[net.games.rogue] Rogue Magazine

ksl@hou2e.UUCP (K.LIU) (10/26/84)

ROGUE MAGAZINE	by Gandalf


TOPIC:	new versions of rogue

	To those who want new versions of rogue:  You should
always put your machine (e.g. VAX11/780), and version of
UNIX (e.g. System V or 4.2bsd).

TOPIC:	identification of items

	You should use identify scrolls, or identify spells.
Rings should not be put on un-identified.  Staves should be
tested when you are on top of the exit in case it's polymorph.
Scrolls should generally be read un-identified or identified.

TOPIC:	stick identification

If	Condition			Then it's
	lose 1/2 hp			drain life
	monster changes			polymorph
	monster disappears 		teleport away
	monster appears next to you	teleport to
	room is lighted			light
	message "You hit"		striking/lightning
	little "*" shoots out		fire/cold/magic missle
	monster jumps 2 spaces		haste monster
	monster doesn't move many
	  consecutive turns		paralyze monster
	monster doesn't move		slow monster
	nothing happens			cancellation/nothing

***							***
Enjoy!					    Happy Rogueing!
		GANDALF THE GREY
***							***

:::::::::
::  .  ::
:: : : ::		THE ROGUE
:: ... ::
::   .:::
::::::

robison@eosp1.UUCP (Tobias D. Robison) (10/29/84)

Regarding K. Liu's excellent suggestion that rogue notes
should identify the version of rogue they are discussing --
I would appreciate knowing what version of rogue K. Liu was
discussing regarding the identification of sticks.  (His version
included a paralyze monster wand...)

In rogue 5.2, if you zap a monster from seevral squares away,
the wand that appears to do absolutely nothing is the wand of striking.
The wand of negation will wake the monster up.  I don't reember
well now, but rogue 3.6 is different; I think the wand of negation
will not wake a monster up in 3.6.

Incidentally one of the best uses of the wand of light is to light
up  aroom before trying out another wand to see what it does.

	- Toby Robison (not Robinson!)
	allegra!eosp1!robison
	or: decvax!ittvax!eosp1!robison
	or (emergency): princeton!eosp1!robison

barmar@mit-eddie.UUCP (Barry Margolin) (10/31/84)

In article <334@hou2e.UUCP> ksl@hou2e.UUCP (K.LIU) writes:
>ROGUE MAGAZINE	by Gandalf
>
>TOPIC:	stick identification
>
>If	Condition			Then it's
>	...				...
>	monster disappears 		teleport away

In 5.3 it could also be invisibility.  You can tell the difference if
the monster was standing next to you, because it will hit you.  It could
also be polymorph, since you might have turned it into an Invisible
Stalker.
-- 
    Barry Margolin
    ARPA: barmar@MIT-Multics
    UUCP: ..!genrad!mit-eddie!barmar

rwl@uvacs.UUCP (Ray Lubinsky) (11/02/84)

> >TOPIC:	stick identification
> >
> >If	Condition			Then it's
> >	...				...
> >	monster disappears 		teleport away
> 
> In 5.3 it could also be invisibility.  You can tell the difference if
> the monster was standing next to you, because it will hit you.  It could
> also be polymorph, since you might have turned it into an Invisible
> Stalker.
> -- 
>     Barry Margolin

------------------------------------------------------------------------------

Seems to me that in 5.3, if you zap a critter with teleport-away, then you'll
see it pop up somewhere else on the level.  Even if it reappears in another
room.  I remember this pretty clearly since the last time it happened the
monster's image reappeared in a darkened room.

------------------------------------------------------------------------------

Ray Lubinsky		     University of Virginia, Dept. of Computer Science
			     uucp: decvax!mcnc!ncsu!uvacs!rwl

*** RELINE THIS PLACE WITH YOUR MESS ***

tony@ur-cvsvax.UUCP (Tony Movshon) (11/09/84)

> > >TOPIC:	stick identification
> > >
> > >If	Condition			Then it's
> > >	...				...
> > >	monster disappears 		teleport away
> > 
> > In 5.3 it could also be invisibility.  You can tell the difference if
> > the monster was standing next to you, because it will hit you.  It could
> > also be polymorph, since you might have turned it into an Invisible
> > Stalker.
> > -- 
> >     Barry Margolin
> 
> ------------------------------------------------------------------------------
> 
> Seems to me that in 5.3, if you zap a critter with teleport-away, then you'll
> see it pop up somewhere else on the level.  Even if it reappears in another
> room.  I remember this pretty clearly since the last time it happened the
> monster's image reappeared in a darkened room.
> 
> ------------------------------------------------------------------------------
> 
> Ray Lubinsky		     University of Virginia, Dept. of Computer Science
> 			     uucp: decvax!mcnc!ncsu!uvacs!rwl
> 


Not so fast. It seems to me that the critter pops up visibly only if it is
teleported to a room you have already explored. Sometimes they just plain
disappear.

