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* DungeonShop: Shops appear periodically during gameplay, even in places where you wouldn't expect them, and can be vital lifelines for a flagging player. Sometimes they are random and only appear if you're lucky; other times, they appear in predictable locations and may be useful as safe stopping points. Some games may even provide perks which are specifically geared toward finding shops, or getting in-store discounts. If staffed by a shopkeeper, ShopliftAndDie may be in effect, especially when the shop is a physical location in the game world.

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* DungeonShop: Shops appear periodically during gameplay, even in places where you wouldn't expect them, and can be vital lifelines for a flagging player.player (or detriment if it’s gold for random loot which may have negative effects on your build). Sometimes they are random and only appear if you're lucky; other times, they appear in predictable locations and may be useful as safe stopping points. Some games may even provide perks which are specifically geared toward finding shops, or getting in-store discounts. If staffed by a shopkeeper, ShopliftAndDie may be in effect, especially when the shop is a physical location in the game world.



* LimitedLoadout: On the flipside of resource management, some roguelikes are capable of giving the player ''too many'' resources, since random generation can provide a potentially limitless supply. To counter this, games may put a tight limit on the player's inventory and force them to choose which items are most important to them.

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* LimitedLoadout: On the flipside of resource management, some roguelikes are capable of giving the player ''too many'' resources, since random generation can provide a potentially limitless supply. To counter this, games may put a tight limit on the player's inventory and force them to choose which items are most important to them.
them this could even extend to trading health for better loot.
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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or re-roll them).

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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or re-roll them).them) perks could include reviving once, full health, bullets bouncing off of walls, etc.
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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or Re-Roll them).

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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one (or Re-Roll re-roll them).
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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one.

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* [[SkillScoresAndPerks Perks]]: In modern roguelikes, it's common for the player to be regularly gifted with special abilities which remain with them for the rest of the game, often as a reward for level completion. A common practice is for the game to offer a random selection of perks (usually [[RuleOfThree three]]) and allow the player to pick one.one (or Re-Roll them).
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* ''VideoGame/PokemonEmeraldRogue''

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* ''VideoGame/PokemonEmeraldRogue''''VideoGame/PokemonEmeraldRogue'' ROM Hack for Pokemon Emerald that turns it into a Roguelike similar to Slay the Spire



* ''VideoGame/{{Riftbound}}''

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* ''VideoGame/{{Riftbound}}''''VideoGame/{{Riftbound}}'' A lane defender Roguelike similar to Plants vs Zombies
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* ''VideoGame/PokemonEmeraldRogue''

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* ''VideoGame/{{Revita}}'', a rougelite twin-stick platformer where your HP serves as your main currency.

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* ''VideoGame/{{Revita}}'', a rougelite twin-stick platformer where your HP serves as your main currency.''
* ''VideoGame/{{Riftbound}}''
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Reordered the wording of this, as the previous wording didn't really follow logically.


Because a roguelike's challenges are randomly-generated, there is no way to create a definitive {{Walkthrough}} to get a player through them — one can only advise the player on which decisions are generally best to take. This gives roguelikes a greater replay value than games in which levels are hand-designed. However, the trade-off is that level designs tend to be more generic and less creative than a hand-crafted experience, as the algorithm which designs the levels can only follow a limited set of rules.

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Because a roguelike's challenges are randomly-generated, there is no way to create a definitive {{Walkthrough}} to get a player through them — one can only advise the player on which decisions are generally best to take. This randomly-generated and always different, this gives roguelikes them a greater replay value than games in which levels are hand-designed. However, the trade-off is that level designs tend to be more generic and less creative than a hand-crafted experience, as the algorithm which designs the levels can only follow a limited set of rules.
rules. This also means there is no way to create a definitive {{Walkthrough}} for a roguelike — one can only advise the player on which decisions are generally best to take.
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Crosswicking: Balatro

