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Exploring Roguelike Games [Pehme köide]

(Glasgow Caledonian University, UK)
  • Formaat: Paperback / softback, 556 pages, kõrgus x laius: 280x210 mm, kaal: 1560 g, 433 Halftones, black and white; 35 Illustrations, black and white
  • Ilmumisaeg: 10-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-10: 0367482592
  • ISBN-13: 9780367482596
  • Formaat: Paperback / softback, 556 pages, kõrgus x laius: 280x210 mm, kaal: 1560 g, 433 Halftones, black and white; 35 Illustrations, black and white
  • Ilmumisaeg: 10-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-10: 0367482592
  • ISBN-13: 9780367482596
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the authors enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal.

Key Features:











Playing tips and strategy for newcomers to the genre











Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue





The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems





The Japanese console roguelikes Taloons Mystery Dungeon and Shiren the Wanderer





Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack





"Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer





Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament)





An interview regarding Strange Adventures in Infinite Space





Design issues of interest to developers and enthusiasts

Author Bio:

John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.
Notes on the Text xix
About the Author xxi
1 An Introduction to Some Rogues
1(6)
1.1 "Is That a Computer Game or Bad ASCII Art?"
1(1)
1.2 "But It Helped Me Last Time!"
2(1)
1.3 Part Hack and Slash, Part Scientific Method
2(5)
Section I Basics
2 What the Hell Does Q Do Again?
7(4)
2.1 Behold the Wonders of vi
7(1)
2.2 News (or Rather, Keys) You Can Use
8(3)
3 A View of the Field
11(6)
3.1 Cats vs. Dogs, Joel vs. Mike, NetHack vs. Angband
13(4)
4 Tips for Travel in Gridland
17(6)
4.1 About Diagonals
17(1)
4.2 About Doors
18(1)
4.3 Dealing with Missile Users and Spellcasters
18(1)
4.4 Dealing with Wand Users
19(1)
4.5 About Speed
20(1)
4.6 Escape, Regeneration and Loops
20(3)
5 Brought to You Today by the Letter "Q"
23(4)
5.1 First Problem: There Are Only 26 Letters
23(1)
5.2 Second Problem: Finding Monsters for the Less-Common Letters
24(2)
5.3 Sources
26(1)
6 Check and Mate
27(10)
6.1 Permadeath Defined
27(1)
6.2 Critical Moments
28(1)
6.3 Fleeing
29(1)
6.4 Items
30(1)
6.5 The First Law of Roguelikes
30(2)
6.6 Situational Danger and Improving State
32(1)
6.7 Cockatrices
32(2)
6.7.1 Medusa
33(1)
6.7.2 High-Level Magic Users
33(1)
6.8 Ray Users
34(3)
Section II Theory
7 The Berlin Interpretation
37(8)
7.1 High Value Factors
38(1)
7.1.1 Random Environment Generation
38(1)
7.2 Permadeath
38(3)
7.2.1 Turn-Based
39(1)
7.2.2 Grid-Based
39(1)
7.2.3 Non-Modal
39(1)
7.2.4 Complexity
39(1)
7.2.5 Resource Management
40(1)
7.2.6 Hack'n'slash
40(1)
7.2.7 Exploration and Discovery
40(1)
7.3 Low Value Factors
41(4)
7.3.1 Single Player Character
41(1)
7.3.2 Monsters Are Similar to Players
