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Rogue, and other roguelikes for Amiga (amigalove.com)
104 points by erickhill 6 months ago | hide | past | favorite | 31 comments



The early days of AI included automating one's rogue playing: https://www.cs.princeton.edu/~appel/papers/rogomatic.html


Awesome! This is probably one of the few research expert systems/AI systems of the time with source available: https://britzl.github.io/roguearchive/#rogomatic


And Facebook tried to do the same with Nethack.


Amiga has to have upstream Nethack (No, not 3.4.3) and maybe a recent version Slashem.

On Slashem, there are ports for DOS and OS/2, so somewhere there has to be an Amiga build.

https://sourceforge.net/projects/slashem/files/


I "wasted" so much time on that graphical Amiga Larn version. I also had that Amiga Hack version with the speleologist, but it was really hard and much buggier than Larn was.


I definitely "invested" a decent amount of time into Larn when I was younger. Managed to win, too. There was a lot that could be improved on, and it did have a few bugs (and it really slowed to a crawl on some of the volcano levels where there are hundreds of monsters) but I haven't found another roguelike yet that was as fun. Good times.


'Haste' was a must, back then. Every other step was fast, then.


1985 Fred Fish disk 7 - Hack

Been playing for 38 years. Still haven’t made it to the Amulet yet.


Get Slash'em, which is Nethack 3.4.3 on steroids, but not to the point of insanity of SLEX. Pickup the Doppleganger Monk and kick any monster with #techniques a la Dragon Ball/Jackie Chan style.


You can play a port of the original into javascript and SDL here: https://donnierussellii.github.io/JSRogue.html

I highly recommend enabling undo if you want to see more than a few levels. The game is pretty unforgiving.


Another browser rouge-like is Dungeon Crawl Stone Soup. It's much more modern than its progenitors and its levels are much more detailed.

https://crawl.develz.org/


> uses wave function collapse to generate levels.

Are you sure? I've contributed to DCSS and to my knowledge most of the map generation algorithms are predictably ancient. It's been a while though... is it a recent addition?


I was just fact checking myself and you got back first :) I might walk that back to being 'procedurally generated'.


Modern doesn't have to be 'better'. DCSS it's focused on combat and Nethack/Slashem on emergent gameplay and cool new tecniques merging combat and objects' properties.


> Modern doesn't have to be 'better'

Wasn't making such an implication. I used to love playing Moria on the Amiga. I was just offering another option that others might find interesting. But maybe most people in these comments are probably familiar with DCSS and other roguelikes

> emergent gameplay and cool new tecniques merging combat and objects' properties

Is the gods feature also novel or does that show up in other roguelikes?


Nethack and specially Slashem has lots of focus on objects, environment and monsters and secondary effects between them.

With DCSS, you can't neither butcher mons or eat them in recent releases.


I mean, DCSS isn't bad, but it focuses on combat and specially role/attributes and spells. A Felid Berseker from DCSS it's far more "arcadeish" on gameplay than Nethack's Valkyrie with swords/hammers.

Also, on magical roles, DCSS will put lots of more options in your hand than (even) Slashem with #tecniques and without quirks like the spellbooks.


Saw these Amiga roguelikes modern takes on Twitter

https://nivrig.itch.io/rogue-declan-zero

Roguecraft (a modern #roguelike for the #Amiga)

https://twitter.com/bag_of_hats/status/1690383073030832128

Something that's been fascinating for me as an experienced Amiga coder back in the days - is seeing modern "retro" games done on the Amiga. It's really interesting how we didn't have some types of games not because of hardware limitation, but the lack of tooling and resources did not allow for these concepts to flourish back then.


> the lack of tooling and resources did not allow for these concepts to flourish back then.

Alternative take - game design also improved a lot in the last 30-40 years. You could have made these games in 1990, but you would have had to design them first.


It's nice to see actual CRT screenshots.


Digging out the Amiga now.


ADOM was my go to on the Amiga. Loved that game so much!


Michael Toy's MacOS version of rogue is amazing. I clicked that mouse button HARD in battle.


For some reason I still consider Diablo I as the ultimate Roguelike game, par none.

It doesn't have perma death but if playing in a multiple game it can be faked.

I need to boot it up again. So far I haven't seen anything close to it, even Torchlight I.


Have you tried Noita[1]? It's a Finnish 2D roguelike game inspired by Liero. Has permadeath and is generally pretty difficult but in a good way.

You play as a witch, there are wands and spells that you can put in them to make unique builds with sophisticated wand mechanics. Every pixel in the world is simulated, like in falling sand games.

Really recommend it!

[1] https://noitagame.com/


Thanks! Looks like a 2d platformer. I'm always pretty bad with those, starting from Mario XD


Just a little nitpick, the phrase is "bar none".

https://languagelog.ldc.upenn.edu/nll/?p=2451


Thanks for the correction!


check out Grim Dawn. best Diablo-like ever in my opinion


Just had a major patch to 1.2 and new DLC coming out soon!


Thanks! Will definitely take a look.




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