-
Notifications
You must be signed in to change notification settings - Fork 1
/
isitrl.txt
2275 lines (1774 loc) · 124 KB
/
isitrl.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# pre-Berlin
PURITY inspire It is not a Roguelike if it is not Rogue and not inspired by another Roguelike.
This point is about heritage. Is the game (possibly indirectly) inspired by Rogue? While it seems like this is how many people use 'roguelike',
note that, if Rogue inspired A, which inspired B, which inspired C, then
all qualify, even if the specific element that C took from B was an innovation that was contrary to the design goals of Rogue ("game design deaf telephone").
PURITY rl It is not a Roguelike if it is not like you press a key to immediately move to the adjacent tile and then the monsters move.
PURITY ascii It is not a Roguelike if it does not feature character graphics.
It is still fine if ASCII is optional, or not displayed on a real terminal. Text-based games with no character map are fine for this particular aspect.
PURITY dungeon It is not a Roguelike if it is not a dungeon crawl.
Not necessarily a literal dungeon, just some place with walls, loot, and monsters.
A significant overworld component is a violation.
PURITY rpg It is not a Roguelike if it has no significant RPG elements.
This is subjective, but generally it should feel more like an RPG than an arcade game or an abstract strategy game.
PURITY randommap It is not a Roguelike if it does not feature random maps.
It is fine if only a significant part of maps is random, and randomly selecting one of predesigned maps is not enough.
PURITY source It is not a Roguelike if it has no community development.
Open source counts (even if nobody has contributed yet).
Being very welcoming of player suggestions is OK too. Moddability is not enough.
It does not count when it became open source much later after the release.
(Rogue is exempt from this, even though it was not originally open source, forcing Hack to clone it.
Very simple games that are easy to clone anyway do not violate.)
PURITY free It is not a Roguelike if it is not free.
It can have a paid version, but the free version should have most of the content.
It does not count if it was originally not free and became free later.
PURITY long It is not a Roguelike if it is short.
Anything with runs significantly shorter than Rogue is disqualified.
PURITY turn It is not a Roguelike if it is not turn-based.
We accept more complex energy systems (e.g., monsters with different speeds), and time limits for turns, as long as they still feel turn-based.
PURITY decision It is not a Roguelike if it is not purely decision-based.
Turn-based with unlimited time and real-time-with-pause counts.
PURITY mdecision It is not a Roguelike if it is more about execution than decisions.
This can be a bit subjective.
PURITY grid It is not a Roguelike if it is not grid-based.
Game entities are always aligned to the grid. It need not be a square grid, but it must be discrete, and feel more like a grid than a graph.
This must be relevant for actual combat (rather than e.g. just exploration).
PURITY spatial It is not a Roguelike if it is not spatial.
Game entities always have position in some space, posibly continuous one.
This must be relevant for actual combat (rather than e.g. just exploration).
PURITY potion It is not a Roguelike if it features no identification of items like potions.
# Berlin
PURITY forcedeath It is not a Roguelike if it does not enforce permadeath.
Having an option to disable permadeath is a violation, even if it was added in a later version.
(Still a violation if labeled as "cheat", but not a violation if the player can cheat outside of what the game allows, e.g., by copying the save files manually.)
PURITY suggestdeath It is not a Roguelike if it does not suggest permadeath.
It is enough to have a prominent permadeath option to qualify.
PURITY forcecons It is not a Roguelike if it does not enforce consequences for bad decisions.
If you do not return to the start of the game, but to the last "checkpoint", it still counts as enforcing consequences, but not as permadeath.
PURITY resource It is not a Roguelike if it does not feature resource management.
One of elements mentioned in the Berlin Interpretation. While typical RPG players like to hoard potions and other
one-shots, it is not a good strategy when playing roguelikes permadeath.
PURITY exploration It is not a Roguelike if it features no exploration.
A game needs to give the player choice between visiting different levels, or to display the map progressively as it is uncovered, to qualify.
PURITY modality It is not a Roguelike if combat and exploration are separate modes.
PURITY single It is not a Roguelike if you directly control multiple characters, or not control a character at all.
The "single character" must feel like an actual entity in the game, rather than being completely abstract.
It is fine to have allies who act on their own.
PURITY similar It is not a Roguelike if the monsters are not similar to player character.
This is a bit subjective. This does not mean "if the player has inventories, the player needs full inventories too", but they have to be reasonably similar:
make one move per turn if the player makes one move per turn, etc.
# anti-Berlin
PURITY short It is not a Roguelike if it is not short death loop.
Anything with runs significantly longer than Rogue is disqualified.
(That is a nonsense for traditional roguelikes fans, but many people who do not know traditional roguelikes
feel that e.g. Diablo hardcore or Noita are not roguelikes, expecting games where you die quickly.)
PURITY meta It is not a Roguelike if runs do not affect each other.
(The Berlin Interpretation says nothing about meta, but many people think that having or not having meta is somehow important.)
PURITY strictnometa It is not a Roguelike if runs can make later runs easier.
PURITY loosenometa It is not a Roguelike if runs can make later runs significantly easier.
This still allows very minor metaprogression or unlocking new classes.
PURITY randombuilds It is not a Roguelike if it does not feature builds (influenced by randomness).
For example, if you find random items which significantly affect the run.
(The Berlin Interpretation says nothing about builds, but many people add this, to separate from simple arcade games such as Tetris.)
PURITY userbuilds It is not a Roguelike if it does not feature builds (influenced by player's decisions).
For example, shops (with enough cash to buy only some of the stuff), or a choice of skill to level up.
It is not enough if you choose whether to risk getting a powerful upgrade or not.
(Might be a bit controversial in Rogue, but you get a choice of which weapon/armor to enchant, so that is enough.)
# other
PURITY topdown It is not a Roguelike if it does not have top-down graphics.
Some people defining roguelikes include "top-down". While you could have the same gameplay, say, in first-person perspective,
top-down just works best for this gameplay. Almost top-down like in ADOM is okay, but side view, 3D perspective, or isometric graphics violate this.
