PC GAMER (US)

Bringing it home

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For those outside universiti­es, the genre really began around 1980. There had been games for home systems before that, including Temple of Apshai for the TRS-80 and Beneath Apple Manor for the Apple II, but few of them made real waves. 1980 saw the launch of Rogue, the first true dungeon crawl game, whose combinatio­n of randomly generated content and permadeath set the tone for today’s ‘roguelikes’. It would be a few more years before it and its clones would be available on home computers—the PC version landed in 1984—but the basics were here.

The most successful dungeon crawler of all time is, of course, Blizzard’s Diablo. But Rogue’s longest-lived descendent is arguably a much more interestin­g game—1987’s Nethack. Technicall­y, it was based on a Rogue clone called, yes, Hack, but let’s not quibble. Nethack takes the basic dungeon crawling concept and adds several decades’ worth of developmen­t. Ever wondered if throwing a custard pie in a basilisk’s face will stop its petrifying stare? Nethack not only answers that question (it will), but also implements blindness if you get hit by a pie yourself, causes you to break your code if a vegan character eats one (seriously), and ensures the attack doesn’t count if you’re on a pacifist run (it does no damage, no matter your combat bonus). This level of detail lead to the saying “The Dev Team Thinks Of Everything”. Many versions are now available, from the original ASCIIbased game to graphical overhauls like Vulture’s Eye. All are free, as a condition of the distributi­on license.

As home computers became more popular over the ’80s, they began to take over—and many of the big names are still with us. Wizardry, for instance, launched in 1981, and the series ran until 2001. It used simple graphics and played out mostly using menus, in a way that most western RPGs would soon try to move away from. However, its popularity in Japan led to it largely defining what that market thought an RPG was. Later games like Final Fantasy and Dragon Quest still follow its lead today, albeit with those systems endlessly refined and prettified. The Bard’s Tale followed in its footsteps in 1985, with three games, and returned last year courtesy of a $1.4 million Kickstarte­r.

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