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1 | .TH DUNGEON 6 "February 9, 1987" |
2 | .SH NAME | |
3 | dungeon\ -\ Adventures in the Dungeons of Doom | |
4 | .SH SYNOPSIS | |
5 | .B dungeon | |
6 | .br | |
7 | .B dungeon | |
8 | [-r [savefile]]\ \ \ --\ pdp-11 version only | |
9 | .SH DESCRIPTION | |
10 | Dungeon is a game of adventure, danger, and low cunning. In it | |
11 | you will explore some of the most amazing territory ever seen by mortal | |
12 | man. Hardened adventurers have run screaming from the terrors contained | |
13 | within. | |
14 | .LP | |
15 | In Dungeon, the intrepid explorer delves into the forgotten secrets | |
16 | of a lost labyrinth deep in the bowels of the earth, searching for | |
17 | vast treasures long hidden from prying eyes, treasures guarded by | |
18 | fearsome monsters and diabolical traps! | |
19 | .LP | |
20 | Dungeon was created at the Programming Technology Division of the MIT | |
21 | Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce | |
22 | Daniels, and Dave Lebling. It was inspired by the Adventure game of | |
23 | Crowther and Woods, and the Dungeons and Dragons game of Gygax | |
24 | and Arneson. The original version was written in MDL (alias MUDDLE). | |
25 | The current version was translated from MDL into FORTRAN IV by | |
26 | a somewhat paranoid DEC engineer who prefers to remain anonymous. | |
27 | .LP | |
28 | On-line information may be obtained with the commands HELP and INFO. | |
29 | .SH OPTIONS | |
30 | In the pdp-11 version, the | |
31 | .B -r | |
32 | flag allows restarting a saved game. The default savefile is | |
33 | .I dungeon.sav | |
34 | which may be overriden on the command line. In the Vax version, | |
35 | the game is restored by using the | |
36 | .B restore | |
37 | command. | |
38 | .SH DETAILS | |
39 | Following, is the summary produced by the | |
40 | .B info | |
41 | command: | |
42 | .RS | |
43 | .LP | |
44 | Welcome to Dungeon! | |
45 | .PP | |
46 | You are near a large dungeon, which is reputed to contain vast | |
47 | quantities of treasure. Naturally, you wish to acquire some of it. | |
48 | In order to do so, you must of course remove it from the dungeon. To | |
49 | receive full credit for it, you must deposit it safely in the trophy | |
50 | case in the living room of the house. | |
51 | .PP | |
52 | In addition to valuables, the dungeon contains various objects | |
53 | which may or may not be useful in your attempt to get rich. You may | |
54 | need sources of light, since dungeons are often dark, and weapons, | |
55 | since dungeons often have unfriendly things wandering about. Reading | |
56 | material is scattered around the dungeon as well; some of it | |
57 | is rumored to be useful. | |
58 | .PP | |
59 | To determine how successful you have been, a score is kept. | |
60 | When you find a valuable object and pick it up, you receive a | |
61 | certain number of points, which depends on the difficulty of finding | |
62 | the object. You receive extra points for transporting the treasure | |
63 | safely to the living room and placing it in the trophy case. In | |
64 | addition, some particularly interesting rooms have a value associated | |
65 | with visiting them. The only penalty is for getting yourself killed, | |
66 | which you may do only twice. | |
67 | .PP | |
68 | Of special note is a thief (always carrying a large bag) who | |
69 | likes to wander around in the dungeon (he has never been seen by the | |
70 | light of day). He likes to take things. Since he steals for pleasure | |
71 | rather than profit and is somewhat sadistic, he only takes things which | |
72 | you have seen. Although he prefers valuables, sometimes in his haste | |
73 | he may take something which is worthless. From time to time, he examines | |
74 | his take and discards objects which he doesn't like. He may occasionally | |