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* ''VideoGame/{{Balatro}}'', a deckbuilding roguelite based on {{TabletopGame/Poker}}.
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* ''VideoGame/Hitman3'' has its very own roguelike game mode; ''[[Hitman3/Hitman3Freelancer Freelancer]]'', which, in a complete 180 from the usual consistent stealth experience, offers a semi-loud approach with random elements. The goal being that you take down a string of syndicates with several targets in each location, with a final stage that asks you to identify the "Leader" of the syndicate from other potential targets. The mode features randomised targets, random money drops, shopkeepers to buy weapons from, item boxes that help you in the level, and also largely relegates Silent Assassin to an objective, rather than the end-goal.
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* ''VideoGame/Splatoon3''[='s=] "Side Order" DownloadableContent takes place in a tower with procedurally generated stages and objectives to clear. Failing to complete a floor's objective will reset the player to the bottom of the tower and destroy any Color Chips they have found. However, all Color Chips lost are converted into a currency called Prlz that Marina can use to unlock [[{{Macrogame}} permanent upgrades]] for Agent 8 and the Pearl Drone.

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* ''VideoGame/Splatoon3''[='s=] "Side Order" DownloadableContent DLC campaign takes place in a 30-floor tower with procedurally generated stages and objectives to clear. Failing to complete a floor's objective will reset the player to the bottom of the tower and destroy any Color Chips they have found. However, all Color Chips lost are converted into a currency called Prlz that Marina can use to unlock [[{{Macrogame}} permanent upgrades]] for Agent 8 and the Pearl Drone.
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* ''VideoGame/Splatoon3''[='s=] "Side Order" DownloadableContent takes place in a tower with procedurally generated stages and objectives to clear. Failing to complete a floor's objective will reset the player to the bottom of the tower and destroy any Color Chips they have found. However, all Color Chips lost are converted into a currency called Pearls that Marina can use to unlock [[{{Macrogame}} permanent upgrades]] for Agent 8 and the Pearl Drone.

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* ''VideoGame/Splatoon3''[='s=] "Side Order" DownloadableContent takes place in a tower with procedurally generated stages and objectives to clear. Failing to complete a floor's objective will reset the player to the bottom of the tower and destroy any Color Chips they have found. However, all Color Chips lost are converted into a currency called Pearls Prlz that Marina can use to unlock [[{{Macrogame}} permanent upgrades]] for Agent 8 and the Pearl Drone.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/Splatoon3''[='s=] "Side Order" DownloadableContent takes place in a tower with procedurally generated stages and objectives to clear. Failing to complete a floor's objective will reset the player to the bottom of the tower and destroy any Color Chips they have found. However, all Color Chips lost are converted into a currency called Pearls that Marina can use to unlock [[{{Macrogame}} permanent upgrades]] for Agent 8 and the Pearl Drone.
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* ''[[VideoGame/SliceAndDice Slice & Dice]]''
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* ''VideoGame/{{Soulash}}''
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Spelling/grammar fix(es)


* ''VideoGame/{{Deathloop}}'' a roguelite ImmersiveSim where you repeat the same 24-hours over and over again as you attempt to take out 8 Bond-esque super-villains in their shared IslandBase, picking up new weapons, abilities, and knowledge over each loop.

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* ''VideoGame/{{Deathloop}}'' ''VideoGame/{{Deathloop}}'', a roguelite ImmersiveSim where you repeat the same 24-hours 24 hours over and over again as you attempt to take out 8 Bond-esque super-villains in their shared IslandBase, picking up new weapons, abilities, and knowledge over each loop.



*** ''VideoGame/SlashEmExtended'
'* ''VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].

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*** ''VideoGame/SlashEmExtended'
'*
''VideoGame/SlashEmExtended''
*
''VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].

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* ''VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].



*** ''VideoGame/SlashEmExtended''

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*** ''VideoGame/SlashEmExtended''''VideoGame/SlashEmExtended'
'* ''VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].
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* ''VideoGame/HearthstoneHeroesOfWarCraft'': Dungeon Run, Monster Hunt, Rumble Run, The Great Dalarian Heist and Tombs of Terror Modes where you can select a character (Dungeon Run has one of the starting heroes, Rumble Run puts you in control of Rikkar, the others involve characters who combine two classes) and fight random bosses and get either cards that support whichever character's deck you chose or overpowered treasures.

