Rogue 5.4

The Berkeley Rogue · the game that named a genre

> Enter the dungeon
Date of birth1980 (Rogue) · 5.4 in 1985
CreatorsToy · Wichman · Arnold
LanguageC ~16,400 lines
PlatformUnix + curses BSD, VT100 terminals

Lineage

Rogue has no parent game. Michael Toy and Glenn Wichman wrote it at UC Santa Cruz around 1980, inspired by the text adventure Colossal Cave Adventure and the mainframe Star Trek game, and by Dungeons & Dragons. They wanted an adventure that was different every time. What made it possible was Ken Arnold's curses library, which could put a character anywhere on a terminal screen.

Version 3.6 (1981) was the first to spread widely. Toy then moved to UC Berkeley and continued the game there with Ken Arnold, through 5.2 and 5.3 to 5.4, the version shipped with 4.3BSD Unix. Its children: Rogue PC (Epyx), Super-Rogue and Advanced Rogue came from 3.6; Hack, and through it NetHack, borrowed its ideas. See the family tree.

Credits

Michael C. ToyCo-creator, main programmer
Glenn R. WichmanCo-creator, game design, named the game
Kenneth C. R. C. ArnoldAuthor of curses; co-developer of the Berkeley versions (5.x)
Jon LaneEpyx PC port (a sibling of this version)
Roguelike Restoration ProjectPreserved the source this port is built from (rogue5.4 @ 9d0dccc)

Screenshots

The Rogue tombstone: Rest in peace, killed by a hobgoblin
Rogue has no title screen: its most famous screen is the tombstone. Ours came three turns in.
A lit room with items and monsters
First steps: a lit room, food, potions and a scroll on the floor.
Fighting a hobgoblin
A fight: “The hobgoblin scored an excellent hit on you.”
The inventory with cursor
Inventory: the starting kit of every Rogue hero.

Trivia

What's unique

Code dive

Stats

ThingCountNotable ones
Classes1Everyone is the same fighter, fresh from the guild.
Monsters26One per letter: the Aquator rusts your armour, the Leprechaun steals gold, the Nymph steals a magic item and vanishes, the Xeroc poses as an item, the Venus Flytrap holds you, the Ice monster freezes you, the Wraith and Vampire drain levels, the Jabberwock and Dragon wait deep down.
Potions14Hallucination turns every monster into a random letter; levitation, see invisible, raise level.
Scrolls18Scare monster must never be picked up twice; aggravate monsters; and “food detection”, which finds your next meal.
Rings14Adornment does nothing at all; aggravate monster is cursed.
Wands & staffs14Polymorph, teleport away, drain life, cancellation.
Weapons9Mace, long sword, two-handed sword, bows, crossbows, darts, spears.
Armour8From leather armour to plate mail.
Traps8Trap door, arrow, sleeping gas, bear trap, teleport, poison dart, rust, mysterious.
Levels26+The Amulet lies on level 26; the dungeon goes deeper.
Spells, skills0Magic lives only in items.

Manual

“A Guide to the Dungeons of Doom” by Michael C. Toy and Kenneth C. R. C. Arnold, the manual shipped with the source: read it here (text).

Getting started

  1. Open the game. A new hero starts on level 1 with food, ring mail, a mace, a bow and arrows.
  2. Move with hjklyubn or the arrow keys; walk into a monster to attack. x explores on its own.
  3. Press Enter for a menu of every command, i for the inventory.
  4. Find the stairs % and press > to go down (it walks there if you have seen them).
  5. Eat when you are “Hungry”. The full key list is in the in-game guide.

Help

There is no walkthrough: every dungeon is different. These rules of thumb get most players further:

Cheats