[HN Gopher] The story of Rogue
       ___________________________________________________________________
        
       The story of Rogue
        
       Author : gaws
       Score  : 259 points
       Date   : 2024-12-03 23:59 UTC (1 days ago)
        
 (HTM) web link (spillhistorie.no)
 (TXT) w3m dump (spillhistorie.no)
        
       | ggm wrote:
       | The Sysadmins where I worked in leeds 82-84 invested a LOT of
       | time doing codework on rogue. They also got high fu in Mud on the
       | dec-10. When a PhD student worked out how to eject the memory
       | resident part of Mud and get it back to zero, thereby losing the
       | chief ops his power, he banned him from login for a month, and
       | then once he got "finger of death" back basically harrassed the
       | living shit out of his character inside the Mud.
       | 
       | The Rogue work pre-dated Hack. I think when Hack came up, and
       | there was persisting state of the dungeon and multi-user, it
       | reached peak. I liked Rogue. I only know one guy who got all the
       | way down. Shopkeepers were awesome, if you did wind up sneaking
       | in the back wall of a shop and looting it, got very feral once
       | they worked it out.
       | 
       | Don't step on your dog, dawg. And DEFINITELY don't eat it if you
       | do.
        
         | ForOldHack wrote:
         | My floppy based games were Rogue, Hack and Empire.
        
       | 082349872349872 wrote:
       | If playing _rogue_ (6) is not your style, don't forget Rog-o-
       | matic, the 1984 expert system that would play it for you:
       | https://www.cs.princeton.edu/~appel/papers/rogomatic.html
        
         | internet_points wrote:
         | haha, a rule based precursor to deepmind agent57
        
       | throw4847285 wrote:
       | Can't wait to share this with my Dad. He went to MIT in the 1970s
       | where he first encountered Rogue. Some of my earliest memories
       | are sitting on my Dad's lap, watching him repeatedly die to a
       | Troll. It led to a lifetime love of Rogue and
       | Roguelikes/Roguelites/whatever-you-want-to-call-thems.
       | 
       | I just picked up Shiren the Wanderer 5 for the Switch, and it's
       | just the most comfortable experience in the world for me:
       | identifying shields, getting hungry, and dying repeatedly.
        
         | dogline wrote:
         | Now I have to look up what's available on Switch. I've tried
         | other Roguelikes, but often they get tedious without a keyboard
         | (Darkest Dungeon, Into the Breach). I still want a game I can
         | play kicking back with the Switch.
         | 
         | I keep going back to Diablo, even on the Switch, because I can
         | just run around and kill stuff. Hades is also good.
        
           | jghn wrote:
           | My biggest beef with modern roguelikes, including everything
           | you mentioned, is almost none of them make me think, "Wow,
           | this feels like rogue to me". Which is not to say that I
           | don't like some of them, but I like them for completely
           | different reasons.
           | 
           | Tangentially related: As someone who not just played the crap
           | out of Rogue in the early 80s but also Wizardry 1, I was
           | ecstatic to find out recently that the latter was rereleased
           | on modern platforms [1]. It's the original DOS game with some
           | better graphics. They included some new play options to make
           | it less punishing, but one can disable all of them to have
           | the authentic experience
           | 
           | [1] https://store.steampowered.com/app/2518960/Wizardry_Provi
           | ng_...
        
             | dogline wrote:
             | Yeah, maybe they're not "roguelikes", but more "dungeon
             | crawlers". I like dungeon crawlers. Don't know why. The
             | assembly language Rogue for the Coco, mentioned in the
             | article, was one of my first games I spent a lot of time
             | on, and maybe that stuck.
        
               | jghn wrote:
               | I did see that Epyx Rogue is available on Switch as a
               | port from an Amiga version, but it's not without UI bugs
               | [1]. Also previously when I mentioned Wiz 1 I'd forgotten
               | the Switch was part of the sub-thread, it's available on
               | switch as well. Have been playing the hell out of it
               | lately :)
               | 
               | [1] https://www.reddit.com/r/roguelikes/comments/1e85mc5/
               | tried_t...
        
             | throw4847285 wrote:
             | There was a linguistic shift that happened and what the
             | term Roguelike means changed dramatically. Roguelike used
             | to refer to a game based pretty closely on Rogue:
             | procedurally generated dungeons, perma-death, item
             | identification, a hunger mechanic, a specific
             | implementation of turn based combat. Even ASCII graphics
             | were considered necessary for some people. There was an
             | organization formed to police the boundaries of what
             | constituted a Roguelike that was, for better or worse, like
             | the Academie Francaise in its pedantry.
             | 
             | In Japan, Roguelikes never went out of style in the same
             | way because traditional dungeon crawlers kept being made.
             | So Roguelike elements found there way into games as diverse
             | as Azure Dreams and Baroque.
             | 
             | It took longer for American devs to realize that the basic
             | joys of a Roguelike: the novelty of procedurally generated
             | content, the pressure of permadeath, and the risk/reward
             | tradeoff of trying to go down one more floor. Once indie
             | devs caught the Roguelike bug, it became an epidemic of
             | inserting elements of a Roguelike into every genre
             | imaginable. This new genre was deemed the Roguelite, though
             | this didn't make the Rogue purists happy as they had a much
             | more restrictive definition. And some people just call them
             | all Roguelikes.
             | 
             | Personally, I love both Roguelikes and Roguelites, whatever
             | you want to call them. Slay the Spire is one of the
             | greatest video games ever made, and that wouldn't exist
             | without Rogue, even though on the surface it shares very
             | little in common with its ancestor. Under the surface you
             | find the same joys: risk/reward, high difficulty, just one
             | more run.
        