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* ''VideoGame/HearthstoneHeroesOfWarCraft'': ''VideoGame/HearthstoneHeroesOfWarcraft'': Dungeon Run, Monster Hunt, Rumble Run, The Great Dalarian Heist and Tombs of Terror Modes where you can select a character (Dungeon Run has one of the starting heroes, Rumble Run puts you in control of Rikkar, the others involve characters who combine two classes) and fight random bosses and get either cards that support whichever character's deck you chose or overpowered treasures.



* VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].

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* VideoGame/NickelodeonAllStarBrawl'': ''VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].
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* ''VideoGame/HearthstoneHeroesOfWarCraft'': Dungeon Run, Monster Hunt, Rumble Run, The Great Dalarian Heist and Tombs of Terror Modes where you can select a character (Dungeon Run has one of the starting heroes, Rumble Run puts you in control of Rikkar, the others involve characters who combine two classes) and fight random bosses and get either cards that support whichever character's deck you chose or overpowered treasures.


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* VideoGame/NickelodeonAllStarBrawl'': The Campaign mode of ''2'' is one of these with you fighting brainwashed characters, mooks, bosses or collecting power-ups from vendors such as [[WesternAnimation/JimmyNeutronBoyGenius Hugh Neutron]] or [[WesternAnimation/AvatarTheLastAirbender The Cabbage Merchant]] or Perks from [[WesternAnimation/MyLifeAsATeenageRobot Nora Wakeman]].

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Adding Bomberman Tower to the list


Because a roguelike's challenges are randomly-generated, there is no way to create a definitive {{Walkthrough}} to get a player through them - one can only advise the player on which decisions are generally best to take. This gives roguelikes a greater replay value than games in which levels are hand-designed. However, the trade-off is that level designs tend to be more generic and less creative than a hand-crafted experience, as the algorithm which designs the levels can only follow a limited set of rules.

to:

Because a roguelike's challenges are randomly-generated, there is no way to create a definitive {{Walkthrough}} to get a player through them - one can only advise the player on which decisions are generally best to take. This gives roguelikes a greater replay value than games in which levels are hand-designed. However, the trade-off is that level designs tend to be more generic and less creative than a hand-crafted experience, as the algorithm which designs the levels can only follow a limited set of rules.



Roguelikes have a reputation for being [[NintendoHard infamously difficult and unforgiving]], which is largely due to the influence of early dungeon-crawlers such as ''VideoGame/{{NetHack}}'' and ''VideoGame/{{Angband}}'' - these games took {{Permadeath}} very seriously indeed and did little to protect the player from fatal mistakes, instead using death as a way to teach the player what not to do next time. ''VideoGame/{{NetHack}}'', in particular, originated the concept of "YetAnotherStupidDeath" due to the absurd number of different ways a player can die in the game.

While modern roguelikes are usually friendlier, games in the genre still tend to be quite challenging - after all, there is no point in permadeath if it is easy to avoid dying. Still, some modern roguelikes have taken steps to soften the punishment, such as by limiting failures to just the current level, or by allowing the player to carry some of their efforts over to their next playthrough when they die so that they at least have a better chance on future runs.

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Roguelikes have a reputation for being [[NintendoHard infamously difficult and unforgiving]], which is largely due to the influence of early dungeon-crawlers such as ''VideoGame/{{NetHack}}'' and ''VideoGame/{{Angband}}'' - these games took {{Permadeath}} very seriously indeed and did little to protect the player from fatal mistakes, instead using death as a way to teach the player what not to do next time. ''VideoGame/{{NetHack}}'', in particular, originated the concept of "YetAnotherStupidDeath" due to the absurd number of different ways a player can die in the game.

While modern roguelikes are usually friendlier, games in the genre still tend to be quite challenging - after all, there is no point in permadeath if it is easy to avoid dying. Still, some modern roguelikes have taken steps to soften the punishment, such as by limiting failures to just the current level, or by allowing the player to carry some of their efforts over to their next playthrough when they die so that they at least have a better chance on future runs.


