1114:
1084:
735:
these items to be a mystery on each run-through, and thus would initially present the items to the player only by a descriptor such as color, and only later in the game give the true name of the item once the player experimented or used another means to identify the item. For monsters, they wanted to have more advanced intelligence routines as the player got deeper in the dungeons, but had started running into memory limits on the VAX-11, and simply made the monsters stronger with more health to pose more of a challenge.
397:
418:
687:, but, to address their concerns with the static nature of adventure games, wanted to include elements that would change every time the game was played. The two came up with a narrative, that of an adventurer setting out to explore and find treasures in the Dungeons of Doom, specifically the Amulet of Yendor (a renowned wizard in the game whose name is derived from "Rodney" spelled backwards). Wichman came up with the name
702:, which generally produced fast, effective code. Wichman learned the language from Toy as they went along while providing significant input on the design of game. The first two major aspects of the game developed were the method of displaying the dungeon on-screen to the player, and how to generate the dungeon in a random manner. Limited by choices of what a terminal could display, they stuck to
748:
their design goals. They changed this so that the save file was erased upon reloading the game, thus making a character's death effectively permanent. They subsequently added a scoreboard feature that let players rank their progress with others, rewarding players with more points for surviving as deep as possible into the dungeons and making the Amulet of Yendor a lucrative goal.
259:, players control a character as they explore several levels of a dungeon seeking the Amulet of Yendor located in the dungeon's lowest level. The player character must fend off an array of monsters that roam the dungeons. Along the way, players can collect treasures that can help them offensively or defensively, such as weapons, armor, potions, scrolls, and other magical items.
862:
743:. Toy wanted to move away from the notion of simply learning the right sequence of steps to complete within adventure games, and instead make the player focus on finding the right moves to avoid the character's death at that moment; Wichman later called this idea "consequence persistence". Initially, a
408:
is an adventurer. The game starts at the uppermost level of an unmapped dungeon with myriad monsters and treasures. The goal is to fight a way to the bottom level, retrieve the Amulet of Yendor ("Rodney" spelled backwards), then ascend to the surface. Monsters in the levels become progressively more
1159:
In a test during a three-week period in 1983, Rog-O-Matic had a higher median score than any of the 15 top Rogue players at the
Carnegie-Mellon University and, at the University of Texas at Austin, found the Amulet of Yendor in a passageway on the 26th level, continued on to the surface and emerged
738:
The two started testing the game with other students at UCSC, finding that despite the limited graphics, players were filling the gaps with their own imagination. Playtester feedback helped them to improve the procedural generation routines to balance the game's challenge. One element that fell out
655:
while growing up. Wichman chose UCSC specifically to study game design to become a board-game developer, and this led him into the computer sciences to get the opportunity to play and develop games. The two became friends, shared an apartment, and challenged each other with their own adventure game
747:
game had to be completed in one sitting, but by demand of playtesters, Toy and
Wichman added the ability to save the state of the game, so that players could continue a game across sessions. They soon found players were "save scumming", reloading the game from the save file, an approach counter to
734:
grid, with each room of various size occupying one space in this grid, and then creating the hallways to connect the rooms. Once they could have their character move about these randomly created dungeons, they added equipment, magic items, and monsters. With magic items, they wanted the effects of
928:
Toy and Lane initially funded the publishing, distribution, and promotion of the IBM PC version themselves, and though they continued to gain sales, they were only able to break even as they lacked the power of a larger distributor. Around 1984, Robert Borch, the vice president of publishing at
953:
Toy obtained a
Macintosh and took the lead in porting the game to that system. Both Toy and Lane recognized that they could implement improved graphics with the Macintosh version, but neither had art skills to make the icons. Toy reached out to Wichman to help with these graphics. Wichman was
1231:
s popularity at colleges in the early 1980s, other users sought to expand or create similar games. However, as neither Toy, Wichman, nor Arnold released the source code of the game, these efforts generally required the programmers to craft the core game elements from scratch to mimic
726:) to represent the player, considering this showed the player "where they're at". For the dungeon, they found initial attempts at purely random generation to be weak, in some cases having a stairway ending up in a room inaccessible to players. They found a solution through
656:
creations. Of the two, Toy was more proficient at coding, while
Wichman had a better sense of the design of these games. Toy and Wichman soon found that most adventure games suffered from a lack of replayability, in that the game did not change on separate playthroughs.