Tony Movshon		Dept. Psychology, NYU
			uucp: {seismo|ihnp4}!cmcl2!hipl!tony

*** REPLACE THIS LINE WITH YOUR MESSAGE ***

ksl@hou2e.UUCP (a hacker) (09/16/85)

Here is the Rogue Magazine.  The section titles ROGUE MAGAZINE by Gandalf
is from two years ago, but was never posted.



















                        -------------\
ROGUE MAGAZINE BEGINS -/              v
-------------------------------------------------------------------------------
|                                                                             |
|     ###   ##   ### #  # ####                                                |
|     #  # #  # #    #  # #      MAGAZINE                    ----             |
|     ###  #  # # ## #  # ###    ########                    |$/|             |
|     #  # #  # #  # #  # #      Fall '85                    |]@|             |
|     #  #  ##   ##   ##  ####                               ----             |
|                                                                             |
|                                                                             |
|                                                                             |
|                              -------------                                  |
|                              |@ABCDEFGHIJ|                                  |
|                ##############+KLMNOPQRSTU|                                  |
|        #########             |VWXYZabcdefg                                  |
|                              -------------                                  |
|                        The Party Room                                       |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                        [ continue ]                                         |
-------------------------------------------------------------------------------

EDITOR'S NOTE
[===========]

This is the third issue of the ROGUE MAGAZINE.  The RM needs your
support.  If you have any ideas, high scores, items, or  anything
dealing with rogue,  please do not hesitate to  send it to me  at
hou2e!ksl.

					Gandalf.

RECENT DISCUSSION ITEMS
[=====================]
Recent discussions included:

	- whether or not rogue was public-domain
		(No.  It is not, was not, and will not be.)

	- staffs
		Included at the end is a (SPOILER) listing
		of staffs and their names.


Page 2

PUBLIC-DOMAIN?
[============]
As several people on the net pointed out, Rogue is indeed NOT
public-domain, although the sources for 3.6/3.7/5.2/5.3 were
indeed distributed freely to BSD systems.

HACK
[==]

Hack is a new game which, in most respects, resembles rogue. This
game is public-domain, and just about everyone who runs it has the
source.

Here are the features of the game:

~54 monsters		maze(s) on low levels
stores			40 level maximum
(un)friendly dog	new "useful" items (represented by a '('.)
6 classes.

The game is fairly simple, although it has some interesting "new"
===
Page 3
features included in the game.  They include:

etchings/writings	secret vault room
conversations

The current version out is Hack 1.0.3, which many people claimed
to have trouble using the "ed" package.

NEW ROGUE 5.5
[===========]
Rogue 5.5 is the newest rogue that is available with a system --
UNIX System V Release 2.  

Here are the features of this game:

90+ regular monsters	mazes
trading posts		quartermasters
255+ levels		new "miscellaneous magic" (represented by a ';'.)
forests			smart monsters (who will run & throw arrows)
magical artifacts (they have special powers)
20+ unique gods, monsters with spell casting, scroll reading, using wands, etc.
=====
Page 4
4 character classes with special powers.
	magician (or any person w/ 16+ intelligence):
		spell casting.
	cleric (or any person w/ 16+ wisdom):
		affect undead.
		prayers.
	thief (or any person w/2+ dexterity):
		attempt traps.
		attempt stealing.
	thief ONLY:
		detect all gold on level.
	fighter ONLY:
		may use all weapons and all armor.


I have found this one of the most enjoyable versions of rogue.  I believe
that those hack players who try this version will switch back to rogue.
This version of rogue includes many more features which I have not included
in the list

On the following page is a comparison of the games Rogue 5.5 & Hack:
=====
Page 5

Advanced Rogue 5.5 vs. HACK
[=========================]

Advanced Rogue 5.5			Hack
------------------			----
100+ smart monsters			54 monsters
  including 20+ very intelligent	  including 2 very intelligent
trading posts				stores
quartermasters
miscellaneous magic			useful items
					gems
4 character classes			6 character classes
unlimited levels down			40 levels maximum
forests
					dog
magical artifacts			non-magical artifacts

WARNING:
** SPOILER follows ***
======
Page 6
ROGUE MAGAZINE	by Gandalf  (hou2e!ksl)

	Subject: stick identification  (** SPOILER **)

	Condition			Then it's
	=========			=========
	lose 1/2 current hp		drain life
	monster changes			polymorph
	monster disappears 		teleport away
	or				invisibility (NOT IN ALL VERS.)
	monster appears next to you	teleport to
	monster jumps 2 spaces		haste monster (UNLESS BAT)
	room is lighted			light (UNLESS ROOM ALREADY WAS LIGHT)
	message "You hit"		striking
	little "*" shoots out		lightning/fire/cold/magic missle
	monster doesn't move many
	  consecutive turns		paralyze monster
	monster doesn't move as quick	slow monster
	asks for a wand			charging.
	nothing happens			assume cancellation or nothing.

