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===Following evolution (1980–1995)=== <div class="thumb tright"> <div class="thumbinner" style="width:474px;background:white;"> {{chart/start| summary=Boxes and lines diagram with 12 boxes}} {{chart| | | | | ROG |-| OTH | ROG =''[[Rogue (video game)|Rogue]]''<br />1980 | OTH = Other Variants}} {{chart| |F|~|~|~|A|~|~|~|7| | | | }} {{chart| HAC |-| OTH | | MOR | | | HAC=''[[Hack (Unix video game)|Hack]]''<br />1982| MOR=''[[Moria (1983 video game)|Moria]]''<br />1983 | OTH=Other Variants}} {{chart| |!| | | | | | | |!| | | | }} {{chart| NH |-| OTH | | UMO | | | NH=''[[NetHack]]''<br />1987 | OTH=Other Variants| UMO=''UMoria''<br />1988 }} {{chart| |:| | | | | | | |!| | | | }} {{chart| ADM | | | | | | ANG |-| OTH | ADM=''[[Ancient Domains of Mystery|ADOM]]''<br />1994 | OTH=Other Variants| ANG=''[[Angband (video game)|Angband]]''<br />1990}} {{chart| | | | | | | | | |!| | | |}} {{chart| | | | | | | | | ZAN |-| OTH | ZAN=''ZAngband''<br />1994| OTH=Other Variants}} {{chart| | | | | | | | | |!|}} {{chart| | | | | | | | | TOM | TOM=''[[Tales of Maj'Eyal]]''<br />2009}} {{chart/end}} <div class="thumbcaption">The hierarchy of the major Roguelike games that are known to descend from ''Rogue''. Solid lines represent games developed from the parent's source code, while dotted lines represent games that were inspired by the parent game.<ref name="FSM">[http://freesoftwaremagazine.com/articles/freeing_an_old_game_moria/ Freeing an old game] {{Webarchive|url=https://web.archive.org/web/20200726004337/http://freesoftwaremagazine.com/articles/freeing_an_old_game_moria/ |date=July 26, 2020 }} by Ben Asselstine on [[Free software magazine]] (March 12, 2007)</ref></div> </div> </div> The popularity of ''Rogue'' led developers to create their own versions of the game, though their efforts were originally limited by the lack of access to ''Rogue''{{'}}s source, which was not released until BSD v4.3 in 1986.<ref name="craddock chapter 5"/> These developers resorted to building games from scratch similar to ''Rogue'' but with features that they wanted to see.<ref name="craddock chapter 5">Craddock 2015, Chapter 5: "When the Inmates Run the Asylum – Hack-ing at Lincoln-Sudbury High School"</ref> These versions would be distributed with source code, and along with the original ''Rogue'' source, other developers were able to create [[software fork]]s of the games, adding in new monsters, items, and gameplay features, creating several dozen variants.<ref name="craddock chapter 5"/> This process was aided by switching code to languages with better [[Strong and weak typing|data typing]], including [[Object-oriented programming|object-oriented]] and [[scripting language|scripting]] languages, and cleaning up and modularizing the code so that contributors can better follow where changes can be made. While there are some direct variants of ''Rogue'', such as ''[[Brogue (video game)|Brogue]]'',<ref name="brogue">{{cite web| url=http://indiegames.com/2011/12/freeware_game_pick_brogue_bria.html| title=Freeware Game Pick: Brogue (Brian Walker)| access-date=April 4, 2015| last=Shaw| first=Cassandra| archive-date=April 20, 2015| archive-url=https://web.archive.org/web/20150420001718/http://indiegames.com/2011/12/freeware_game_pick_brogue_bria.html| url-status=live}}</ref> most variants of ''Rogue'' could be classified into two branches based on two key games, ''Moria'' and ''Hack'', that were developed in the spirit of ''Rogue''.<ref>{{cite web | url = http://www.gamesetwatch.com/2008/01/play_angband_at_last.php | title = Column: @Play: Angband – At Last! | work = [[Game Set Watch]] | first = John | last = Harris | date = January 19, 2008 | access-date = December 29, 2015 | archive-date = September 24, 2015 | archive-url = https://web.archive.org/web/20150924020726/http://www.gamesetwatch.com/2008/01/play_angband_at_last.php | url-status = live }}</ref> ====''Moria''-based==== ''[[Moria (1983 video game)|Moria]]'' (1983) was developed by Robert Alan Koeneke while a student at [[University of Oklahoma]], inspired by both ''Adventure'' and ''Rogue''. Having access to a [[VAX-11|VAX-11/780]], but without the source to ''Rogue'' due to computer administrator restrictions, he began trying to recreate ''Rogue'' but specifically flavored with the [[Moria (Middle-earth)|complex cave maze]] of the same name in [[J.R.R. Tolkien]]'s [[Middle Earth]] stories. Following Tolkien's fiction, the player's goal was to descend to the depths of Moria to defeat the [[Balrog]], akin to a [[boss (video gaming)|boss battle]].