map of the level as you
have explored it so far. Each symbol on the screen represents something. Here is a list of what the various symbols mean:
@ This symbol represents you, the adventurer.
-| These symbols represent the walls of rooms.
+ A door to/from a room.
. The floor of a room.
# The floor of a passage between rooms.
* A pile or pot of gold.
) A weapon of some sort.
] A piece of armor.
! A flask containing a magic potion.
? A piece of paper, usually a magic scroll.
= A ring with magic properties
/ A magical staff or wand
% A staircase to other levels
: A piece of food.
A-Z The uppercase letters represent the various inhabitants
of the Dungeons of Doom. Watch out, they can be nasty and vicious.
Commands are given to rogue by typing one or two char-
acters. Most commands can be preceded by a count to repeat them (e.g. typing "10s" will do ten searches). Commands for which counts make no sense have the count ignored. To can- cel a count or a prefix, type <ESCAPE>. The list of com- mands is rather long, but it can be read at any time during the game with the "?" command. Here it is for reference, with a short explanation of each command.
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? The help command. Asks for a character to give help
on. If you type a "*", it will list all the commands, otherwise it will explain what the character you typed does.
/ This is the "What is that on the screen?" command. A
"/" followed by any character that you see on the level, will tell you what that character is. For instance, typing "/@" will tell you that the "@" symbol represents you, the player.
h, H, ^H
Move left. You move one space to the left. If you use upper case "h", you will continue to move left until you run into something. This works for all movement commands (e.g. "L" means run in direction "l") If you use the "control" "h", you will continue moving in the specified direction until you pass something interest- ing or run into a wall. You should experiment with this, since it is a very useful command, but very dif- ficult to describe. This also works for all movement commands.
j Move down.
k Move up.
l Move right.
y Move diagonally up and left.
u Move diagonally up and right.
b Move diagonally down and left.
n Move diagonally down and right.
t Throw an object. This is a prefix command. When fol-
lowed with a direction it throws an object in the specified direction. (e.g. type "th" to throw some- thing to the left.)
f Fight until someone dies. When followed with a direc-
tion this will force you to fight the creature in that direction until either you or it bites the big one.
m Move onto something without picking it up. This will
move you one space in the direction you specify and, if there is an object there you can pick up, it won't do it.
z Zap prefix. Point a staff or wand in a given direction
and fire it. Even non-directional staves must be
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pointed in some direction to be used.
s Search for traps and secret doors. Examine each space
immediately adjacent to you for the existence of a trap or secret door. There is a large chance that even if there is something there, you won't find it, so you might have to search a while before you find something.
Climb down a staircase to the next level. Not surpris-ingly, this can only be done if you are standing on staircase.
< Climb up a staircase to the level above. This can't be
done without the Amulet of Yendor in your possession.
. Rest. This is the "do nothing" command. This is good
for waiting and healing.
, Pick up something. This picks up whatever you are
currently standing on, if you are standing on anything at all.
i Inventory. List what you are carrying in your pack.
I Selective inventory. Tells you what a single item in
your pack is.
q Quaff one of the potions you are carrying.
r Read one of the scrolls in your pack.
e Eat food from your pack.
w Wield a weapon. Take a weapon out of your pack and
carry it for use in combat, replacing the one you are currently using (if any).
W Wear armor. You can only wear one suit of armor at a
time. This takes extra time.
T Take armor off. You can't remove armor that is cursed.
This takes extra time.
P Put on a ring. You can wear only two rings at a time
(one on each hand). If you aren't wearing any rings, this command will ask you which hand you want to wear it on, otherwise, it will place it on the unused hand.
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The program assumes that you wield your sword in your right hand.
R Remove a ring. If you are only wearing one ring, this
command takes it off. If you are wearing two, it will ask you which one you wish to remove,
d Drop an object. Take something out of your pack and
leave it lying on the floor. Only one object can occupy each space. You cannot drop a cursed object at all if you are wielding or wearing it.
c Call an object something. If you have a type of object
in your pack which you wish to remember something about, you can use the call command to give a name to that type of object. This is usually used when you figure out what a potion, scroll, ring, or staff is after you pick it up but before it is truly identified. Each type of scroll and potion will become identified after its first use.
o Examine and set options. This command is further
explained in the section on options.
Cancel a command, prefix, or count.
! Escape to a shell for some commands.
Q Quit. Leave the game.
S Save the current game in a file. It will ask you
whether you wish to use the default save file. Caveat: 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 restart- ing it if they die. To restore a saved game, give the file name as an argument to rogue. As in % rogue save_file
v Prints the program version number.
) Print the weapon you are currently wielding
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] Print the armor you are currently wearing
= Print the rings you are currently wearing
Rooms in the dungeons are lit as you enter them. Upon
leaving a room, all monsters inside the room are erased from the screen. In the darkness of a corridor, you can only see one space in all directions around you.
If you see a monster and you wish to fight it, just
attempt to run into it. 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.
7. Objects you can find
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 (unless you use the "m" prefix, see above). If you are carrying too many things, the pro- gram will tell you and it won't pick up the object, other- wise it will add it to your pack and tell you what you just picked up.
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 type an <ESCAPE> and the command will be aborted.
Some objects, like armor and weapons, are easily dif-
ferentiated. Others, like scrolls and potions, are given labels which vary according to type. During a game, any two of the same kind of object with the same label are the same type. However, the labels will vary from game to game.
When you use one of these labeled objects, if its
effect may be obvious. Potions or scrolls will become iden- tified at this point, but not other items. You may want to call these other items something so you will recognize it later, you can use the "call" command (see above).
