One of the most beloved and influential computer games of all-time needs little introduction; it’s Rogue. Originally released in 1980 for Unix, it’s the precursor to the entire ‘dungeon crawl’ genre and credited as being the first graphic adventure. It’s been ported to every computer system in the known universe and is alive and well today in the form of many inspired versions called ‘roguelikes’ as well as its original form. So let’s see if Rogue Touch from ChronoSoft does all this history and lore any justice on the iPhone platform, especially considering big competition comes courtesy of Rogue from gandreas software (which is free).
The goal of the game (let’s call it RT hereafter) is to descend to (at least) level 26 of the Dungeons of Doom which are filled with treasure, magic, traps and deadly monsters, retrieve the mystical Amulet of Yendor and return to the surface to claim fame and riches. If you know nothing beyond what I just said about Rogue, there just isn’t enough space here to cover it all so you might want to do your own research (Wikipedia is a good start). Instead, what I’ll try to do is focus on the good and bad points of RT compared to years of playing the original and it’s immediate descendants.
The good stuff:
This is classic Rogue, no doubt about it so veteran players will feel quite at home with Rogue Touch. All the potions, staves, wands, rings, scrolls, weapons, cursed items, nasty monsters and randomization are all here and accounted for. The game uses attractive tile-based graphics that are colorful and detailed (combination of the public domain ’RL Tiles’, work from David Gervais and inhouse art). The dev went the extra distance and added animation sequences to certain events such as descending stairs, dividing slimes and teleportation. This is awesome and a welcome addition to the experience. The UI has been greatly simplified, doing away with myriad keystrokes in favor of a few onscreen buttons and a touch-based inventory and to a large extent I’ve found this to be a bonafide good thing. There is some intro music (though none once ingame) and an ambient dungeon sound-loop runs as you play which is excellent. The immersion and addictiveness of the original have been preserved exactly.
The not-so-good stuff:
What the heck is going on with the armor class? In RT the lower the onscreen AC the better but in the original it’s the opposite. Also with the original the onscreen AC is not the true AC as classic D&D rules are used so the equivalent is the neg of your onscreen AC + 11. However, even though RT ingame presents an increasing onscreen AC as bad, it obviously still uses this formula as that is the value next to your armor in inventory. So if your onscreen AC is 6 your inventory will show 5 and if it’s 5 will show 6. I really don’t understand why this was changed from the original and it doesn’t make sense anyway as the calculation represented in your inventory is no longer meaningful, even in D&D terms.
The movement interface is just not good. I have fairly large hands and having to tap as if the entire display is an 8-way D-pad leaves my finger/hand constantly in obstruction of the screen. The game desperately needs an option to enable an actual D-pad for movement, tucked neatly off to the bottom of the screen somewhere.
The overlay map is a great idea but inexplicably it doesn’t show doors you’ve already identified. The game does let you zoom out from the main map but even then you can’t scroll the map. This makes backtracking to explore remaining areas needlessly frustrating.
The stuff I’d like to see (beyond what’s already been mentioned):
A global scoreboard and iTunes music support. C’mon, this is the iPhone we’re talking about here, hook us up.
Landscape mode. I can’t imagine why this isn’t already in there, desperately needed especially given the mapping limitations already described.
Remember the last player name you typed so you don’t have to keep retyping it on every new game.
Option to recall everything you’ve discovered/identified up to that point. This is in the original and its absence is sorely missed here.
Ability to switch to classic ASCII graphics. The purists out there will appreciate it and hey, the gandreas version supports it.
Category-based inventory sort. In other words, keep the scrolls you pickup logically grouped together and same for potions, rings etc.
Fast move option as constant tapping and even holding to run aren’t really sufficient.
One thing worth noting that may not be possible to change is the save game system. Any rogue player worth his salt was never content with the ‘permadeath’ nature of the game. Even though technically cheating, save games were always backed up, shuffled around, edited etc but always in the interest of just having fun with the game. Not sure how this could be worked into RT but wanted to throw it out there just in case it gets any ideas flowing. Also there’s no wizard mode here and while I don’t really miss it, some might want that confirmed.
In summary, Rogue Touch is excellent, worth the money and the developer is clearly dedicated to future development of the game which has me all kinds of excited. I only gripe about it above out of respect and desire to see it be the perfect Rogue version for the iPhone. It might be a good idea to release a lite version to expand the audience as even though Rogue is close to ubiquitous, there’s an ever-expanding generation gap out there and many will need to play it to ‘get it’ (figuratively and fiscally).
Version reviewed – 1.0
Global scoreboard – no
iTunes music supported – no
Lite version available – no
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Update 3/1/2009 - v1.1 is out and addresses lots of the above and more, a must-have upgrade.