32:
970:
version, with the company providing
Wichman a system to work on. This work occurred alongside Toy's work on the Amiga version. Wichman enlisted help from an Epyx in-house artist, Michael Kosaka, to create the art on the Atari ST version. Epyx would also fund
589:
game (1971), which represented space combat through characters on screen, and required players to make strategic decisions each turn. Toy took to learn programming and recreate this game on other computer systems that he could access, including the
275:
as a design choice to make each action by the player meaningful—should the player-character lose all their health via combat or other means, that player character is dead. The player must restart with a fresh character as the dead character cannot
583:, where his father was a nuclear scientist. Once a year, his father's workplace allowed employees' families to visit, which included allowing them to use the facility's mainframe system to play games. Toy took interest in the text-based
678:
enabled a programmer to place characters at any point on a terminal, effectively allowing for "graphical" interfaces. When Toy saw this library, he and
Wichman quickly realized the potential for it. After crafting a few games using
1248:(1982). Both games spawned a family of improved versions and clones over the next several years, leading to a wide number of games in a similar flavor. These games, which generally feature turn-based exploration and combat in a
376:-like items (armor, weapons, potions, and magic scrolls) that also had permadeath (permanent death) and an overhead graphical view—albeit via ASCII drawings, as opposed to text descriptions in natural language such as in
937:
had become popular by several of Epyx's employees and that they suggested that Epyx should help fund ports to other systems. Though Borch felt there was niche appeal to the game, he followed this advice and contracted
331:
was dependent on to mimic a graphical display. Arnold helped Toy to optimize the code and incorporate additional features to the game. The commercial ports were inspired when Toy met Lane while working for the
1685:
993:
s sales quickly declined, and it was considered a commercial flop. Besides the competition from more graphically interesting games, Wichman attributed the failure to the fact that the commercial version of
316:, worked together to create their own text-based game but looked to incorporate elements of procedural generation to create a new experience each time the user played the game. Toy later worked at
244:
4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the
905:
to port and market the game. Though Toy's source code was necessary for the porting, Lane had to redevelop many of the routines for the game's interface. Lane took advantage of the more graphical
779:, which had been distributed as an executable across many of the UC campuses. Though impressed with the game, he expressed frustration at the inefficient means the game updated the screen via his
986:
through traditional methods compared to other games on the market at that time, and opted to push the title through software catalogs rather than retail channels. Though it sold well initially,
342:
became popular in the 1980s among college students and other computer-savvy users in part due to its inclusion in 4.2BSD. It inspired programmers to develop a number of similar titles such as
646:, challenged the player to explore a cave system through descriptions given by the computer and commands issued by the player. Toy was impressed by the game and started writing his own.
1083:
835:
s distribution in 4.2 BSD did not include its source code, so after Toy and Arnold separately left UCB, they took the code with them, making it difficult for anyone to build off it.
767:
for a time, such as adding armor elements, but the logistics of working over the distance made it difficult for him to keep up, and he let Toy fully take over development.
663:
had started to gain a foothold as the operating system for many of the
University of California's campuses. One element of the BSD distribution at this point included the
1194:
for the IBM PC his "game of the month", describing it as "a real time trap. I found myself thinking 'just one more try' far too often". The game was reviewed in 1986 in
958:
in the PC version had been cast as a "contribution" equal to the UCSC playtesters rather than as equal to Toy, Arnold, or Lane, but ultimately agreed to help and joined
1200:#112 by Hartley and Pattie Lesser in the "Role of Computers" column. In a subsequent column, the reviewers gave the IBM and Mac versions of the game 3½ out of 5 stars.
1143:
Because the input and output of the original game is over a terminal interface, it is relatively easy in Unix to redirect output to another program. One such program,
649:
Toy met
Wichman, another student at UCSC who was also writing his own adventure game. Wichman had created his own variations on traditional role-playing games such as
280:, or be brought back by reloading from a saved state. Moreover, no game is the same as any previous one, as the dungeon levels, monster encounters, and treasures are
1693:
812:, which spread across ARPANET and quickly gained popularity among colleges and facilities with access to this hardware. Among its fans included UNIX's co-developer
801:
s source code. In addition to helping to improve the interface and rendering of the game, Arnold helped to improve the procedural generation aspects of the game.
546:
consists of a grid of three rooms by three rooms (potentially); dead-end hallways sometimes appear where rooms would be expected. Lower levels can include a
1147:, was developed in 1981 to play and win the game, by four graduate students in the Computer Science Department at Carnegie-Mellon University in Pittsburgh:
1206:
favorably reviewed Epyx's Amiga version as improving on the text-based original, stating that "the game will give you many hours of gaming fun". In 2009,
2074:
1516:
Craddock, David L (August 5, 2015). "Chapter 5: "When the
Inmates Run the Asylum - Hack-ing at Lincoln-Sudbury High School"". In Magrath, Andrew (ed.).
1172:
design and led to the development of other game-playing programs, typically called "bots". Some of these bots target other roguelikes, in particular
2039:
1660:
1135:. This version includes modern features, such as display filters, leaderboards, a choice of soundtracks, new achievements, and a save function.
889:(IBM PC) operating system. There, he met one of Olivetti's computer system administrators, Jon Lane. Lane had previously seen the popularity of
998:
was essentially the same game previously offered for free via BSD and did not pose a new challenge. Epyx eventually went bankrupt in 1989, and
695:, the player's character was going at this alone. They also wanted to make sure the name was short to make it simple to type on command lines.
