W1  Player: BSOD2 Game: Slash'EM Extended Server: $ATTR(14)em.slashem.me - https://em.slashem.me/$ATTR() Filename: 2016-08-26.07:33:14.ttyrec Time: (1472196794) Fri Aug 26 07:33:14 2016 Wґ T[?1l>This is SuperLotsoAddedStuffHack-Extended Magic Extended 1997-2015 NetHack, Copyright 1985-2003 Stichting Mathematisch Centrum, M. Stephenson. Slash'EM Extended version by Amy (user Bluescreenofdeath at Nethackwiki). See license for details. Bug reports to Bluescreenofdeath's user talk page. Wڕ WShall I pick a character's race, role, gender and alignment for you? [ynq] W޻yWnBĿ%@@$W[BSOD2 the Wiseguy ] St6 Dx6 Co8 In14 Wi5 Ch14 LadAlbFemCha S0 Dlvl:1 $300 HP 20(20)  Pw 16(16)  AC11 Xp1/0 Wt37/800 T1  It is written in the Book of Arsene Lupin:  After the Creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Amulet of Yendor, and he hid it in the dark cavities of Gehennom, the Under World, where he now lurks, and bides his time.  Your god Arsene Lupin seeks to possess the Amulet, and with it to gain deserved ascendance over the other gods.  You, a newly trained Wiseguy, have been heralded from birth as the instrument of Arsene Lupin. You are desWgtined to recover the Amulet for your deity, or die in the attempt. Your hour of destiny has come. For the sake of us all: Go bravely with Arsene Lupin!--More--W. Ŀ%@@$W WQ qHello BSOD2, welcome to SlashEMExtended! You are a chaotic female albae Ladiesman.--More--W: Welcome to SLASH'EM Extended! For game discussion, bug reports etc. join the #slashemextended IRC channel. :-) --Amy--More--W/C WuFyYou don't feel like being female![BSOD2 the Wiseguy ] St6 Dx6 Co8 In14 Wi5 Ch14 LadAlbMalCha S0  20(20)  Pw 16(16)  AC11 Xp1/0 Wt37/800 T1 The moon is waning tonight.W SLASH'EM History file for release 0.0.7 Behold, mortal, the origins of SLASH'EM... Jay Fenlason wrote the original Hack with help from Kenny Woodland, Mike Thome, and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX(tm) machines to the Usenet. Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6). R. Black ported PC HACK 3.51 to Lattice(tm) C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack version 1.4. He then coordinated a cast of thousands in enhancW ing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.  Later, Mike coordinated a major rewrite of the game, heading a team which --More--Wincluded Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. The same group subsequently released ten patch- level revisions and updates of 3.0. NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0. Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. A scant one month before the next major version release of Nethack, two adveWnturous souls undertook their own modification to the sacred Nethack formula. Tom Proudfoot and Yuval released Nethack++, which was rapidly renamed Nethack--, containeing new monsters, items and other miscellaneous modifications.  Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the development team which now included Ken Arromdee, David Cohrs, --More--W|Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1. Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon Watte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for WMPW. Building on their development, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, is responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. --More--W' Warwick Allison added in the "tiled" version of the game and generated most of the individual tiles for NetHack 3.2. Time passed, and Nethack-- was ported to 3.11 by Chris. Stephen White then released his own modification known as Nethack Plus, which contained new character classes. Unbeknownst to the world at large, Tom Proudfoot took this source and combined it with his Nethack--. Stephen White went on to add weapon skills, which were eventually integrated into the next version of Nethack, and other features. In February 1996, Tom Proudfoot released SLASH V1. Including part of Stephen White's Nethack Plus and his own Nethack--, leaving unmentioned his own slew of further modifications, this is perhaps the best known