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==Gameplay== [[File:Rogue Screen Shot CAR.PNG|thumb|Rogue screenshot CAR]] The [[player character]] is an adventurer. The game starts at the uppermost level of an unmapped dungeon with myriad monsters and treasures. The goal is to fight a way to the bottom level, retrieve the Amulet of Yendor ("Rodney" spelled backwards), then ascend to the surface.<ref name="edge">{{cite web|url=http://www.next-gen.biz/features/making-rogue|title=The Making Of: Rogue|author=Edge Staff|date=2009-07-03|publisher=Edge Online|archive-url=https://web.archive.org/web/20120815191124/http://www.edge-online.com/features/making-rogue |archive-date=2012-08-15}}</ref> Monsters in the levels become progressively more difficult to defeat. Until the Amulet is retrieved, the player cannot return to earlier levels. ===User interface=== [[File:Rogue Screenshot.png|thumb|alt=Screenshot of Rogue|A procedurally generated dungeon in the 1980 version]] In the original text-based versions, all aspects of the game, including the dungeon, the [[player character]], and monsters, are represented by letters and symbols within the [[ASCII]] character set. Monsters are represented by capital letters (such as <code><big>Z</big>,</code> for zombie), and accordingly there are twenty-six varieties. This type of display makes it appropriate for a [[Computer terminal|non-graphical terminal]]. Later [[Porting|ports]] of ''Rogue'' apply [[Extended ASCII|extended character sets]] to the [[text user interface]] or replace it with [[Tile-based video game|graphical tiles]]. The [[HJKL keys|basic movement keys]] (''h'', left; ''j'', down; ''k'', up; and ''l'', right) are the same as the [[cursor (user interface)|cursor]] control keys in the [[Vi (text editor)|vi]] editor. Other game actions also use single keystrokes—''q'' to quaff a [[potion]], ''w'' to wield a weapon, ''e'' to eat some food, etc. In the [[DOS]] version, the [[Arrow keys|cursor keys]] specify movement, and the fast-move keys (''H'', ''J'', ''K'', and ''L'') are supplanted by use of the [[scroll lock]] key. Each [[Level (video games)|dungeon level]] consists of a grid of three rooms by three rooms (potentially); dead-end hallways, T-forks, or bending passageways sometimes appear where rooms would be expected. Lower levels can include a [[maze]] in place of a room. Unlike most [[adventure game]]s of the time of the original design, the dungeon layout and the placement of objects within are [[Random dungeon|randomly generated]].
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