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UltraRogue
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UltraRogue: The Ultimate Adventure in the Dungeons of Doom Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong All rights reserved. There are 8 different treasures to be picked up in this version of rogue. The first is on level 25 and is relatively easy to pick up. The last is on level 100 and is very difficult to get. Carrying any one of the unique treasures allows the rogue to go up the stairs, but one has to be very careful. To be a total winner, yu must pick up all 8 and return to the surface again. (note: the above may be incorrect, i think the number of levels is reduced to 50 and you have to get all 8 artifacts to go back up) The environment variable UROGUE is used to set up the default things for a player. The options that can be set are: terse: short output messages flush: flush typeahead when fighting jump: show position only at the end of running inven: inventory style askme: ask about unidentified things stopdoor: stop running when next to something interesting name: the rogue's name (string) fruit: the funny fruit used by the rogue (string) file: default savefile name (string) score: default scorefile name (string) class: default player class (string) Something like setenv UROGUE "name=George of the Jungle,fruit=peach,noterse,jump" does the obvious. The "score" option is ignored unless you start urogue in wizard mode. The class option string can have the following values: "fighter", "illus", "paladin", "ranger", "cleric", "magic", "assasin", "druid", "ninja", and "thief" and is initialized only at startup time. The "inven" option can take the values "slow", "clear", and "overwrite". About the Author ================ Herb Chong is currently freelance writing and doing some teaching. If you pick up a copy of Windows Sources Magazine, you can usually find something he has written. Starting in October (1993) he will have a regular column. Herb has also just started teaching Adult Ed and undergraduate classes at Mercy College, a small and not very well known college in Westchester, NY. Acknowledgements ================ The source code for Rogue 3.6 (by Michael Toy, Ken Arnold and Glenn Wichman) was used as the original basis for this game. A thousand thanks go out to them and their classic adventure game of the early 1980s. Modifications of a long forgotten and bastardized nature were taken from Advanced Rogue 1.0 and/or SuperRogue. We believe that the flea market, pools, and maze levels had their origin somewhere around here. Chief Architect : Herb Chong Major Contributers: Carlton Hommel Mike Cooper Mike Laman Jason Venner Nick Kisseberth Other Contributers: Nick Flor Henry Chai Pat Place Michael Maudlin dan@ciprico edjames@ucbshadow Web Dove Tim Haapanen [email protected] Any omissions or errors are purely unintentional. The above list was compiled by Nick Kisseberth from the change log in UltraRogue through 1987 and from correspondense with Herb Chong.
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