               | jghn wrote:
               | Yeah, I did go down that rabbit hole several years ago.
               | It is what it is.
               | 
               | One big part of it for me are the graphics. If the
               | graphics/UI aren't kind of shitty, it's not going to
               | "feel like Rogue" to me. I don't need ASCII per se, for
               | instance I did most of my Rogue playing on the Mac port
               | in the early/mid-80s.
               | 
               | This isn't the full issue for me though. Take Darkest
               | Dungeon as an example. I love that game. And it checks
               | all the standard boxes, even my "kind of shitty"
               | graphics. But ... it's not Rogue.
        
               | throw4847285 wrote:
               | Dungeons of Dredmor is kind of ideal: not ASCII but very
               | functional. Same with the Shiren games I've played.
               | 
               | Even if the graphics are clearly better than ASCII, what
               | makes something feel like Rogue is that there's no
               | attempt to hide the artifice. The grid is clearly a
               | restrictive grid. Simple icons are used to represent
               | various types of items. There's something very clearly
               | "programmed." An unidentified item can be broken down
               | into a handful of variables: item type, cursed or not,
               | effect, etc.
               | 
               | In fact, I wonder if Rogue is one of the reasons I got
               | into programming. The first real thing I tried to code
               | was a version of Rogue. The rules are so clearly defined.
               | Playing it is kind of zen.
        
               | djur wrote:
               | I'd never thought about it that way, but you're exactly
               | right. Roguelikes that feel like roguelikes always have a
               | certain "open/transparent case" sense to them, even if
               | the actual mechanics are hidden away from you a lot (such
               | as in NetHack). They make a virtue out of not feeling
               | curated and crafted (even though there's a lot of craft
               | that goes into them), and the more narrative, cinematic
               | quality, visual polish, etc. that gets added the less it
               | feels like Rogue.
        
               | throw4847285 wrote:
               | Honestly, I think the closest experience to a classic
               | Roguelike is playing Minesweeper or Solitaire. Most of
               | the time your next move is pretty clear, but you always
               | reach a point where you have incomplete information and
               | you have to way the risk/reward of, say, trying that
               | armor on or zapping that tough enemy with a wand of
               | polymorph. Not a lot of video games really lean into
               | incomplete information as a core mechanic.
               | Experimentation is necessary to figure out all the
               | interactions.
               | 
               | Though to be honest, I like my Roguelikes pretty limited
               | in scope. I could never get into Nethack because it felt
               | like the number of factors you needed to take into
               | account outstripped my working memory. I found myself
               | going to a wiki, which isn't my favorite activity.
               | 
               | And if we want to really get nerdy about the history of
               | game design, I have a theory about Dark Souls. Dark Souls
               | is a roguelike/lite... but without the three gameplay
               | elements considered most necessary to be a descendant of
               | Rogue: there's no permadeath, it's not turn based, and
               | it's not procedurally generated. And yet... no other game
               | of its era leaned as hard into the idea of incomplete
               | information, high challenge, necessity for
               | experimentation, and risk/reward calculations.
               | 
               | The history of games is so cool, because nothing ever
               | gets forgotten. There's always some visionary who grew up
               | on some genre of game considered outdated and niche but
               | who can adapt that genre into a new form which can find a
               | fresh audience.
        
           | kibwen wrote:
           | If you want a similar vibe but in a game explicitly designed
           | for controller inputs, and if you like rhythm games, then try
           | Crypt Of The Necrodancer (or its Zelda-themed spinoff,
           | Cadence Of Hyrule).
           | 
           | In the same vein of controller-native games, if you want a
           | platformer that is the spiritual sucessor to Nethack, then
           | you want to check out the Spelunky series.
        
           | jamesgeck0 wrote:
           | Hardcore purists categorize the genre into "traditional
           | roguelikes" (could be mistaken for original Rogue if you
           | squint) and "roguelites" (all the other genre mashups).
           | 
           | In the traditional category, Switch has Shiren 5 and 6,
           | Jupiter Hell, and Tanglewood. Maybe Dragon Fang Z and Void
           | Terrarium, haven't played them. Crown Trick and Crypt of the
           | Necrodancer/Cadence of Hyrule straddle the gap, not quite
           | traditional and not quite "lite."
           | 
           | ...and that's about the extent of it. A lot of traditional
           | roguelikes are hobby projects without widespread commercial
           | appeal that never make off PC. Meanwhile, there are hundreds
           | of quality roguelites on Switch.
        
