History VideoGame / Rogue

27th Aug '15 7:58:46 AM HarJIT-EGS
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A Java-based online version of the game can be found [[http://www.hexatron.com/rogue/ here]] and is free to play. Ports to modern {{operating system}}s can be found [[http://rogue.rogueforge.net/rogue-5-4/ here]].

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A Java-based online version of the game can be found [[http://www.hexatron.com/rogue/ here]] and is free to play. Ports to modern {{operating UsefulNotes/{{operating system}}s can be found [[http://rogue.rogueforge.net/rogue-5-4/ here]].
27th Aug '15 7:58:17 AM HarJIT-EGS
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A Java-based online version of the game can be found [[http://www.hexatron.com/rogue/ here]] and is free to play.

to:

A Java-based online version of the game can be found [[http://www.hexatron.com/rogue/ here]] and is free to play.
play. Ports to modern {{operating system}}s can be found [[http://rogue.rogueforge.net/rogue-5-4/ here]].
19th Feb '15 7:23:55 PM Elusivehawk
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->''Rogue is a visual CRT based fantasy game which runs under the UNIX+ timesharing system. Your goal is to grab as much treasure as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom alive.''
-->--''A Guide to the Dungeons of Doom''

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->''Rogue ->''"Rogue is a visual CRT based fantasy game which runs under the UNIX+ timesharing system. Your goal is to grab as much treasure as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom alive.''
-->--''A
"''
-->--'''A
Guide to the Dungeons of Doom''
18th Jan '15 8:50:25 PM rjung
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''Rogue'' was originally written as a test of the curses screen handling library, which became one of the most widely used Unix application libraries. Epyx (the popular game publisher in the 80s) sold a commercial version using tile-based graphics.

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''Rogue'' was originally written as a test of the curses screen handling library, which became one of the most widely used Unix application libraries. Epyx Creator/{{Epyx}} (the popular game publisher in the 80s) sold a commercial version using tile-based graphics.
1st Jul '14 1:23:40 PM RisefromYourGrave
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Rogue is a 1980 video game and one of the first {{roguelike}}s[[note]]According to [[http://en.wikipedia.org/wiki/Chronology_of_roguelike_video_games the other wiki]], Beneath Apple Manor and DUNGEON are two roguelikes that both predated Rogue by two years[[/note]], the one for which all others are named. A top-down, dungeon crawling Dungeons-and-Dragons-like game, it used [=ASCII=]-based graphics to depict the dungeon, player and everything in the dungeon.

One of the unique features of ''Rogue'' was that each new game had a completely new, randomly generated map. Most games of the time, such as ''ColossalCave'', were completely pre-scripted or had limited randomness. This feature became one of the defining elements of the roguelike genre.

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Rogue '''''Rogue''''' is a 1980 video game and one of the first {{roguelike}}s[[note]]According to [[http://en.wikipedia.org/wiki/Chronology_of_roguelike_video_games the other wiki]], Beneath ''Beneath Apple Manor Manor'' and DUNGEON ''DUNGEON'' are two roguelikes that both predated Rogue ''Rogue'' by two years[[/note]], the one for which all others are named. A top-down, dungeon crawling Dungeons-and-Dragons-like game, it used [=ASCII=]-based graphics to depict the dungeon, player and everything in the dungeon.

One of the unique features of ''Rogue'' was that each new game had a completely new, randomly generated map. Most games of the time, such as ''ColossalCave'', ''VideoGame/ColossalCave'', were completely pre-scripted or had limited randomness. This feature became one of the defining elements of the roguelike genre.



!!Tropes (of most this game is either the TropeMaker or TropeCodifier):

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!!Tropes (of most this game is either the TropeMaker or TropeCodifier):
TropeCodifier) found in the game include:
7th Mar '14 7:11:22 PM tracer
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Added DiffLines:

* CheatCode: Typing a specific key sequence would put you in "Wizard Mode", in which you got a wand of fire with 20 charges and had the option not to die when your hit points ran out -- ''if'' you could enter the proper "Wizard's password." Entering the wrong password resulted in "Hm, were you ever as smart as Ken Arnold?".
7th Mar '14 7:03:33 PM tracer
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* RandomlyGeneratedLevels: Even so, each level had exactly 9 rooms. Before dungeon level 10, some of these "rooms" would be merely a transition hallway between two more distant rooms; and after level 10, some "rooms" would be square mazes of corridors whose exits were calculated as though the entire "room" lived in the maze's upper-left corner.

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* RandomlyGeneratedLevels: Even so, each the randomness wasn't totally unpredictable. Each level had exactly 9 rooms. Before dungeon level 10, some of these "rooms" would be merely a transition hallway between two more distant rooms; and after level 10, some "rooms" would be square mazes of corridors whose exits were calculated as though the entire "room" lived in the maze's upper-left corner.
7th Mar '14 7:01:41 PM tracer
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Added DiffLines:

* MobileShrubbery: The xeroc (Rogue's answer to D&D's mimic) disguises itself as an innocent item, and reveals itself when the player tries to pick it up. But if the player reads a scroll of aggravate monster, or is wearing a ring of aggravate monster, the xeroc will move toward him ''without dropping its disguise.'' It can be somewhat disconcerting to see a potion marching toward you. (It's even more disconcerting if the xeroc was disguised as a staircase....)
7th Mar '14 5:50:22 PM tracer
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* RandomlyGeneratedLevels

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* RandomlyGeneratedLevelsRandomlyGeneratedLevels: Even so, each level had exactly 9 rooms. Before dungeon level 10, some of these "rooms" would be merely a transition hallway between two more distant rooms; and after level 10, some "rooms" would be square mazes of corridors whose exits were calculated as though the entire "room" lived in the maze's upper-left corner.
16th Nov '13 8:10:53 PM FordPrefect
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One of the unique features of ''Rogue'' was that each new game had a completely new, randomly generated map. Most games of the time, such as ''ColossalCave'' were completely pre-scripted, or had limited randomness. This feature became one of the defining elements of the roguelike genre.

to:

One of the unique features of ''Rogue'' was that each new game had a completely new, randomly generated map. Most games of the time, such as ''ColossalCave'' ''ColossalCave'', were completely pre-scripted, pre-scripted or had limited randomness. This feature became one of the defining elements of the roguelike genre.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Rogue