=====
Page 7
I can't think of any other.  If you need a stick identified, I'll be
happy to tell you what it is.   NOTE: If you play hack, they are not
necessarily correct.


TOPIC:  Versions of ROGUE

Here is a fairly accurate listing of rogues on systems:

If you're on a 		you most likely have this
==============		=========================
System V R 1		Super Rogue 7.0/9.0
System V R 2		Advanced Rogue 5.5
System V R 2 +		no version currently
4.2 BSD			Advanced Rogue 5.2
4.3 BSD			Advanced Rogue 5.3

OTHER VERSIONS EXIST, AND SYSTEM DIFFER.  THIS IS JUST A MAJORITY.



====
Page 8
Other versions include:
	Rogue 5.2/5.3  : ORIGINAL rogues.  26 monsters, /=?!*^ items.
	Version 1.0,2.0: don't know
	Advanced 5.9   : 5.5 upgrade.  110+ monsters, /=?!*; items
			forests, mazes, trading posts.  4 classes.
			multi-class capability

This concludes the 3rd issue of the Rogue Magazine.  If you have
any question, comments, or articles, feel free to E-MAIL me at
hou2e!ksl

usenet@ucbvax.ARPA (USENET News Administration) (09/18/85)

Can anyone tell me what such things as "The Magic Purse
of Yendor", "The Phial of Galadriel", etc., are used
for?

Thanks very much,

    -Tom
     tedrick@berkeley

peter@graffiti.UUCP (Peter da Silva) (09/21/85)

You mention that most people trying rogue 5.5 will change back to hack. Well,
maybe. Some of us don't have access to rogue 5.5, or want something nice for
a PC. Speaking of which, isn't it about time for another HACK distribution?

hachong@watmath.UUCP (Herb Chong) (09/26/85)

In article <222@graffiti.UUCP> peter@graffiti.UUCP (Peter da Silva) writes:
>You mention that most people trying rogue 5.5 will change back to hack. Well,
>maybe. Some of us don't have access to rogue 5.5, or want something nice for
>a PC. Speaking of which, isn't it about time for another HACK distribution?

i might mention that ksl@hou2e is refering to advanced rogue 5.5, which
is not the same as rogue 5.4, though they trace back to some version
of rogue of 3.6 vintage or earlier.  the version number alone is not
sufficient.  the version name is also required.  PC rogue is sort of like
rogue 5.2 or 5.3 that is distributed with 4.x bsd.

Herb Chong...

I'm user-friendly -- I don't byte, I nybble....

(will disappear September 30)
UUCP:  {decvax|utzoo|ihnp4|allegra|clyde}!watmath!hachong
CSNET: hachong%watmath@waterloo.csnet
ARPA:  hachong%watmath%waterloo.csnet@csnet-relay.arpa

ksl@hou2e.UUCP (a hacker) (10/03/85)

In article <222@graffiti.UUCP> peter@graffiti.UUCP (Peter da Silva) writes:
>>You mention that most people trying rogue 5.5 will change back to hack. Well,
>>maybe. Some of us don't have access to rogue 5.5, or want something nice for
>>a PC. Speaking of which, isn't it about time for another HACK distribution?
>
>i might mention that ksl@hou2e is refering to advanced rogue 5.5, which
>is not the same as rogue 5.4, though they trace back to some version
>of rogue of 3.6 vintage or earlier.  the version number alone is not
>sufficient.  the version name is also required.  PC rogue is sort of like
>rogue 5.2 or 5.3 that is distributed with 4.x bsd.
>
>Herb Chong...

I agree.  Also, I would like to point out that PC Rogue is NOT the only
version available for an IBM PC.  Also, Advanced Rogue 5.5 is a descendant
of version 4.5 (4.9 also), and 5.4 is a 5.3 descendant.

Also, you say that I said that,
	"... most people trying rogue 5.5 will change back to hack. ..."

This is not anywhere near the correct quote I used.  In fact, it's the
EXACT opposite.  I said that hack players trying 5.5 will return to playing
rogue.