             | Sesse__ wrote:
             | > Crown Trick and Crypt of the Necrodancer/Cadence of
             | Hyrule straddle the gap, not quite traditional and not
             | quite "lite."
             | 
             | I always felt like an important aspect of "lite" was
             | whether death was real permadeath or whether good
             | performance in one game could make the next one easier. In
             | that aspect, COTN feels like it's a roguelite in the
             | default (non-all-zones) mode; you get to collect a bunch of
             | upgrades that you keep for the next run, and you can also
             | take the zones one by one. But all zones is hardcore
             | permadeath.
        
           | throw4847285 wrote:
           | I mean, Shiren is a roguelike designed from the ground up for
           | console. I went back and tried the original Shiren (Mystery
           | Dungeon 2) on the Super Famicom via an emulator, and it's
           | amazing how much they just nailed the balance. In some ways
           | it's simpler than Rogue, but in other way it's deeper.
           | 
           | The folks at Chunsoft made some impressive games, and they
           | single handedly kept the flame of the commercial Roguelike
           | alive for decades (at least in Japan).
        
           | code2code wrote:
           | If you like a Roguelike that doesn't need a keyboard, then
           | you might like our Amiga game Roguecraft, which is a
           | Lovecraft-inspired coffee break Roguelike for the Amiga. We
           | have plans to port it to the Switch, but it is easy to get it
           | running on an Amiga emulator. =)
           | 
           | https://thalamusdigital.itch.io/roguecraft
        
           | 0xDEAFBEAD wrote:
           | Slay the Spire is great with a gamepad.
        
             | Litost wrote:
             | For any Slay the Spire fans, the Downfall fan expansion is
             | well worth playing. The ability to go backwards through the
             | game as some of the various bosses challenging the normal
             | characters alone makes it a great variant. https://store.st
             | eampowered.com/app/1865780/Downfall__A_Slay_...
        
       | tombert wrote:
       | Rogue holds up remarkably well. I installed it about a year ago
       | out of "historical curiosity", only to find myself playing it for
       | almost an hour.
       | 
       | I will admit that DRL it a bit more my style nowadays, it's
       | amazing to me that a game living entirely in my terminal is still
       | pretty fun.
        
       | nrjames wrote:
       | I love any opportunity to suggest people try out Brogue. It was
       | developed with the idea "What would have happened if development
       | continued on Rogue?"
       | 
       | Info here: https://sites.google.com/site/broguegame/
       | 
       | Repo/downloads here: https://github.com/tmewett/BrogueCE
        
         | card_zero wrote:
         | Or many more at
         | https://www.roguebasin.com/index.php?title=Main_Page and
         | https://forums.roguetemple.com, though Brogue is one of the
         | best.
        
           | julianeon wrote:
           | If I had to pick one forum to be active on, it would be that
           | one.
        
         | itomato wrote:
         | Isn't that Dwarf Fortress?
         | 
         | https://www.bay12games.com/dwarves/dev.html
        
           | jamesgeck0 wrote:
           | Dwarf Fortress is an amazing management game in fortress
           | simulation mode, but kinda struggles as a Rogue successor.
           | The layers upon layers of simulation don't mesh into a very
           | satisfying experience in adventure mode, imho.
           | 
           | Brogue is somewhat minimalist and very tightly designed. The
           | design of every item, monster, and dungeon in the game is
           | inextricably interwoven into a cohesive whole. It evokes very
           | similar feelings to Rogue while also doing its own thing.
           | Less "continued development of Rogue" and more "Unofficial
           | sequel."
        
       | sph wrote:
       | Anyone know what is the _sexy_ font used in this picture?
       | https://i0.wp.com/spillhistorie.no/wp-content/uploads/2024/0...
        
         | giraffe_lady wrote:
         | I think it's just called AT&T PC6300. There are a bunch of
         | variants but I'm somewhat confident it's in that family. The
         | very high x-height and tiny, 45o slash are characteristic.
        
           | sph wrote:
           | Nope, the _y_ is markedly different than the screenshot:
           | https://int10h.org/oldschool-pc-
           | fonts/fontlist/font?att_pc63...
        
             | giraffe_lady wrote:
             | Good call. The p looks way different too. Idk then!
        
         | fjarlq wrote:
         | I'm pretty sure that's a Link MC5 terminal, which emulates DEC
         | VT220 by default, but that font doesn't seem very VT220ish.
         | https://vt100.net/dec/vt220/glyphs
        
           | fsckboy wrote:
           | emulating DEC VT's generally meant the full featureset of DEC
           | ANSI escape sequences for cursor positioning, saving, colors,
           | bold, etc. It would not include emulating fonts.
           | 
           | i googled and found this picture of a Link MC5 screen, though
           | it's monochrome, don't know if they would have changed that.
           | 
           | https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg.
           | ..
        