41(1)
7.3.3 Tactical Challenge
42(1)
7.3.4 ASCII Display
42(1)
7.3.5 Dungeons
43(1)
7.3.6 Numbers
43(2)
8 Roguelikes and OD&D
45(4)
8.1 That Roguelike Feeling
45(2)
8.2 Seriously, Prankster Wizards
47(1)
8.3 "Storytelling" in Roguelikes
47(2)
9 Storytelling, Bah!
49(2)
10 Pushing the Silver Boulder
51(6)
10.1 Ever Since I Was a Young Boy, I've Played the Silver Ball
51(1)
10.2 A Little History of Pinball
52(1)
10.3 Basics of Pinball
52(1)
10.4 Williams Mutual: Invest in Our Portfolio of Bumpers and Ramps
53(1)
10.5 The Point of Impulse, Described and Examined
53(1)
10.6 From Dendrite to Finger Muscle
54(1)
10.7 Vector A + Vector B + Vector C Outlane
55(2)
11 I Never Meta Rogue I Didn't Like
57(6)
11.1 Remembering Dragons, Beloved Developers and the Whole Wide World
58(1)
11.2 Civic Improvement through Reincarnation
58(1)
11.3 "Oh Darn, It's `Kill the Hero Day' in the Dungeons of Doom"
59(1)
11.4 But Really, Why Is That So Cool?
60(1)
11.5 But Really Really, Why Is This So Cool?
60(3)
Section III NetHack
12 Giant Eel Stories, Volume 1
63(4)
12.1 Nightshade, Chaotic Female Elven Wizard, March 20, 2002, played by nyra
63(1)
12.2 Ciompi259, Neutral Male Human Tourist, February 22, 2004, played by Robert R. Schneck
64(1)
12.3 Glossary of rec.games.roguelike.nethack Terms
65(1)
12.4 Acknowledgments
66(1)
13 Giant Eel Stories, Volume 2
67(4)
13.1 Edward, Chaotic Male Elven Wizard Extinctionist, Ascended, played by Matthew E. Bourland
67(1)
13.2 Patito, Neutral Male Gnomish Healer Pacifist, Ascended, played by Andreas Dorn
68(1)
13.3 Zadir, Neutral Female Human Priest, Killed by Overexertion, played by legopowa
69(2)
14 Thou Art Early, but We'll Admit Thee
71(6)
14.1 Death by Inches
72(1)
14.2 Death by Logic
72(2)
14.3 Deadly Reading
74(1)
14.4 The Most Obscure Death
75(2)
15 I Believe It Not!
77(6)
15.1 Strange Objects
78(1)
15.1.1 Sinks
78(1)
15.1.2 Shirts
78(1)
15.1.3 Graves
78(1)
15.2 Fortunes
78(1)
15.3 The Rogue Level
79(1)
15.4 Cultural Borrowings
79(1)
15.5 Coyotes
79(1)
15.6 Incidental Messages
80(1)
15.7 Hallucination Messages
80(1)
15.8 Shocking the Gods
80(3)
16 How to Win at NetHack
83(12)
16.1 Recognize How Safe You Are at the Start of the Game
83(1)
16.2 Do Not Give the Game Excuses to Kill You
84(1)
16.3 Build the Essential Intrinsics as Soon as Possible
85(1)
16.4 Learn the Most Dangerous Monsters
85(1)
16.5 Build Equipment for Overcoming Game Obstacles
86(1)
16.6 Know How to Deal with the Gods
87(1)
16.7 Know What Is Safe to Eat
88(1)
16.8 Learn about Elbereth
88(1)
16.9 Use Some Identification Tricks
89(1)
16.10 Make the Most of Your Pets
89(1)
16.11 Know How to Deal with Shops
89(1)
16.12 Be Aware of Special Areas
90(2)
16.13 Other Things
92(3)
17 Spoiled for Options
95(4)
17.1 A Question with No Right Answer? Well Actually ...
95(1)
17.2 "So It's Great, but I'm Still Not Sold ..."
96(1)
17.3 The Guiltless Confession
96(1)
17.4 "My Valkyrie Puts All Her Skill Points into `Google Lore'!"
97(2)
18 Hack Hacks
99(6)
18.1 Color Alchemy
100(1)
18.2 Enhanced Artifacts
100(1)
18.3 Biodiversity
101(1)