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* ''VideoGame/BombermanTower'', a ''VideoGame/{{Bomberman}}'' fangame that uses the 2D platformer gameplay of ''Pocket Bomberman''

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Updating Platform links


* ''VideoGame/BeneathAppleManor'' (UsefulNotes/AppleII, 1978): Predates the {{Trope Namer|s}}; one of the first games with RandomlyGeneratedLevels.

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* ''VideoGame/BeneathAppleManor'' (UsefulNotes/AppleII, (Platform/AppleII, 1978): Predates the {{Trope Namer|s}}; one of the first games with RandomlyGeneratedLevels.



* ''VideoGame/{{Powder}}'', a roguelike developed originally for the UsefulNotes/GameBoyAdvance (and now ported to other systems)

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* ''VideoGame/{{Powder}}'', a roguelike developed originally for the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance (and now ported to other systems)



* ''VideoGame/{{Slayer}}'', another first-person roguelike for the UsefulNotes/ThreeDOInteractiveMultiplayer which has the ''[[TabletopGame/DungeonsAndDragons Advanced Dungeons and Dragons]]'' branding.[[index]]

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* ''VideoGame/{{Slayer}}'', another first-person roguelike for the UsefulNotes/ThreeDOInteractiveMultiplayer Platform/ThreeDOInteractiveMultiplayer which has the ''[[TabletopGame/DungeonsAndDragons Advanced Dungeons and Dragons]]'' branding.[[index]]
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* ''VideoGame/GodofWarRagnarok'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.

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* ''VideoGame/GodofWarRagnarok'': ''VideoGame/GodOfWarRagnarok'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.
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* ''VideoGame/GodOfWarRagnarök'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.

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* ''VideoGame/GodOfWarRagnarök'': ''VideoGame/GodofWarRagnarok'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.
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* ''VideoGame/GodOfWarRagnarock'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.

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* ''VideoGame/GodOfWarRagnarock'': ''VideoGame/GodOfWarRagnarök'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.
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* ''VideoGame/GodOfWarRagnarock'': The game’s free DLC; Valhalla combines its combat system with roguelike gameplay.

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* ''VideoGame/SodaDungeon''



* ''{{VideoGame/Soulblight}}''

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* ''{{VideoGame/Soulblight}}''''VideoGame/{{Soulblight}}''
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Added Wizards Castle, originally by Exidy Software, later ported into BASIC for IBM 80286 clones.

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* ''VideoGame/WizardsCastle'': The dungeon is an 8x8x8 cube where only the Entrance/Exit is a fixed feature. All other items are stocked at random, including staircases and sinkholes. Movement is by compass points (N E S W), combat is Attack, Retreat, or Cast a spell, and even the vendors can transact with you by single letter commands.
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* ''VideoGame/{{Voidigo}}'' mixes randomly generated maps with ''VideoGame/MonsterHunter''-style boss-hunting and semi-{{Permadeath}}.
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Capitalization was fixed from Video Game.EVERSPACE to Video Game.Everspace. Null edit to update index.
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* ''VideoGame/RedRogue'': A Homage to the TropeNamer involving the now widowed lover of @ guided by his revenant to retrieve the Amulet of Yendor and restore him to life. Unlike the original, it is in a side-scrolling platformer format with no jumping. Combat system derives from a rudimentary casting and enchantment system with dual-wielding a main weapon and a throwable weapon.

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* ''VideoGame/RedRogue'': A Homage to the TropeNamer {{Trope Namer|s}} involving the now widowed lover of @ guided by his revenant to retrieve the Amulet of Yendor and restore him to life. Unlike the original, it is in a side-scrolling platformer format with no jumping. Combat system derives from a rudimentary casting and enchantment system with dual-wielding a main weapon and a throwable weapon.



* ''VideoGame/{{Rogue}}'', the TropeNamer and TropeMaker. Part of the Berlin Interpretation's canon.

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* ''VideoGame/{{Rogue}}'', the TropeNamer {{Trope Namer|s}} and TropeMaker.{{Trope Maker|s}}. Part of the Berlin Interpretation's canon.

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