1113:
2079:
755:
and computer games caused him to suffer poor academic performance, and he was kicked out of the school, shortly finding employment at
2059:
1820:
1763:
1625:
1374:
Craddock, David L (August 5, 2015). "Chapter 2: "Procedural
Dungeons of Doom: Building Rogue, Part 1"". In Magrath, Andrew (ed.).
1491:
Craddock, David L (August 5, 2015). "Chapter 3: "Rodney and the Free Market: Building Rogue, Part 2"". In Magrath, Andrew (ed.).
1719:
1304:
1525:
1500:
1383:
1874:
2064:
1323:
605:
313:
1989:
1062:
1914:
1439:
2054:
1646:
1274:
Toy, Wichman, and Arnold reunited onstage for the first time in 30 years in an event called "Roguelike Celebration" at
756:
317:
1412:
809:
2049:
2034:
1733:
248:
software publishers. Additional ports to modern systems have been made since by other parties using the game's now-
893:
among the United States location he managed and had played the game himself along with Ritchie's observations on
2044:
922:
660:
241:
885:, an Italian typewriter company that at the time were starting development of their own computer based on the
1999:
631:
440:
for zombie), and accordingly there are twenty-six varieties. This type of display makes it appropriate for a
787:
line. He had ideas for how to fix it, but at this point Toy and Wichman had opted not to release the code.
664:
366:
was not the first dungeon-crawling game with procedural generation features, it introduced the subgenre of
321:
2029:
2004:
909:
character set on PC to expand the number of symbols to represent the dungeon, such as using a happy-face
585:
292:
2084:
1984:
763:
code with him to continue its development. Wichman, still enrolled at UCSC, continued to help develop
1974:
1541:
962:. Much of the Macintosh version was developed in concert by Toy, Wichman, and Lane in a cabin at the
2024:
699:
267:
or other fixed character set, allowing players to have time to determine the best move to survive.
198:
1847:
1994:
1238:
1093:
963:
622:
488:
378:
350:
298:
790:
When Toy arrived at UCB in 1982, he sought out Arnold to get insight into the nature of how the
409:
difficult to defeat. Until the Amulet is retrieved, the player cannot return to earlier levels.
635:
554:
of the time of the original design, the dungeon layout and the placement of objects within are
344:
336:
company, and Toy engaged with Wichman again to help with designing graphics and various ports.
277:
1168:
had a new feature in it that broke Rogue-O-Matic". Nevertheless, it remains a noted study in
1152:
1031:
976:
886:
727:
651:
580:
461:
372:
308:
281:
240:-based minicomputer systems as a freely distributed executable. It was later included in the
160:
2019:
1979:
1564:
1518:
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
1493:
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
1376:
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
1174:
847:
591:
249:
49:
39:
8:
2069:
2014:
2009:
1852:
1212:
543:
457:
425:
In the original text-based versions, all aspects of the game, including the dungeon, the
86:
1936:
1629:
1236:. Though there were multiple titles that tried this, the two most significant ones were
913:
for the player-character. They also took steps to avoid potential copyright issues with
683:
to learn the library, they came up with the idea of an adventure game in the flavor of
115:
1686:"An expert system outperforms mere mortals as it conquers the feared Dungeons of Doom"
1571:
1521:
1496:
1379:
1244:
1196:
1046:
698:
As Toy was more proficient at programming, he led the development of the game in the
441:
1959:
1042:
1006:, though they became renowned in the industry for their participation on the game.
492:
426:
405:
183:
901:
to the IBM PC as a commercial product, which Toy agreed. They founded the company
1187:
1132:
152:
1327:
1308:
1252:
setting in a procedurally generated dungeon and employing permadeath, are named
861:
794:
library worked. After the two got to know each other, Toy allowed him access to
1594:
943:
821:
643:
555:
551:
453:
148:
1968:
1408:
1275:
1169:
1164:
Ken Arnold said that he liked to make "sure that every subsequent version of
1074:
914:
906:
576:
225:
218:
97:
58:
1892:
808:
was selected as one of the game titles included in the 1983 distribution of
1416:
1249:
1148:
1027:
1015:
843:
813:
620:, the predecessor of the current Internet. One game that intrigued him was
303:
136:
75:
1939:- the original paper by Michael Toy and Kenneth Arnold describing the game
966:. Following this, Epyx requested that Wichman lead the development of the
1609:
1598:
1144:
1035:
1023:
731:
536:
355:
168:
128:
124:
1741:
1661:"The Game That Inspired The Term 'Roguelike' Is Now Available On Switch"
396:
1953:
1942:
1888:
1002:
disbanded. None of Toy, Wichman, Arnold, or Lane profited greatly from
740:
671:
516:
272:
229:
221:
102:
1804:
Lesser, Hartley and Patricia (October 1987). "The Role of Computers".
881:
Toy left UCB sometime before 1984 and took a consulting position with
1948:
1582:
1253:
817:
598:
468:
367:
188:
1690:"Scientific American", volume 252, issue 2, February 1985, pp. 18–21
1131:
In July 2024, the Amiga version of the game was re-released for the
433:
character set. Monsters are represented by capital letters (such as
1789:
Lesser, Hartley and Pattie (August 1986). "The Role of Computers".