18.4 Grudge
101(1)
18.5 Pet Ranged Attack
101(1)
18.6 New Bigrooms, New Castles, New Medusa Lairs, New Sokoban Levels
102(1)
18.7 Heck
102(3)
19 A Quick Look at the NetHack Sources
105(4)
19.1 GCC Hits! Your Brain Is Eaten!
106(1)
19.2 "NetHack Contains Everything Including the Kitchen Sink," Eh? Not Anymore, Fool!
107(1)
19.3 At Last We Can Add Godzilla as a Monster
107(1)
19.4 That's How ... But Why?
108(1)
19.5 Knowing What Not to Change
108(1)
20 Balancing a Game That Looks Balanceless
109(4)
20.1 Wishing for Wishes
110(1)
20.2 Nurse Dancing
110(1)
20.3 Polypiling
110(1)
20.4 Succubus Dancing
111(1)
20.5 Current Problems
111(2)
20.5.1 Pudding Farming
111(1)
20.5.2 Pestilence Farming
112(1)
21 SLASH'EM: NetHack Intensified
113(6)
21.1 Beyond the Kitchen Sink
113(1)
21.2 The Dungeon Is Beta Software, Features May Be More Awesome Than Your Universe Will Allow
114(1)
21.3 More?
115(1)
21.4 Even More?
116(1)
21.5 Dear God, Still More?
116(1)
21.6 But Why?
117(1)
21.7 Source
118(1)
22 Ten Years of the dev/null NetHack Tournament, Part 1
119(4)
22.1 Things Most People Can Win
120(1)
22.2 Things Experienced `Hackers Can Win
120(1)
22.3 Things Really Good Players Can Win
121(1)
22.4 Things the Very Best Can Win
121(1)
22.5 Things marvin Can Win
121(1)
22.6 Things You Won't Want to Win
121(2)
23 Ten Years of the dev/null NetHack Tournament, Part 2
123(6)
Section IV Dungeon Crawl
24 Before Learning to Walk, One Must First Crawl
129(8)
24.1 Shrek Ain't Too Happy to See Me
129(1)
24.2 More Early Bullies of the Dungeon
130(1)
24.3 Roadmap to Monsterland
130(2)
24.4 Tips for Identification, Conservation, Mastication and Eradication
132(1)
24.5 Seventh Floor: Housewares, Home Appliances, Customer Service, and Geryon, Gatekeeper of Hell
133(4)
25 Crawl: Skills and Advancement
137(6)
25.1 Crawl's Experience System
137(2)
25.2 Race, Class, Stats and Deity: The Four Facts of Crawl Existence
139(1)
25.3 How Crawl Steers Characters along Their Path
140(3)
26 Crawl: Skill Overview
143(10)
26.1 Overall Skills: Fighting and Spellcasting
144(1)
26.2 Weapon Skills: Short Blades, Long Blades, Axes, Polearms, Maces & Flails, Unarmed Combat
145(1)
26.3 Missile Skills: Bows, Crossbows, Slings, Darts and Throwing
146(1)
26.4 Miscellaneous Skills: Stabbing, Stealth, Dodge, Armor, Shields, Traps & Doors, Invocations and Evocations
147(3)
26.5 Primary Magic Skills: Conjurations, Summonings, Enchantments, Translocation, Transmutation, Divination, Necromancy, Poison Magic
150(1)
26.6 Elemental Magic Skills: Fire Magic, Ice Magic, Air Magic, Earth Magic
151(2)
27 Crawl: Interesting Class and Race Pairs
153(8)
27.1 Some Words about Engines and Recommended Classes
153(1)
27.2 Spriggan Enchanter
154(2)
27.3 Deep Dwarf Paladin
156(1)
27.4 Hill Ore Priest
157(1)
27.5 Human Wanderer
158(1)
27.6 Minotaur Chaos Knight of Xom
159(2)
28 Crawl: Travel Functions and Play Aids
161(6)
28.1 O: Auto-Explore
161(2)
28.2 Shift-X and Ctrl-G: Level Search and Autotravel
163(1)
28.3 Ctrl-F: Stash Management
164(1)
28.4 Other Player Helps
164(3)
29 Crawl: Dungeon Sprint
