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====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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