Kernigh plays several roguelike games, put spends most time in NetHack and its variants. Kernigh is playing these games:
Within wiki, RogueBasin's definition contains the most discussion about which games are roguelike. It cites "ASCII display of a tiled world", "random world generation", "little plot", "turn-based gameplay and dungeon hack". However, many roguelike games do not have all of those traits.
RogueBasin also does not emphasise what some persons consider to be crucial to the roguelike genre: unidentified items. Milen of Everything2.com describes this feature as crucial to any roguelike game:
John Harris of GameSetWatch likewise emphasises item identification:
A previous version of this page claimed that earliest roguelikes did not scramble the appearances between games. Even Hack 1.0 contains code in hack.o_init.c to shuffle the descrioptions of some items. Users who consult the source code will not be able to identify any item. In games like Hack, NetHack and ADOM, the random scrambling of appearances between games keeps the gameplay interesting. In ToME, even the artifacts can be random!
A complete discussion of roguelike games, though, ought to mention the DND/Telengard-like games. These games predate Rogue and they use fixed (not random) dungeons and items, so they are not roguelikes. What makes these games interesting to play is that the screen only shows a 3x3 region of tiles. The hero does not memorise the other parts of the map as would happen in Rogue. Because DND draws the map on the screen (in contrast to "interactive fiction") and allows the hero to wield weapons, armor, and even the ring of regeneration, some claim that DND inspired Rogue.
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