While platformers can be seen as less roguelike than top-down shooters, this criterion is also violated by "roguelike platformers" which have
quite traditional roguelike gameplay except gravity (these games, e.g. Fuel, are generally to small to be in this quiz).
PURITY diagonal It is not a Roguelike if you cannot move diagonally.
Many traditional roguelikes were designed in the 90s, when typical keyboards have numpads, making diagonal movements easy.
These games are a bit harder to play on modern keyboards that do not have numpads, forcing the players to buy an external numpad, or
learn a more complex scheme such as the VI-keys, HJKLYUBN (originally called "rogue-like keys"). For this reason, modern developers
of otherwise traditional roguelikes sometimes decide to
make the movement 4-directional. This considerably changes the tactics, so some fans of classic roguelikes protest against this.
Games on hex grid (or another grid with no diagonals) or chess-based roguelikes where movement is based on a choice of chess figure do not violate.
PURITY canwin It is not a Roguelike if you cannot win.
This is about the game having an official win condition ("congratulations, you have won, you can go back to your life now").
Can still have additional challenges for those who want them. Games like Tetris and survival games typically do not have a win condition.
Run-based games that you are supposed to "win" many times (but having on "global" win condition) also do not violate this.
GAME Ro:Rogue
YEAR Rogue (1980)
OFFICIAL A Guide to the Dungeons of Doom (Rogue manual) <a target="_blank" href="https://roguetemple.com/z/rogue.txt">(link)</a>
What is going on here?
You have just begun a game of rogue. Your goal is to
grab as much treasure as you can, find the amulet of Yendor,
and get out of the Dungeons of Doom alive. On the screen, a
map of where you have been and what you have seen on the
current dungeon level is kept. As you explore more of the
level, it appears on the screen in front of you.
Rogue differs from most computer fantasy games in that
it is screen oriented. Commands are all one or two keystrokes and the results of your commands are displayed graphically on the screen rather than being explained in words.
Another major difference between rogue and other computer fantasy games is that once you have solved all the
puzzles in a standard fantasy game, it has lost most of its
excitement and it ceases to be fun. Rogue on the other hand
generates a new dungeon every time you play it and even the
author finds it an entertaining and exciting game.
PNG rogue-epyx-dos-1984 Epyx Rogue for DOS (1984)
PNG rogue-atarist-1986 Rogue for Atari ST (1986)
PLAY https://playclassic.games/games/role-playing-dos-games-online/play-rogue-online/ online DOS emulator
EXTRA x:How could Rogue be a roguelike? It is Rogue itself!
VIOLATE meta
INSPIRED Star Trek (1971), Colossal Cave Adventure, D&D
INTER Rogue-like
VISUAL Rogue-like (and tiles versions)
DEATH deletes saves
META highscore lists
RPG experience, strength/life, equipment
RANDOM maps, items, monsters, potions, traps
THEME high fantasy dungeon
STRUCTURE linear, no backtrack
LENGTH 3-4h
MODEL academic closed-source (later, commercial and open-sourced)
COMPLEX 26 monsters, 77 items of 6 types
FUNFACT
Rogue is one of the first games long enough to have a true save feature! (About 3 hours long.)
However, they did not want people to enter multi-user leaderboards by
reloading the same save many times, so they deleted the save file when it was loaded.
It is still a great game today, even if modern roguelikes are better!
CONTRO
That should not be controversial, since Rogue is the game
the genre is called after! Some people argue that you
cannot be Roguelike if you are in fact Rogue, but in this
particular case, <i>roguelike</i> is supposed to highlight the
similarities, not the differences.
GAME NH:NetHack
YEAR Hack (1982-1984-1985) - NetHack (1987-2023)
OFFICIAL A Guide to the Mazes of Menace (NetHack manual) <a target="_blank" href="https://roguetemple.com/z/rogue.txt">(link)</a>
2. What is going on here?
You have just begun a game of nethack. Your goal is to grab
as much treasure as you can, find the Amulet of Yendor, and get
out of the Mazes of Menace alive. On the screen, a map of where
you have been and what you have seen on the current dungeon level
is kept. As you explore more of the level, it appears on the
screen in front of you.
Nethack differs from most computer fantasy games (other than
its ancestors hack and rogue and its cousin larn) in that it is
screen oriented. Commands are all one or two keystrokes (as opposed to sentences in some losing parser's notion of English) and
the results of your commands are displayed graphically on the
screen rather than being explained in words (a minimum screen
size of 24 lines by 80 columns is required; if the screen is
larger, only a 24x80 section will be used for the map).
Another major difference between nethack and other computer
fantasy games is that once you have solved all the puzzles in a
standard fantasy game, it has lost most of its excitement and it
ceases to be fun. Nethack, on the other hand, generates a new
dungeon every time you play it and even the authors still find it
an entertaining and exciting game.
FUNFACT
The usual narration of the game journalists and content creators
is that we had Rogue and NetHack, and then nothing has happened
for like 20 years, when "modern roguelikes" started being created
in 2010+. That just shows how biased such sources are. In the
roguelike communities, these "modern roguelikes" are not considered
roguelikes, and there are lots of actual modern roguelikes, we
do not play Rogue and NetHack that much anymore! You should probably
start with those, even if NetHack
is still the best at "being NetHack" (unexpected interactions such
as killing a monster and wielding its body as a powerful weapon
instead of eating it).
CONTRO
That should not be controversial, since NetHack is one of the
most important games that the term <i>roguelike</i> was originally
created for. However, some people recently define <i>roguelike</i> in a
way which excludes NetHack, for example, no interaction between
runs (while in NetHack you can find the inventory of an earlier
character), or permadeath enforced (while NetHack has permadeath-less
"exploration mode"), or short runs.