of the Nethack modifications. Six versions of this, ending with SLASH V6, are known to exist. The 3.2 development team, comprised of: Michael Allison; W' Ken Arromdee; David Cohrs; Jessie Collet; Steve Creps; Kevin Darcy; Timo Hakulinen; Steve Linhart; Dean Luick; Pat Rankin; Eric Smith; Mike Stephenson; Janet Walz; and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marks the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members --More--Wm of the original development team remained on the team at the start of work on the current release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, Dr. Izchak Miller, passed away. This release of the game is dedicated to him by the development and porting teams. Version 3.2 proved to be more stable than previous versions. Many bugs were fixed, abuses eliminated, and game features tuned for better game play. SLASH V6 was picked up by Enrico Horn managed to synchronize it with the 3.2 source. The new SLASH 4.1.2 was released as far back as November 1996 went through at least 4 editlevels (E5, E6, E7) with the latest version being 4.1.2E8, synchronized with Nethack 3.2.2 and the Blackmarket option available, released in June 1997. Nathan La began the arduous task of drawing tiles for the SLASH monsters. Kentaro W Shirakata ported SLASH 4.1.2E8 to Unix. Lief Clennon ported SLASH 4.1.2E8 to OS/2. Romain Dolbeau ported SLASH 4.1.2E8 to Macintosh. --More--WG,Warren Cheung combined SLASH 4.1.2 and Wizard Patch to create SLASH'EM 0.1 in November 1997. Several revisions including new spells and other minor additions have led to SLASH'EM 0.0.3. Steven Uy has generously made additional modifications. Dirk Schoenberger has continued updating the SLASH/SLASH'EM monster tiles. He has also ported SLASH'EM to Linux. Lief Clennon ported SLASH'EM to OS/2 EMX. Kevin Hugo ported SLASH'EM to Macintosh, and has also contributed additional changes and improvements. Robin Johnson finished arduous task of drawing tiles for the SLASH'EM monsters. He has also contributed many more new tiles. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3. JNetHack (the Japanese version of NetHack) has been around since at least 1994, developed by Issei Numata and others. The GTK interface was written for thisWn, variant and released in 1999. Mitsuhiro Itakura headed a team which began the process of redrawing the --More--W1f NetHack tiles in 8-bit color at 32x32 pixels. The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, ValkyriWmf es and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half. Warren Cheung combined SLASH'EM 0.0.5E7F1 and NetHack 3.3 to create SLASH'EM 0.0.6 and maintained the DOS and Microsoft Windows ports. --More--Wyr][BSOD2 the Wiseguy ] St6 Dx6 Co8 In14 Wi5 Ch14 LadAlbMalCha S0 Dlvl:1 $300 HP 20(20)  Pw 16(16)  AC11 Xp1/0 Wt37/800 T1 Ŀ%@@$W # WQversionextWF ersionextW rsionextWH sionextWL^ ionextW onextW7 SlashEMExtended version 1.7.6 Options compiled into this edition:  blackmarket level, autopickup_exceptions, color, debug mode,  elapsed time on status line, Elbereth,  insurance files for recovering from crashes, light sourced spell effects,  invisible objects, log file, extended log file, mail daemon, news file,  redo command, rogue level, saddles and riding, display layers,  screen clipping, seduction, show damage amounts,  show weight of inventory, sinks, terminal info library,  timed wait for display effects, lightsabers, Jedi, firearms, tourists,  walled mazes, yeomen, record turns in xlogfile,  record conduct in xlogfile, record major achievements in xlogfile,  record real time in xlogfile,  record starting and ending time in xlogfile,  record initial gender in xlogfile, record initial alignment in xlogfile,  save and bones fWQiles accepted from version 1.7.6 only,  basic NetHack features. Supported windowing systems:  traditional tty-based graphics, --More--WF with a default of tty. --More--Wl][BSOD2 the Wiseguy ] St6 Dx6 Co8 In14 Wi5 Ch14 LadAlbMalCha S0 Dlvl:1 $300 HP 20(20)  Pw 16(16)  AC11 Xp1/0 Wt37/800 T1 Ŀ%@@$WSReally save? [yn] (n) Wd ySaving...W g"Be seeing you...