<ref name="craddock chp7">Craddock 2015, Chapter 7: "None Shall Pass: Braving the Mines of Moria"</ref> As with ''Rogue'', levels were not persistent: when the player left the level and then tried to return, a new level would be procedurally generated. Among other improvements to ''Rogue'', Koeneke included a persistent town at the highest level where players could buy and sell equipment, and the use of [[data structure]]s within the [[Pascal (programming language)|Pascal]] language allowed him to create a more diverse [[bestiary]] within the game.<ref name="craddock chp7"/> He got help from several playtesters as well as another student, Jimmey Wayne Todd, who helped to program a deeper character generation system.<ref name="craddock chp7"/> ''UMoria'' (short for ''UNIX Moria'') is a close variation on ''Moria'' by Jim E. Wilson, making the game more portable to a larger variety of computers while fixing various bugs.<ref name="craddock chp7"/> [[File:Angband.png|thumb|right|''Moria'' and its descendants—including ''Angband'', which this screenshot is from—incorporated a fixed town level where players could buy and sell equipment.]] ''[[Angband (video game)|Angband]]'' (1990) was developed by Alex Cutler and Andy Astrand while attending the [[University of Warwick]]. Having played ''UMoria'', they wanted to expand the game even further. Working from ''UMoria''{{'}}s code, they increased the number of levels and monsters, flavored the game based on [[Angband (Middle-earth)|Angband]], the massive fortress controlled by [[Morgoth]] from Tolkien's fiction, and incorporated more of the deadlier creatures described within the Middle Earth mythology. They kept the Balrog as a difficult creature that must be overcome at a mid-game level, while Morgoth became the final boss the player must defeat to win the game.<ref name="craddock chp8">Craddock 2015, Chapter 8: "Neapolitan Roguelike: The Many Flavors of Angband"</ref> Following Cutler and Astrand's graduation, Sean March and Geoff Hill took over the development to see the game through to a public release outside of the university, adding in elements such as giving the player a sense of the rewards and dangers of a level when they entered it the first time.<ref name="craddock chp8"/> Once ''Angband'' was released to the public via [[USENET]], there were efforts to have code maintainers (the "devteam") to fix bugs, clean up the code and implement suggestions into the code.<ref name="craddock chp8"/> Due to numerous shifts in those maintaining the code (due to other obligations), and the number of potential user suggestions to include, ''Angband'' would become highly [[fork (software development)|forked]], leading to a number of ''Angband'' variants; at least sixty known variants exist with about a half dozen still under active development.<ref name="engadget">{{cite web | url = https://www.engadget.com/2014/01/18/the-game-archaeologist-a-brief-history-of-roguelikes/ | title = The Game Archaeologist: A brief history of roguelikes | first = Justin | last = Olivetti | date = January 18, 2014 | access-date = May 7, 2015 | work = [[Engadget]] | archive-date = May 18, 2015 | archive-url = https://web.archive.org/web/20150518074331/http://www.engadget.com/2014/01/18/the-game-archaeologist-a-brief-history-of-roguelikes/ | url-status = live }}</ref><ref name=variants>{{cite web|url=http://angband.oook.cz/variants.php?ordrd=1|title=Angband variant list|access-date=January 18, 2009|archive-date=October 15, 2007|archive-url=https://web.archive.org/web/20071015091513/http://angband.oook.cz/variants.php?ordrd=1|url-status=live}}</ref> One significant fork was ''ZAngband'' (1994) (short for ''Zelazny Angband''), which expanded on ''Angband'' and altered the theme towards [[Roger Zelazny]]'s ''[[The Chronicles of Amber]]''.<ref>{{cite web | url = http://www.ign.com/articles/2013/12/26/a-history-of-roguelikes-in-6-free-games | title = A History of Roguelikes in 6 Free Games | work = [[IGN]] | date = December 26, 2013 | access-date = November 12, 2015 | first = Alex | last = Spenser | archive-date = April 13, 2014 | archive-url = https://web.archive.org/web/20140413175539/http://www.ign.com/articles/2013/12/26/a-history-of-roguelikes-in-6-free-games | url-status = live }}</ref> The ''ZAngband'' codebase would be used to create ''Troubles of Middle Earth'' (''ToME'') in 2002, which later swapped out the Tolkien and Zelazny fiction setting for a new original one to become ''[[Tales of Maj'Eyal]]'' (2009).<ref>{{cite web | url = http://www.usgamer.net/articles/infinite-dungeons-infinite-death-tales-of-majeyal-pc-review | title = Infinite Dungeons, Infinite Death: Tales of Maj'Eyal PC Review | work = [[USGamer]] | first = Pete | last = Davidson | date = December 17, 2013 | access-date = November 12, 2015 | archive-date = November 9, 2015 | archive-url = https://web.archive.org/web/20151109165936/http://www.usgamer.net/articles/infinite-dungeons-infinite-death-tales-of-majeyal-pc-review | url-status = live }}</ref> The vanilla ''Angband'' remains in development today by the devteam.