         | ForOldHack wrote:
         | I cannot name it off the top of my head, but I am sure its
         | here:
         | 
         | https://int10h.org/oldschool-pc-fonts/fontlist/
        
           | sph wrote:
           | This only lists PC fonts, which doesn't include UNIX
           | terminals. I admit I haven't checked them all just yet.
        
         | brianzelip wrote:
         | Not it, but see this related modern work!
         | https://departuremono.com/
         | 
         | And a recent and informing podcast episode about it,
         | https://changelog.com/podcast/618.
        
       | swayvil wrote:
       | Just played Dungeon Crawl Stone Soup last night. The spirit is
       | alive and well.
        
         | card_zero wrote:
         | CDDA for me at the moment, version 0.H Herbert was released
         | last month.
         | 
         | https://cataclysmdda.org
        
           | anthk wrote:
           | I can't compile CDDA:Bright Nights with clang 11.
        
         | sph wrote:
         | And you can play, or spectate some else, in your browser:
         | https://crawl.develz.org/
        
       | every wrote:
       | NetHack is alive, well and possibly a bit over documented:
       | 
       | https://nethackwiki.com/wiki/Main_Page
        
         | chongli wrote:
         | Yes and still under active development [1]! We also just
         | finished the 2024 November NetHack Tournament (TNNT) [2]! I
         | played in the tournament for the first time this year. I had
         | one near-win with a very challenging Monk (I was doing a bunch
         | of conducts [3]) who unfortunately died to the infamous Wizard
         | of Yendor (Rodney as we call him). I also had a winning run
         | with a Wizard which unfortunately finished a few hours after
         | the deadline at the end of the tournament, so sadly that one
         | didn't count!
         | 
         | Next year I hope to have a bit more time to play so that I can
         | record a win in regulation time!
         | 
         | [1] https://github.com/nethack/nethack
         | 
         | [2] https://tnnt.org
         | 
         | [3] https://nethackwiki.com/wiki/Conduct
        
         | ForOldHack wrote:
         | I wish they had earlier versions.
        
           | every wrote:
           | Perhaps something like this:
           | 
           | https://nethackwiki.com/wiki/Game_history
        
           | tolciho wrote:
           | https://britzl.github.io/roguearchive/ collects a bunch of
           | roguelike (or -lite?) links.
        
         | rgreekguy wrote:
         | Angband should still be under development, too.
         | 
         | A new one I was recommended the other day: UnEpic World. It's
         | also on Steam and itch.io, started development in 1992! By
         | Fins!
        
           | card_zero wrote:
           | I guess you mean UnReal World (and Finns).
           | 
           | I see Errka has recently released "Ancient Savo", which looks
           | somewhat like a rewrite of URW:
           | 
           | https://enormous-elk.itch.io/ancient-savo
           | 
           | Here he is celebrating the release.
           | 
           | https://www.enormouselk.com/sites/default/files/styles/w730/.
           | ..
        
             | rgreekguy wrote:
             | Yes, sorry for messing up the name. I have no clue about
             | the new game, I saw it in their page, but I only played a
             | bit of UnReal World.
        
           | debo_ wrote:
           | You can play the entire family of angband games at
           | https://angband.live
           | 
           | And yes, mainline angband is still under active development.
           | There are a couple of very popular variants too
           | (frogcomposband and sil-q.)
        
         | anthk wrote:
         | I play Slash'em daily.
        
         | every wrote:
         | I do all of my NetHack gaming via ssh to Hardfought[1]. They
         | offer the current vanilla and previous ones all the way back to
         | 1.3d. However they specialize in variants. My favorite variant
         | is xNetHack[2]...
         | 
         | [1] https://www.hardfought.org/ [2]
         | https://nethackwiki.com/wiki/XNetHack
        
       | seanssel wrote:
       | On the topic of traditional roguelikes, Caves of Qud is getting
       | its 1.0 release tomorrow. Been in development for over 15 years
       | now, and it's fantastic. Can't recommend it enough.
       | 
       | https://store.steampowered.com/app/333640/Caves_of_Qud/
        
         | kibwen wrote:
         | Thanks for this notice, I've been periodically checking for
         | years waiting for a full release before allowing myself to dive
         | in. :) Though with Path of Exile coming out Friday, it's a bad
         | time to have a social life...
        
           | thaumasiotes wrote:
           | > I've been periodically checking for years waiting for a
           | full release before allowing myself to dive in.
           | 
           | Huh? It's already released in full. You want development to
           | stop? That would make no sense, and be contrary to the
           | development of pretty much every other roguelike.
        
