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Boulder Dash author?
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Boulderdash BD4 author?
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Chaos Caverns Dan's Remakes?
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Descent II  author?Having completely eliminating all free thinking robots by destroying all PTMC (Post Terra Mining Company) mines as specified in his contract, our protagonist returns to base for his bounty. On arrival he is briefed by the PTMC representative (revealed to the audience to be named Dravis) on his next missing over his objections that he has fulfilled his contract. Dravis threatens him with law suit (which our protagonist is unconcerned about) and notifies him he will not be paid yet thanks to a 72 hour retainer clause in his contract. A warp drive is install on the ship during their argument. Dravis describes the mission as reconnaissance in the Zeta Aquilae system but our protagonist and the audience can see on the cockpit readout that the ship is being upgraded with news weapons (also from exterior views). We also get to see details the warp core prototype displayed in the cockpit. He sets out to eliminate the supposed source of the AI that immigrated to PTMC mines (which Dravis now refers to as an alien infestation) with only an inkling of PTMC's regard for him as no different than their robot slaves.***[media=youtube]9-AyUBxVb6k[/media]***Mines throughout the solar system have been taken over by the robots built to mine them. Humans have been killed or imprisoned in the mines. It seems to be caused by some sort of computer virus. The owning company has hired a mercenary to rescue the surviving prisoners and destroy the main reactor in each mine, thus destroying the infected robots.
Shoot the robots, get power ups, find the keys, find the reactor, rescue the humans, destroy the reactor, escape the exploding mine, repeat.

This was a commercially available proprietary game. The source code was later released under the under a proprietary licence that permits anything except commercial use. All content remains fully proprietary.

Any commercial version of Descent II can be played on Linux using D2X or D2X-XL engines. Yes, That includes the [game=&ftag=descent&fplat=3]PlayStation version[/game]. These are both considered source-ports All aspects except for movies from the Mac version are preserved. Also, the graphics are enhanced through OpenGL, any resolution, and widescreen options. D2X-XL also adds modes, difficulty levels, multiplayer options, graphics effects, faster or slower options, weapons enhancements, massive level design improvements (multiple boss robots can work as a team, robots can carry keys and switches), and an extensive help menu.[spoiler= ; ][/spoiler]
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Ditchers Blaf?
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Dragon Hunt  author?
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Dungeon Hack  author?
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Dungeon Inc Remar Games?
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Dungeon Keeper  author?
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Dungeon Keeper 2  author?
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Epiphany  author?Epiphany is a multi-platform clone of Boulder Dash.
In this game, the player must collect all the valuable minerals
scattered in each level, while avoiding being hit by a falling
boulder or, worse, by a bomb.

Boulder Dash was one of the best games ever made for the
Commodore 64.
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Flappy's Souls: Legend of the Dragon author?
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Fragments of Power author?Almost a straight-up Zelda game. Complete 9 dungeons to save the girl.
Does contain an optional bonus dungeon. Graphic improvement of course. Game mechanics are updated a bit; you push multiple blocks to solve puzzles for instance. Also, game path is not nearly as open as the original Legend of Zelda (like later Zelda games).
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Freeablo  ??
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Gusanos author?
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Lords of Uberdark author?
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Manic Digger author?
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Monster Masher author?
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Moons of Subterrane stuckieGAMEZ?
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Moria  author?While moria is in Ubuntu repositories, this version often fails to run on older Ubuntu based distributions. Compiling from the sources in the Ubuntu repositories seems to have the same result. But the moria package from the Debian repos runs and compiles fine. moria from Ubuntu 14.04 Trusty repos works.***Deep Within the Mines of Moria the Balrog awaits. You are tasked with defeating it. Moria is obviously based on Tolkien's works. Moria has other Tolkien creatures and characters and some Dungeon's & Dragons inspired content also (D&D itself was heavily inspired by Tolkien's works). The player may choose a Human, Half-Elf, Elf, Halfling, Gnome, Dwarf, Half-Orc, or Half-Troll character and a Warrior, Mage, Priest, Rogue, Ranger, or Paladin class (note some races cannot choose some classes). Delve deeper for the best treasures, but going deeper is riskier; one slip and the protagonist dies, permanently, no resurrections, savegame deleted. No going back to an earlier save either, doing so marks your file and all records of your character will vanish on game over or winning.

