Build Date: Tue Oct 27 21:40:30 2026 UTC
If I ever need to get rescued by a group of toddlers and a man with a yellow purse whose only extraction plan is to quickly eat Tootsie Rolls, just let me explode with the god damn plane.
-- Sean Baby
Keep Your Quake III; I'll Just Play Zangband
1999-11-02 11:06:10
Yeah, I know, I know. First-person shooters and real-time strategy games are big, Big, BIG! But I've got ADD and I get bored easy. Walking around a maze and shooting at the same 4 monsters over and over gets old quick. To keep me challenged, interested, and excited, man, I GOT to have a good Rogue-like game. And Zangband is the best.
Folks who are used to ultra-realistic 3-D Voodoo-Hoodoo graphics and spectacular explosions of pixellated gore probably don't quite GROK why roguelike games are so popular. I mean, instead of a GUN and a ROCKET LAUNCHER you get the "@" symbol. This is you, in your fear-inspiring glory! And instead of a bunch of DROOLING MUMMIES, you get attacked by "O" and "T" and the VERY DREADED "p." ASCII characters that inspire INCREDIBLE FEAR! What the FUCK?
But the thing about rogue-like games that makes them worth playing is the incredible DEPTH of the game world. Zangband, for example, has >1000 types of monsters to fight, 100 levels, 50+ quests, and an unending array of fascinating game situations.
The other thing that's cool is that you develop a CHARACTER. Your character is a work of ART, not just based on what you HAVE or what Pacman level-route you follow, but on all the choices you make from the minute you start the game. It's TOTALLY COOL.
Like I said, Zangband is the connoisseur's roguelike game (nethack coming in a close second or third, maybe). There's a kajillion ports to practically every platform under the sun (Acorn RISC OS?!) and lots of cool sites about it. You should start playing Zangband TODAY. Go! Now!

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