rogue
Play the text-based adventure game Rogue
SYNOPSIS
rogue [-r] [save_file]
rogue [-s]
PARAMETERS
-r
Restores a previously saved game. If a save_file is specified, it attempts to load from that file; otherwise, it looks for a default save file (e.g., rogue.save) in the current directory. This is typically a single-use save for resuming an interrupted session.
-s
Displays the high score list, showing the names and scores of the top players.
save_file
Optional argument used with -r to specify the path to a particular game save file to restore.
DESCRIPTION
Rogue is a seminal command-line game, widely recognized for spawning the entire "roguelike" genre. Developed in 1980, it presents players with a challenging dungeon crawl through procedurally generated levels, depicted using simple ASCII characters. The objective is to descend through numerous dangerous floors, battling various monsters, collecting gold and magical items, and ultimately retrieving the legendary Amulet of Yendor.
The game is characterized by its turn-based gameplay, permanent death (permadeath), and the absence of save/load mechanics beyond a temporary save on exit. Each playthrough offers a unique experience due to the random generation of maps, item placements, and monster encounters. Its unforgiving nature and emphasis on strategic decision-making have solidified its place as a classic in video game history, inspiring countless derivatives and influencing modern game design.
CAVEATS
Rogue features permanent death (permadeath), meaning once your character dies, the game ends, and you must start a new adventure from scratch. There is no conventional saving or loading to backtrack from mistakes. The game's ASCII-based interface may be unfamiliar to modern players, and its complex keybindings can have a steep learning curve. The procedural generation, while enhancing replayability, can sometimes lead to unfairly difficult or uninteresting level layouts.
GAMEPLAY MECHANICS
Rogue is a turn-based, single-player dungeon crawler. Players navigate a maze of rooms and corridors, encountering monsters, collecting gold, and identifying magical items (weapons, armor, potions, scrolls). The game features a rudimentary inventory system, hunger mechanics, and various monster types with unique behaviors. The primary goal is to retrieve the Amulet of Yendor from the deepest level of the dungeon.
ASCII GRAPHICS
The game's visual representation relies entirely on ASCII characters. The player is typically represented by an '@' symbol, monsters by letters (e.g., 'A' for Aquator, 'B' for Bat, 'D' for Dragon), walls by '#', floors by '.', and items by various symbols. This minimalist interface requires players to interpret the abstract symbols to visualize the game world.
INFLUENCE ON 'ROGUELIKE' GENRE
Rogue is considered the progenitor of the 'roguelike' genre. Its defining characteristics, including procedural generation, permadeath, turn-based gameplay, grid-based movement, and complex systems interaction, became the 'Berlin Interpretation' criteria for classifying games as roguelikes. Its influence can be seen in numerous modern independent games, both traditional and 'roguelite' derivatives.
HISTORY
Rogue was initially developed in 1980 by Michael Toy and Glenn Wichman at the University of California, Santa Cruz, and later ported to various Unix systems by Ken Arnold. Its rapid spread across academic and research institutions through ARPANET established its widespread popularity. The game's open-source nature in the later 1980s led to numerous variants and derivatives, cementing its legacy. Its core mechanics of procedural generation, turn-based combat, and permadeath laid the foundational blueprint for the entire "roguelike" genre, making it a pivotal title in computer game history.
SEE ALSO
nethack(6), angband(6), crawl(6)