             | Lurker1978 wrote:
             | >Huh? It's already released in full.
             | 
             | Nah, 1.0 will add an actual ending to the main quest and
             | then it'll be a full release.
        
             | kibwen wrote:
             | Please don't put words in my mouth. I am referring to the
             | developer's own roadmap, which has been slowly ticking off
             | boxes for years: https://www.cavesofqud.com/roadmap/ Nobody
             | is asking for development to stop. I've been waiting for a
             | game that is, by the developer's own judgment, complete on
             | a fundamental level.
        
         | cdchn wrote:
         | Wow I thought it was going to be later next year. Been
         | anxiously awaiting this before starting another play through.
         | 
         | The writing for this game is just something special.
        
         | HideousKojima wrote:
         | Will the 1.0 release include the switch over to the Godot
         | engine?
        
           | seanssel wrote:
           | https://steamcommunity.com/app/333640/eventcomments/43387350.
           | ..
           | 
           | Doesn't look like it, unless something changed since that
           | comment.
        
       | beardyw wrote:
       | Odd to see no mention of Collosal Caves. Were they unaware of it?
        
         | anthk wrote:
         | Different gender but yes, there's some spirit on it. Zorkmids
         | for instance. Or objects' affecting the environment.
        
         | floren wrote:
         | It's explicitly mentioned in the section "Back to the
         | seventies", right near the top of the article.
        
           | beardyw wrote:
           | Sorry, missed it :(
        
       | pimlottc wrote:
       | It makes me feel better to know that one of its own creators
       | hasn't even beaten it. I never got anywhere near even finding the
       | amulet when I was a kid, but it didn't make it any less fun!
        
       | dave333 wrote:
       | Hated the Rust Monsters on level 8 that would destroy any decent
       | armor you had managed to enhance and rarely survived the Umber
       | Hulks on level 18 with their ability to confuse you and the huge
       | damage they did. Never found the amulet. Got fantastic keyboards
       | skills for vi directional commands at least for a non-touch
       | typist.
        
         | tpurves wrote:
         | I went back to Rogue as an experienced Nethack player. Managed
         | to finally win it after a good number of attempts. You have to
         | get lucky with some early gear finds, and then spend absolutely
         | as few turns as possible on the lower levels (otherwise, you
         | won't survive long down there) to grab that amulet and get out.
         | Rogue, Nethack and Nethack variants like evilhackk are all
         | great games.
        
       | ChuckMcM wrote:
       | Wonderful article, and I really enjoyed rogue. I was first
       | exposed to it when doing a port of BSD to the Data General NOVA
       | and it was part of the distribution.
       | 
       | I would pick one nit with the history though, CRT computer
       | terminals were absolutely considered a "whole screen" output
       | device. This was because IBM had made the 3270 terminal which you
       | could download a form to, the operator could fill it out (without
       | any computer involvement) and then hit 'submit' and have a single
       | transaction get sent to the mainframe.
       | 
       | Yes, there were a few "dumb" terminals that were simply paperless
       | teletypes, but the majority had some level of 'forms' capability
       | which involved cursor addressing, different character highlights
       | (blinking/underling/bold), and usually some basic box drawing
       | characters. All in the service of allowing a 'fill-in' form that
       | someone could be trained on quickly without having to explain
       | "computers" to them at all. When the computer started up, the
       | terminals would light up showing a form.
       | 
       | In terms of the tree of life for games, I put rogue, Walter
       | Bright's empire, and Civilization (also called empire in some
       | cases) as the roots for so many video games in the game industry.
        
         | spauldo wrote:
         | IBM terminals are a completely different thing than what the
         | popular minicomputer systems had. From what I understand, the
         | 3270 wasn't a simple serial device. IBM had the advantage that
         | they had control of the entire ecosystem, so their hardware and
         | software worked together much like Apple stuff does today.
         | 
         | Minicomputers (and some mainframes) generally used the kind of
         | terminals as described in the article. Those things were
         | everywhere.
        
           | ChuckMcM wrote:
           | Apologies for not being clear, 3270s are VERY different from
           | the terminals that connect to mini-computers and the VT-
           | series from DEC.
           | 
           | That said, the _product capability_ that mini-computers were
           | going after was to replace mainframes, and mainframes had
           | 3270s and they could do this really cool thing. There wasn 't
           | anything particularly special about the 3270 terminal
           | controller or the capabilities of the 3270 that couldn't be
           | implemented in an alternative way. For a mini-computer
           | terminal to get a similar customer experience they needed to
           | be more than just paperless teletypes.
           | 
           | That started with the VT05 which was introduced in 1970 and
           | had directly addressable cursor. Replaced by the VT50 in '74
           | and then the VT52 in '75 when things really started to get
           | cooking. As the DEC-10 and later VAX started being sold to
           | customers _instead_ of them buying an IBM machine things
           | really took off.
        