You say that "... time for another HACK distribution?"  Hack 1.0.3 was
posted but a few weeks ago.  I seriously doubt that ANYONE could make
such drastic changes to a game such as hack so quickly.  Not only that,
HACK is public-domain.  ($$ games will be changed quicker for a profit)

It seems that you have a very small idea of what the game "Hack",
"Advanced Rogue", and "Rogue" are.

hou2e!ksl

mikel@codas.UUCP (Mikel Manitius) (10/04/85)

> In article <222@graffiti.UUCP> peter@graffiti.UUCP (Peter da Silva) writes:
> >You mention that most people trying rogue 5.5 will change back to hack. Well,
> >maybe. Some of us don't have access to rogue 5.5, or want something nice for
> >a PC. Speaking of which, isn't it about time for another HACK distribution?
> 
> i might mention that ksl@hou2e is refering to advanced rogue 5.5, which
> is not the same as rogue 5.4, though they trace back to some version
> of rogue of 3.6 vintage or earlier.  the version number alone is not
> sufficient.  the version name is also required.  PC rogue is sort of like
> rogue 5.2 or 5.3 that is distributed with 4.x bsd.
> 
> Herb Chong...
> 
> I'm user-friendly -- I don't byte, I nybble....
> 
> (will disappear September 30)
> UUCP:  {decvax|utzoo|ihnp4|allegra|clyde}!watmath!hachong
> CSNET: hachong%watmath@waterloo.csnet
> ARPA:  hachong%watmath%waterloo.csnet@csnet-relay.arpa

What are the differences between rogue 5.5 and rogue 9.0? I have
rogue 9.0 and I love it! Is 5.5 newer/better or older? Also, I know
it's impossible to get the source for the new rogues (although I
managed to find the source for 3.(6|X), it doesn't do me much good
since I now have 9.0... Does anyone have some good documentation
on all the neat things that exist in rogue, I have been playing
for some time, but still have not been able to figure *everything*
out. Also, what is wizard mode?
-- 
                                        =======
     Mikel Manitius                   ==----=====    AT&T
     ...!{ihnp4!}codas!mikel         ==------=====   Information Systems 
     (305) 869-2462                  ===----======   SDSS Regional Support
     AT&T-IS ETN: 755                 ===========    Altamonte Springs, FL
     My opinions are my own.            =======

andrew@orca.UUCP (Andrew Klossner) (10/04/85)

[]

	"Not only that, HACK is public-domain."

Hack is NOT in the public domain.  That is a legal term which means
that anyone make do anything with it, even sell it for a profit.  Hack
is copyrighted, and the authors have generously granted to the public
limited rights to use it.  See the distribution for details.

  -=- Andrew Klossner   (decvax!tektronix!tekecs!andrew)       [UUCP]
                        (tekecs!andrew.tektronix@csnet-relay)  [ARPA]

ptraynor@bbnccv.UUCP (Patrick Traynor) (10/06/85)

In article <706@hou2e.UUCP> ksl@hou2e.UUCP (a hacker) writes:
>In article <222@graffiti.UUCP> peter@graffiti.UUCP (Peter da Silva) writes:
>>>You mention that most people trying rogue 5.5 will change back to hack. Well,
>>>maybe. Some of us don't have access to rogue 5.5, or want something nice for
>>>a PC. Speaking of which, isn't it about time for another HACK distribution?
>>
>>Herb Chong...
>
>You say that "... time for another HACK distribution?"  Hack 1.0.3 was
>posted but a few weeks ago.  I seriously doubt that ANYONE could make
>such drastic changes to a game such as hack so quickly.  Not only that,
>HACK is public-domain.  ($$ games will be changed quicker for a profit)
>
>hou2e!ksl


I've been faithfully subscribing to net.sources.games since June and I've
only seen 'patches' for Hack.  I agree with Herb Chong, It's time for a
formal distribution of the latest version so that we can all be talking
about the same thing.  If, somehow, 100k of code slipped past my screen 
without me seeing it, I'll humbly eat my words.  Perhaps he who posted the 
last distribution should make this decision.

--pat traynor--

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
"Scotty, how long will it take to make the repairs?"
"It'll take eight weeks, but you don't have eight weeks, 
	so I'll do it in two!"
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

oleg@birtch.UUCP (Oleg Kiselev x258) (10/09/85)

> []
> 
> 	"Not only that, HACK is public-domain."
> 
> Hack is NOT in the public domain.  That is a legal term which means
> that anyone make do anything with it, even sell it for a profit.  Hack
> is copyrighted, and the authors have generously granted to the public
> limited rights to use it.  See the distribution for details.
> 
>   -=- Andrew Klossner   (decvax!tektronix!tekecs!andrew)       [UUCP]
>                         (tekecs!andrew.tektronix@csnet-relay)  [ARPA]
OK, so call it FREE-WARE or SHARE-WARE or whatever they came up with
in CP/M and PC universes.