PNG nethack-ascii NetHack 3.6.7 (ASCII)
PNG nethack-x11 NetHack 3.6.7 (graphical)
PNG falconseye NetHack (Falcon's Eye)
PLAY https://alt.org/nethack/ NetHack online server (needs registration)
VIOLATE forcedeath forcecons short strictnometa
INSPIRED Rogue, D&D
INTER Rogue-like
VISUAL Rogue-like (and tiles and isometric versions)
DEATH deletes saves ("exploration mode" option disables that)
META highscore lists, bone levels
RPG experience, stats, race/class, equipment, gods, skills, spells, shops
RANDOM maps, items, monsters, potions, traps
THEME kitchen-sink fantasy dungeon
STRUCTURE branched with backtrack
LENGTH 8h+
MODEL open source community development
COMPLEX 384 monsters, 450 items of 16 types, 6 races, 14 classes
GAME AB:Angband
YEAR Umoria (1983-1994) - Angband (1993-2023)
OFFICIAL The Pits of Angband (the Angband manual)
The game of Angband is a single player dungeon simulation. A
player may choose from a number of races and classes when creating a character, and then `run' that character over a period of
days, weeks, even months, attempting to win the game by defeating
Morgoth who lurks in the deeper levels.
[...]
If your character falls below 0 hit points, he has died and can-
not be restored. A tombstone showing information about your
character will be displayed. You are also permitted to get a
record of your character, and all your equipment (identified)
either on the screen or in a file.
PNG angband Angband 4.2.5 (ASCII)
PNG angband-david-gervais-tiles Angband 4.2.5 (David Gervais's tiles)
FUNFACT
Angband is a variant of an earlier game called <i>Moria</i>. It has
lots (~150) of
<a target="_blank" href="https://tangaria.com/variants/">variants</a> itself, some
popular ones are <i>Frogcomposband</i> (which has more content)
and <i>Sil-Q</i> (shorter and generally quite different from Angband).
The two main early roguelike branches are usually called <i>hacklikes</i> and
<i>bandlikes</i> (or just <i>bands</i>).
CONTRO
This should not be controversial, given than the growing popularity
of Angband is what has originally sparked "roguelike" becoming an
official Usenet category in 1993.
As in the case of NetHack, some recent definitions would exclude Angband, for similar reasons.
VIOLATE forcedeath short strictnometa
PLAY https://angband.live/ Angband online server (needs registration)
INSPIRED Rogue, D&D
INTER Rogue-like
VISUAL Rogue-like (and tiles versions)
DEATH deletes saves ("cheat death" option disables that)
META highscore lists, monster memory
RPG experience, stats, race/class, equipment, gods, skills, spells, shops
RANDOM maps, items, monsters, potions, traps
THEME Tolkien fantasy dungeon
STRUCTURE linear large levels, regenerated on re-entry
LENGTH 50h+
MODEL open source community development
COMPLEX 625 monsters, 376 items, 11 races, 9 classes
GAME KR:Kroz
YEAR Kroz series (1987-1990)
OFFICIAL from <a target="_blank" href="https://github.com/tangentforks/kroz">here</a>
After writing to Infocom-inspired text adventure games, Beyond the Titanic and Supernova, I decided it was time to step up my game and make something with graphics. This was style four-color CGA days, and while 16-color EGA was making headway, the vast majority of PCs didn't have it. So, I decided to try making a game with ASCII characters, using a lot of the high-end character, many of which worked quite well for games back then. One of those games was Rogue, released by long-gone Epyx Games (also famous for Jumpman and several games based on the Summer and Winter Olympics).
I had a love/hate relationship with Rogue. I loved it, yet I hated that it was really quite random, meaning that even the best player in the world could not be assured of finishing the game, because too much luck was involved. I decided I could out-do Rogue, and that's what Kroz attempts to do. In the end, Kroz was more arcade-ish in nature, and less RPG-ish. The key is that a good player can finish Kroz each and every time. This became an important design rule I've stuck with in the 20+ years since making the first Kroz game.
Anyway, hope people enjoy the game, and maybe get a kick out of the source code.
Scott Miller
Founder, Apogee Software Ltd.
FUNFACT
This game pioneered the concept of shareware trilogies, with the first game being free. Apogee Software and their competition
Epic MegaGames (using a similar concept) later became big.
CONTRO
As seen from the quote above, this game is actually inspired by Rogue. Wikipedia calls it a "roguelike" game.
Just like Rogue, it uses text-mode grid.
However, neither the mainstream nor the roguelike communities would call it a roguelike today.
The monsters move if you wait, making it feel more like an action game.
It is not randomized (Scott Miller hated the randomness in Rogue), and the instructions recommend saving at every level.
PNG kroz Kingdom of Kroz
VIOLATE turn decision mdecision forcedeath suggestdeath forcecons potion similar meta randombuilds userbuilds rl rpg source free randommap exploration
@here
INSPIRED Rogue
INTER action Rogue-like
VISUAL Rogue-like (but a bit different characters)
DEATH you can save
META basic highscore lists
RPG items
RANDOM some maps
THEME fantasy dungeon
STRUCTURE linear
LENGTH 1h?
MODEL shareware, later opensourced
PLAY https://www.myabandonware.com/game/kingdom-of-kroz-1t7/play-1t7 online emulator
GAME MS:Minesweeper
YEAR Microsoft Minesweeper (1990) and many clones
FUNFACT
Minesweeper is included with Microsoft Windows and many other operating systems, so probably needs no introduction.
We give the date of the famous Microsoft version, although the concept is older (Mined-Out 1983).
CONTRO
Minesweeper is a good test of your roguelike definitions.
Its game design features random generation and permadeath, with both being essential.
It is also grid-based, uses simple number graphics, and lets you think as long as you want.
However, its gameplay is definitely nothing like Rogue.