75 | stop in a room you are visiting, but more often he just wanders | |
76 | through and rips you off (he is a skilled pickpocket). | |
77 | .RE | |
78 | .SH COMMANDS | |
79 | .LP | |
80 | .TP 15 | |
81 | .B brief | |
82 | suppresses printing of long room descriptions | |
83 | for rooms which have been visited. | |
84 | .TP | |
85 | .B superbrief | |
86 | suppresses | |
87 | printing of long room descriptions for all rooms. | |
88 | .TP | |
89 | .B verbose | |
90 | restores long descriptions. | |
91 | .TP | |
92 | .B info | |
93 | prints information which might give some idea | |
94 | of what the game is about. | |
95 | .TP | |
96 | .B quit | |
97 | prints your score and asks whether you wish | |
98 | to continue playing. | |
99 | .TP | |
100 | .B save | |
101 | saves the state of the game for later continuation. | |
102 | .TP | |
103 | .B restore | |
104 | restores a saved game. | |
105 | .TP | |
106 | .B inventory | |
107 | lists the objects in your possession. | |
108 | .TP | |
109 | .B look | |
110 | prints a description of your surroundings. | |
111 | .TP | |
112 | .B score | |
113 | prints your current score and ranking. | |
114 | .TP | |
115 | .B time | |
116 | tells you how long you have been playing. | |
117 | .TP | |
118 | .B diagnose | |
119 | reports on your injuries, if any. | |
120 | .LP | |
121 | The | |
122 | .B inventory | |
123 | command may be abbreviated | |
124 | .BR i ; | |
125 | the | |
126 | .B look | |
127 | command may be abbreviated | |
128 | .BR l ; | |
129 | the | |
130 | .B quit | |
131 | command may be abbreviated | |
132 | .BR q . | |
133 | .LP | |
134 | A command that begins with '!' as the first character is taken to | |
135 | be a shell command and is passed unchanged to the shell via | |
136 | .I system(3). | |
137 | .SH CONTAINMENT | |
138 | .LP | |
139 | Some objects can contain other objects. Many such containers can | |
140 | be opened and closed. The rest are always open. They may or may | |
141 | not be transparent. For you to access (e.g., take) an object | |
142 | which is in a container, the container must be open. For you | |
143 | to see such an object, the container must be either open or | |
144 | transparent. Containers have a capacity, and objects have sizes; | |
145 | the number of objects which will fit therefore depends on their | |
146 | sizes. You may put any object you have access to (it need not be | |
147 | in your hands) into any other object. At some point, the program | |
148 | will attempt to pick it up if you don't already have it, which | |
149 | process may fail if you're carrying too much. Although containers | |
150 | can contain other containers, the program doesn't access more than | |
151 | one level down. | |
152 | .SH FIGHTING | |
153 | .LP | |
154 | Occupants of the dungeon will, as a rule, fight back when | |
155 | attacked. In some cases, they may attack even if unprovoked. | |
156 | Useful verbs here are | |
157 | .I attack | |
158 | <villain> | |
159 | .I with | |
160 | <weapon>, | |
161 | .IR kill , | |
162 | etc. Knife-throwing may or may not be useful. You have a | |
163 | fighting strength which varies with time. Being in a fight, | |
164 | getting killed, and being injured all lower this strength. | |
165 | Strength is regained with time. Thus, it is not a good idea to | |
166 | fight someone immediately after being killed. Other details | |
167 | should become apparent after a few melees or deaths. | |
168 | .SH COMMAND\ PARSER | |
169 | .LP | |
170 | A command is one line of text terminated by a carriage return. | |
171 | For reasons of simplicity, all words are distinguished by their | |
172 | first six letters. All others are ignored. For example, typing | |
173 | .I disassemble the encyclopedia | |
174 | is not only meaningless, it also | |
175 | creates excess effort for your fingers. Note that this truncation | |
