Rogue – boxart
AmigaCommodore Amiga

Rogue

roguelike (dungeon crawler) 1986 A.I. Design (vydavatel Epyx) ⏱ Medium · ~3–10 h

The game that created the roguelike genre; your saved position vanishes after death, so there's no cheating.

Rogue is the game that created an entire genre: it takes place in a procedurally generated dungeon full of monsters and treasure, the player must also manage their character's hunger, and once the character dies, the saved position can't be reloaded — the run starts over from scratch with differently arranged corridors and items. The original was created by programmers Michael Toy, Glenn Wichman, and Ken Arnold on university Unix computers, and when they later added the ability to save a game in progress, the save file was deleted the moment it was reloaded, so players couldn't get around death by reloading repeatedly — a principle that was later adopted by virtually the entire following generation of roguelike games. This uncompromising nature, combined with the fact that no two games ever look the same, turned Rogue into a phenomenon that went on to inspire NetHack, Moria, Angband, and eventually the modern wave of so-called roguelite games with persistent progress between lives.

The Amiga port was made in 1986 by the team at A.I. Design in cooperation with publisher Epyx — the same team behind the original commercial ports for DOS and Macintosh. The Amiga version made full use of the computer's color and graphical potential, which at the time was among the most powerful of home machines — instead of plain text display, rooms, monsters, and potions got clear color coding, making it easier to navigate the deeper, more legible levels of the dungeon, even though the individual elements were still represented by simple characters and symbols. The rules, the turn-based combat system, and the random level generation itself all stayed identical to the other Epyx versions, so this is primarily a technical and visual port to more powerful hardware rather than a content expansion or a change to the gameplay.

Why play it: The Amiga version is a good choice for players who want to experience the original Rogue but appreciate the color treatment and a more legible dungeon compared to the purely text-based versions from the early '80s, without losing an ounce of the uncompromising difficulty.

Game 113 of 121 for Commodore Amiga

The same title elsewhere (5)