# EXTRA x:The main reason why Minesweeper is not a roguelike is that there are no random builds
PLAY https://minesweeper.online/ Minesweeper online
PNG minesweeper-terminal a terminal version of Minesweeper
VIOLATE inspire potion similar dungeon long meta randombuilds userbuilds rl resource rpg single
INTER puzzle
VISUAL Rogue-like
DEATH arcade
META none
RPG none
RANDOM maps
THEME military
STRUCTURE one level
LENGTH 30min
MODEL easy to make
COMPLEX none
GAME UW:UnReal World
YEAR UnReal World (1992-2023)
OFFICIAL UnReal World on Steam
UnReal World is a unique combination of roguelike roleplaying game and survival simulation set in the Far North long, long ago. Throughout the years, UnReal World has been praised for its depth, realism, atmosphere and immersion. The game is completely open-ended and you decide whether you wish to lead a life of a fisherman, a hermit searching for the peace, a brave adventurer, a rough hunter, a trapper or a tradesman.
As a member of one of the nine different cultures you'll enter a detailed and enchanting iron-age game world in which northern folklore, knowledge and way of life play an important part. The world and mechanics of the game are highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.
A wide world with vast forests, mires and mountains to roam and watercourses to row is randomly and procedurally generated - and you can live off the land and explore it on very detailed level. Track animals, set traps, hunt with bows and spears, tan hides, go fishing, pick berries, cook food, sleep in a temporary shelter or build a log cottage, trade with the villagers, craft items, interact with cultures near and far -- and so much more.
FUNFACT
The first game in the <i>survival roguelike</i> subgenre.
UnReal world is not only the first of these, but also one of the earliest survival games ever, with crafting etc.
CONTRO
Survival roguelikes are quite different from typical ones focusing more on tactics, for example, they are endless. Also more wilderness than dungeons.
Probably for this reason, UnReal world seems to be discussed less often than other classic games in this quiz, but still, its roguelikeness should not be controversial.
PNG urw UnReal World
VIOLATE potion dungeon short meta canwin
DOWNLOAD http://unrealworld.fi/urw_downloads.html free download or buy
INSPIRED early roguelikes
INTER Rogue-like
VISUAL tiles (originally Rogue-like)
DEATH deletes saves
META none?
RPG stats, equipment, skills, gods, shops, crafting
RANDOM maps, items, monsters
THEME Iron Age survival
STRUCTURE open-world
LENGTH endless
MODEL shareware
COMPLEX 150 items, 30 skills
GAME TT:Tetris
YEAR Tetris (1985 and newer versions)
PNG tetris A Tetris clone, using the Curses library.<br/> (An ASCII library, originally created for Rogue.)
PRE
In 1993, on USENET, a <a target="_blank" href="https://blog.slashie.net/on-the-historical-origin-of-the-roguelike-term/">suggestion</a>
on creating a hierarchy for "rogue type" games appeared.
There were some discussions on how this hierarchy should be named, and the name "roguelike"
was chosen, over other suggestions such as "ASCII dungeon" (people realized that
roguelikeness was not about using ASCII characters or about being in a dungeon --
it was still a roguelike if it was using tile graphics or some other setting,
it was about the "interface", i.e., the way the world was displayed and the game
was controlled). To celebrate this, we ask about a game that has been declared as a "not roguelike"
in these discussions. Some people thought that the element which made these games similar
was that they were played using ASCII characters, or that they were played on a computer.
QUOTE USENET Discussions, July 1993
<hr/>
: I think a better name would be rec.games.tty.
Sigh, this was discussed about a week ago. Sigh.
: there are non-rogue style games that also
: use this interface
precisely. What's to prevent me from thinking that this hiearchy is
for discussing ascii tetris? (Eiji Hirai, 14 Jul 1993)
<hr/>
This has nothing to do with discussion of a `roguelike' hierarchy.
Tetris and Space Invaders hardly qualifies as roguelike. (Per Abrahamsen, 16 Jul 1993)
<hr/>
Axl> rec = recreation
Axl> games = games ;)
Axl> comp = computer.
Axl> Seems very straightforward, and non-misleading. Anyone with
Axl> an IQ over 19 will see this and say "Oh wow...I bet they talk about
Axl> computer games on here. Maybe that moria game I heard of will be in
Axl> this grouping somewhere..."
Anyone with IQ over over 19 would also think Tetris belong to that
hierarchy. But Tetris is not a rogue like game and does not belong in
a hierarchy for rogue like games, thus the group name is misleading. (Per Abrahamsen, 19 Jul 1993)
PLAY https://tetris.com/play-tetris Tetris online
CONTRO
Recently, some people think that any game with randomness and permadeath is a roguelike. So, what about Tetris?
VIOLATE inspire turn decision mdecision potion single similar dungeon long meta randombuilds userbuilds rl resource rpg free exploration topdown diagonal
INSPIRED pentomino, tennis
INTER action block puzzle
VISUAL simple tiles
DEATH arcade
META basic highscore
RPG none
RANDOM bricks you get, which create a map
THEME abstract
STRUCTURE one level (gets harder and harder)
LENGTH 30min
MODEL commercial
COMPLEX 7 bricks
GAME CW:Castle of the Winds
YEAR Castle of the Winds (1993)
OFFICIAL For Shareware Vendors
Epic MegaGames brings you Castle of the Winds, a fantasy role playing game
created by Rick Saada. Your quest begins with A Question of Vengeance, as you
try to discover the secret of your mysterious past, and why is has proven so
deadly to those you love. It then continues with Lifthransir's Bane, as you
attempt to vanquish the dark forces of evil which plague the land and are
after your life!
Set in the world of Norse mythology, this game has plenty of surprises.
Nearly a hundred unique monsters oppose your quest, and there are hundreds
of enchanted objects to aid you. Castle of the Winds presents a new style of
adventure game. While the anchor points of the story remain the same, most of
the adventure is created anew every time you play, so the game can be enjoyed
again and again.
FUNFACT
When people come to the roguelike communities to ask what a roguelike they had played as a kid
was, it was usually Castle of the Winds.
PNG cotw Castle of the Winds
CONTRO
Castle of the Winds is a roguelike, typically included in early lists of popular roguelikes.