1202:
1120:
1050:
967:
882:
866:
417:
358:
at this time, these new games introduced different variations atop
333:
132:
429:, and monsters, are represented by letters and symbols within the
1883:
1054:
617:
445:
156:
354:(1983), though as Toy, Wichman, and Arnold had not released the
1444:
1070:
613:
609:
594:
500:
144:
70:
1267:
were reused within these other roguelikes, such as the use of
1263:
s impact. Most of the graphical interface conventions used in
31:
1058:
947:
784:
775:
Prior to Toy's arrival at UCB, Ken Arnold had gotten to play
703:
430:
370:, role-playing, procedurally-generated dungeon crawlers with
264:
120:
1803:
950:
upon which Epyx would take over distribution and marketing.
362:. A long lineage of games grew out from these titles. While
263:
is turn-based, taking place on a square grid represented in
930:
691:, based on the idea that unlike the party-based systems of
547:
384:
290:
was inspired by text-based computer games such as the 1971
245:
237:
164:
140:
63:
1788:
722:
for walls of the dungeon. They also used the "at" symbol (
1915:"Rogue Creator Says We Need A Better Word For Permadeath"
1440:"Rogue Creator Says We Need A Better Word For Permadeath"
1210:
was named #6 on the "Ten Greatest PC Games Ever" list by
1089:
1066:
512:
954:
initially cautious due to the fact that his credit for
897:. Upon meeting Toy, Lane proposed the idea of porting
495:
editor. Other game actions also use single keystrokes—
921:
at that time, by changing the names of monsters like
616:, Toy began exploring what games were available over
604:
Toy subsequently enrolled in computer science at the
1714:
1712:
1710:
730:, where each level would start on the idea of a 3x3
421:
A procedurally generated dungeon in the 1980 version
1069:. It is even included in the base distribution of
828:was "the biggest waste of CPU cycles in history".
608:(UCSC) in the late 1970s. Working first on UCSC's
1818:
1720:"The History of Rogue: Have @ You, You Deadly Zs"
1707:
1647:Classic Dungeon Crawler Rogue Comes to the iPhone
1966:
1761:
1486:
1484:
1482:
1369:
1367:
1365:
1363:
1361:
1359:
1357:
975:to port the game to other systems including the
1755:
1480:
1478:
1476:
1474:
1472:
1470:
1468:
1466:
1464:
1462:
1355:
1353:
1351:
1349:
1347:
1345:
1343:
1341:
1339:
1337:
1324:"Rogue – Exploring the Dungeons of Doom (1980)"
320:where he met Arnold, the lead developer of the
1958:can be played for free in the browser at the
1764:"New Machines, Networks, and Sundry Software"
982:Borch recognized the difficulty in marketing
1812:
1509:
1459:
1334:
846:within 4.3 BSD in 1986, putting it into the
2075:Video games developed in the United States
1302:
759:(UCB) in their computer lab. Toy took the
519:specify movement, and the fast-move keys (
30:
1912:
1797:
1782:
1683:
1437:
1403:
1401:
1399:
1397:
1395:
1321:
236:was originally developed around 1980 for
1839:
1620:
1618:
1515:
1490:
1373:
860:
804:With its popularity on the UCB servers,
416:
395:
2040:Public-domain software with source code
1845:
1726:
1658:
1407:
1014:In 1988, the budget software publisher
1967:
1438:Carnevale, Tony (September 19, 2016).
1392:
1298:
1296:
1294:
1292:
1290:
842:s source was eventually added under a
1913:Carnevale, Tony (19 September 2016).
1866:
1615:
214:Rogue: Exploring the Dungeons of Doom
606:University of California, Santa Cruz
314:University of California, Santa Cruz
312:. Toy and Wichman, both students at
1287:
1271:to represent the player-character.
1151:, Leonard Harney, Guy Jacobson and
566:
13:
1872:
1846:Edwards, Benj (February 8, 2009).
1819:Stumpf, Robert J. (January 1987).
757:University of California, Berkeley
642:, considered the first text-based
318:University of California, Berkeley
14:
2096:
2080:Video games with textual graphics
1930:
1322:Kuittinen, Petri (Jun 12, 2001).
1138:
1041:Numerous clones exist for modern
873:using graphical tiles created by
853:
770:
412:
302:released in 1976, along with the
1848:"The Ten Greatest PC Games Ever"
1112:
1082:
751:Around 1982, Toy's attention to
739:from playtesting was the use of
575:originated with Michael Toy and
550:in place of a room. Unlike most
2060:Free software that uses ncurses
1937:A Guide to the Dungeons of Doom
1906:
1762:Pournelle, Jerry (March 1984).
1738:Thangorodrim – The Angband Page
1677:
1652:
1640:
1603:
1588:
1576:
925:that were unique to that game.
