->''"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 player, the dungeon, and everything in it.

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, while the Internet Archive hosts an online emulated version of the DOS version [[https://archive.org/details/msdos_Rogue_1983 here]]. 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 cause 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 Fighter'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 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.