However, some modern roguelike fans find this surprising, since they
consider "permadeath" a defining property of roguelikes, and in Castle of the
Winds, you can save and reload at any time. However, permadeath was not even
typically included in
<a target="_blank" href="http://web.archive.org/web/20051221170749/http://www.hut.fi/~eye/roguelike/index.html">roguelike definitions</a>
until about 2003, and <a target="_blank" href="https://en.wikipedia.org/w/index.php?title=Roguelike&oldid=1510481">even then,</a>
they mentioned it more as a roguelike honor code. Permadeath defines the
hardcore roguelike fan, not the game, and any hardcore roguelike fan sees that
reloading it is not the correct way to play Castle of the Winds! Even if the
only thing in CotW that makes it clear what the indended way to play is is
the highscore list.
Castle of the Winds is also more mouse-based than typical roguelikes, but
you can still do most things using the keyboard.
PLAY https://archive.org/details/win3_CasWin1 online emulator
VIOLATE forcedeath suggestdeath short meta source free ascii
INSPIRED early roguelikes
INTER Rogue-like
VISUAL tiles
DEATH self-imposed
META highscore lists
RPG experience, stats, equipment, spells, shops
RANDOM maps, items, monsters, potions
THEME Norse fantasy dungeon
STRUCTURE linear with backtrack
LENGTH 10h+
MODEL shareware
GAME AD:ADOM
YEAR Ancient Domains of Mystery (1994-2019)
OFFICIAL ADOM manual, version 1.1.1
Ancient Domains of Mystery (ADOM for short) is a rogue-like game
which means that it is a single-user game featuring the exploration of
a dungeon complex. You control a fictional character described by
race, class, attributes, skills, and equipment. This fictional
character is trying to achieve a specific goal (see below) and succeed
in a difficult quest. To fulfill the quest, you have to explore
previously undiscovered tunnels and dungeons, fight hideous monsters,
uncover long forgotten secrets, and find treasures of all kind.
During the game, you explore dungeon levels which are randomly
generated each game. You might also encounter certain special levels,
which present a particular challenge or are built around a certain
theme.
FUNFACT
While the manual mentions "exploration of a dungeon complex",
the game actually features a (fixed) overworld with multiple dungeons
and quests. (An earlier version was called Ancient Dungeon of Mystery.)
It was not the first roguelike like this, Omega (1987) was earlier,
but the most influential one.
ADOM is still great, but if you want to play it and support the developers, make sure you buy
ADOM, not Ultimate ADOM -- UADOM is a sequel that was not as well received as the
original.
PLAY https://www.adom.de/home/downloads.html free download / store links
PNG adom-ascii ADOM 3.3.3 (ASCII)
PNG adom-tiles ADOM 3.3.3 (tiles)
VIOLATE forcedeath forcecons dungeon short
INSPIRED NetHack, Bard's Tale
INTER Rogue-like
VISUAL Rogue-like (tiles and other options in newer versions)
DEATH deletes saves ("story mode" option disables that)
META highscore lists, log files, meet ghosts
RPG experience, stats, race/class, equipment, gods, skills, spells, quests, basic storyline, talents, shops
RANDOM maps (except overworld and some fixed locations), items, monsters, potions, traps
THEME high fantasy dungeon
STRUCTURE overworld, branched with backtrack
LENGTH 20h+
MODEL postcardware/commercial
COMPLEX 480 monsters, 896 items (with 63 prefixes and 43 suffixes), 100 talents
GAME XC:XCOM
YEAR X-COM: Ufo Defense aka UFO: Enemy Unknown (1994), with many sequels
OFFICIAL X-COM Ufo Defense manual
X-COM UFO Defense puts you in command of X-COM, with the
finest Earth technology at your disposal to defend the Earth
from alien invasion. Shooting down UFOs is just the beginning. You
will then control a squad of heavily-armed soldiers, edging cautiously
through the local terrain, battling aliens and recovering UFO
technology.
When you command a ground assault, you will use the 3-D isometric
‘Battlescape’ display. This shows terrain, buildings, X-COM craft and
UFOs, but will only display what your soldiers can see - so beware of
danger lurking around corners or down dark corridors!
CONTRO
This famous series of games is not generally called roguelikes, although it shares many
similar qualities: turn-based, grid-based, low RPG elements, procedurally generated maps,
and played permadeath by serious players.
The core difference is that XCOM is squad-based, while in Rogue, you control a
single character (which is apparently why the game was called Rogue). As a result,
roguelikes can be played much faster (it is enough to press a key to move and have
the enemies move in response).
The Civilization series is another famous series with similar similarities and
differences from roguelikes. Traditional roguelike fans point out the
issues of some mainstream interpretations of "roguelike" by mentioning that the "roguelike elements"
such as randomization and permanent consequence were always common in decision-making
games, as shown by Civilization and XCOM; roguelike is just one specific subgenre of
such decision-making games.
PLAY https://playclassic.games/games/turn-based-strategy-dos-games-online/play-x-com-ufo-defense-online/ online emulator
VIOLATE inspire forcedeath suggestdeath forcecons potion dungeon short meta randombuilds rl source free ascii topdown
INSPIRED Rebelstar, Laser Squad
PNG xcom UFO: Enemy Unknown (1994)
INTER turn-based tactics
VISUAL isometric
DEATH self-imposed
META none
RPG promotion, stats, equipment, shops
RANDOM maps, items, monsters
THEME military vs UFO
STRUCTURE separate missions
LENGTH 10h+
MODEL commercial
COMPLEX 11 monsters, 30 items
GAME DC:DCSS
YEAR Linley's Dungeon Crawl (1995) - Dungeon Crawl Stone Soup (2008-2024)
OFFICIAL Crawl Quick-Start Guide, Crawl manual version 400b26
Crawl is a large and very random game of subterranean exploration in a fantasy
world of magic and frequent violence. Your quest is to travel into the depths
of the Dungeon (which is different each time you play) and retrieve the Orb of
Zot.
Crawl is an RPG of the 'rogue-like' type, one of the descendants of Rogue. Its
graphics are simple but highly informative, designed to be understood at a
glance, and control is exercised largely through one-keystroke commands.