         | dwattttt wrote:
         | HN's very own WalterBright?! I had no idea he'd inspired Sid
         | Meier's Civilization. There's more to thank him for than I
         | realised.
        
         | smarks wrote:
         | > Yes, there were a few "dumb" terminals that were simply
         | paperless teletypes
         | 
         | Ah yes, the proverbial "glass TTY." There were a few years in
         | the late 1970s where printing terminals (actual Teletypes such
         | as the ASR 33, and matrix printing terminals like the
         | DECwriter) were fading out and "dumb" CRT terminals came in.
         | When I arrived at university in 1980 the computer center was
         | filled with dumb terminals like the ADM-3. There were a few
         | smart terminals (they could run Emacs!) but they were hard to
         | come by.
         | 
         | Within a couple years, though, the dumb terminals were all gone
         | and were replaced by "smart" CRT terminals that had the more
         | sophisticated features. So the lifetime of the glass TTY might
         | have been only 5-10 years.
        
         | anthk wrote:
         | Empire and XConq are basically the same, but the last one it's
         | written in TCL/Tk+C and expanded a lot.
         | 
         | Sadly isn't maintained very well today, as I found bugs on
         | restoring a save file made from the last GitHub build.
         | 
         | And it's a pity because anyone who liked VMS Empire would love
         | XConq in the spot.
        
       | BlueTemplar wrote:
       | > It was a very different approach from the way you would
       | approach things today, where you would certainly abstract out the
       | platform and try to make a game that looked and felt as close to
       | identical as possible.
       | 
       | It would be often wiser not to try, especially today : for
       | instance few games are going to work as well on a small
       | touchscreen as on a large monitor with mouse and keyboard.
        
       | reveal975 wrote:
       | Kinda OT but do people know why there are so many people
       | misspelling "rogue" with "rouge"? See it a lot online.
        
         | quuxplusone wrote:
         | The "gu" combination is just tricky/rare in English, while the
         | combination "ou" is common enough to be an attractor. See also
         | "tounge" and "chaise lounge". "Lounge" and "rouge" also share
         | the property of being legitimate spellchecker words in their
         | own rights.
         | 
         | We don't see this phenomenon happen with, say, "plauge" for
         | "plague", because the diphthong "au" (as in "tau") is
         | pronounced differently from long "a". But "ou" (as in
         | "thorough") could be pronounced exactly the same as long "o".
         | (And compare "restaraunt", as in "aunt".)
        
       | dhosek wrote:
       | One of my classmates flunked out of Harvey Mudd freshman year
       | thanks to obsessively playing Moria. First semester he failed 4
       | out of 5 classes and the administration normally would tell him
       | not to come back in the spring, but they decided to give him a
       | chance to do better. Second semester he failed all 5 classes.
        
         | erik_seaberg wrote:
         | I'm reminded of Bright's
         | https://en.wikipedia.org/wiki/Empire_(1977_video_game), a turn-
         | based PvP strategy game. My friend's 1989-ish instance was
         | sadistic enough to batch execute four turns per day. Every
         | player had to rush to a TTY every _six hours_ to give new
         | marching orders. If you study or sleep too late, your forces
         | and factories could be wiped out.
         | 
         | The obsessives, living on campus newly free of supervision,
         | were line printing maps and writing logistic planning tools
         | that foreshadowed EVE Online's "spreadsheets in space."
        
           | anthk wrote:
           | I still play it. Also, XConq it's a modern rendition of
           | Empire, written in TCL/Tk.
        
         | wduquette wrote:
         | Heh. My first rogue-like was Moria on the 4-College VAX-780, at
         | CMC, which is a short walk from Harvey Mudd. We had both Moria
         | and Walker Bright's Empire, and I tried both of them. I didn't
         | really get deeply into Moria until later, when the first MSDOS
         | version came out; but after that I was obsessed with Moria and
         | its follow-on, Angband, plus many different variants of
         | Angband, for many, many years.
        
       | tzs wrote:
       | When Rogue reached Caltech in the '80s it quickly became so
       | popular that it got banned during the daytime so people doing
       | real work could use the computers.
       | 
       | The version of Rogue then was quite a bit harder than later
       | versions and it was almost unheard of for anyone to actually get
       | the amulet and get back out. Then this one student started
       | regularly making the high score list, and soon had pushed
       | everyone else off. Then he got the amulet and got out. Then he
       | did that enough time to have the high score list full of games
       | where he got the amulet.
       | 
       | Then he stopped playing, until someone else would get on the high
       | score list. Then he'd come to the computer center and play for
       | maybe a half hour until he'd pushed them off the high score list.
       | 
       | This was driving everyone else completely nuts because he was, as
       | mentioned, playing in the computer center. The way the terminals
       | were arranged there was no privacy. Everyone else could watch him
       | play, but no one could figure out _why_ he did so much better
       | than the rest of us.
       | 
       | He eventually explained it. He didn't actually do any one thing
       | significantly better than the rest of us. For any given thing he
       | was just _slightly_ better. But he was _slighted_ better at _many
       | things_ and that added up.
       | 
       | For example if most people were coming back through a room they
       | had passed through the other way earlier they would take the most
       | convenient route between the doors. That generally would not be
       | simply the reverse of the route they had taken the first time
       | through, because the first time they were exploring the room.
       | 
       | He on the other hand would take a route that only involved
       | stepping places where he had stepped the first time through. That
       | way he never sprung any new traps on the way back, unlike people
       | who stepped in new places.
        
