First written in a dialect of BASIC, then converted to one of Pascal, he left university and, like many other roguelike authors who exited academia, appears never to have worked on their game again. Moria was created by (the recently deceased) Richard Koeneke. If there is another character-based game played on university computing terminals between Rogue’s release and Moria’s, word of it has not come down to me. Even the “direct” descendants of Rogue, like URogue and SuperRogue, came along after Moria. Moria may be the first “roguelike” game, in that it’s not Rogue itself but was clearly inspired by and derived from Rogue. Rogue inspired Hack, and then, NetHack.īut also, Rogue inspired Moria, and in fact Moria predates Hack by several years. While Beneath Apple Manor has many aspects of a roguelike, Rogue is still at the center of the roguelike genre. One of them, ZAngband, is basically its own game by now, with a ton of variants and other notable branch-offs. While NetHack has more name recognition, lots of people like Angband! It’s spawned several popular variants all its own. Both games know what they’re about and are content to pursue it in their own way. It’s possible to see a kind of rivalry between NetHack and Angband, but I think this is largely an illusion. NetHack’s dungeons persist so long as your character survives, and you can go back to a level after a long time and find it’s largely as you left it. If you go downstairs then right back upstairs in Angband, you’ll find a completely different map waiting for you, with new monsters and items. NetHack’s has a stronger sense of place than Angband, where dungeon levels are much larger but also less distinctive, and anyway are forgotten once you leave a level. And, of course, NetHack has its iconic pets that can help you explore the dungeon and provide other services, while in Angband you fight alone. NetHack’s shops have a physicality, in that they’re rooms in the dungeons, overseen by a Shopkeeper character, which allows players to steal from shops if they can survive the shopkeeper’s eyes and wrath. In Angband, this Town offers shops where you can buy and identify items, but the shops are all menus. NetHack’s dungeon cannot be exited without giving up the game, for even once you get the Amulet and escape, you’re thrown into an End Game that functions as a coda to your adventure in Angband, you’ll probably leave the dungeon many times in order to avail yourself of the Town’s useful services. NetHack has more set locations that offer specific puzzles players must overcome, like finding the Luckstone at the bottom of the Gnomish Mines, or getting past Medusa, or crossing the moat around the Castle Angband has only one set location, its Town, although there are lots of special areas that can be randomly found within its dungeon levels. The puzzle of figuring out item identities is a larger part of the game, and NetHack offers both more uncertainty in identification and more ways to identify. While NetHack has lots of strong monsters, it seems to take the view that the dungeon itself is your greatest opponent. Where the games differ is in their general philosophy of what dungeon exploration means. Both standard-bearer for the Hack series, NetHack, and Angband now feature graphical tiles by default, although they can also be played in the old ASCII-based format. Both games have randomized maps, dangerous monsters with fearsome abilities, powerful magic items to use against them, spells you can learn and cast, and traps you must look out for. It, too, is a grid-based dungeon exploration game where you fight lots of monsters and find objects with unknown properties that you must discover as you play. If you’ve played a Hack-like, Angband ( home page) will probably look fairly similar at first. Don’t let this retro title screen fool you, these days, on Windows at least, Angband has full-color graphical tiles.
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