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Rogue (video game)

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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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,
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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
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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.
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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.
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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
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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
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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,
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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.
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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
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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,
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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.).
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design and led to the development of other game-playing programs, typically called "bots". Some of these bots target other roguelikes, in particular
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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
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and computer games caused him to suffer poor academic performance, and he was kicked out of the school, shortly finding employment at
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Craddock, David L (August 5, 2015). "Chapter 2: "Procedural Dungeons of Doom: Building Rogue, Part 1"". In Magrath, Andrew (ed.).
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Craddock, David L (August 5, 2015). "Chapter 3: "Rodney and the Free Market: Building Rogue, Part 2"". In Magrath, Andrew (ed.).
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Toy, Wichman, and Arnold reunited onstage for the first time in 30 years in an event called "Roguelike Celebration" at
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software publishers. Additional ports to modern systems have been made since by other parties using the game's now-
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among the United States location he managed and had played the game himself along with Ritchie's observations on
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for zombie), and accordingly there are twenty-six varieties. This type of display makes it appropriate for a
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line. He had ideas for how to fix it, but at this point Toy and Wichman had opted not to release the code.
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was not the first dungeon-crawling game with procedural generation features, it introduced the subgenre of
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character set on PC to expand the number of symbols to represent the dungeon, such as using a happy-face
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code with him to continue its development. Wichman, still enrolled at UCSC, continued to help develop
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or other fixed character set, allowing players to have time to determine the best move to survive.
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When Toy arrived at UCB in 1982, he sought out Arnold to get insight into the nature of how the
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difficult to defeat. Until the Amulet is retrieved, the player cannot return to earlier levels.
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of the time of the original design, the dungeon layout and the placement of objects within are
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company, and Toy engaged with Wichman again to help with designing graphics and various ports.
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had a new feature in it that broke Rogue-O-Matic". Nevertheless, it remains a noted study in
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Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
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Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
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Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
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In the original text-based versions, all aspects of the game, including the dungeon, the
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for the player-character. They also took steps to avoid potential copyright issues with
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to learn the library, they came up with the idea of an adventure game in the flavor of
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As Toy was more proficient at programming, he led the development of the game in the
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to the IBM PC as a commercial product, which Toy agreed. They founded the company
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setting in a procedurally generated dungeon and employing permadeath, are named
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library worked. After the two got to know each other, Toy allowed him access to
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Ken Arnold said that he liked to make "sure that every subsequent version of
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was selected as one of the game titles included in the 1983 distribution of
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disbanded. None of Toy, Wichman, Arnold, or Lane profited greatly from
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Lesser, Hartley and Patricia (October 1987). "The Role of Computers".
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Toy left UCB sometime before 1984 and took a consulting position with
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In July 2024, the Amiga version of the game was re-released for the
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character set. Monsters are represented by capital letters (such as
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Lesser, Hartley and Pattie (August 1986). "The Role of Computers".
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at this time, these new games introduced different variations atop
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were reused within these other roguelikes, such as the use of
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s impact. Most of the graphical interface conventions used in
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Prior to Toy's arrival at UCB, Ken Arnold had gotten to play
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upon which Epyx would take over distribution and marketing.
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is turn-based, taking place on a square grid represented in
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was inspired by text-based computer games such as the 1971
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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
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initially cautious due to the fact that his credit for
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editor. Other game actions also use single keystrokes—
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at that time, by changing the names of monsters like
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Toy subsequently enrolled in computer science at the
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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. 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Index


Developer(s)
Publisher(s)
NA
Epyx
EU
Mastertronic
Designer(s)
Glenn Wichman
Ken Arnold
Platform(s)
Amiga
Amstrad CPC
Atari 8-bit
Atari ST
Commodore 64
CP/M
MS-DOS
Macintosh
Nintendo Switch
TOPS-20
TRS-80 Color Computer
Unix
ZX Spectrum
Genre(s)
Roguelike
Single-player
dungeon crawling
video game
Glenn Wichman

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