Moria is based on the design of Rogue (it is a clone that shares no code or data with Rogue) but has notable variations in gameplay. Most significant is the 6 shops on the surface that the protagonist may visit to buy [i]and sell[/i] equipment, supplies, armor, weapons, scrolls, books, potions, and magical items. The surface is only one screen in size, not really an 'overworld' like in Angband and other roguelikes based on this game. UNIX Moria also served as inspiration for the design of Diablo. Moria was created using VMS Pascal ("Moria") when Robert Alan Koeneke and Jimmey Wayne Todd found that Rogue, their addiction at the time, was not available on VAX-11/780 minicomputers. UNIX Moria (umoria) is a port of "Moria" written in C language. Many subsequent ports and forks of "Moria" were based on umoria. The original license permitting sharing and modification but not commercial use. At some point, an agreement was reached by every person who ever maintained Moria to release its source code under the GPL license. Linux umoria has since become the standard version of sorts and is even called "Moria" by the current maintainer. Although, it is still a actively maintained VAX/VMS game.
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Space Run III author?
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Speedy Simon author?
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Taisei Project author;ZUN?
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The Fallen One author?
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The Legend of Zelda: A Time to Triumph  author?
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The Legend of Zelda: Navi's Quest  author?
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The Legend of Zelda: Oni-Link Begins  author?
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The Titan's Quest author?
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TuxDash author?
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Unix Digger author?
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Vault Of Souls author?At first glance this may look like your typical 'Zelda game' made using ZQuest. But, while being Zelda-like, and using Zelda-esk graphics, it is in fact a game with story, items, and RPG elements having little in common with the Zelda series. This is not completing 9 dungeons to find the Triforce and rescue Zelda. The protagonist doesn't believe in fairy tales. Currency and collected items are spent on ability upgrades (there will be grinding). There are 5 sub-screens and an entirely different save system (somewhat reminiscent of Ocarina of Time). And the enemies only look like the ones in Zelda games, the shoot bombs, arrow arrays, flame thrower jets, fly and jump around to places the player cannot go (and they're HARD). Enemies don't just walk around and shoot in the expected semi-random patternistic way, they know where the player is; not just for aiming, but for avoiding as well. While many Zelda games feature a great deal of 90 degree squareness, this game has very little. The world and level design features a great deal of organic and asymmetrical design. The player is not limited to shooting projectiles in 4 directions. Some can be fired in _any_ direction and some have a shaped area of effect, such as the flame thrower. But the biggest surprise is when the player defeats the final boss[spoiler=show surprise;close]the game suddenly changes modes and becomes a manic arena shooter. Ya, you beat the game for [b]another game[/b].[/spoiler]
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Wolfstyle  author?
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Worminator 3 Worminator Team?
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XDigger Berlin (Humboldt-University Berlin)?Collect the gems without being crushed by a rock. Rocks will not fall when resting on the character's head. They will roll when the it the ground and have room too. Character can dig away dirt to let rocks fall and grab gems.
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xsfcave author?
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Zork the Undiscovered Underground Manifesto Games (Infocom;Activision)?
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Wanderer author1991A text mode Boulder Dash clone with added features. Dig away the dirt without dropping rocks on your head or blocking in diamonds. Collect diamonds for points.***This game is copyrighted by Steven Shipway and distributed as source code with no specific licensing agreement or copyright terms other than insisting on giving credits to all who worked on the game and derivatives. Effectively CC-BY.
The SuSe Linux version is easily compiled on other distros. If it doesn't install, just modify the invalid "chown root.game" entries in the makefile.
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HACK author1993
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HACK author1993Linux port of BSD Games, 1997***Based on [game=#158874]Rogue[/game]. Seek the Amulet of Yendor. First made public in 1982, a major update was posted on USENET in 1984.
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Wump  author1993Linux port of BSD Games, 1997***The game wump is based on a fantasy game first presented in the pages of
People's Computer Company in 1973. In Hunt the Wumpus you are placed in
a cave built of many different rooms, all interconnected by tunnels.
Your quest is to find and shoot the evil Wumpus that resides elsewhere in
the cave without running into any pits or using up your limited supply of
arrows.

While wandering through the cave you'll notice that, while there are tun‐
nels everywhere, there are some mysterious quirks to the cave topology,
including some tunnels that go from one room to another, but not neces‐
sarily back! Also, most pesky of all are the rooms that are home to
large numbers of bats, which, upon being disturbed, will en masse grab
you and move you to another portion of the cave (including those housing
bottomless pits, sure death for unwary explorers).

Fortunately, you're not going into the cave without any weapons or tools,
and in fact your biggest aids are your senses; you can often smell the
rather odiferous Wumpus up to two rooms away, and you can always feel the
drafts created by the occasional bottomless pit and hear the rustle of
the bats in caves they might be sleeping within.

To kill the wumpus, you'll need to shoot it with one of your magic
arrows. Fortunately, you don't have to be in the same room as the crea‐
ture, and can instead shoot the arrow from as far as three or four rooms
away!