167(8)
29.1 On Choices: Map, Race and Role
167(1)
29.2 Sprint: Dungeon Crawl Intensified
168(1)
29.3 To Save a Few Dozen Lives: A Guide to the Early Rooms
168(7)
Section V ADOM
30 ADOM, NetHack with a Goatee
175(4)
30.1 The Guise of the Overworld
175(1)
30.2 Our Very Special Quest Stars
176(1)
30.3 For the Love of Purple `t'
176(1)
30.4 Why Is the Trollish Warrior Fleeing from That Kitty-Cat?
177(1)
30.5 Damnation by Degrees
177(1)
30.6 The Bizarre Cathedral
178(1)
31 Things to Do While Visiting Ancardia
179(4)
31.1 Save a Puppy!
179(1)
31.2 Make the Plains Safe for Adventurers!
179(1)
31.3 Kill the Mad Carpenter! (or Cure His Madness)
180(1)
31.4 Perform Last Rites for a Dying Sage! (or ....)
180(1)
31.5 Collect ... Um ...Strange Items!
181(1)
31.6 Source
181(2)
32 Interview: Thomas Biskup on ADOM
183(16)
32.1 Acknowledgments
195(4)
Section VI Mystery Dungeon
33 The Delights of Mystery Dungeon: Shiren the Wanderer
199(8)
33.1 Part 1: Why You Should Play This Game
199(3)
33.2 Part 2: For New Players
202(4)
33.3 Sources
206(1)
34 Architecture of the Mystery Dungeon
207(6)
34.1 Mysterious Lineage
207(1)
34.2 The Afterlife Looks Familiar
208(3)
34.3 Level 3 Town, with Population 750 and 40 Hit Points
211(2)
35 Fei's Problems
213(4)
36 Taloon's Mystery Dungeon, in Great Detail
217(16)
36.1 Acknowledgments
232(1)
37 A Journey to Table Mountain, Part 1
233(10)
37.1 Overview
234(9)
37.1.1 Field Raider
237(1)
37.1.2 Kimen-Musha and Ghost Musha
237(3)
37.1.3 Peetan
240(1)
37.1.4 Minion of Death
240(3)
38 A Journey to Table Mountain, Part 2
243(8)
38.1 Skeleton Mage
243(4)
38.2 Dark Owl
247(1)
38.3 Kid Tank
247(1)
38.4 Pumkorepkin
248(1)
38.5 Debuta
249(1)
38.6 Healer Rabbit
249(2)
39 A Journey to Table Mountain, Part 3
251(10)
39.1 Flame Priest
251(1)
39.2 Norojo
251(3)
39.3 Kigni Tribe
254(4)
39.4 Soldier Ant
258(3)
40 A Journey to Table Mountain, Part 4
261(16)
40.1 Gyazar
263(2)
40.2 Master Chicken
265(1)
40.3 Minotaur
265(3)
40.4 Norojo's Big Sister
268(4)
40.5 Karakuroid
272(5)
Section VII Various Roguelikes
41 Angband: At Last!
277(6)
41.1 The Journey of a Hundred Levels
277(1)
41.2 Because a Game Called "Valinor" Would Be Boring
278(1)
41.3 Ancient Foes Compared: Angband vs. NetHack
279(1)
41.4 "You Enter a Maze of Down Staircases ..."
280(1)
41.5 The Game with the Vaunted Vaults
281(1)
41.6 Source
282(1)
42 Cause for Incursion
283(8)
42.1 Inexpensive Timeshares Now Available in the Caves of Carnage
284(1)
42.2 Missing Fingers Surprisingly Reluctant to Grow Back
285(1)
42.3 Not Exactly a DM's Guide Put through a Compiler
285(1)
42.4 15 Minutes to Roll Up, 5 Minute Life Expectancy
286(1)
42.5 "The Key Does Not Fit That Horse!"
287(1)
42.6 "Congratulations, Mortal! You Have Won thBRRGG&#-General Protection Fault at $0CFF3E"
287(1)
42.7 Supplemental: What Is Vancian Magic, and How Does It Apply to Dungeons & Dragons and/or Roguelikes?
288(3)
43 Brogue and the Abandoning of Experience Points
291(8)
43.1 Brogue Has Removed Experience Levels from the Game?!
292(1)
43.2 Variety and Continuity of Play State
293(1)
