ABSTRACT

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal.

Key Features:

  • Playing tips and strategy for newcomers to the genre

  • Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue
  • The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems
  • The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer
  • Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack
  • "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer
  • Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament)
  • An interview regarding Strange Adventures in Infinite Space
  • Design issues of interest to developers and enthusiasts

Author Bio:

John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

chapter 1|3 pages

An Introduction to Some Rogues

section Section I|30 pages

Basics

chapter 2|4 pages

What the Hell Does Q Do Again?

chapter 3|5 pages

A View of the Field

chapter 4|5 pages

Tips for Travel in Gridland

chapter 6|8 pages

Check and Mate

section Section II|26 pages

Theory

chapter 7|7 pages

The Berlin Interpretation

chapter 8|3 pages

Roguelikes and OD&D

chapter 9|2 pages

Storytelling, Bah!

chapter 10|5 pages

Pushing the Silver Boulder

chapter 11|4 pages

I Never Meta Rogue I Didn’t Like

section Section III|66 pages

NetHack

chapter 12|4 pages

Giant Eel Stories, Volume 1

chapter 13|4 pages

Giant Eel Stories, Volume 2

chapter 14|5 pages

Thou Art Early, but We’ll Admit Thee

chapter 15|5 pages

I Believe It Not!

chapter 16|11 pages

How to Win at NetHack

chapter 17|3 pages

Spoiled for Options

chapter 18|5 pages

Hack Hacks

chapter 19|4 pages

A Quick Look at the NetHack Sources

chapter 20|4 pages

Balancing a Game That Looks Balanceless

chapter 21|6 pages

SLASH’EM: NetHack Intensified

section Section IV|46 pages

Dungeon Crawl

chapter 25|5 pages

Crawl: Skills and Advancement

chapter 26|10 pages

Crawl: Skill Overview

chapter 27|7 pages

Crawl: Interesting Class and Race Pairs

chapter 28|5 pages

Crawl: Travel Functions and Play Aids

chapter 29|6 pages

Crawl: Dungeon Sprint

section Section V|23 pages

ADOM

chapter 30|4 pages

ADOM, NetHack with a Goatee

chapter 31|3 pages

Things to Do While Visiting Ancardia

chapter 32|13 pages

Interview: Thomas Biskup on ADOM

section Section VI|77 pages

Mystery Dungeon

chapter 34|6 pages

Architecture of the Mystery Dungeon

chapter 35|3 pages

Fei’s Problems

chapter 36|16 pages

Taloon’s Mystery Dungeon, in Great Detail

chapter 37|10 pages

A Journey to Table Mountain, Part 1

chapter 38|8 pages

A Journey to Table Mountain, Part 2

chapter 39|10 pages

A Journey to Table Mountain, Part 3

chapter 40|13 pages

A Journey to Table Mountain, Part 4

section Section VII|85 pages

Various Roguelikes

chapter 41|6 pages

Angband: At Last!

chapter 42|8 pages

Cause for Incursion

chapter 44|7 pages

HyperRogue

chapter 46|12 pages

XRogue Has Not Yet Ceased to Be

chapter 48|6 pages

Hack’s Lost Brother

chapter 49|6 pages

Interview: Keith Burgun on 100 Rogues

chapter 50|15 pages

Interview: Josh Ge on Cogmind

section Section VIII|71 pages

Roguelites and Related Games

chapter 51|7 pages

Pixel Journeys: dnd for PLATO

chapter 53|10 pages

Interview: Digital Eel on Infinite Space

chapter 55|7 pages

Spelunky

chapter 56|8 pages

Exploring the Oasis

chapter 57|6 pages

The Rescue of Meta-Zelda

chapter 58|5 pages

Space Peeing Out There

chapter 59|3 pages

Doom, Doom, Doom, Doom

chapter 60|7 pages

DreamForge’s Dungeon Hack

section Section VIV|51 pages

Design

chapter 61|4 pages

The Eight Rules of Roguelike Design

chapter 62|5 pages

Mapping the Infinite Cavern

chapter 63|6 pages

Purposes for Randomization in Game Design

chapter 64|6 pages

Interface Aids and the Strategy Window

chapter 65|4 pages

Modeling Motion on a Dungeon Grid

chapter 66|10 pages

Rogue’s Item ID in Too Much Detail

chapter 67|8 pages

Item Design: Potions and Scrolls

chapter 68|5 pages

Towards Building a Better Dungeon

section Section VV|22 pages

Miscellaneous

chapter 70|5 pages

Running Atari ST Rogue in 2016

chapter 71|3 pages

Rogue and Its Inspiration

chapter 72|3 pages

The Rights to Rogue

chapter 73|2 pages

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