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Rogue-Like Games
Back
in the pre-Windows days of computers two students, Michael Toy and
Glen Wichman, began to develop a graphical computer game based on
Dungeons & Dragons and text based computer games like Adventure.
Games like Adventure or Zork, while extremely entertaining for a
while, were the same every time they were played so once the puzzles
were discovered they lost much of their charm and the game creators,
obviously, would know each game's secrets and would not have fun
playing the games. Toy & Wichman's game, dubbed Rogue by Wichman,
was created to be different each time it was played so that even the
authors could have fun playing.
Rogue was further developed by
Toy & Ken Arnold (Wichman was replaced by Arnold when Toy moved
to UC-Berkeley). When Rogue was included in the distribution of BSD
UNIX it quickly became the most popular computer game on college
campuses (and corporate research offices) around the world. For a
more complete history see the links at the bottom of this
page.
Eventually, Rogue was ported to other operating systems.
More importantly, Rogue led the way to the development of an entire
genre of computer games dubbed, appropriately enough, Rogue-like
games. Rogue itself was developed to Advanced, Super and UltraRogue,
although these versions unfortunately had extremely limited
distribution. A significant branch led to Hack, which led to NetHack,
which led to Slash'Em. NetHack and Slash'Em are still in active
development today. Another popular game in this genre is Moria, which
led to Angband and now Zangband. Zangband, at least, is also actively
being developed. A.D.O.M. has a very devoted cult following but I
understand it has a more complicated plot and is not as user
friendly. Others, which I haven't yet tried include Omega, Larn and
Dungeon Crawl (just downloaded it!). Since I have only played Rogue,
NetHack and Slash'Em extensively I will limit my discussion to them
although the other games certainly have devoted, cult-like followings
which seems to prove they are also great games, as any web search
will prove.
I was first able to occasionally play an early
version of Rogue on a UNIX system in the early eighties. I really
became a fan of the game when I was able to regularly play an
advanced version of Rogue called Super Rogue. It is listed on the
Balrog page (see linl below) but little information is available. I
don't believe it was ever ported to DOS and was only available with
releases of BSD and AT&T's System V.
Super Rogue (and
Advanced and apparently Ultra Rogue) was different from the original
Rogue (and NetHack & Slash'Em) in that instead of seeking the
Amulet of Yendor there was a randomly assigned unique quest artifact
held by one of the several unique monsters (hereafter referred to as
Uniques) each game. The other Uniques, if encountered, still held
their respective artifacts and if you could defeat them you could
take their artifacts for your own use although this could really
backfire on you. Once you picked up an artifact you could not put it
down and were stuck with the intrinsics it gave you forever (or until
the game ended). Some of them changed your character class (for
instance, the Daggers of Musty Doit changed you into a thief and the
Ankh of Heil changed you into a Priest). This could be good or bad
depending on your character's other attributes. I believe you also
could retain some benefits (such as Musty Doit's thief stealth) when
another artifact changed you into another type of character. However,
if you picked up a second of the same type of artifact (such as
picking up the Amulet of Yendor while already wearing the Amulet of
Skoreous Stonebones or picking up the Morning Star of Hrugget while
already wielding the Daggers of Musty Doit) you would suddenly be
confronted with your tombstone inscribed with the epitaph "…killed
by an Artifact's wrath". In addition, if you picked up an
artifact of the same type as your quest item you could not win the
game for the above reasons.
I wish this tack had been
developed in NetHack and Slash'Em as it greatly helped expand the
variety of game strategy and excitement in the Rogues. I certainly
don't mean to denigrate Nethack and Slash'Em. They do have side
quests for each character type, artifacts can be randomly generated
(although rare) and you can wish for artifacts. There are also many
special levels that require special tactics and which often are the
lairs of Uniques. The two games are far more advanced and subtle than
any of the Rogue games with a tremendous amount of little quirks and
tips and tricks to be learned for each character type. I do think the
addition of a greater variety of game quests and artifact
interactions would be a great direction for the further development
of NetHack and Slash'Em gameplay. Far better than the current wasted
effort in development of graphical tiles.
For a long time
after my Super Rogue days (at least ten years!) I never got a chance
to play any of these games except for once playing Hack (the
predecessor of NetHack) at someone's house. I had hoped to see a
general release of Rogue for a long time but graphic intensive games
are all that were ever marketed. When I finally got on the internet
one of the first things I did was search for Rogue. While I didn't
find Rogue I did find NetHack. I was back in the game! NetHack and
its successor Slash'Em were both in active development. The games and
their source codes are available (see the links below) for several
operating systems and there are a plethora of websites with tips,
hints and spoilers for the games. I've recently discovered this is
the case with many Rogue-Likes, including Rogue itself.
