Rogue-like games, anyone?

Late

Reichsf?rer-Finnland,
20 Year Member
Joined
Nov 22, 2001
Posts
8,348
Man I`ve been playing the likes of nethack and ADOM (which IMHO is the superior one) for ages, nethack I`ve managed to ascend but with ADOM I find it to be insanely difficult.

Anyone else playing with a @ ?
 

DanAdamKOF

Iori's Flame
20 Year Member
Joined
Jun 15, 2002
Posts
8,255
I had a simple yet glitchy PalmOS port of Rogue on my old Sony Clie, which was fun despite the weird glitches (tunnels leading to nowhere and making it impossible to go further). I tried one for my Pocket PC (not nethack but some other one) but it was too complicated (that or I forgot how to play) and I ended up deleting it.
 

Tacitus

Volatile Memory Construct - SN://0467839
Staff member
Joined
Apr 26, 2002
Posts
15,120
DanAdamKOF said:
I had a simple yet glitchy PalmOS port of Rogue on my old Sony Clie, which was fun despite the weird glitches (tunnels leading to nowhere and making it impossible to go further). I tried one for my Pocket PC (not nethack but some other one) but it was too complicated (that or I forgot how to play) and I ended up deleting it.

The regular rogue was like that too.

I still have the SAME copy that I d/led when I was a lad in 1988 that I copied off a BBS onto a 5 1/4 inch drive using... Xmodem... and it took an hour on my TOP SPEED 2400 baud modem.

It's a copy that's served me well. :D

(For those that remember those days... I still remember all of my dialup numbers.. almost 20 years.)
 

Mike Shagohod

Stray Dog Grunt
20 Year Member
Joined
May 16, 2002
Posts
13,947
Excuse my ignorance, but what is Rogue? An FPS game, a point and click adventure what???

MERCENARY X99
 

Kirk Foiden

James Tiberius,
Joined
Aug 14, 2002
Posts
3,267
Rogue was one of the older rudimentary graphics (Usually using ascii characters for imagery) dungeon crawlers. The first of the *random created dungeon* games, that existed. This made sure you never played the same game twice. A very old dungeon crawler series that spawned a few others like NetHack, etc. The idea was you go down a dungeon that you had no idea what it looked like. There were monsters and all kinds of treasures to find, you also had just about every trapping of fantasy elements at your disposal. Enchanted weapons, unusual artifacts, magical spells and potions, etc. Some games allowed you to chose from a variety of character types to play as. The whole idea was that, even though the graphics were nothing much more than what you'd see for maps, these days, the level of detail and utilitarian uses for objects were unmatched. Sometimes, some freaky details of physics happened, in the game, that other games never thought of. For instance, making yourself levitate and then doing a big hit against a wall that (because you were floating) sends you flying back the other direction.

The games were fan and user supported, like Unix programs, and many many revisions ensued. Over time, these games had maybe thousands of unique objects to find, in which, it could be extremely rare that you'd see certain rare items in a hundred or so plays. (There's quite a few of those rares, now)

But the games had the one biggest risk among them. Sort of like the HARDCORE modes of certain games. (One of those games, being a very very late successor to the whole Rogue game-style. Diablo.) It is where if you die, your character was dead. No reviving, that's it. The moment you died, your character data was erased. If you want to keep playing, you need to make a new character and start over with a brand new dungeon. However, you are allowed to save your progress to continue later, as long as you aren't dead.

That's one of the reasons Hardcore was introduced, in the first place. To recreate that level of tension that it's age-old predecessor (in spirit) had. The fear of dying was at its highest, so that demanded more pre-thought on the player. Given the Rogue games were more turn-based (that is, nothing moved until the player moved), you could theoretically stop and plan what you do next.

All of those games, played today (or even within the last 14 years), are freely downloadable from a bunch of different sites and were recompiled for nearly every machine out there. The source code is also available.
 
Last edited:

Tacitus

Volatile Memory Construct - SN://0467839
Staff member
Joined
Apr 26, 2002
Posts
15,120
Kirk Foiden said:
) It is where if you die, your character was dead. No reviving, that's it. The moment you died, your character data was erased.



EHHHH!!! Wrong!

The first hack I ever figured out at the young age of 9... was how to hack the Rogue save.

It's kinda easy, but when I was 9.. was impressive. There *IS* a way back after you die.

In almost 20 years, I've only beaten Rogue a handful of times... probably the biggest challenge in gaming that I know of. It's such a great game... and if you're into the genre, almost timeless.
 

chimpmeister

Former Moderator
Joined
Aug 13, 2000
Posts
5,228
Kirk Foiden said:
Rogue was one of the older rudimentary graphics (Usually using ascii characters for imagery) dungeon crawlers. The first of the *random created dungeon* games, that existed. This made sure you never played the same game twice. A very old dungeon crawler series that spawned a few others like NetHack, etc. The idea was you go down a dungeon that you had no idea what it looked like. There were monsters and all kinds of treasures to find, you also had just about every trapping of fantasy elements at your disposal. Enchanted weapons, unusual artifacts, magical spells and potions, etc. Some games allowed you to chose from a variety of character types to play as. The whole idea was that, even though the graphics were nothing much more than what you'd see for maps, these days, the level of detail and utilitarian uses for objects were unmatched. Sometimes, some freaky details of physics happened, in the game, that other games never thought of. For instance, making yourself levitate and then doing a big hit against a wall that (because you were floating) sends you flying back the other direction.

The games were fan and user supported, like Unix programs, and many many revisions ensued. Over time, these games had maybe thousands of unique objects to find, in which, it could be extremely rare that you'd see certain rare items in a hundred or so plays. (There's quite a few of those rares, now)

But the games had the one biggest risk among them. Sort of like the HARDCORE modes of certain games. (One of those games, being a very very late successor to the whole Rogue game-style. Diablo.) It is where if you die, your character was dead. No reviving, that's it. The moment you died, your character data was erased. If you want to keep playing, you need to make a new character and start over with a brand new dungeon. However, you are allowed to save your progress to continue later, as long as you aren't dead.

That's one of the reasons Hardcore was introduced, in the first place. To recreate that level of tension that it's age-old predecessor (in spirit) had. The fear of dying was at its highest, so that demanded more pre-thought on the player. Given the Rogue games were more turn-based (that is, nothing moved until the player moved), you could theoretically stop and plan what you do next.

All of those games, played today (or even within the last 14 years), are freely downloadable from a bunch of different sites and were recompiled for nearly every machine out there. The source code is also available.

Great summary of the history of this style of game, very well written. I played Hack and Moria back in the day, and they were really addictive games. Rogue was an early one, but Hack really added a huge amount of variety to the style and was a much deeper game.
 

genjiglove

So Many Posts
No Time
For Games.
Joined
Mar 17, 2003
Posts
15,080
I've heard of Nethack before, it sounds kind of interesting. Can anyone tell me a little about it?
 
Top