->''"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''

'''''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 ''VideoGame/ColossalCave'', were completely pre-scripted or had limited randomness. This feature became one of the defining elements of the roguelike genre.

''Rogue'' was originally written as a test of the curses screen handling library, which became one of the most widely used Unix application libraries. Creator/{{Epyx}} (the popular game publisher in the 80s) sold a commercial version using tile-based graphics.

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 UsefulNotes/{{operating system}}s can be found [[http://rogue.rogueforge.net/rogue-5-4/ here]].

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

* AdaptationExpansion: While nearly all roguelikes owe their inspiration to this game, a few are actual expansions on the rogue source code base. One such enhancement was "S-Rogue", which added spell points and blesses/curses on all items.
* AntiGrinding: The game forces you to explore lower and more dangerous levels by using hunger as a time limit. Once a level has been cleared, no more food can be found unless you descend.
* ASCIIArt: When you die, you get an ASCII tombstone with your reason of death on it.
* CameBackWrong: Some implementations allow you to resurrect as undead; among other things, it allows you to survive by drinking the blood of your kills, but real food is reduced in value and fruit is a downright waste of time ("you gnaw at the vile rambutan"). The various implementations generally seem to treat this as a cheat, although it doesn't necessarily make the game any easier.
* 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?".
* CopyProtection: Copying the game made the monsters do six times more damage than normal, and a special tombstone message was shown upon death: "Rest in Peace: Software Pirate. Killed by: Copy Protection Mafia."
* ExcusePlot: You have to go retrieve the Amulet of Yendor. According to the manual, this is the test at the end of your training to join the Fighteŕ's Guild. That's it.
* MaximumHPReduction: Vampires' attacks do this. The loss can be recovered by drinking healing potions while already at maximum hit points, but at greatly reduced efficiency: 1 hit point per potion of healing or 2 hit points per potion of extra healing.
* 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....)
* NintendoHard: Even some of the ''makers of the game'' have never completed it!
* OhCrap: Occasionally a "monster party" room will pop up, in which you are vastly outnumbered by more monsters than you thought could fit in the space. Normally you can make a good attempt at beating them by [[YouShallNotPass backing into the hallway and hacking and slashing your way through]], but once in a while you get a monster party room on a level with one. Giant. Cavern. Good luck with that...
* PermaDeath
* RandomlyGeneratedLevels: Even so, 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.
* SdrawkcabName: Yendor is backwards for Rodney. In most versions Rodney is the player character's default name if you leave your name blank when prompted for it at the beginning of the game.
* WizardNeedsFoodBadly: At extreme hunger levels your character first starts fainting and eventually dies. Made more difficult by the fact that some rings increase the rate at which you get hungry -- a ring of increase damage, for example, will double your food consumption rate, while a ring of regeneration will triple it.