<ref name="craddock chp8"/> ====''Hack''-based==== ''[[Hack (Unix video game)|Hack]]'' (1982) was developed by Jay Fenlason with help from Kenny Woodland, Mike Thome, and Jonathan Payne, students at [[Lincoln-Sudbury Regional High School]] at the time, while participating in the school's computer lab overseen by [[Brian Harvey (lecturer)|Brian Harvey]].<ref name="craddock chapter 5"/> Harvey had been able to acquire a [[PDP-11|PDP-11/70]] minicomputer for the school and instituted a course curriculum that allowed students to do whatever they wanted on the computers, including playing games, as long as they had completed assignments by the end of each semester. Fenlason, Woodland, Thome, and Payne met through these courses and became a close group of friends and competent programmers.<ref name="craddock chapter 5"/> Harvey had invited the group to the computer labs at UC Berkeley where they had the opportunity to use the mainframe systems there, and were introduced to ''Rogue'', inspiring them to create their own version as their class project. Fenlason had created a list of features they wanted to improve upon in ''Rogue'' such as having a level's layout saved once the player moved off that level. They approached Toy and Arnold at a local [[USENIX]] conference for the source code to ''Rogue'', but were refused, forcing them to develop the routines from scratch.<ref name="craddock chapter 5"/> The resulting program, ''Hack'', stayed true to the original ''Dungeons and Dragons'' influences, and derived its name from being both a "hack and slash" game as well as a [[hack (computer code)|programming hack]] to recreate ''Rogue'' without having access to its source code.<ref name="craddock chapter 5"/> Fenlason was not able to include all the desired features, and his involvement in ''Hack''{{'}}s development concluded after the students had left the school. Fenlason had provided the source code to ''Hack'' to the USENIX conferences to be distributed on their digital tapes, from which it was later discovered and built upon through USENET newsgroups, porting it to various systems. Like ''Angband'', the maintainership of the ''Hack'' code passed through several hands, and some variants were created by different forks.<ref name="craddock chp6"/> [[File:Nethack releasing a djinni.png|thumb|right|An example of a fixed level from ''NetHack'', showing a town-like area (with buildings indicated by the line symbols) with a river passing through it (the blue tiles)]] ''Hack'' would eventually be dropped in favor of ''[[NetHack]]'' (1987).<ref name="engadget"/> When Mike Stephenson, an analyst at a computer hardware manufacturer, took maintainership of ''Hack''{{'}}s code, he improved it, taking suggestions from [[Izchak Miller]], a philosophy professor at [[University of Pennsylvania]], and Janet Walz, another computer hacker. Calling themselves the DevTeam, they began to make major modifications to ''Hack''{{'}}s code. They named their new version ''NetHack'', in part due to their collaboration over the game being done through USENET.<ref name="craddock chp6"/> ''NetHack''{{'}}s major deviations from ''Hack'' were the introduction of a wider variety of monsters, borrowing from other mythologies and lores, including anachronistic and contemporary cultural elements (such as a tourist class with a flash-bulb camera inspired by [[Terry Pratchett]]'s ''[[Discworld]]'' series)<ref>{{cite web | url = http://www.rockpapershotgun.com/2015/12/08/nethack-roguelike-update/ | title = The Twelve Years Of Nethack: Version 3.6.0 Out Now | first = Adam | last = Smith | date = December 8, 2015 | access-date = December 8, 2015 | work = [[Rock Paper Shotgun]] | archive-date = December 8, 2015 | archive-url = https://web.archive.org/web/20151208205043/http://www.rockpapershotgun.com/2015/12/08/nethack-roguelike-update/ | url-status = live }}</ref> in the high fantasy setting, and the use of pre-defined levels with some procedural elements that the player would encounter deeper in the dungeons.<ref name="craddock chp6"/> Further iterations of the game included branching pathways through the dungeon and optional character-based quests that could grant the player an extremely useful item to complete the game.<ref name="craddock chp6"/> Though the DevTeam released the code publicly, they carefully maintained who could contribute to the code base to avoid excessive forking of the vanilla game, and remain relatively quiet about suggested improvements to each release, working in relatively secrecy from its player base.<ref name="craddock chp6">Craddock 2015, Chapter 6: "It Takes a Village: Raising NetHack"</ref> ''[[Ancient Domains of Mystery]]'' (1994), or ''ADOM'' for short, derived from concepts presented in ''NetHack''. ''ADOM'' was originally developed by [[Thomas Biskup]] while a student at [[Technical University of Dortmund]].