43.3 "I Am Better Than You, I Have a Higher Score!"
294(3)
43.4 More Reading
297(2)
44 HyperRogue
299(8)
44.1 Lessons in Non-Euclidean Travel
299(2)
44.2 Your Passport Is Printed on a Mobius Strip
301(1)
44.3 There Are No Snake Enemies on the Hyperbolic Plane
301(1)
44.4 To Show Your Vacation Slides You'll Have to Use a Poincare Projector
302(3)
44.5 Further Reading
305(2)
45 Super-Rogue, Banished to the Deeper Dungeons
307(6)
45.1 History of the Early Games
307(2)
45.2 How Games Become Lost
309(1)
45.3 Please Contribute Today to the Save the Umber Hulk Foundation
310(1)
45.4 The Vrock's in the Details
311(1)
45.5 Playing Super-Rogue Today
312(1)
46 XRogue Has Not Yet Ceased to Be
313(12)
46.1 People Come in Different Flavors, but Dragons Are Not Picky Eaters
314(1)
46.2 The Stuff That Games Are Made Of
315(2)
46.3 Here Be Dragons ... and a Selection of Five Other Monsters, Chosen Randomly
317(1)
46.4 In the Outer Region ... We Control the Horticulture! We Control the Vertebrates!
318(1)
46.5 You'd Think a Stone Dungeon Would Be Sturdier
319(6)
47 Lam, or, I Hocked the Car to Buy a Lance of Death
325(8)
47.1 The Taxonomy of Larn
325(1)
47.2 The Solution to All Your Monster Needs! Easy Installment Plan: One Installment, You Pay Now
326(1)
47.3 Larn Gameplay FAQ
327(5)
47.3.1 Where Do I Get It From?
327(1)
47.3.2 What Are the Basic Keys?
327(1)
47.3.3 I Started a Game and Now I'm in a Field with a Bunch of Numbers. What Does This Mean?
328(1)
47.3.4 How Do I Enter a Store/the Dungeon/the Bank/Whatever?
329(1)
47.3.5 The Messages at the Bottom of the Screen Seem Not to Make Any Sense, Is There Something Wrong With Them?
329(1)
47.3.6 Why Does My Inventory Consist of Five "a Magic Scroll"s and Four "a Magic Potion"s?
329(1)
47.3.7 I Went Up/Down a Circular Staircase, but When I Came Out the Other Side I Wasn't at the Stairs from the Previous Level! How Come?
330(1)
47.3.8 I've Found All These Rings and Things, but I Can't Find Any Way to Put Them on! Help!
330(1)
47.3.9 What Are These Statues, Thrones, Mirrors and Altars Good for?
330(1)
47.3.10 What Is This Rectangular Region with the Door on One Edge?
330(1)
47.3.11 What Do I Do with the Books and Chests?
330(1)
47.3.12 How Do Spells Work?
330(1)
47.3.13 A Scroll of Gem Perfection? What Does That Do?
331(1)
47.3.14 I've Been Teleported, but Now the Dungeon Level Is Listed As "?," What Gives?
331(1)
47.3.15 I've Made It to Level 10 of the Dungeon but I'm Being Attacked for Major Damage by Something I Can't See!
331(1)
47.3.16 If I'm Just Going After It for Money to Buy the Lance of Death, Do I Really Have to Get the Eye of Larn?
331(1)
47.3.17 Any Other Tips?
332(1)
47.3.18 Hey, I Just Won, but on the Next Game I Didn't Start with Any Equipment, and I Got a Message about Taxes! What the Heck?
332(1)
47.4 Acknowledgments
332(1)
48 Hack's Lost Brother
333(6)
48.1 Genealogy of the Dungeons of Doom
333(1)
48.2 Meet the Wizard of Yendor's Lost Brother, Neil Yendor
334(1)
48.3 "This Corridor Seems Dusty. [ More] Perhaps If You Cleaned More Often?"
335(1)
48.4 Plays Great---Less Taxing