Some weapons, like arrows, come in bunches, but most
come one at a time. In order to use a weapon, you must wield it. To fire an arrow out of a bow, you must first wield the bow, then throw the arrow. You can only wield one weapon at a time, but you can't change weapons if the one you are currently wielding is cursed. The commands to use
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weapons are "w" (wield) and "t" (throw).
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 protection. The higher the armor protection, the more pro- tection the armor affords against the blows of monsters. Here is a list of the various armor types and their normal armor protection:
__________________________________________ | Type Protection| | None 0| | Leather armor 2| | Studded leather / Ring mail 3| | Scale mail 4| | Chain mail 5| | Banded mail / Splint mail 6| |_________________________________________|
If a piece of armor is enchanted, its armor protection will be higher than normal. If a suit of armor is cursed, its armor protection will be lower, and you will not be able to remove it. However, not all armor with a protection that is lower than normal is cursed.
The commands to use weapons are "W" (wear) and "T"
Scrolls come with titles in an unknown tongue.
After you read a scroll, it disappears from your pack. The command to use a scroll is "r" (read).
Potions are labeled by the color of the liquid inside
the flask. They disappear after being quaffed. The command to use a scroll is "q" (quaff).
 Actually, it's a dialect spoken only by the twenty-
seven members of a tribe in Outer Mongolia, but you're not supposed to know that.
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7.5. Staves and Wands
Staves and wands do the same kinds of things. Staves
are identified by a type of wood; wands by a type of metal or bone. They are generally things you want to do to some- thing over a long distance, so you must point them at what you wish to affect to use them. Some staves are not affected by the direction they are pointed, though. Staves come with multiple magic charges, the number being random, and when they are used up, the staff is just a piece of wood or metal.
The command to use a wand or staff is "z" (zap)
Rings are very useful items, since they are relatively
permanent magic, unlike the usually fleeting effects of potions, scrolls, and staves. Of course, the bad rings are also more powerful. Most rings also cause you to use up food more rapidly, the rate varying with the type of ring. Rings are differentiated by their stone settings. The com- mands to use rings are "P" (put on) and "R" (remove).
Food is necessary to keep you going. If you go too
long without eating you will faint, and eventually die of starvation. The command to use food is "e" (eat).
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.
8.1. Setting the options
There are two ways to set the options. The first is
with the "o" command of rogue; the second is with the "ROGUEOPTS" environment variable.
8.1.1. Using the `o' command
When you type "o" 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
 On AMOS systems, rogue reads a file named rogue.opt
in your home directory (if it can't find one there it looks in the current directory, so old versions of AMOS can still be used). The file should just contain a single line which is a ROGUEOPTS string (e.g. terse,passgo).
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for you to type. You can type a <RETURN> which means to go to the next option, a "-" 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 boolean options this merely involves typing "t" for true or "f" for false. For string options, type the new value followed by a <RETURN>.
8.1.2. Using the ROGUEOPTS variable
The ROGUEOPTS variable is a string containing a comma
separated list of initial values for the various options. Boolean variables can be turned on by listing their name or turned off by putting a "no" in front of the name. Thus to set up an environment variable so that jump is on, passgo is off, and the name is set to "Blue Meanie", use the command
% setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"
8.2. Option list
Here is a list of the options and an explanation of
what each one is for. The default value for each is enclosed in square brackets. For character string options, input over forty characters will be ignored.
If this option is set, running moves will not be displayed until you reach the end of the move. This saves considerable cpu and display time. This option defaults to jump if you are using a slow terminal.
Follow turnings in passageways. If you run in a pas- sage and you run into stone or a wall, rogue will see if it can turn to the right or left. If it can only turn one way, it will turn that way. If it can turn either or neither, it will stop. This algorithm can sometimes lead to slightly confusing occurrences which is why it defaults to nopassgo.
Print out the skull at the end if you get killed. This is nice but slow, so you can turn it off if you like.
name [account name]
This is the name of your character. It is used if you get on the top ten scorer's list.
 For those of you who use the Bourne shell sh (1), the
commands would be
$ ROGUEOPTS="jump,nopassgo,name=Blue Meanie" $ export ROGUEOPTS
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This should hold the name of a fruit that you enjoy eating. It is basically a whimsey that rogue uses in a couple of places.
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 start with the special character "~" which expands to be your home directory.
Rogue maintains a list of the top scoring people or
scores on your machine. If you score higher than someone else on this list, or better your previous score on the list, you will be inserted in the proper place under your current name.
If you quit the game, you get out with all of your gold
intact. If, however, you get killed in the Dungeons of Doom, your body is forwarded to your next-of-kin, along with 90% of your gold; ten percent of your gold is kept by the Dungeons' wizard as a fee. This should make you consider whether you want to take one last hit at that monster and possibly live, or quit and thus stop with whatever you have. If you quit, you do get all your gold, but if you swing and live, you might find more.
If you just want to see what the current top
players/games list is, you can type
% rogue -s
Rogue was originally conceived of by Glenn Wichman and
Michael Toy. Ken Arnold and Michael Toy then smoothed out the user interface, and added jillions of new features. We would like to thank Bob Arnold, Michelle Busch, Andy Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy, Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and Scott Nelson for their ideas and assistance; and also the teeming multitudes who graciously ignored work, school, and social life to play rogue and send us bugs, complaints, suggestions, and just plain flames. And also Mom.
 The Dungeon's wizard is named Wally the Wonder Badg-
er. Invocations should be accompanied by a sizable dona- tion.
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The public domain version of rogue now distributed with
Berkeley UNIX was written by Timothy Stoehr.