<ref name="craddock chp9">Craddock 2015, Chapter 9: "Wish You Were Here! Questing for Postcards in Ancient Domains of Mystery"</ref> After playing through ''Rogue'' and ''Hack'', he came to ''NetHack'' and was inspired by the game but dismayed at the complexity and elements he found unnecessary or distracting. Biskup created ''ADOM'' from scratch with the aim of creating a more story-driven game than ''NetHack'' that kept the depth of gameplay with a focused theme and setting.<ref name="craddock chp9"/> The resulting game featured several different dungeons, many generated procedurally, connected through an [[overworld]] map of the fictional realm of Ancardia, and would have the player complete various quests in those dungeons to progress the game. A major feature was the influence of Chaos forces through unsealed portals, which the player would have to close. While in areas affected by Chaos, the player's character would become tainted, causing mutations that could be either detrimental or beneficial.<ref name="craddock chp9"/> ''ADOM'', like ''NetHack'' and ''Angband'', would gain a devteam to maintain the code and implement updates and patches to avoid excessive forking.<ref name="craddock chp9"/> ====Other variants==== Not all early roguelikes were readily classified as ''Hack'' or ''Moria'' descendants. ''[[Larn (video game)|Larn]]'' (1986), developed by Noah Morgan, borrowed concepts from both ''Hack'' (in that there are persistent and fixed levels) and ''Moria'' (in the availability of a shop level and general difficulty increasing with dungeon level), but while these two games have spiraled in size to take multiple play sessions to complete, ''Larn'' was aimed to be completed in a single session. ''Larn'' also uses a fixed-time feature, in that the player had only so many turns to complete a goal, though there were ways to jump back in time as to extend play.<ref>{{cite web | url = http://www.gamesetwatch.com/2008/04/play_larn_or_i_hocked_the_car.php | title = COLUMN: @Play: Larn, Or, I Hocked The Car To Buy A Lance Of Death | first = John | last = Harris | date = April 26, 2008 | access-date = November 12, 2015 | work = [[Game Set Watch]] | archive-date = September 24, 2015 | archive-url = https://web.archive.org/web/20150924020737/http://www.gamesetwatch.com/2008/04/play_larn_or_i_hocked_the_car.php | url-status = live }}</ref> ''Omega'', developed by Laurence Brothers in the late 1980s, is credited with introducing an overworld concept to the roguelike genre, prior to the feature's appearance in ''ADOM''. ''Omega'' was often remembered for its odd inventory approach in which the player would have to pick up an object, considering it being held, and then moving that object to a bag or an equipment slot.<ref name="makeuseof spin">{{cite web | url = http://www.makeuseof.com/tag/roguelikes-a-unique-challenging-spin-on-the-rpg-genre/ | title = Roguelikes: A Unique & Challenging Spin On The RPG Genre | first = Tim | last = Brookes | date = September 2, 2013 | access-date = November 12, 2015 | work = MakeUseOf | archive-date = November 16, 2015 | archive-url = https://web.archive.org/web/20151116153924/http://www.makeuseof.com/tag/roguelikes-a-unique-challenging-spin-on-the-rpg-genre/ | url-status = live }}</ref> ''[[Linley's Dungeon Crawl]]'' (1995) was created by Linley Henzell and featured a skill-based character progression system, in which [[experience point]]s could be used to improve specific skills, such as weapon proficiency or trap detection. One fork of this would form the basis for ''[[Dungeon Crawl Stone Soup]]'' (2006).<ref>{{cite web | url = http://www.gamesetwatch.com/2010/01/column_play_crawlapalooza_part.php | title = COLUMN: @Play: Crawlapalooza Part 1, Skills and Advancement | work = [[Game Set Watch]] | first = John | last = Harris | date = January 15, 2010 | access-date = November 12, 2015 | archive-date = September 24, 2015 | archive-url = https://web.archive.org/web/20150924040336/http://www.gamesetwatch.com/2010/01/column_play_crawlapalooza_part.php | url-status = live }}</ref> [[Strategic Simulations, Inc.|SSI]]'s ''[[Dungeon Hack]]'' (1993) offered randomized dungeons and permadeath within [[AD&D 2nd Edition]] rules.<ref name="scorpia199402">{{Cite magazine |last=Scorpia |date=February 1994 |title=Hackin' the Nights Away |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=115 |department=Scorpion's View |magazine=Computer Gaming World |archive-date=October 3, 2017 |archive-url=https://web.archive.org/web/20171003001602/http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=115 |url-status=live|pages=62, 64 |access-date=November 9, 2017 }}</ref>
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