The
basic plot for a game of Rogue (I will use Rogue to refer to Rogue,
Nethack and Slash'em unless I am referring to something game
specific) is simple. The player descends into a dungeon, level by
level, in search of an assigned quest item. In NetHack, Slash'Em and
Rogue this is the Amulet of Yendor but, as mentioned above, Advanced
Rogue and up had randomly assigned quest items carried by a unique
monster (more on the monsters later) and in NetHack and Slash'Em side
quests are possible. On the way down into the dungeon the player
battles an assortment of monsters (the further down one goes the
tougher the monsters get) and tries to avoid an assortment of traps
and other pitfalls such as poisons, starvation, etc. There are
special rooms and special levels with unique monsters usually
carrying a unique weapon or artifact which is yours to use if you can
defeat the monster carrying it. Along the way the player gains
experience and improves the character's capabilities, armor, weapons,
inventory of magic items, magic abilities, etc in order to increase
their chances of victory. Once the quest item is retrieved the player
has to battle back up through the dungeon to escape to the surface.
In NetHack and Slash'Em there are then four elemental planes to get
through (Earth, Air, Water and the Astral Planes). The Astral Plane,
the last, also is the abode of the Riders (Death, Pestilence &
Famine).
While the game may sound simple enough, in reality it
turns out to be way more involved. There are so many intricacies and
quirks in the game that even an expert can continually run across
something new. Every item you find in the dungeon has its own
particular properties. Each character has particular armor, weapons
and attacks that are best suited to it (and those that are most
deadly to itself). Some items can be used in several different ways
which may or may not be obvious. You start out with a pet to help you
but you must feed and protect it. Lawful, neutral and chaotic
characters have to play by a different standards of behaviour. You
can call on your god for help, as long as your god is still pleased
with your actions.
Advancing deep into the game is tough. One
usually gets killed in the first few levels. A game can take weeks to
finish, longer if you take time out to eat, sleep or bathe. It can
take years to master the game, if at all. A great many regular
players have never "won" a game of NetHack or Slash'Em. I
did win several games of Super Rogue (probably over ten hours of
actual gametime over a week or two) including one in which I killed
every "unique" monster and carried off every artifact
possible to carry. I still have the score sheet somewhere -
eventually I'll scan and post it. I recently, finally, in a game that
took over six months (not continuous - but I bet there was easily
over 24 hours of actual gametime involved) to play, won my first ever
game of Slash'Em. On the other hand, some sanctimonious players set
voluntary challenges such as no wishing or no genociding monster
species to make the game harder. I'm a long way from that type of
challenge. I'm trying a more difficult character right now. As I
stated previously, even the game's creators and developers can still
have fun playing and can still be surprised playing the
game.
Someone playing one of these games for the first time,
especially in this era of bells and whistles graphics intensive
action games, is bound to be initially disappointed. The games were
developed using ASCII text for graphics. There is a line of text at
the top of the screen briefly describing what happens after each
keystroke. Your character is an @, dungeon walls are _ or |, tunnels
are ###, monsters are letters a-z and A-Z, items such as gold,
scrolls, potions etc are represented by symbols such as $, ?, !, etc.
Once one gets over the lack of modern graphics and let their
imagination take over the incredibly involved gameplay quickly causes
addiction. Since the developers are freed from wasting time on
improving graphics they are able to devote their full energy and
imagination to the actual gameplay. They have spent some twenty years
doing so to great effect although their recent effort have alarmingly
turned towards graphics.
Unlike games such as Quake or Diablo
where slight hesitation (or lack of keyboard dexterity) can mean your
instant demise Rogue is turn based, meaning one gets their turn(s)
then their current antagonist gets their turn(s). Sometimes,
depending on the speed of the participants, one or the other gets
extra turns. What this means in practice (well, in theory anyway) is
that one gets to think out each move. Considering the predicaments
one can get their character into thinking is sometimes the best move.
Often, especially early in the game, running away is the best choice.
A chess-like concentration may be necessary to plot an escape from a
predicament! It is often necessary to look through one's inventory
and try to decide whether to fight it out, use magic or tools, run
away or a combination of any or all of these. While you don't get
quite the same initial adrenalin rush the newer games provide the
mental intensity can be incredible and it doesn't fade away. When you
start dreaming in ASCII characters it's time to take a break.