336(1)
48.5 Sources
337(2)
49 Interview: Keith Burgun on 100 Rogues
339(6)
50 Interview: Josh Ge on Cogmind
345(18)
50.1 What Is Cogmind?
345(2)
50.2 Basic Stuff
347(2)
50.3 Project Progress (Circa 2016)
349(1)
50.4 Indie Business
350(1)
50.5 The Game World
351(2)
50.6 ASCII Graphics, in Its Own Way
353(1)
50.7 Supporting Varied Gameplay
354(3)
50.8 Advice for New Players
357(2)
50.9 Acknowledgments
359(4)
Section VIII Roguelites and Related Games
51 Pixel Journeys: dnd for PLATO
363(8)
51.1 Introduction
363(1)
51.2 Playing the Game
364(2)
51.3 Beneath the Surface
366(2)
51.4 What Can We Learn from dnd5?
368(1)
51.5 Supplemental Information
369(1)
51.6 Sources
369(2)
52 ToeJam & Earl, the Roguelike That's Not an RPG
371(4)
52.1 That Evil Dentist Wouldn't Be Laughing If I Had a Sword
371(1)
52.2 The Dual Gandhis of Funk
372(1)
52.3 But Is It a Roguelike? Point by Point
373(1)
52.4 The Triumph of Sir Nose
374(1)
53 Interview: Digital Eel on Infinite Space
375(10)
54 Interview: Rodain Joubert on Desktop Dungeons
385(8)
54.1 Dungeon Crawl and Desktop Dungeons
386(1)
54.2 Platforms and Implementation
387(1)
54.3 Design Process, Commercial Viability and Promotion
388(1)
54.4 Difficulty and Humor
389(2)
54.5 Links Relating to the Developer
391(2)
55 Spelunky
393(8)
55.1 Avoiding the Point
394(2)
55.2 Spooky + Spelunky = Spelooky?
396(1)
55.3 Somewhere, Izchak Miller Is Looking Down on Us, Smiling Maliciously
397(1)
55.4 Raising Real Estate Values in the Caves
397(1)
55.5 Spelunking Along, Singing a Song
398(1)
55.6 Source
399(2)
56 Exploring the Oasis
401(8)
56.1 Basics
401(1)
56.2 Followers, Roads and Mines
402(2)
56.3 The Obelisk, the Oasis and the Nomads
404(2)
56.4 Why We're Talking about This Game Here
406(3)
57 The Rescue of Meta-Zelda
409(6)
57.1 The Legend of Zelda (Famicom/NES), Described
410(1)
57.2 The Game That Defined Nintendo Hard
410(1)
57.3 Now, about This Randomizer Thingy
411(2)
57.4 Random Zelda Is Hard, but Strangely Fair
413(2)
58 Space Peeing Out There
415(6)
58.1 Hovering Above the Drain
415(2)
58.2 There's a Stuckies Ahead and They Have Helium
417(1)
58.3 Looking Beyond to the Real Game
418(1)
58.4 Tips for Getting Started Out There
419(2)
59 Doom, Doom, Doom, Doom
421(4)
59.1 Sources
423(2)
60 DreamForge's Dungeon Hack
425(10)
60.1 "It Is Strong Magic That Can Point to Maps!"
425(3)
60.2 The 2nd Edition D&D Class Reunion
428(1)
60.3 The Environmental Persecution Agency
429(1)
60.4 Dudgeons and Drag-Ons
430(5)
Section VIV Design
61 The Eight Rules of Roguelike Design
435(4)
62 Mapping the Infinite Cavern
439(6)
62.1 Angband
441(1)
62.2 NetHack
441(1)
62.3 ADOM
442(1)
62.4 Mystery Dungeon: Shiren the Wanderer
442(3)
63 Purposes for Randomization in Game Design
445(6)
63.1 Preserves Player Interest across Multiple Playthroughs
446(1)
63.2 Provides Resistance to Spoilers
446(1)
63.3 Challenges Player Deductive Skills
447(1)
63.4 Escapes the Limits of Conventional Narration
447(1)
63.5 Provides Complex Play through Combining of Basic Elements
448(3)
64 Interface Aids and the Strategy Window
451(6)
