NetHack

Description

NetHack is a classic roguelike role-playing game where players navigate a procedurally generated dungeon to retrieve the Amulet of Yendor and sacrifice it to their deity. With a variety of character classes—ranging from traditional roles like Knight or Priest to quirky options like Tourist or Caveman—players explore dungeon levels filled with monsters, traps, and items, some of which are blessed or cursed. The game features permadeath, hunger mechanics, and a deep, unforgiving learning curve, all presented in either ASCII graphics or optional graphical tiles. Accompanied by a loyal pet, players must strategize, scavenge, and survive in a world where even the smallest oversight can lead to a swift and permanent demise.

Gameplay Videos

Where to Buy NetHack

PC

NetHack Free Download

NetHack Patches & Updates

NetHack Mods

NetHack Guides & Walkthroughs

NetHack Reviews & Reception

mobygames.com (78/100): NetHack is a roguelike role-playing game with both traditional ASCII graphics and a graphical tileset.

NetHack Cheats & Codes

PC

Start the game with the “-D” command line parameter. Then, enter “wizard” as a name and start the game.

Code Effect
#conduct Show more info than usual
#enhance Enhance any skill without practice
#levelchange Change your level from 1 to 30.
#monopoly_control Control monster polymorphs.
#lightsources View all mobile light sources
#seenv View seen vectors
#stats View memory statistics
#timeout View timeout queue
#vision View vision array
#wmode View wall modes
^e View all doors and traps
^f Full map
^g Create a monster
^i Identify all inventory items
^o Reveal location of all special levels
^t Controlled teleport
^v Controlled level-teleport
^w Wish for anything
^x View character description and attributes

NetHack: A Masterclass in Roguelike Design and Enduring Legacy

Introduction

Few games in the history of interactive entertainment have achieved the cult status, depth, and longevity of NetHack. Released in 1987, this ASCII-based roguelike has not only stood the test of time but has also become a cornerstone of game design, influencing countless titles across multiple genres. NetHack is more than just a game—it is a labyrinthine experience, a puzzle box of interconnected systems, and a testament to the power of emergent gameplay. Its legacy is built on a foundation of complexity, humor, and an almost sadistic commitment to player education through failure.

At its core, NetHack is a dungeon-crawling adventure where players descend into the procedurally generated Dungeons of Doom to retrieve the Amulet of Yendor and ascend to demigod status. Yet, this simple premise belies the game’s staggering depth. With hundreds of items, monsters, spells, and interactions, NetHack is a game where knowledge is power, and death is a constant companion. Its permadeath mechanic ensures that every decision carries weight, and its intricate systems reward creativity, experimentation, and sheer perseverance.

This review will delve into NetHack’s development history, its narrative and thematic elements, its gameplay mechanics, its world-building and presentation, its reception and legacy, and ultimately, its place in the pantheon of video game history. Through this analysis, we will explore why NetHack remains one of the most revered and studied games of all time.


Development History & Context

The Birth of a Legend

NetHack’s origins trace back to the early 1980s, a time when text-based adventures and simple graphical games dominated the computing landscape. The game is a direct descendant of Rogue (1980), a pioneering title that introduced the roguelike genre. Rogue’s permadeath, procedural dungeons, and turn-based combat set the stage for what would follow. However, it was Hack (1984), created by Jay Fenlason and his colleagues at Lincoln-Sudbury Regional High School, that laid the groundwork for NetHack. Fenlason and his team sought to expand upon Rogue’s mechanics, adding more items, monsters, and interactions. When they were unable to obtain Rogue’s source code, they built their dungeon-generation routines from scratch, naming their creation Hack as both a nod to the hack-and-slash gameplay and the programming ingenuity required to bring it to life.

The transition from Hack to NetHack began when Mike Stephenson, a computer enthusiast, took over as the maintainer of Hack’s source code. Stephenson, along with Izchak Miller and Janet Walz, formed the DevTeam and renamed their fork NetHack to reflect their collaborative efforts over the internet—a novel concept at the time. The DevTeam’s vision was ambitious: they sought to create a game that was not just a dungeon crawler but a living, breathing world filled with humor, references to pop culture, and an unprecedented level of interactivity.

Technological Constraints and Innovations

The late 1980s were a period of rapid technological advancement, but computing power was still limited compared to modern standards. NetHack’s development was constrained by the hardware of the era, which necessitated the use of ASCII graphics. Far from being a limitation, this constraint became one of the game’s defining features. The ASCII representation of the dungeon, monsters, and items forced the DevTeam to focus on gameplay depth rather than visual fidelity. The result was a game that could run on virtually any system, from mainframe computers to early home PCs, ensuring its accessibility and longevity.

The DevTeam’s approach to development was meticulous and methodical. They embraced the philosophy of “The DevTeam Thinks of Everything” (TDTTOE), a mantra that reflected their commitment to anticipating and programming for every possible player interaction. This attention to detail extended to the game’s humor, which often relied on puns, cultural references, and absurd scenarios. For example, the tourist class, introduced in early versions, was a direct nod to Terry Pratchett’s Discworld series, adding a layer of whimsy to the otherwise grim dungeon-crawling experience.

The Gaming Landscape of the Late 1980s

When NetHack was first released in 1987, the gaming industry was in a state of flux. The home computer revolution was in full swing, with platforms like the IBM PC, Commodore Amiga, and Apple Macintosh gaining popularity. Meanwhile, the console market was dominated by Nintendo’s NES, which had revitalized the industry after the crash of 1983. In this environment, NetHack occupied a unique niche. It was not a commercial product but a labor of love, distributed freely and maintained by a dedicated

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