535:) are supplanted by use of the
44:A.I. Design (non-Unix versions)
1558:
1534:
1431:
1315:
1018:released a commercial port of
1009:
561:
511:to eat some food, etc. In the
242:Berkeley Software Distribution
1:
1307:. Edge Online. Archived from
1281:
1097:
487:, right) are the same as the
1821:"Rogue: A Dungeon Adventure"
1659:Yarwood, Jack (2024-07-19).
1181:
659:Around this time, ca. 1980,
228:with later contributions by
7:
2065:TRS-80 Color Computer games
824:had joked at the time that
391:
10:
2101:
1990:Atari 8-bit computer games
1413:"A Brief History of Rogue"
2055:Single-player video games
1634:with various versions of
1303:Edge Staff (2009-07-03).
1219:
1107:is shown in "/usr/games".
917:, the company that owned
194:
182:
174:
114:
85:
48:
38:
29:
24:
2050:Role-playing video games
1875:"The Essential 50 – 12.
942:to port the game to the
2035:Open-source video games
1119:4.3 BSD displaying the
1094:University of Wisconsin
964:Squaw Valley Ski Resort
710:for empty floor space,
623:Colossal Cave Adventure
454:extended character sets
379:Colossal Cave Adventure
299:Colossal Cave Adventure
1305:"The Making Of: Rogue"
1162:
1160:into the light of day.
919:Dungeons & Dragons
878:
693:Dungeons & Dragons
685:Dungeons & Dragons
652:Dungeons & Dragons
442:non-graphical terminal
422:
401:
373:Dungeons & Dragons
309:Dungeons & Dragons
284:for each playthrough.
282:procedurally generated
2045:Roguelike video games
1626:"The Rogue Home Page"
1610:Roguelikes for PalmOS
1520:. Press Start Press.
1495:. Press Start Press.
1378:. Press Start Press.
1330:on December 17, 2007.
1190:named the version of
1157:
1153:Michael Loren Mauldin
1032:Atari 8-bit computers
977:TRS-80 Color Computer
887:IBM Personal Computer
864:
728:procedural generation
581:Livermore, California
420:
399:
161:TRS-80 Color Computer
2000:Classic Mac OS games
1649:from TouchArcade.com
1419:on February 17, 2015
844:BSD software license
706:characters, such as
592:Processor Technology
491:control keys in the
400:Rogue screenshot CAR
1542:"Atari 8-bit Rogue"
668:programming library
507:to wield a weapon,
469:basic movement keys
460:or replace it with
458:text user interface
325:programming library
224:by Michael Toy and
78:(non-Unix versions)
66:(non-Unix versions)
2030:Mastertronic games
2005:Commodore 64 games
1585:from Prankster.com
1256:games in honor of
879:
556:randomly generated
423:
402:
2085:ZX Spectrum games
1985:Amstrad CPC games
1632:on July 15, 2008.
1583:Rogue for Windows
1572:World of Spectrum
1527:978-0-692-50186-3
1502:978-0-692-50186-3
1409:Wichman, Glenn R.
1385:978-0-692-50186-3
1047:Microsoft Windows
1043:operating systems
579:. Toy grew up in
382:and the original
204:
203:
2092:
1975:1980 video games
1960:Internet Archive
1925:
1924:
1922:
1921:
1910:
1904:
1903:
1901:
1900:
1891:. Archived from
1873:Parish, Jeremy.
1870:
1864:
1863:
1861:
1860:
1843:
1837:
1836:
1834:
1832:
1816:
1810:
1809:
1801:
1795:
1794:
1786:
1780:
1779:
1777:
1775:
1759:
1753:
1752:
1750:
1749:
1740:. Archived from
1730:
1724:
1723:
1716:
1705:
1704:
1702:
1701:
1692:. Archived from
1681:
1675:
1674:
1672:
1671:
1656:
1650:
1644:
1638:
1633:
1628:. Archived from
1622:
1613:
1612:from SourceForge
1607:
1601:
1592:
1586:
1580:
1574:
1562:
1556:
1555:
1553:
1552:
1538:
1532:
1531:
1513:
1507:
1506:
1488:
1457:
1456:
1454:
1452:
1435:
1429:
1428:
1426:
1424:
1415:. Archived from
1405:
1390:
1389:
1371:
1332:
1331:
1326:. Archived from
1319:
1313:
1312:
1300:
1270:
1262:
1230:
1116:
1102:
1099:
1086:
992:
933:discovered that
912:
841:
834:
800:
725:
721:
717:
713:
709:
632:William Crowther
567:At UC Santa Cruz
439:
427:player character
406:player character
348:(1982/1984) and
219:dungeon crawling
74:
62:
34:
22:
21:
2100:
2099:
2095:
2094:
2093:
2091:
2090:
2089:
2025:Mainframe games
1965:
1964:
1933:
1928:
1919:
1917:
1911:
1907:
1898:
1896:
1871:
1867:
1858:
1856:
1844:
1840:
1830:
1828:
1817:
1813:
1802:
1798:
1787:
1783:
1773:
1771:
1760:
1756:
1747:
1745:
1732:
1731:
1727:
1718:
1717:
1708:
1699:
1697:
1684:A. K. Dewdney.
