He recommended that I write my documentation in TeX (“tech”), a typesetting language developed by Donald Knuth. As a result, I was hired by a medical records firm deeply invested in TeX for documentation. As it happened, TeX was the basis for SGML, the Standard Generalized Markup Language. SGML became HTML. In the meantime, I served as the secretary of our local DECUS chapter and produced the quarterly newsletter in TeX. In addition to writing the system maintenance manual for a MicroVAX, I also documented the game of Moria on the VAX using TeX. When HTML was invented, it was pretty easy for me to figure out. — https://necessaryfacts.blogspot.com/2013/08/claude-m-watson-1922-2013.html
"One of the major areas where TeX holds its own is as a “back end” to SGML and XML systems, where no human intervention is expected between data input (structured, not WYSIWYG) and removing the output from the printer or viewing it on a screen. Granted, this isn't “creative” in the sense most often discussed, but it's still important to the readability and usefulness of such documents that care is taken with the design and typography, and the flexibility and programmability of TeX makes that possible.
"In summary, TeX is a special-purpose programming language, and the program that interprets the language, that is the centerpiece of a typesetting system that produces publication quality mathematics (and surrounding text), available to and usable by individuals." — https://www.tug.org/whatis.html
CTAN: The Comprehensive TeX Archive Network
- https://ctan.org/tex?lang=en
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\cl{A guide to {\nt{Rogue: The Dungeons of Doom}}}
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The game of {\nt{Rogue}} was developed by Michael C. Toy, Kenneth C.R.C. Arnold, Jon Lane and Glenn Wichman. Jon lane adapted the game for the IBM-PC. It is marketed by Artificial Intelligence and Epyx. This copy is pirated.
The object of the game is to fight your way down 26 levels to retrieve the {\sl{Amulet of Yendar},} then bring the Amulet up to the surface.
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\ll{{\ty{\ub{Keyboard \& Keypad}}}}
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You move left, right, up down and diagonally by using the cursor control keys on the numeric keypad. To strike a monster, move into it. If the monster is to the left, use the left arrow key. Some {\ty{qwerty}} keys will also move you.
Function key {\ty{F1}} is {\ty{Help}.}
Function key {\ty{F3}} is the {\ty{Repeat}.} If you want to throw a bunch of darts, press numeric keypad $+$ {\ty{(plus)}}, then the direction key, then the {\ty{qwerty}} key that corresponds to your darts. To repeat the throwing sequence, press {\ty{F3}.}
Function key {\ty{F9}} is programmable. If you press {\ty{F9}} you will see the version number. You can then key in {\ty{ALT-F9}} to program it, for instance with 3s to search the same place 3 times.
Function key {\ty{F10}} is the {\ty{Boss Key}.} Press it and the screen goes blank and shows the MS-DOS {\ty{C>}} prompt.
The {\ty{Del}} key is for waiting. The {\ty{Ins}} key takes you down a stair case. {\ty{Scroll Lock}} turns on {\ty{Fast Play}.} You will dash down hallways and across rooms.
Pay close attention to {\ty{CASE}.} UPPER CASE `T' means `Take off Armor' while lower case `t' means `throw weapon'.
\settabs 4 \columns
\+&{\ty{Key}}&{\nt{Function}}\cr
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\+&{$+$}(plus)&throw weapon\cr
\+&{$-$}(minus)&zap with wand or staff\cr
\+&{$<$}&go UP stairs --- if you have the Amulet\cr
\+&{$>$}&go DOWN --- same as as {\ty{Ins}.}\cr
\+&e&eat\cr
\+&i&inventory\cr
\+&T&Take off armor\cr
\+&W&Wear armor\cr
\+&P&Put on ring\cr
\+&R&Remove ring\cr
\+&r&read a scroll\cr
\+&q&quaff a potion\cr
\+&w&wield a weapon\cr
\+&d&drop something\cr
\+&s&search\cr
\+&S&Save game\cr
\+&t&throw weapon\cr
\+&z&zap with wand or staff\cr
You can {\ub{repeat}} an action by keying in numbers. 10s means `search this spot 10 times' and 17{\ty{Del}} means `wait 17 turns'.
\par\vfill\eject
\ll{\nt{Statistics}}
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At the bottom of the screen, you will see what Physical Level you are on, how many Hits you can take, how much Strength you have, how much Gold you have accumulated, the strength of your Armor and what your Experience Level is.
Also, hidden in the software are other stats typical of D-and-D games: such as your dexterity and luck.
Your Experience Level increases with the doubling of experience points. You get, say, 1 point for killing a Bat and 20 or so points for killing an Aquator. At the start of the game you have 10 Experience Points. At 20 points, you increase your Experience Level and Hit Points. Also at 40, 80, ..., 2560,...