The point remains : you can get HACK(Quest) off the net, and modify
it to your hart's delight. The only way *I* know how to get ROGUE is
to beg ( hold your breath for that one!)  or trade/swap ( and I have
nothing to trade!... Well, almost nothing...). So *THIS* site has to
live with the rogue 5.2 version only ( provvided in object form by the
machine's vendor/manufacturer)

-- 
-----------------------------------+ With deep indifference,
"I disbelieve an army of invisible |                       Oleg Kiselev.
 mind-flayers!"                    | DISCLAIMER:
"OK. They are *still* not there."  | I don't know what I am talking about and 
-----------------------------------+ therefore am not responsible for any
                                     damages to people who take me seriously!
...!trwrb!felix!birtch!oleg          
...!{ihnp4|randvax}!ucla-cs!uclapic!oac6!oleg


Nothing I ever say reflects the views or opinions of my employers.
They knew who they hired though!

herbie@polaris.UUCP (Herb Chong) (10/13/85)

In article <706@hou2e.UUCP> ksl@hou2e.UUCP (a hacker) writes:
>I agree.  Also, I would like to point out that PC Rogue is NOT the only
>version available for an IBM PC.  Also, Advanced Rogue 5.5 is a descendant
>of version 4.5 (4.9 also), and 5.4 is a 5.3 descendant.

yes, i know, i have two versions, AI Systems, and Epyx.  they are both
OK as far as rogue versions go, but compared to what is available now,
there are a lot better.

>Also, you say that I said that,
>	"... most people trying rogue 5.5 will change back to hack. ..."
>
>This is not anywhere near the correct quote I used.  In fact, it's the
>EXACT opposite.  I said that hack players trying 5.5 will return to playing
>rogue.

did i say that?  mental short circuit.  

>You say that "... time for another HACK distribution?"  Hack 1.0.3 was
>posted but a few weeks ago.  I seriously doubt that ANYONE could make
>such drastic changes to a game such as hack so quickly.  Not only that,
>HACK is public-domain.  ($$ games will be changed quicker for a profit)

that wasn't a distribution, that was an update to an existing version.
i'm sure that there are a whole bunch of people with 1.0.2 that are 
still trying to figure out how to upgrade to 1.0.3.  a complete distribution
of 1.0.3 by someone would make sense, even if it does take up a fair
amount of space.

>It seems that you have a very small idea of what the game "Hack",
>"Advanced Rogue", and "Rogue" are.

>hou2e!ksl

considering i have at least three versions of each of the above, i think i
do understand.

Herb Chong...

I'm still user-friendly -- I don't byte, I nybble....

New net address --

VNET,BITNET,NETNORTH,EARN: HERBIE AT YKTVMH
UUCP:  {allegra|cbosgd|cmcl2|decvax|ihnp4|seismo}!philabs!polaris!herbie
CSNET: herbie.yktvmh@ibm-sj.csnet
ARPA:  herbie.yktvmh.ibm-sj.csnet@csnet-relay.arpa

ksl@hou2e.UUCP (a hacker) (11/23/85)

Welcome, folks.

A while ago this year, I posted the third issue of the Rogue Magazine.
Several people had requested the first two copies.  I think I forgot
to send these to those people.

A recent request also came up, but I cannot seem to get mail through
to that system.  I will post, now, the first issue of the Rogue Magazine.

If anyone wants the second issue, please mail me.

WARNING:  Some material may be inappropiate.

hou2e!Ksl	Gandalf
---



				  - 1 -



			*************************
			       ROGUE  NEWS
			Gandalf	the Grey - editor
			*************************
			  ----------------------
			   A LOOK AT ROGUE 3.7.
			  Dirk the Daring-author
			  ----------------------

       This version of rogue is	one of the oldest versions  of	the
       game.  There  are  26 different monsters, not too many magic
       items, and many traps all represented by	an accent mark (^).
       These  are  the	monsters found and the level they are found
       on:

       ____________________________________________________________
       |    A	    |		   Giant Ant	    |	    3	   |
       |    B	    |			 Bat	    |	    1	   |
       |    C	    |		     Centaur	    |	    8	   |
       |    D	    |		      Dragon	    |	   22	   |
       |    E	    |		Floating Eye	    |	    2	   |
       |    F	    |		Violet Fungi	    |	   16	   |
       |    G	    |		       Gnome	    |	    6	   |
       |    H	    |		   Hobgoblin	    |	    1	   |
       |    I	    |	   Invisible Stalker	    |	   15	   |
       |    J	    |		      Jackal	    |	    1	   |
       |    K	    |		      Kobold	    |	    1	   |
       |    L	    |		  Leprachaun	    |	    7	   |
       |    M	    |		       Mimic	    |	   19	   |
       |    N	    |		       Nymph	    |	   11	   |
       |    O	    |			Orcs	    |	    4	   |
       |    P	    |		 Purple	Worm	    |	   23	   |
       |    Q	    |		      Quasit	    |	   10	   |
       |    R	    |	       Rust Monsters	    |	    9	   |
       |    S	    |		       Snake	    |	    1	   |
       |    T	    |		       Troll	    |	   13	   |
       |    U	    |		  Umber	Hulk	    |	   18	   |
       |    V	    |		     Vampire	    |	   20	   |
       |    W	    |		      Wraith	    |	   14	   |
       |    X	    |			Xorn	    |	   17	   |
       |    Y	    |			Yeti	    |	   12	   |
       |____________|_______________________________|______________|

       Beware!!	This to	those who have played rogue  versions  3.2,
       5.2,  5.3,  7.0,	 and 9.0:  You may find	difficulties due to
       the very	limited	amount of magic	items  and  options.  Sure,
       the  Wizard's Password still works, but ther is no a for	en-
       cumbrance, ^Z for other	abilities,  and	 f  to	fight  till
       death.  You  always  start off with the following abilities,
       weapons,	ect.