176 | may produce ambiguities in the intepretation of longer words. | |
177 | [Also note that upper and lower case are equivalent.] | |
178 | .LP | |
179 | You are dealing with a fairly stupid parser, which understands | |
180 | the following types of things: | |
181 | .RS | |
182 | .TP 5 | |
183 | .B Actions: | |
184 | Among the more obvious of these, such as | |
185 | .I take, put, drop, | |
186 | etc. | |
187 | Fairly general forms of these may be used, such as | |
188 | .I pick up, put down, | |
189 | etc. | |
190 | .TP | |
191 | .B Directions: | |
192 | .I north, south, up, down, | |
193 | etc. and their various abbreviations. | |
194 | Other more obscure directions | |
195 | .RI ( land, | |
196 | .IR cross ) | |
197 | are appropriate in only certain situations. | |
198 | .TP | |
199 | .B Objects: | |
200 | Most objects have names and can be referenced by them. | |
201 | .TP | |
202 | .B Adjectives: | |
203 | Some adjectives are understood and required when there are | |
204 | two objects which can be referenced with the same 'name' (e.g., | |
205 | .I doors, | |
206 | .IR buttons ). | |
207 | .TP | |
208 | .B Prepositions: | |
209 | It may be necessary in some cases to include prepositions, but | |
210 | the parser attempts to handle cases which aren't ambiguous | |
211 | without. Thus | |
212 | .I give car to demon | |
213 | will work, as will | |
214 | .I give demon | |
215 | .IR car . | |
216 | .I give car demon | |
217 | probably won't do anything interesting. | |
218 | When a preposition is used, it should be appropriate; | |
219 | .I give car with demon | |
220 | won't parse. | |
221 | .TP | |
222 | .B Sentences: | |
223 | The parser understands a reasonable number of syntactic construc- | |
224 | tions. In particular, multiple commands (separated by commas) | |
225 | can be placed on the same line. | |
226 | .TP | |
227 | .B Ambiguity: | |
228 | The parser tries to be clever about what to do in the case of | |
229 | actions which require objects that are not explicitly specified. | |
230 | If there is only one possible object, the parser will assume | |
231 | that it should be used. Otherwise, the parser will ask. | |
232 | Most questions asked by the parser can be answered. | |
233 | .RE | |
234 | .SH FILES | |
235 | dindx.dat - game initialization info | |
236 | .br | |
237 | dtext.dat - encoded messages | |
238 | .br | |
239 | rindx.dat - index into message file for pdp version | |
240 | .br | |
241 | dungeon.sav - default save file for pdp version | |
242 | .br | |
243 | dsave.dat - default save file for non-pdp versions | |
244 | .br | |
245 | listen, speak - co-process routines for pdp version | |
246 | .SH BUGS | |
247 | For those familiar with the MDL version of the game on the ARPAnet, | |
248 | the following is a list of the major incompatabilties: | |
249 | .RS | |
250 | -The first six letters of a word are considered | |
251 | significant, instead of the first five. | |
252 | .br | |
253 | -The syntax for | |
254 | .I tell, answer, | |
255 | and | |
256 | .I incant | |
257 | is different. | |
258 | .br | |
259 | -Compound objects are not recognized. | |
260 | .br | |
261 | -Compound commands can be delimited with comma as well | |
262 | as period. | |
263 | .RE | |
264 | .LP | |
265 | Also, the palantir, brochure, and dead man problems are not | |
266 | implemented. | |
267 | .LP | |
268 | The pdp version is slightly stripped down to fit within the memory | |
269 | contraints. | |
270 | An overlayed pdp version might be made that would allow the | |
271 | complete game to be compiled and loaded, but I don't have the | |
272 | inclination (or machine) to do it. | |
273 | .SH AUTHORS | |
274 | .LP | |
275 | Many people have had a hand in this version. See the "History" and | |
276 | "README" files for credits. Send bug reports to billr@tekred.TEK.COM | |
277 | (or ...!tektronix!tekred!billr). |