1682:
1678:
1669:
1667:
1657:
1653:
1645:
1641:
1624:
1623:
1616:
1608:
1604:
1593:
1589:
1581:
1577:
1568:by Mastertronic
1563:
1559:
1550:
1548:
1540:
1539:
1535:
1528:
1514:
1510:
1503:
1489:
1460:
1450:
1448:
1436:
1432:
1422:
1420:
1406:
1393:
1386:
1372:
1335:
1320:
1316:
1301:
1288:
1284:
1268:
1260:
1228:
1222:
1188:Jerry Pournelle
1186:In March 1984,
1184:
1141:
1133:Nintendo Switch
1127:
1117:
1108:
1100:
1087:
1012:
990:
910:
859:
839:
832:
798:
783:library over a
773:
723:
719:
715:
714:for doors, and
711:
707:
626:(also known as
571:The concept of
569:
564:
552:adventure games
462:graphical tiles
437:
434:
415:
394:
211:(also known as
153:Nintendo Switch
110:
81:
69:
57:
20:
19:1980 video game
17:
16:1980 video game
12:
11:
5:
2098:
2088:
2087:
2082:
2077:
2072:
2067:
2062:
2057:
2052:
2047:
2042:
2037:
2032:
2027:
2022:
2017:
2012:
2007:
2002:
1997:
1995:Atari ST games
1992:
1987:
1982:
1977:
1963:
1962:
1951:
1940:
1932:
1931:External links
1929:
1927:
1926:
1905:
1865:
1838:
1811:
1796:
1781:
1754:
1734:"Angband Borg"
1725:
1706:
1676:
1665:Time Extension
1651:
1639:
1614:
1602:
1595:Rogue for OS X
1587:
1575:
1557:
1546:Atarimania.com
1533:
1526:
1508:
1501:
1458:
1430:
1391:
1384:
1333:
1314:
1311:on 2012-08-15.
1285:
1283:
1280:
1221:
1218:
1183:
1180:
1140:
1139:Automated play
1137:
1129:
1128:
1118:
1111:
1109:
1088:
1081:
1011:
1008:
858:
852:
822:Dennis Ritchie
772:
771:At UC Berkeley
769:
644:adventure game
568:
565:
563:
560:
435:
414:
413:User interface
411:
393:
390:
202:
201:
196:
192:
191:
186:
180:
179:
176:
172:
171:
118:
112:
111:
109:
108:
105:
100:
95:
91:
89:
83:
82:
80:
79:
67:
54:
52:
46:
45:
42:
36:
35:
27:
26:
18:
15:
9:
6:
4:
3:
2:
2097:
2086:
2083:
2081:
2078:
2076:
2073:
2071:
2068:
2066:
2063:
2061:
2058:
2056:
2053:
2051:
2048:
2046:
2043:
2041:
2038:
2036:
2033:
2031:
2028:
2026:
2023:
2021:
2018:
2016:
2013:
2011:
2008:
2006:
2003:
2001:
1998:
1996:
1993:
1991:
1988:
1986:
1983:
1981:
1978:
1976:
1973:
1972:
1970:
1961:
1957:
1956:
1952:
1950:
1946:
1945:
1941:
1938:
1935:
1934:
1916:
1909:
1895:on 2012-05-12
1894:
1890:
1886:
1885:
1880:
1878:
1869:
1855:
1854:
1849:
1842:
1826:
1822:
1815:
1808:(126): 82–88.
1807:
1800:
1793:(112): 23–26.