FUNFACT
Dungeon Crawl Stone Soup is a fork of Linley's Dungeon Crawl. It is still
very actively developed, one of the central games played in the roguelike
community, and a common suggestion for an introduction to roguelikes.
DCSS has an explicit design philosophy. It is designed to avoid
grind (where "grind" is defined as doing boring things to make the
character stronger) and to be transparent (the rules should be clear).
This is different from the grindy nature of <i>Angband</i>-like games,
and from the titular mystery found in <i>Ancient Domains of Mystery</i>,
or NetHack, where you would likely die due to not knowing the rules.
This philosophy has influenced many later roguelikes.
After playing DCSS, you will know what it means that a game does not
waste the players' time, and be very sensitive to games that do!
PNG crawl-tiles Dungeon Crawl Stone Soup, tiles version
PNG dcss-ascii Dungeon Crawl Stone Soup, ASCII version
PLAY https://crawl.develz.org/ free downloads and the online server
VIOLATE forcedeath forcecons short
INSPIRED NetHack
INTER Rogue-like
VISUAL Rogue-like (tiles in newer versions)
DEATH deletes saves (an option disables that)
META highscore lists, log files, meet ghosts
RPG experience, stats, race/class, equipment, gods, skills, spells, shops
RANDOM maps, items, monsters, potions, traps
THEME high fantasy dungeon
STRUCTURE branched with backtrack
LENGTH 4-12h
MODEL open source community development
COMPLEX about 550 monsters, 350 items, 100 spells, 27 gods, 35 branches, 27 races, 25 classes
GAME OD:DROD
YEAR Deadly Rooms of Death (1996-2022)
OFFICIAL DROD: Gunthro and the Epic Blunder on Steam
"Deadly Rooms of Death" (DROD) is a turn-based strategy and tactics puzzle game series. It is a 2D top-down puzzle adventure that focuses on pure gameplay mechanics. The DROD series began over a decade ago and has enthralled thousands of players.
Swordplay and puzzles combine in this thinking man's dungeon crawl. It's simple to learn, with just a handful of commands to master. This game's rogue-like exterior belies clever puzzle design and unique play mechanics that provide amazing depth. Each room is a hand-crafted puzzle that you solve by clearing out all the monsters with your Really Big Sword without letting any reach and kill you. Monster types each have their own AI, with deterministic movement patterns. Puzzle elements and terrain types help and hinder you in solving each puzzle. You start by learning basic mechanics and fighting techniques, and then the difficulty steadily ramps up as each room you face presents a fresh challenge with a logical solution. This game features a novel play style, with story- and puzzle-driven voiced dialogue delivered inline with hardcore puzzle solving that involves a mix of strategy, tactics, lateral thinking and linchpins. As developers, our goal is to present you with a novel experience where game mechanics are paramount. DROD will give you that "just one more room" feeling.
This game is the entry-point title in the ongoing DROD franchise. "Gunthro" is designed as an beginner-level offering to the DROD world, with both new players and veterans in mind. The level layout is has multiple hub areas to explore as you progress. The game starts easy, has a smooth learning curve and an integrated online hints system. You should be pleased by the puzzle designs that went into this game, making for a delightful blend of fun and challenge. A level editor and enthusiastic player community make this a game you can relish for years.
CONTRO
DROD is not usually seen as a roguelike, but rather, a thinky puzzle game. As usual in thinky puzzle games, the levels are manually designed,
and you get full information. And since you get full information, undoing your moves is considered the intended way to play, rather than cheating.
However, there are some aspects that make it similar to roguelikes, especially the later "puzzle roguelike" subgenres.
It is about combat; you press a key to move to the next tile, and then the enemies move.
Rooms are quite large, like Rogue levels, while
typical puzzle games tend to have small levels. It has a basic storyline, while (pre-Braid) puzzles tended to be purely abstract.
If you want to see how a "puzzle roguelike" would work with manually designed challenges, DROD is a great game to try.
(The author of DROD calls this genre <a target="_blank" href="http://forum.caravelgames.com/viewtopic.php?TopicID=9513">stepping games</a>.)
PLAY https://caravelgames.com/Articles/Games.html free download or buy
VIOLATE inspire forcedeath suggestdeath forcecons short meta randommap randombuilds userbuilds resource free ascii rpg potion
INSPIRED stepping puzzle games?
INTER Rogue-like
VISUAL tiles
DEATH checkpoints, undo
META none
RPG basic questline
RANDOM nothing
THEME high fantasy dungeon crawl
STRUCTURE overworld, branched with backtrack
LENGTH long
MODEL free/commercial (open-source engine)
COMPLEX about 30 monsters
PNG drod Deadly Rooms of Death, King Dugan's Dungeon
GAME D1:Diablo
YEAR Diablo (1997)
FUNFACT
Diablo was <a target="_blank" href="https://www.graybeardgames.com/download/diablo_pitch.pdf">originally</a>
supposed to be a roguelike, except with high
production values. In particular, it was supposed to be turn-based,
and feature permadeath, but they thought that a permadeath game would
not sell. It is still very similar to Angband (but not as long...).
Diablo has many sequels (Diablo IV released in 2023), but they diverge from the original Diablo and its roguelike roots.
CONTRO
Many people (including some prominent ones, such as roguelike developers <a target="_blank" href="http://www.zincland.com/powder/index.php?pagename=about">Jeff Lait</a>
and <a target="_blank" href="https://www.roguebasin.com/index.php?title=Diablo&oldid=1027">Kornel Kisielewicz</a>) in the roguelike community considered it a roguelike,
although a much less complex one, due to its partial focus on action. It did not lead to much controversy, as the roguelike communities preferred other games, and
Diablo fans did not call it a roguelike. There was some controversy about whether Diablo is an RPG -- eventually leading to its classification as "action RPG",
which was possibly more not because of Diablo being an action game, but because of it being closer to roguelikes than typical RPGs.