64.1 That's Funny, So I Assume, but What's This All About?
453(1)
64.2 Against: Testing Knowledge and Thematic Danger
453(1)
64.3 In Favor: Avoiding Unsatisfying Play and Maintaining Strategic Focus
454(1)
64.4 Example: On the User Interface Helps of the Fire Emblem Series
454(1)
64.5 Back to Roguelikes: DCSS and Brogue's Autoexplore Features
455(2)
65 Modeling Motion on a Dungeon Grid
457(4)
65.1 The World Revolves Around Me
458(1)
65.2 Wait ... Do You Hear Ticking?
459(1)
65.3 Special Cases
460(1)
66 Rogue's Item ID in Too Much Detail
461(10)
66.1 Item ID, Fantasy Literature and AD&D
461(3)
66.2 Item ID in Action
464(2)
66.3 What They Did, and Didn't
466(5)
67 Item Design: Potions and Scrolls
471(8)
67.1 The Justification for Treasure
471(1)
67.2 Disposable Magic: One-Use Items
472(1)
67.3 What Is the Functional Difference between Potions and Scrolls?
473(1)
67.4 Potions
473(3)
67.4.1 of Healing (and Extra/Full Healing, Cure Light/Moderate/Serious Wounds, and so on)
473(1)
67.4.2 of Restore Ability
474(1)
67.4.3 of Gain Strength (and Other Stats, and Ability)
475(1)
67.4.4 of Gain Level
475(1)
67.4.5 of Poison (and Sickness)
475(1)
67.4.6 of (Something) Detection
475(1)
67.4.7 of Confusion, Blindness, Paralysis
476(1)
67.4.8 of Thirst Quenching (and Water, Holy Water and Unholy Water)
476(1)
67.5 Scrolls
476(2)
67.5.1 of Identify
476(1)
67.5.2 of Enchant Weapon/Armor
476(1)
67.5.3 of Vorpalize Weapon
477(1)
67.5.4 of Confuse Monster
477(1)
67.5.5 of Scare Monster
477(1)
67.5.6 of Genocide
477(1)
67.5.7 of Maintain Armor
477(1)
67.6 Sources
478(1)
68 Towards Building a Better Dungeon
479(8)
68.1 D&D Has Much More Interesting Traps than Roguelike Games
479(1)
68.2 All Monsters Are, in Tactical Terms, the Same Size
480(1)
68.3 Hidden Doors Are All Identical
481(1)
68.4 Stairs Not Matching X and Y Positions between Levels
481(1)
68.5 Item Identification Is Much Easier Than Classic D&D
481(1)
68.6 Lack of Multiplayer
482(5)
Section VV Miscellaneous
69 A Coward Dies a Thousand Deaths, but My Computer, Several Thousand
487(4)
69.1 Rog-O-Matic: It Dies Over and Over So You Don't Have To
487(1)
69.2 Did Three of Eight Just Tell Sauron Resistance Is Futile?
488(3)
70 Running Atari ST Rogue in 2016
491(6)
70.1 Running Atari ST Rogue
492(1)
70.1.1 Step 1: Download and Unpack the Atari ST Emulator STeem SSE
492(1)
70.1.2 Step 2: Obtain the Atari ST Rogue Disk Image
492(1)
70.1.3 Step 3: Running the Game
492(1)
70.2 Getting Started with ST Rogue
493(1)
70.3 Reasons to Play Atari ST Rogue
494(1)
70.4 Acknowledgments
495(1)
70.5 Further Reading
495(2)
71 Rogue and Its Inspiration
497(4)
71.1 Foundations of the Dungeon
497(1)
71.2 But It's So Hard
498(1)
71.3 The Subterranean Arms Race: MAD (Mutually Assured Dragons)
498(3)
72 The Rights to Rogue
501(4)
72.1 Other Facts of Possible Interest
502(1)
72.2 Sources
503(2)
73 Some Recent Information
505(2)
Index 507
John Harris has been bumping around the internet for over 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, hes spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.