1792:
1785:
1769:
1765:
1758:
1744:on 2012-02-23
1743:
1739:
1735:
1729:
1721:
1715:
1713:
1711:
1696:on 2014-03-15
1695:
1691:
1687:
1680:
1666:
1662:
1655:
1648:
1643:
1637:
1631:
1627:
1621:
1619:
1611:
1606:
1600:
1596:
1591:
1584:
1579:
1573:
1569:
1567:
1561:
1547:
1543:
1537:
1529:
1523:
1519:
1512:
1504:
1498:
1494:
1487:
1485:
1483:
1481:
1479:
1477:
1475:
1473:
1471:
1469:
1467:
1465:
1463:
1451:September 19,
1447:
1446:
1441:
1434:
1418:
1414:
1410:
1404:
1402:
1400:
1398:
1396:
1387:
1381:
1377:
1370:
1368:
1366:
1364:
1362:
1360:
1358:
1356:
1354:
1352:
1350:
1348:
1346:
1344:
1342:
1340:
1338:
1329:
1325:
1318:
1310:
1306:
1299:
1297:
1295:
1293:
1291:
1286:
1279:
1277:
1276:San Francisco
1272:
1266:
1259:
1255:
1251:
1247:
1246:
1241:
1240:
1235:
1227:
1217:
1215:
1214:
1209:
1205:
1204:
1199:
1198:
1193:
1189:
1179:
1177:
1176:
1171:
1170:expert system
1167:
1161:
1156:
1154:
1150:
1146:
1136:
1134:
1126:
1122:
1115:
1110:
1106:
1095:
1091:
1085:
1080:
1079:
1078:
1076:
1075:DragonFly BSD
1072:
1068:
1064:
1060:
1056:
1052:
1048:
1044:
1039:
1037:
1033:
1029:
1025:
1021:
1017:
1007:
1005:
1001:
997:
989:
985:
980:
978:
974:
969:
965:
961:
957:
951:
949:
945:
941:
936:
932:
926:
924:
920:
916:
908:
907:Code page 437
904:
900:
896:
892:
888:
884:
876:
872:
868:
863:
857:
851:
849:
845:
838:
831:
827:
823:
819:
815:
811:
807:
802:
797:
793:
788:
786:
782:
778:
768:
766:
762:
758:
754:
749:
746:
742:
736:
733:
729:
705:
701:
696:
694:
690:
686:
682:
677:
673:
669:
667:
662:
657:
654:
653:
647:
645:
641:
637:
633:
629:
625:
624:
619:
615:
612:and then its
611:
607:
602:
600:
596:
593:
588:
587:
582:
578:
577:Glenn Wichman
574:
559:
557:
553:
549:
545:
544:dungeon level
540:
538:
534:
530:
526:
522:
518:
515:version, the
514:
510:
506:
502:
498:
494:
490:
486:
482:
478:
474:
470:
465:
463:
459:
455:
451:
447:
443:
432:
428:
419:
410:
407:
398:
389:
387:
386:
381:
380:
375:
374:
369:
365:
361:
357:
353:
352:
347:
346:
341:
337:
335:
330:
326:
324:
319:
315:
311:
310:
306:setting from
305:
301:
300:
295:
294:
289:
285:
283:
279:
274:
270:
266:
262:
258:
253:
251:
247:
243:
239:
235:
231:
227:
226:Glenn Wichman
223:
220:
216:
215:
210:
209:
200:
199:Single-player
197:
193:
190:
187:
185:
181:
177:
173:
170:
166:
162:
158:
154:
150:
146:
142:
138:
134:
130:
126:
122:
119:
117:
113:
106:
104:
101:
99:
98:Glenn Wichman
96:
93:
92:
90:
88:
84:
77:
72:
68:
65:
60:
56:
55:
53:
51:
47:
43:
41:
37:
33:
28:
23:
1954:
1943:
1918:. Retrieved
1908:
1897:. Retrieved
1893:the original
1882:
1876:
1868:
1857:. Retrieved
1851:
1841:
1829:. Retrieved
1827:. p. 39
1824:
1814:
1805:
1799:
1790:
1784:
1772:. Retrieved
1770:. p. 46
1767:
1757:
1746:. Retrieved
1742:the original
1737:
1728:
1698:. Retrieved
1694:the original
1689:
1679:
1668:. Retrieved
1664:
1654:
1642:
1635:
1630:the original
1605:
1590:
1578:
1565:
1560:
1549:. Retrieved
1545:
1536:
1517:
1511:
1492:
1449:. Retrieved
1443:
1433:
1421:. Retrieved
1417:the original
1375:
1328:the original
1317:
1309:the original
1273:
1264:
1257:
1250:high fantasy
1243:
1237:
1233:
1225:
1223:
1211:
1207:
1201:
1195:
1191:
1185:
1173:
1165:
1163:
1158:
1149:Andrew Appel
1142:
1130:
1124:
1104:
1040:
1028:Commodore 64
1019:
1016:Mastertronic
1013:
1003:
999:
995:
987:
983:
981:
972:
959:
955:
952:
939:
934:
927:
918:
902:
898:
894:
890:
880:
874:
870:
855:
836:
829:
825:
814:Ken Thompson
805:
803:
795:
791:
789:
780:
776:
774:
764:
760:
752:
750:
744:
737:
697:
692:
688:
684:
680:
675:
665:
658:
650:
648:
639:
630:) (1976) by
627:
621:
603:
584:
572:
570:
541:
532:
528:
524:
520:
508:
504:
496:
484:
480:
476:
472:
466:
449:
424:
403:
383:
377:
371:
363:
359:
349:
343:
339:
338:
328:
322:
307:
304:high fantasy
297:
291:
287:
286:
268:
260:
256:
254:
233:
213:
212:
207:
206:
205:
137:Commodore 64
76:Mastertronic
50:Publisher(s)
40:Developer(s)
2020:Linux games
1980:Amiga games
1599:SourceForge
1242:(1983) and
1224:Because of
1145:Rog-O-Matic
1101: 1987
1036:ZX Spectrum
1024:Amstrad CPC
1010:Other ports
1000:A.I. Design
973:A.I. Design
960:A.I. Design
940:A.I. Design
903:A.I. Design
875:A.I. Design
869:version of
856:A.I. Design
848:open source
816:working at
732:tic-tac-toe
562:Development
537:scroll lock
517:cursor keys
499:to quaff a
356:source code
271:implements
250:open source
169:ZX Spectrum
129:Atari 8-bit
125:Amstrad CPC
116:Platform(s)
94:Michael Toy
87:Designer(s)
2070:Unix games
2015:Epyx games
2010:CP/M games
1969:Categories
1920:2016-09-20
1899:2007-12-23
1889:Ziff Davis
1859:2016-05-01
1831:9 November
1806:The Dragon
1774:22 October
1748:2007-12-23
1700:2014-03-12
1670:2024-07-20
1551:2010-09-02
1282:References
741:permadeath
700:C language
672:Ken Arnold
483:, up; and
273:permadeath
230:Ken Arnold
222:video game
103:Ken Arnold
1949:MobyGames
1423:August 7,
1278:in 2016.