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Update 3/5/2009 – v1.2 is out and Rogue Touch is now easily the definitive Rogue app for the iPhone/Touch platform. Buy this game now if you haven’t already.
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Update 5/4/2009 – v1.5 is out about a month now and Rogue Touch is somewhere up into the mesosphere at this point as far as developer support; really just the be-all end-all roguelike for the iTouch/iPhone.
Think I'll slay the kestrel first then snarf the scroll
Just no getting around this in Rogue, you will die repeatedly and without sympathy
Hopefully it’s not in poor form to post a comment in a review of our own game, but I wanted to say thanks for the honest, balanced review!
As you point out in the edit at the end of the review, Version 1.1 will address most everyone’s issues with the mini-map, controls, playing your iPod, and even add a number of fun new items to find! This update may be available as early as tonight, or tomorrow 2/28 (Apple is reviewing it presently).
We do have some neat ideas on taking the sting out of “perma-death” for those new to rogue, and nearly everything else on your wish list will probably see the light of day within the next couple of updates. Each time we update the game it will be to introduce playability improvements and genuinely new features. :mrgreen:
Our players have been very passionate and vocal about what they like and don’t like, just as you are, out of the desire to see Rogue Touch become the “perfect” game of Rogue. I think we’re quickly moving in the right direction!
If anyone has questions for us, please ask here and I’ll do my best to answer everyone!
Swain Valasek
Thanks for the comment, not poor form at all we freakin’ love it when developers post here! I am chomping at the bit for 1.1, checking constantly for it to hit the app store. I totally appreciate your consideration of all the constructive criticism both here and elsewhere; that kind of dedication to quality is what it’s all about and especially for Rogue which is near and dear to my heart.
Michael (Admin)
Wow Swain, I thought I was a nerd having spent way too many hours playing Ultima III and Zelda on Nintendo… you got me beat!! I must have been busy popping zits when Rogue was the hot dungeon game.
Too bad I missed that chapter of nerd gaming cuz Rogue looks pretty cool… the graphics totally take me back to those 8-bit (or 16-bit?) days of geekdom.
And as for CommanderData commenting on his own app’s review, I have to agree: developers who take the time to do a little dialogue and address this or that are AWESOME. It’s never a bad thing.
Swain Valasek
Ya you definitely missed a little slice of geek heaven back in the day there but fortunately you can catch up now. If you think *these* graphics take you back, note in the original your player was merely the @ symbol and the ominous rogue-slaying Griffin was simply the letter G. :smile:
Michael (Admin)
I just LOL’d for real! ha
http://www.ChronoSoft.com CommanderData
Thanks for the support guys! We really appreciate it. Rogue Touch is definitely a little slice of geek-heaven :lol:
If you’ve checked our forums you’ll note that people have found a number of secret characters in the game… try some of the fellowship from LotR :mrgreen:
We’re not sitting still here! We’ve pieced together a number of smaller suggestions and a couple of bugfixes (say it ain’t so!)… We’ve improved the fast-play to stop *at* doors (instead of right before them), and stop at hallway intersections… the sensitivity for double tap was adjusted heavily to prevent false run triggers. Added a few more items too. Rather than make everyone wait for a couple of weeks for our more major roadmap we’ve already re-submitted to Apple!
It may be a while before we start a brand new game (pesky day jobs get in the way), but I’ll be sure to put the same care and attention into it, and share with you guys as we progress!
Swain Valasek
CommanderData and ChronoSoft in general, I bow to your awesome support of Rogue Touch. The personal touch of keeping in tune with all the fans goes a LONG way when we’re all ‘talkin’ i‘ with our friends (both online and off) and exchanging recommendations. I hope this translates into the success you deserve and beyond that into more cool apps.
Dead man giving up
This game is so frustrating I give up. Everytime I think I have a shot at getting to the 20th level the game puts me into a no way out situation. I’ne wasted too much of my time on such a frustrating game. I personally think its programmed so that it sees your strengths and then destroys you. i defeated almost every monster in a room using all of my potions and scrolls and weapons and then I get surrouded by 3 trolls you have to be kidding me. I don’t mind a hard game but there is no way to learn and do better the next time. Everything resets, there is never enough of what you need to survive, and there is always some way for the game to kill you no matter how strong, armored and weaponed you get
I hate this game. So it comes off of my i touch.
Swain Valasek
Whoa there man. Rogue goes way back and believe me the original is at least an order *more* difficult than Rogue Touch. The dev’s realize the game can be frustrating so they built in a whole slew of special characters you can play that buff your character in various ways, check their forum to start:
Can’t stop you from writing off RT for life but I will say you should at least try playing a few of the specials first, it’s a whole different experience.