Some
of the features in NetHack and Slash'em not available in Rogue
include different character classes to play as, each with their own
strengths and weaknesses (in Rogue you are simply a fighter, except
for later versions which somewhat expanded the character classes),
gaining special abilities (intrinsics) by eating monsters that have
these abilities, special rooms and levels, more monsters and the
unique monsters.
The unique monsters are special. Each has a
special ability and many carry either a special magic item or a
powerful weapon. Most live on special levels in a castle or fortress
of some sort. Some are surrounded by helper monsters or are able to
summon help. All of them are extremely dangerous.
The regular
monsters can vary from simple to kill more annoying than dangerous
monsters on up to extremely powerful and dangerous monsters that can
hurt you in a high variety of ways.
Most of the dungeon levels
are randomly generated whenever you enter that level for the first
time but there are several unique levels that contain special
treasures or the lairs of unique monsters.
The games are way
too involved for me to describe in complete detail*. I would suggest
reading some of the many spoiler pages (see links below for some
pages) for more information and tips on playing the game. I'm by no
means a high level expert and as I mentioned, I've only won one game
of Slash'em. I did manage to kill the Wizard of Yendor and the High
Priest in Moloch's Temple in another game but a bug in that version
of the program caused an invalid page fault when I tried to pick up
the amulet. Apparently the Wizard of Yendor is in league with the
"Wizard" of Redmond!
*I
am currently engaged in a project of keeping a journal of a Slash'em
game as if I was a character actually engaged on a quest. It will be
quite a while before it is finished but once it is fairly well
developed I will put it online so any visitors to this web page will
be able to get a sense of what playing the game is like, at least in
my imagination.
Some
Tips to Advance Deeper in the Game -
Here are some tips and tricks I have learned while playing these
games.
Another great thing about these games is their small
size. The Rogue zip is less than 100 kb. The Nethack, Omega and ADOM
zips are each small enough to fit on a floppy disk. The Zangband zip
probably is but I don't seem to have a copy anymore. Slash'em used to
fit on a floppy but has steadily increased to a larger size as the
developers are determined to add more useless graphics in the form of
tiles and menu windows to the game. What used to be a smart, less
than 4 MB game unzipped had grown to a bloated 19+ MB the last time I
checked. In my opinion their recent "enhancements" are more
distracting than helpful and have actually detracted from the
gameplay. Fortunately, the developers have left in the option to play
in tty mode and I've found the game far more interesting to play that
way (follow the instructions in the defaults.nh file).
One
final note. Most of these games also allow you to download and
compile the source code. You are free to modify and create your own
changes for the games. If you create something that the developers
like they may even adopt it for later versions! Try the links below,
read about the games, choose one and try playing one of these great
games for a while!
For more information and a more detailed
history of Rogue-Like Games see:
Balrog
- A catalog of virtually all games in this genre
http://www.mo.himolde.no/~knan/roguelike/
Rogue-
The history per one of its creators
http://www.wichman.org/roguehistory.html
Hack
and NetHack–
http://www.hut.fi/~eye/roguelike/nethack.html
Roguelike
Review Home Page -
http://txe.swa.com/roguelike/
Rogue
is available for FREE at:
http://www.win.tue.nl/~kroisos/rogue/
NetHack
is available for FREE at:
http://www.nethack.org/
Slash'emis
available for FREE at:
http://slashem.sourceforge.net/
Zangbandis
available for FREE at:
http://www.zangband.org/
Omegais
available for FREE at:
http://www.alcyone.com/max/projects/omega/
A.D.O.M.
is available for FREE at:
http://www.adom.de/
Dungeon
Crawlis available for free at:
http://www.dungeoncrawl.org/
The
Google directory can lead you to other sites:
http://directory.google.com/Top/Games/Video_Games/Genres/Roleplaying/Rogue-like/
You
can play Advanced Rogue and other great games for free online by
telnet at
Chung Kuo BBS.
Unfortunately, a recent check found a message that the site could no
longer be maintained so it is probably offline forever.
Some pages
with hints, spoilers, tips and other information include:
Eva
Myers includes much information on Nethack & Slash'em on her
homepage:
http://www.statslab.cam.ac.uk/~eva/
Sascha
& Ralph's Nethack Site:
Nethack & Slash'em spoilers.
Ali's
Nethack Page has
or links to just about anything you could possibly want to know about
Nethack or Slash'em. He also offers
downloads
of older sources and
binaries.
Finally, if there are any questions,
comments, corrections, etc. about this page or its contents feel free
to CONTACT
ME.