1254:roguelike
1182:Reception
1092:from the
944:Macintosh
818:Bell Labs
640:Adventure
636:Don Woods
628:Adventure
599:Atari 400
586:Star Trek
368:roguelike
296:game and
293:Star Trek
189:Roguelike
149:Macintosh
1853:PC World
1825:Compute!
1411:(1997).
1213:PC World
1203:Compute!
1121:man page
1051:Mac OS X
1045:such as
1022:for the
968:Atari ST
883:Olivetti
877:and Epyx
867:Atari ST
661:BSD Unix
597:and the
479:, down;
475:, left;
444:. Later
392:Gameplay
334:Olivetti
184:Genre(s)
133:Atari ST
107:Jon Lane
1884:1UP.com
1175:Angband
1090:4.3 BSD
1063:BSD OSs
1055:Palm OS
923:kobolds
810:4.2 BSD
618:ARPANET
456:to the
388:games.
278:respawn
217:) is a
195:Mode(s)
175:Release
157:TOPS-20
1791:Dragon
1524:
1499:
1445:Kotaku
1382:
1220:Legacy
1197:Dragon
1071:NetBSD
1065:, and
1034:, and
792:curses
781:curses
681:curses
676:curses
666:curses
614:VAX-11
610:PDP-11
595:Sol-20
531:, and
501:potion
489:cursor
452:apply
323:curses
252:code.
145:MS-DOS
1955:Rogue
1944:Rogue
1877:Rogue
1636:Rogue
1597:from
1570:from
1566:Rogue
1265:Rogue
1261:'
1258:Rogue
1239:Moria
1234:Rogue
1229:'
1226:Rogue
1208:Rogue
1192:Rogue
1166:Rogue
1125:Rogue
1105:Rogue
1059:Linux
1020:Rogue
1004:Rogue
996:Rogue
991:'
988:Rogue
984:Rogue
956:Rogue
948:Amiga
935:Rogue
899:Rogue
895:Rogue
891:Rogue
871:Rogue
840:'
837:Rogue
833:'
830:Rogue
826:Rogue
806:Rogue
799:'
796:Rogue
785:modem
777:Rogue
765:Rogue
761:Rogue
753:Rogue
745:Rogue
704:ASCII
689:Rogue
573:Rogue
542:Each
539:key.
450:Rogue
446:ports
431:ASCII
364:Rogue
360:Rogue
351:Moria
340:Rogue
329:Rogue
327:that
288:Rogue
269:Rogue
265:ASCII
261:Rogue
257:Rogue
234:Rogue
208:Rogue
121:Amiga
25:Rogue
1833:2013
1776:2013
1768:BYTE
1522:ISBN
1497:ISBN
1453:2016
1425:2013
1380:ISBN
1245:Hack
1123:for
1073:and
946:and
931:Epyx
865:The
718:and
634:and
548:maze
467:The
404:The
385:Zork
345:Hack
246:Epyx
238:Unix
178:1980
165:Unix
141:CP/M
64:Epyx
1947:at
1067:iOS
915:TSR
854:At
670:by
513:DOS
448:of
255:In
1971::
1887:.
1881:.
1850:.
1823:.
1766:.
1736:.
1709:^
1688:.
1663:.
1617:^
1544:.
1461:^
1442:.
1394:^
1336:^
1289:^
1216:.
1178:.
1155:.
1103:.
1098:c.
1096:,
1077:.
1061:,
1057:,
1053:,
1049:,
1038:.
1030:,
1026:,
979:.
850:.
820:;
674:.
638:.
601:.
558:.
527:,
523:,
503:,
493:vi
464:.
232:.
167:,
163:,
159:,
151:,
147:,
143:,
139:,
135:,
131:,
127:,
123:,
71:EU
59:NA
1923:.
1902:.
1879:"
1862:.
1835:.
1778:.
1751:.
1722:.
1703:.
1673:.
1554:.
1530:.
1505:.
1455:.
1427:.
1388:.
1269:@
911:☺
724:@
720:-
716:|
712:+
708:.
533:L
529:K
525:J
521:H
509:e
505:w
497:q
485:l
481:k
477:j
473:h
471:(
438:,
436:Z
155:,
73::
61::
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.