         | jhbadger wrote:
         | That's true of so many things, including science and
         | programming. We can deal with the fact that some people are
         | geniuses and just orders of magnitude better than us, but often
         | it's people who are just slightly better than us in most things
         | that end up doing the thing we want to do before us.
        
           | zenogantner wrote:
           | ... and the compound interest of being consistently slightly
           | better makes these people much better than others in the long
           | run.
        
         | bzzzt wrote:
         | > He on the other hand would take a route that only involved
         | stepping places where he had stepped the first time through.
         | That way he never sprung any new traps on the way back, unlike
         | people who stepped in new places.
         | 
         | Maybe that gives you a slight edge, but it involves having near
         | perfect recollection where you've stepped. That's not a small
         | feat.
        
           | wesselbindt wrote:
           | Not if you construct your paths in a systematic way. I think
           | in rogue all rooms are rectangular, so it should be easy
           | enough to construct a memorable reversible algorithm.
           | 
           | Go clockwise, along the walls. Want to reach something in the
           | middle of the room? Go straight down from the top wall. If
           | there's stuff in your way, go around it on the left side if
           | possible, else right.
        
             | chongli wrote:
             | Going along the walls means you'll take far longer to
             | traverse wide and shallow rooms. That means running into
             | more traps and using up more food. This dual pressure of
             | traps and food puts a very strong emphasis on economy of
             | movement. Generally you should be taking the shortest path
             | between points of interest (doorways, loot, stairs).
        
         | giraffe_lady wrote:
         | Learning to consistently win nethack completely changed my
         | intuition for low chance risk. Common actions that are 99%
         | reliable but with serious consequences for failure are sure to
         | be run-losing. Even something 99.9% is too dangerous to do more
         | than a handful of times per run if you're trying to streak.
         | 
         | Of course you don't know these numbers directly unless you get
         | deep into the wiki/source. But you don't know the odds when
         | driving on a rainy night either.
        
           | crznp wrote:
           | Nice! Crossing avalanche terrain (eg: backcountry skiing) is
           | a low chance/high consequence activity. It is easy to learn
           | the wrong thing: I did this before and it was fine, therefore
           | it is safe.
           | 
           | You counter that with observations, forecasts and incident
           | reports, but intuition based on personal experience leads you
           | astray.
           | 
           | A game is much better because you can fail and you just have
           | to restart the game. Make an RDR2 mod.
           | 
           | (edit: more intuitive anyway. It might not be easy to
           | accurately show different snow conditions while also being
           | fun to play)
        
         | 082349872349872 wrote:
         | My bad high score list experience came when I was running rogue
         | under a debugger.
         | 
         | I'd figured out where the score was held, and quickly poked
         | "-1" into it so I wouldn't draw attention to my unconventional
         | approach by getting on the high score list, and then tried to
         | see if I could figure out what was going on with scroll/potion
         | naming...
         | 
         | ...and then I quaffed something bad, and died, and when the
         | tombstone came up, I discovered score was _unsigned_.
        
       | seabass-labrax wrote:
       | What a coincidence that this should be posted on the 12th
       | anniversary of Pixel Dungeon, which is an entertaining free and
       | open source roguelike for Android. There's an actively developed
       | fork called Shattered Pixel Dungeon developed by Even Debenhams.
       | It looks splendid and still gets new gameplay mechanics from time
       | to time.
       | 
       | https://shatteredpixel.com/shatteredpd/
       | 
       | PS. This isn't a paid advert - I've just wasted a lot of time
       | dying to sewer crabs in this game and want to make sure you have
       | the opportunity to waste your time too ;)
        
       | rozim wrote:
       | Didn't the Unix version have some interesting encryption going on
       | w/ the saved game file circa 1984 +/- 1y?
       | 
       | IIRC it folded in: - the players uid and - the files inode
       | 
       | To prevent the file from being usable by other players, and
       | preventing the user from making a usable copy of it...
        