				  - 2 -




       XP Level: 1
       Strength: 16
       Hit Points: 12(12)
       Weapons:	+1,+1 mace, +1 Short Bow, 20-35	+0 Arrows
       Armor: +1 Ring Mail
       Food: 1 ration

       Differences from	other rogue versions (3.7.1, 5.2, 5.3,
       3.6):

	 1.  When you wield a staff it counts and acts as one of
	     the standard weapons such as mace,	sling, short bow,
	     long sword, ect.

	 2.  You may set options pertaining to the output.  For
	     example, when terse output	is set as true it will say
	     'you hit' instead of 'you have scored an excellent	hit
	     on	the dragon'

	 3.  There are no magic	pools.

	 4.  There are no scrolls of aquirement, creation, item
	     protection, and just about	anything else.

	 5.  It	is not possible	to become a total winner without
	     playing inside a church with a blessed terminal, disk,
	     game, and player wearing several million good luck
	     charms.

	 6.  But it is possible	to erase this game in many
	     circumstances (for	those unbeatable game haters.)

	 7.  It	has no bugs except for numbers 3, 4, and 5 on the
	     above list.

       Send any	other inquiries	to the following path: hocsf!tlw.
       GOOD LUCK!!!!!

			     ---------------
			       HIGH SCORES
			     ---------------

       SUPER ROGUE 7.0
       Rank    Score   Name
       1       12025632	       Big O: Thu Aug 16 17:35:22 1984
		       --> A total winner on level 213 [Exp: 7/505]


       The above winner	was played by Owen Alexander(!houxl!oaa) on
       Super Rogue version 7.0











				  - 3 -



			     ---------------
			       HINTS - 7.0
			      Big O - author
			     ---------------

       On the version of Super Rogue 7.0 that we have, the  highest
       Exp  level  is  21 (or 20).  The	next level after this flips
       back to level 1.	 In this particular game, which	I  recently
       completed(see  high  score  section), I actually	flipped	the
       exp. level twice.

       Here are	some bug/features I've found:

	 1.  Scroll of aquirement can make you virtually invincible
	     by	giving you +255,+255 weapon or +255 armor.

	 2.  After level 99, the only monsters are B (bats).   Easy
	     to	collect	more gold and treasure.

	 3.  Major Bug - If the	status line contains more  than	 80
	     chars,   the   game   goes	  wild	spewing	 characters
	     everywhere	and doing various commands, with  the  only
	     recourse  to quit.	 If you	log off, the game becomes a
	     zombie running in background.

	     This I just recently realized with	my last	game, after
	     having very good games messed up.	That's one reason I
	     flipped the exp. level by quafing some raise level	po-
	     tions, so the status line could fit the hungry message
	     and I could save food until I needed it.  I also  left
	     my	strength at 18 (18/100 max).
				----------------
				   FIXED 5.2
				anonymous author
				----------------

	     I have modified 5.2 quite a lot - bug  fixes,  plus  a
	     lot of new	things.	 Here is a fairly complete list:

	     Modifications to standard 5.2 rogue:

	     First, the	good news:

	     When you can get a	list of	objects	with  an  '*',	you
	     can  also get a list of specific types of objects with
	     '!?/=:)]' for a shorter list.  This is more convenient
	     when  you	want to	call a ring something, drop a scare
	     monster scroll, etc., since you can just get a list of
	     the  types	 of  objects  you are interested in.  Also,
	     when you remove a ring, * will tell you what rings	you
	     are wearing.











				  - 4 -



	     The  monster  order  has  been  slightly	rearranged.
	     Fungus  and mimics	start on higher	levels,	and trolls,
	     wraiths, and umber	hulks start on lower ones.

	     Confusion by potion or  umber  hulk  doesn't  last	 as
	     long.   Drinking confusion	will un-confuse	you, if	you
	     are already confused.  Umber hulks	might  not  confuse
	     you  right	 away, which gives you a chance	to use wand
	     of	cancellation.

	     A	potion	of  invisibility  has  been  created.	All
	     creatures	act  like they are 'confused' while you	are
	     invisible,	except creatures that ARE invisible  (since
	     they    can   presumably	see   invisible	  creatures
	     themselves).  You can't be	confused or  transfixed	 by
	     monsters, and you are stealthy.