Today, roguelike communities put more focus on being turn-based, and media put more focus on permadeath and having short runs (which makes people feel Diablo is still not
a roguelike even in the "hardcore" permadeath mode added in the sequels). Some roguelike fans think it would be better if "action roguelike" came to mean games like
Diablo, instead of permadeath games.
PNG diablo Diablo
VIOLATE turn decision forcedeath suggestdeath forcecons potion short meta rl source free ascii topdown
INSPIRED Angband, NetHack, Warcraft
INTER Rogue/RTS hybrid
VISUAL isometric
DEATH self-imposed
META none
RPG experience, stats, class, equipment, spells, shops
RANDOM maps, items, monsters, quests
THEME horror dungeon
STRUCTURE linear with backtrack
LENGTH 5h
MODEL commercial
COMPLEX about 20 monsters, 70 items with 200 affixes, 50 spells
GAME PM:Pokémon Mystery Dungeon
YEAR Pokémon Mystery Dungeon (2005-2020)
CONTRO
There are some commercial roguelikes on consoles, usually called "mystery dungeon" (which could be understood as a Japanese term for "roguelike").
Pokémon Mystery Dungeon seems to be the most popular series, there are also older mystery dungeon games (like <i>Shiren the Wanderer</i>, 1995).
The gameplay is rogue-like (one less usual feature is the extra characters in your team, but they are controlled by AI). Some people think
they should not be called roguelikes because of their looser approach to death: when you die in a dungeon, you just awake before the dungeon.
However, such looser approach is typical to commercial roguelikes (otherwise they would not sell), and dying has consequences (a loss of gold and
items).
PNG pokemon-md Pokémon Mystery Dungeon: Blue Rescue Team (2005)
VIOLATE forcedeath suggestdeath potion short meta source free ascii
INSPIRED early roguelikes (?)
INTER Rogue-like
VISUAL tiles
DEATH checkpoints, with loss of gold and items
META none
RPG experience, stats, equipment, skills, quests, shops
RANDOM items, monsters, maps
THEME pokémon dungeons
STRUCTURE each dungeon is linear with no backtrack
LENGTH 20h?
MODEL commercial
GAME Le:Legerdemain
YEAR Legerdemain 2005-2022
OFFICIAL Legerdemain on itch.io <a target="_blank" href="https://nathanjerpe.itch.io/legerdemain">link</a>
A surreal fantasy RPG inspired by roguelike games and interactive fiction. Become a magician in the world of Phenomedom! Escape from prison! Learn rituals! Collect paragraphs! Converse with conjoined twins! Do battle with wild and original enemies, including pookahs, imp-imps, and boogadah dream porridge. Altogether there are dozens of areas to explore, hundreds of original monsters to slay, and nearly two hundred citizens brimming with lies and idle gossip.
There are also some puzzles, and a fair number of shrewd (lewd?) jokes. Mild psychotic interludes and hallucinatory episodes are also featured.
PNG legerdemain-tiles Legerdemain (tiles)
PNG legerdemain-ascii Legerdemain (ASCII)
CONTRO
Legerdemain takes lots of inspiration from roguelikes such as Angband, and is quite well-known in the community.
The gameplay is challenging, and quite typical for a roguelike. However, Legerdemain puts much focus on the story. It is checkpoint-based. You can save your game
in an inn, and then, instead of dying, you "wake up from a nightmare". Inns are rare, so dying is still quite costly. The maps are not randomized,
so you are exploring the same maps again after dying. However, most items and monsters are placed randomly.
VIOLATE forcedeath suggestdeath potion dungeon short meta randommap randombuilds source
PLAY https://nathanjerpe.itch.io/legerdemain free download or buy
INSPIRED Angband, interactive fiction
INTER Rogue-like
VISUAL Rogue-like (or simple tiles)
DEATH checkpoints
META none
RPG experience, stats, equipment, skills, spells, quests, heavy storyline, shops
RANDOM items, monsters, traps
THEME high fantasy land
STRUCTURE a graph of levels, regenerated on re-entry
LENGTH 20h+
MODEL freeware, but cluebooks and source code are paid
COMPLEX 250 monsters, 270 items
GAME DF:Dwarf Fortress
YEAR Dwarf Fortress (2006-2023)
OFFICIAL Dwarf Fortress website <a target="_blank" href="http://www.bay12games.com/dwarves/features.html">link</a>
Dwarf Fortress is a single-player fantasy game. You can control a dwarven outpost or an adventurer in a randomly generated, persistent world.
Although Dwarf Fortress is still in a work in progress, many features have already been implemented.
* The world is randomly generated with distinct civilizations spanning centuries of detailed history, hundreds of towns, caves and regions with various wildlife.
* The world persists as long as you like, over many games, recording historical events and tracking changes.
* Command your dwarves as they search for wealth in the mountain.
* Play an adventurer and explore, quest for glory or seek vengeance.
PNG dwarf-fortress Dwarf Fortress (adventure mode, old version)
PNG df-fortress Dwarf Fortress (fortress mode, commercial version)
PLAY http://www.bay12games.com/dwarves/ free download / buy
CONTRO
Dwarf Fortress has two modes, the fortress mode (which is an influential colony-sim) and the adventurer
mode (which is a survival roguelike). Both modes are extremely complex, randomly
generated, feature permanent death (although you can play a new game in the same world, affected by the previous run), and displayed traditionally in ASCII.
Definitely an important element of the roguelike culture.
VIOLATE turn single short strictnometa source rl canwin
VIOLATEX x short source strictnometa canwin
EXTRA x:The adventurer mode of Dwarf Fortress is a roguelike, the fortress mode is not
INSPIRED Hack, Starflight, Ultima
INTER Rogue-like (colony sim in Fortress mode)
VISUAL Rogue-like (graphics in newer versions)
DEATH deletes save
META same world
RPG experience, stats, class, equipment, quests, crafting
RANDOM maps, items, monsters
THEME high fantasy
STRUCTURE open world
LENGTH endless
MODEL freeware (recently commercial)
COMPLEX extreme
GAME ES:Eschalon
YEAR Eschalon series (2007 - 2010 - 2014)
OFFICIAL Eschalon on Steam <a target="_blank" href="https://store.steampowered.com/app/25600/Eschalon_Book_I/">link</a>
Eschalon: Book I is an old-school role-playing game that will take you across massive outdoor environments and deep into dozens of sprawling dungeons as you seek to uncover the mystery of who you are. It features a tile-built, turn-based game world where the result of absolutely every action is rolled, calculated or statistically determined. Hundreds of items and dozens of creatures await your discovery in this classically inspired RPG.