         | smarks wrote:
         | Right, the point of being able to save a game was to pick up
         | later where you had left off. However, the game attempted to
         | prevent you from restarting from a saved game if you made a
         | mistake or got killed or something.
         | 
         | I think the scheme was fairly clever but it wasn't terribly
         | sophisticated; nothing like public-key crypto for instance. It
         | did have a number of countermeasures that attempted to prevent
         | cheating, such as restarting from a modified save file. For
         | example, I believe it hashed all the bytes of the file, plus a
         | bunch of metadata -- possibly including the uid and the file's
         | i-number, as you suggest -- and also things like the file
         | modification time and maybe even the i-node change time. Then
         | it would write this hash back into the file. I seem to recall a
         | bit of cleverness to avoid problems because writing the hash
         | could potentially modify things like the file modification
         | time. Maybe it just retried until the modtime didn't change.
         | Not too difficult since the granularity was one second.
         | 
         | In principle this is easy to defeat if you know the hash
         | algorithm, and if you knew how to use the Unix system calls to
         | change a file's modification time. Since the original rogue
         | program was closed source, the hash algorithm was secret. But
         | eventually somebody reverse-engineered it, and programs emerged
         | that were able to successfully copy save files.
        
       | smarks wrote:
       | Oh MANNNN I spent so much time playing rogue back in the day. I
       | got decently good at it, but it was hard. I don't think I ever
       | actually won. I do recall a strategy of clearing out the easier
       | levels in order to gain treasure and magic items. At a certain
       | point you wouldn't be able to defeat all the monsters, so you'd
       | try to find the stairs as quickly as possible. On the occasions
       | where I'd get really far -- far enough to start looking for the
       | amulet! -- I'd get trapped by some powerful monster like a Titan
       | and get killed instantly.
       | 
       | Such a letdown. You'd play for hours and it would all be over in
       | an instant. That damned tombstone.
        
       | eichin wrote:
       | I worked down the hall from Ken Arnold (he was one of the later
       | additions to the project, mentioned about half way down the page)
       | at HP/Apollo around 1990; aside from being an inspirational
       | Senior Troublemaker, he kept an eye on Rogomatic - an advanced
       | rogue-playing "bot" - and would make minor tweaks to Rogue itself
       | that didn't change things for _human_ players, but were
       | adversarial for the bot...
        
         | gbudee wrote:
         | That's fascinating! Do you recall any examples of such tweaks?
         | To my mind, making the decision more complicated for all
         | players, human and bot alike, would probably have been
         | justified. But I suppose for a 1980s computer scientist
         | targeting only the bot was an extra-interesting puzzle.
        
       | nicoloren wrote:
       | Rogue is a very cool game, but what get me into the genre is
       | Angband and Nethack.
       | 
       | I played them with ascci tiles on my computer at the french
       | university in 2002-2004 and my classmates where all playing
       | Warcraft 3, Diablo or Call of Duty and they where very confused
       | to see my little games!
       | 
       | I think that ascii characters are a good interface for this kind
       | of game because the brain has to work to imagine the game which
       | makes the memories of games more memorable.
       | 
       | I still play Nethack some times and I must try Brogue. I never
       | had the time to get into Dwarf Fortress.
        
       | amaurose wrote:
       | I still fondly remember how inclusive the minimalism of games
       | like NetHack actually were. NetHack was the first game I played
       | after moving to Linux, roughly 1995. I say inclusive, because I
       | played it with a Braille display. Many aspects of the simplicity
       | of the 90s led to unintentional accessibility. I also used to
       | read guitar tabs in plain ASCII when they were still exchanged on
       | NNTP groups. These days, _every_ guitar tab site I find is
       | "polished" and therefore no longer accessible.
        
         | snackbroken wrote:
         | This[1] bookmarklet strips everything that isn't preformatted
         | plain text from a page. It seems to work on both gametabs[2]
         | and ultimate-guitar[3] and probably others that don't try to
         | get fancy with their typography. Hopefully it is of some use.
         | 
         | [1](javascript:(function(){const tabs =
         | document.querySelectorAll('pre'); document.head.remove();
         | document.body.remove(); document.body =
         | document.createElement('body'); for(const tab of tabs){
         | document.body.appendChild(tab);};})();)
         | 
         | [2](https://www.gametabs.net/)
         | 
         | [3](https://www.ultimate-guitar.com/explore?type[]=Tabs)
        
       | wduquette wrote:
       | I'm kind of surprised no one has mentioned Larn/ULarn, which I
       | played a lot back in the day. Each level was about the size of a
       | Rogue level, but levels weren't completely random. There were a
       | number of basic level templates, each of which could be modified
       | in various ways. Some were random mazes; in others, the basic map
       | never changed, but doors got added or deleted in various places.
       | 
       | My basic strategy was to save my coins until I could get the
       | Lance of Death, the "Walk through Walls" spell, haste self spell,
       | and "permanent" spell, which made current buffs permanent. Then I
       | could romp and frolic through the levels.
        
       | stef-13013 wrote:
       | I really enjoyed the Epyx Atari ST version... Do you know if
       | source code (assets, ...) are available somewhere ?
        
       | jrnichols wrote:
       | Rogue reminds me of the Zork series. A simple text interface with
       | your own imagination. The best GUI ever.
        
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       (page generated 2024-12-05 23:01 UTC)