	     A wand of everything has  been  created.	Works  like
	     another  wand randomly, each time.	 If you	zap it once
	     and it lights up the room (for example),  it  will	 be
	     tentatively  identified  as a wand	of light.  When	you
	     zap it again and it does something	else,  then  it	 is
	     identified	as a wand of everything.

	     Bolt weapons  are	diffent.   Wand	 of  cold  has	4d6
	     damage,  travels  straight.  Wand of lightning has	6d6
	     damage, travels erratically  and  can  bounce  wildly.
	     Wand  of  fire is now wand	of fireballs, damage 5d3 on
	     the creature hit and 5d3 to all creatures hit  by	the
	     explosion	(including  you	 and original monster hit).
	     Also, fireballs only bounce off dragons, they  explode
	     when hitting walls	and doors or when the 'end of bolt'
	     is	reached.
					   / They look	like  this:
	     @-----*
					  /  .P	 A  ring  of   wand
	     charging has been created.	 If you	zap a wand that	has
	     no	charges	left, this ring	will still let you  zap	 it
	     (has 3-7 charges, same as a wand).	 Identified as a +4
	     ring of wand charging, reduced by one  each  time	you
	     use  it,  of  course.  It tells you that your right or
	     left ring glows blue when zapping an empty	wand.

	     A scroll of duplication has  been	created.   You	can
	     duplicate	any  item  or  groups of arrows	or crossbow
	     bolts.  You can duplicate the scroll to 'save' it	for
	     later.  You cannot	duplicate the amulet.

	     Potion of thirst quenching	is worth a little  in  food
	     value.  It	won't change you from fainting to weak,	but
	     it	 will  stave  off  starvation  a   little   longer.











				  - 5 -



	     Likewise,	drink  it  when	 you're	 weak  to stave	off
	     fainting a	little more, and so on.

	     Scrolls of	charm armor & charm weapon will	 be  DOUBLE
	     strength  about  5%  of  the  time.   Your	armor glows
	     brilliantly and goes up two armor	classes,  and  your
	     weapon glows gold and increases +1	in both	dex & dmg.

	     Increase strength potions sometimes give  you  2  more
	     strength

	     Chest have	been added.  They look like '$'	and contain
	     2-5 items.	 Sometimes the items are various, sometimes
	     all are the same type (all	rings, etc).  You are asked
	     if	 you want to open it, since you	might want to clear
	     the area (since if	it can't drop  objects	around	the
	     chest, they don't appear) or cure your blindness first
	     (since you	will probably trigger any  traps  it  has).
	     Dragons  always carry chests.  These chests are harder
	     to	open successfully, and have 3-6	items in them.

	     Killing a fungus will leave you with  a  fungus  spore
	     (food).   However,	sometimes it is	poisonous and makes
	     you throw up (i.e.	costs  you  food  points)  and	you
	     might  lose  a  point of strength.	 Spores	are worth a
	     little less in food value,	too.

	     If	a dart trap misses you,	the  dart  doesn't  vanish.
	     It	drops a	+3 damage dart by you.

	     Missile drop routine will drop items more 'reasonably'
	     now.

	     Bolt weapons & dragon breath varies in length  from  1
	     to	 12  cells,  avg=6 Bolt	weapons	and dragon fire	can
	     carve out new passages.  Could  be	 handy	in  extreme
	     emergency	(like popping into a treasure room on level
	     26).

	     Charmed weapons will now be  +1,+0	 to  +3,+2  (cursed
	     -1,+0  to -3,-2) instead of just +1,+0 to +3,+0.  Good
	     charmed weapons are more common now, too.	(8% instead
	     of	 5%)   Also,  charmed  long  swords  and two handed
	     swords will have special damage vs. a specific monster
	     25% of the	time, such as:	a) A +1,+2 two handed sword
	     vs. trolls	This sword will	be +1,+2 vs. monsters, with
	     an	 additional  3-5  points  of  damage  when fighting
	     trolls.  The monsters will	always be among	the top	 10
	     worst  (dragons,  fungi, etc) since a +3,+2 long sword
	     vs. bats would be silly.












				  - 6 -



	     A bug with	telport	away has been fixed.   The  monster
	     will  not	teleport  under	 you.  Small favor may save
	     your life.	 Also a	bug with the maximum number of	hit
	     points  wrapping  around  from  127  to  -128 has been
	     fixed.  Bugs with mimics have  been  fixed.   You	can
	     ONLY  discover  a mimic by	hitting	it; throwing things
	     at	it or firing bolts at it are ignored if	it is still
	     disguised.

	     Now the bad news:

	     You start with +0,+0 mace,	+0 bow,	+0 arrows,  and	 +0
	     ring mail.	 Also two rations of food.

	     If	a floating eye transfixes you  too  long,  you	are
	     turned  to	stone.	This is	better than just having	the
	     program hang.

	     Orcs, leprechans, and dragons are	greedy,	 they  will
	     guard gold	or sometimes go	after you.