When you die, your rank is determined by 90\% of the Gold you have found.
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\ll{\nt{Hademetry}}
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Generally, each level is layed out as a 3-by-3 array of rooms. As you move lower and lower, this is mutated. Rooms are replaced by mazes or hallways. At any level, one or more room will be missing. You will develop a sense of rightness, a feel for whether or not there should be a room or a passage. A wall of a room will look solid until you {\ty{s = search}} along it.
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\ll{\it{Scrolls}}
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Scrolls are made up of random syllable that change with each game. {\it{Glows\ blue}} means enchant weapon or armor. {\it{Red \ hands}} is confuse monster (after you hit it). {\it{Maniacal \ laughter}} is scare monster and the laughing means you wasted the scroll. You have to stand on this scroll. When facing a tough guy, like a Troll or a Jaberwocky, {\ty{d = drop}} this scroll and the monster will not harm you. Try to pick it up again and it crumbles to dust. {\it{High \ pitched \ humming}} is aggravate monsters: they come looking for you. {\it{Someone \ watching \ over \ you}} is remove curse and you can deal with cursed armor or weapon. There are also Teleport, Identify and Create Monster. If a scroll seems to do nothing, it is probably Hold Monster and you must have a monster in the room or hallway with you. The blank scroll does nothing.
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\ll{\nt{Potions}}
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Potions come in colors (including plaid!) that change with each game. They can restore your strength ({\nt{`warm all over'}}), heal you, poison you and blind you, increase your Experience Level, and allow you to see monsters, magic, and food in other rooms. {\nt{Mango juice}} is `see invisible' which allows you to perceive otherwise invisible Phantoms and will also cure blindess. (Healing and Extra Healing will also cure blindess.)
\par\vfill\eject
\ll{\nt{Rings}}
Alas, there is no ring to rule them all -- which is probably just as well: it would only corrupt you. Rings use up food. Cursed rings include {\nt{Aggravate Monster, Teleportation, Negative strength, Negative damage, and Negative dexterity}.} Good rings include {\nt{Stealth}} (for sneaking up on otherwise awake monsters), {\nt{Slow digestion,}} and {\nt{Positive strength, dexterity, etc}.} A scroll of {\it{Remove \ curse}} will allow you to Remove a cursed ring.
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\ll{\sl{Wands and Staffs}}
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Wands and staffs are made of various metals and woods. They work the same kinds of magic. In one game a Mercury Wand will be Haste Monster; in another game Haste Monster will be and Oak Staff. There are also lightning, cold, Hold Monster, teleport to, teleport away, slow monster, light, striking and magic missile.
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\ll{\nt{Weapons and Armor}}
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Dagger, spear, bows and arrows, bolts, mace, long sword and two handed sword. Clearly, the larger the weapon the better it is. If you wield a bow, it will increase the effectiveness of an arrow you throw (unless the bow is cursed, of course).
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Leather, studded leather, ring, chain, banded, and plate. The heavier it is, the better it will protect you. There is some leeway in this. Obviously, ring mail with a rating of {$+3$ \ 7} is better than plate mail of {0\ 4.} Cursed armor is always a drag. Wearing (or carrying around) heavy armor uses is food but is generally worth it. Interestingly enough, if you Win the Game and cash in at the Thieves' Guild, they pay well for armor because it doesn't do you any good while you are fighting your way ``there and back again''. That is, carrying around five suits of plate mail won't do you as much good as a couple of staves of Lightning, a Scare Monster and a couple of Extra healings. If you get the Amulet of Yendar, you can load up on armor on your way back up the stairs.
Aquators rust armor. Aquators cannot rust Leather.
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\ll{\nt{Monsters}}
There are 26 of them, from Aquator to Zombie. The lower you go, the uglier they get. Leprechauns steal your gold and Nymphs steal anything in your inventory. Get across the room and shoot them with arrows.) Vampires make you weak and Wraiths drain away your Experience. Rattlesnakes take your Strength. (There is a wand of {\it{Cancellation} } which will negate those powers.)
\ll{\nt{Summary}}
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There is more to the game. The above should get you started. There have been some interesting theories about the design philosophy. For instance, the game knows the {\ty{ROGUE.SRC}} scoreboard file and will set the environment accordingly. Do not expect to find the Amulet of Yendar on the first try: you have to establish a track record. Some believe that it is the number of steps you can take before you die, or the level you will die on, is fixed when the program starts. Other believe that there exists a maximum allocation of your magic you can win the first time you play. Indeed, those who have played Dungeons and Dragons tend to do better at Rogue than those who do not.
Good luck.
\bye
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