Version 1.0a
- '+' key: Adds 1 life
- '-' key: Subtracts 1 life
- '5' key: Allows for escape of no door rooms
Known Missing:
-Exit feature not implemented
-Score tally is not working
-Repeat play loop not implemented
-Quit key not implemented
-No saving of high scores
-Problem in pause of battle (hit any key for now, will add a delay or run feature later)
-May get caught if no doors

Version 1.1b (first public release)
- '1' key: Displays, in order, your x, your y, exit's x, exit's y
- '5' key no longer works
Still Missing:
-Unable to find class with delay timer
-Still no saved high scores
Newly Planned Imports:
-Possible key needed to exit the dungeon
-Actually implementing a character movable on-screen (will disable all number cheats)
-Possible experience system?

Version 1.2b
- '5' key totally disabled
- Moved map over 46 chars for more visibility
- Fixed outseeing bug in Invalid command argument
- Takes longer to get life/point from room change
- Core map enlarged (31x31 now 71x71)
Still Missing:
- All previous ideas
Planned Implementation:
- Trapped rooms
- Watch a movie for more ideas
- Boss character with random location and movement (key holder??)
- Force a pause where felt needed (long WHILE loop?)

Version 1.21b
- Added forced delay loop
- Added beta-testers names to the intro
No other changes...

Version 1.3b
- '1' key switched to 'X' key
- Added multiple floors
- 'X' format changed to add floor exit exists on
- 'x' key now shows out x-up door, y-up door, x-down door, y-down door
- 'z' key now sets upstairs door equal to downstairs door
- Experience/Gold system now installed, allows max life to change
- Movement changed to 2/4/6/8 keys, to allow keypad movement
Still Missing:
- No bosses
- No shops (to spend money)
- No trapped rooms
- Key idea (still unsure...)
- No on-screen character
- No saving high-scores
Planned Implementation (LONG way off):
- Add color/graphics
- Add a story line
- Restore U/D/L/R as 2nd choice for room change

Version 1.35b
- Merchants added
- '+' key yields 1000 GP when in merchant mode
- Created check for people who stay on floor 1 too long (less doors, harder enemies...)
Planned Implementation
- Making it impossible to get trapped in first room

Version 1.36a (not publicly released)
-Fixed following merchant error
-Enabled enemies to auto-attack (about 25%)
-Shrunk room size, but added depth for the exit
<CRITICAL ERROR FORMED AT ENTER PROMPT>

Version 1.38b
-Fixed error that materialized
-Fixed invalid key error in merchant exit

Version 1.4b
-Added floor cavein chance (about 1 in 60)
-Added ability to run from battles
-Changed a message for examining tables
-Enabled high score list, also saves!
Still Planned To Do... (sometime!)
-Add more things to the save files
-Have a save FEATURE for your character
-Slight chance of trap in first room still to be removed
-Some type of color
-Story line...
-More key options
-Trapped rooms
-Boss w/ key
-On-Screen character
-Start removing cheats ^_^
-Move map over to allow less map overwrite
-Modifying damage system

Version 1.41b (never released)
-Fixed falling/level up overwrite error
-Fixed falling and still stairs error (turned into painting)
-Modifyed extra life for level up (to balance enemy damage)
-Inventory now storable
-Removed ALL cheats!
-Merchants more rare, and only 1 item buyable
-Fixed icebox error (multi-search)
-Fixed falling overwrite error
-Starting life now 12
Planned Implementation:
-Map Re-Write function
-Character's sex (strength vs speed bonuses)
-Output for level/floor

Version 1.42b
-Rewrote item usage as function for more reusability
-Added feature for items in battle
-Fixed minor errors in 1.41 (life init, spelling error)
-Broke item loop for battle fairness
-Added info to top of screen
Planned Implementation:
-Add sell command to merchants
-Add more purchasable stuff (weapons / armor?)
-More item randomization (random numbers IN random outcomes)
-Increase complexity of Table()