	     A wand of clone  monster  has  been  created.   Zap  a
	     monster, now there	are two.  Same status applies, e.g.
	     if	it is hasted, clone is	hasted	also.	Clones	are
	     never  created carrying items, however.  Useful if	you
	     have a scare monster - zap	purple worms.

	     A ring of weakness	has been created.  It drains 1	hit
	     point  per	4 turns	(avg) when your	hit points are more
	     than half your maximum.

	     A potion of lower level has been created.	 Acts  like
	     wraith drain.  Fun.

	     A potion of hallucination	has  been  created.   Makes
	     monsters  (except	mimics and invisible stalkers) look
	     like any other monster.  Battle descriptions  can	get
	     weird  - "The kobold's gaze has confused you".  Potion
	     of	poison will cure it (ouch), or it will wear off	 in
	     250-750 moves.

	     A spike trap has been created.  Step on the trap,	and
	     many  spikes  spring  out	of  the	floor.	Step on	the
	     spikes and	you might get  injured.	  You  can  usually
	     avoid  them,  though.   If	 you  trip  and	fall on	the
	     spikes you	can't move for two turns.

	     Darts sometimes drain 2 points of strength.

	     Chests are	 usually  trapped.   Traps  are:   Blinding
	     smoke:  Blinds you	for about 1/10 as long as potion of











				  - 7 -



	     blindness.	 Poison	lock pin: Reduces your strength	 by
	     1	or 2 points.  Crossbow bolt:
	     Hits you with a crossbow bolt.  If	it misses, you	can
	     take  it.	 Hallucination:			       Same
	     as	potion Exploding chest:	Hits you  for  a  lot,	and
	     aggravates		 all	      the	  monsters.
						    You	 don't	get
	     any  of  the  items  it was holding, either.  Half	the
	     time, the chest contains a	guardian  monster  that	 is
	     aggravated.   It  will be one of BSEJQYCMF, and if	the
	     chest contains a weak monster on a	lower  level,  more
	     than one will be in it (except eyes).  Mimics will	not
	     be	aggravated by ANYTHING except physical contact.

	     Usually, your chances of disabling	 a  chest  trap	 is
	     1/3, but this is adjusted by rings	of dexterity and if
	     you are blind.  Wearing two -1 dex	rings will make	you
	     fail  every  time,	 and  wearing two +2 dex rings will
	     make you succeed every time.  Blindness acts like a -2
	     dex.

	     If	you  can't  see	 your  opponent	 (blind,  invisible
	     stalker,  shooting	 arrows	 in a dark room, etc.) your
	     dexterity is adjusted -2.

	     Orcs will sometimes steal & eat  your  food  (but	not
	     disappear).   A particular	orc will do this only once.
	     Also, if the orc is carrying an item,  it	will  be  a
	     weapon  or	 armor,	and if it is not cursed, he will be
	     using it (orcs will only use maces,  swords,  and	two
	     handed swords, but	they will carry	other weapons too).
	     Cancellation will prevent orcs from stealing food.

	     NEW MONSTERS!  Centaur, Gnome, Jackal, Snake, and Yeti
	     are gone.	New monsters:

	     C is now carrion crawler.	It bites you and makes your
	     wounds  fester.  This means you heal five times slower
	     than normal,  until  it  wears  off  (100-300  moves).
	     Healing potions will cure it, and retain strength ring
	     will prevent it.

	     G is now gargoyle.	 A  very  nasty	 monster  with	the
	     hardest  armor  (rock).   Luckily,	 it  is	permanently
	     slowed.

	     J is ochre	jelly.	If you hit it and don't	kill it, it
	     will split	into two half-strength jellies.

	     Q is  still  quasit,  but	they  are  now	permanently
	     hasted.  Cancel will slow them to normal.











				  - 8 -



	     S	is  blinksnake.	  They	teleport  at  random,	and
	     sometimes	all  snakes  on	 the level will	swarm after
	     you.

	     Y is yellow shrieker.  It doesn't attack, but when	you
	     are  next	to  it,	 there is a 25%	chance that it will
	     scream and	wake up	all  the  monsters  on	the  level.
	     Stealth will prevent this.

	     All of the	undead (ZWV) and J are never asleep.

	     Eye transfixion is	now a save versus magic, instead of
	     versus armor class.

	     Trolls and	 Vampires  really  regenerate  now.   (They
	     didn't used to, but were supposed to)

						      level  1	  5
	     10			       15			 20

	     |	   |	  |	 |	|  Monster  order  is  now:
	     KBHSEOAJZLQYRNCMGFTIXWUVPD		Last	     level:
	     KBHSEOAJZLQYRNC  Wandering	monsters:   KBHS OAJZ Q	R C
	     G TIXWUVP Monsters	in chests:	 B S E J Q Y C M F