When you shoot an arrow, you do so by typing in a list of rooms that
you'd like it to travel to. If at any point in its travels it cannot
find a tunnel to the room you specify from the room it's in, it will
instead randomly fly down one of the tunnels, possibly, if you're real
unlucky, even flying back into the room you're in and hitting you!
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BDASH University of North Carolina1993
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Tibia CipSoft1997The idea of writing an online role-playing game emerged during autumn 1995. Unlike the text based multi-user-dungeons at that time, Tibia should have a graphical user-interface, thus giving players a better impression of the world they live in. Concrete plannings started in the Easter holidays 1996, and by January 7th, 1997, a permanent public server was ready to be launched. Since then, the game has continuously been developed further, and the number of players grew steadily. Now tens of thousands of players visit Tibia every day, thus making it one of Europe's largest online role-playing games.
[From official site]***Requires Internet access.
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Digger Remastered AJ Software (Windmill Software)1998
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Rocks 'n' Diamonds  Artsoft Entertainment1998
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BoboBot New Breed Software1999For any UNIX with X including FreeBSD, Linux and Solaris. 8-bit color and SDL recomended. libSDL and SDL_Mixer needed for sound.
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DroidQuest author2000The game is pure java, completely cross-platform. Its here because the game itself available at no cost unlike the other platforms it runs on.***A near pixel-perfect match for the original Robot Odyssey with added secret quest and secret level. Program three abandon robots using logic gates to retrieve inaccessible items you need and transport you to inaccessible areas in order to escape from Robotropolis.
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Deliantra author2001
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Ultima VII: The Black Gate  author (Origin)2001Thanks to a game engine called Exult, Ultima VII: The Black Gate and its addon The Forge of Virtue can be played on a variety of platforms. Plus a few enhancements.

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The character can move seamlessly from above ground to under ground, up or down stars, in and out of buildings, on and off of rooftops, in and out of ships, and take to the air and land. Various magical transportation occurs.
The 8th canonical game in the Ultima series and the first game in Ultima's Age of Armageddon. (Ultima Underworld is canonical, prequil of this game, and the 7th in the series). But, it was never intended to run on Linux. This, and other exult enhancements are sufficient to mark this game as uncanonical. Exult uses SDL for the Linux version with an OpenGL option. The player and party can use crossbows and bows. Ingredients can be mixed to bake bread and other things. Cheese is available as food. A variety of items can be crafted into other items. There are pumpkin fields in the game, from which pumpkins can be harvested. Flight of the Bumblebee is played at one point, Rule Britannia is overplayed. There are several prisoners in the game and this plays into the plot more than once. An addictive medicine in the game is abused by characters and can be abused by the player's character and party, with consequences. Unicorns are mentioned by in-game books and by characters[spoiler=and;and]one can be found by the player also.[/spoiler]. And some coder with nothing better to do has given the engine dance mat compatibility.
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1st Quest Revamp  author2002Collect useful items guarded by secret puzzles and enemies to gain access to 8 dungeons with more useful items guarded by bosses to gain access to the last dungeon to defeat Ganon and rescue Princess Zelda.

This is a remake of the original Legend of Zelda. The graphic overhaul is immediately apparent but there are a few other subtle changes. Most changes make the game not necessarily easier, just a bit less frustrating. Save or Continue, and Link's hearts remain unchanged or filled to three if they were below that. Boss fireballs not deflectable and Stone Statue fireballs deflectable looked identical in the original, now players can see the difference. Dungeon rooms are rarely so square as they were. Blocks are often replaced by walls where appropriate. And rooms that used to be a pattern of blocks are not a more organically shaped area with various obstacles to maneuver around. The new room shapes and smoothed out terrain means there are less places that look like bombable walls, so bombable walls are easier to find. Most notable it the changes in dungeon layout, where are not so much changing the rooms as it is replacing the room-to-room tunnels with a simple stairway (instant arrival at the other end). New pathways have been added. And dead ends and pointless treks into obscure corners of the dungeons are virtually eliminated by adding something useful or even necessary to them. A good example of this is in the first dungeon. In the original, Link can go left and get a key by defeating enemies. Or, Link can go right and get a key by defeating enemies. Or, both, if the player choses not to or does not knows where bomb to avoid using keys. In this remake, Link can only go left. When enemies are defeated, the staircase must be opened and this leads to the right room where the enemies must be defeated to open the exit back to the entry room. Another trick is make dead-end paths useful by having pots in the rooms. This way, players can now grind for hearts and money on a path that was just a waste of time in the original. Also there's more completely optional secrets to discover. Certain room based puzzles in the dungeons have completely new solutions. Player will find themselves using items in ways they are used in other Zelda games and in unique ways. These are usually easy and nearly intuitive. Along the lines of encountering something new in a room in a dungeon on the way to the boss; using the item collected in the same dungeon in a on the new thing to solve the puzzle. These are not just an added step, these teach the player. These new tricks learned in the dungeon can be used elsewhere to find a whole new set of secrets that have been added to the game. Also, use old tricks in new places to find the some of new secrets. This aptly named 1st quest is but only the 1st, no 2nd quest follows on defeating Ganon (to the best of my knowledge).
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FreedroidRPG  the Freedroid team2002Freedroid RPG is an RPG with isometric graphics. In it, the player
is Tux, who must fight rebelling robots in order to restore peace to
humankind. To do so,Tux may take over robots in a minigame based off the
classic game Paradroid, or may simply blast them to pieces with a weapon.

Note that this is not the same game as Freedroid, also available in Debian.
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