<ul>
<li>
A tile-built, turn-based game world where the result of absolutely every action is rolled, calculated or statistically determined. Strategy is paramount to success; careful skill management, equipment selection and magic usage will win your fights, not rapid button clicking. We are very pleased to say this is not another "action RPG".
<li>
Hundreds of items and dozens of creatures await your discovery. A combination of randomly generated treasure and carefully hidden goodies means that no two games will play the exact same way.
<li>
Unlimited character development style: Choose from 24 unique skills to make the character you want and 8 base attributes that affect your character's every action throughout the game. The game world does not scale or adjust itself to match anyone's play style, so the ease or difficulty of the game is directly related to how successful you are at developing your character.
<li>
Combat plays out at your pace. Eschalon: Book I features a turn-based system that allows you to roll through combat as fast or slow you want...make it fast and furious, or analyze every option for maximum advantage.
<li>
A non-linear storyline means that the game world is open to explore as you desire. Follow the storyline or don't...it's up to you. Just be careful where you go and who you choose to trust- the world of Eschalon can be a deadly place for an inexperienced adventurer.
<li>
An epic adventure that you must face alone...a single-player RPG carefully designed to feel like the great old school RPGs of the past such as Ultima®, Might & Magic®, and Wizardry®
</ul>
PNG eschalon Eschalon: Book I
VIOLATE forcedeath suggestdeath forcecons dungeon short meta randommap source free ascii topdown
CONTRO
This RPG is not discussed much in the roguelike communities. However, it has <a target="_blank" href="https://gamefaqs.gamespot.com/boards/916373-pc/63525918">typical roguelike combat</a>
-- single character, single action per turn, grid-based -- although the maps are fixed and the focus is on storyline.
PLAY https://store.steampowered.com/app/25600/Eschalon_Book_I/ free download (Steam)
INTER Rogue-like
VISUAL isometric
DEATH you can save
META none?
RPG experience, stats, skills, class, equipment, heavy storyline...
RANDOM items
THEME high fantasy
STRUCTURE RPG-like
LENGTH 20h+
MODEL commercial (the first part is free since 2017)
COMPLEX about 20 monsters, 27 item classes
GAME BA:Beneath Apple Manor
YEAR Beneath Apple Manor (1978-1982)
PRE
This game is from 1978, but we list it as 2008, because 2008 is when it
was <a target="_blank" href="https://blog.roguetemple.com/2008/01/29/bam/">discovered</a> by the roguelike community.
Indeed, Beneath Apple Manor is very similar to Rogue, and developed independently from it!
OFFICIAL advertisement
BENEATH APPLE MANOR - Explore an underground labyrinth, fighting monsters and finding magical treasures. Uses color graphics for floor plans. 16K APPLE $15 CASSETTE $20 DISKETTE
OFFICIAL Manual from the 1978 version <a target="_blank" href="https://www.macintoshrepository.org/60512-beneath-apple-manor">link</a>
Beneath Apple Manor (BAM) is a solitaire role playing simulation game,
loosely based upon several popular fantasy games such as Dungeons and Dragons,
Tunnels and Trolls, etc. BAM allows you to play the role of an adventurer,
exploring an underground maze of corridors, rooms, secret passage, and the like,
killing dangerous monsters and finding rich and powerful treasures. The
dungeon complex consists of many floors and levels, each more dangerous
than the last, but as you gain experience from vanquishing Green Slimes,
Ghosts, and other fearsome critters, your capabilities will rise to meet
each new challenge. Finally, in a dragon horde many levels below Apple
manor you may even find the ultimate object of your quest, the fabled
golden apple.
Don't be misled. BAM is not another WUMPUS look-a-like. The dungeon
construction is two-dimensional and graphically represented. The monsters
are different, each having unique capabilities and movement. Unlike most
micro-based games, the thrill of exploration and discovery as well as the
satisfaction of advancement will keep you playing for hours at a time.
Although BAM is easier to learn to play than STARTREK, the strategies
developed by an experience player are many and complex.
VIOLATE inspire forcedeath suggestdeath potion meta free
PNG bamshot Beneath Apple Manor for Apple II (1978)
PLAY https://www.myabandonware.com/game/beneath-apple-manor-256/play-256 online DOS emulator
CONTRO
Well, for one, Beneath Apple Manor is not inspired by Rogue.
Some people say that BAM is not a roguelike because it has no permadeath -- you can perform
"brain scan" which resurrects your character after they die. However, this is
expensive, and you still get a substantial stats penalty, so it is more like an "Amulet of Life Saving" from NetHack.
# EXTRA Beneath Apple Manor is not a Roguelike, Rogue is a BAM-like
INSPIRED Star Trek (1971), Hunt the Wumpus
INTER Rogue-like
VISUAL Rogue-like (or colored squares, or simple graphics)
DEATH costs stats
META none
RPG stats, items, shops
RANDOM maps, items, monsters
THEME high fantasy dungeon
STRUCTURE linear, no backtrack
LENGTH 5h?
MODEL commercial
COMPLEX 7 monsters, about 10 items
GAME DO:Dominion
YEAR Dominion (2008-2023)
OFFICIAL Dominion rule book
ou are a monarch, like your parents before you, a ruler of a small pleasant kingdom of
rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You
want a bigger and more pleasant kingdom, with more rivers and a wider variety of
trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are
small bits of land, controlled by petty lords and verging on anarchy. You will bring
civilization to these people, uniting them under your banner.