showing 1 - 50 of 231 gameschevron_right
name | publisher(developer) | year arrow_downward | description | |
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Disciples II: Dark Prophecy | Strategy First;Linux Game Publishing (Strategy First) | ? | ID: 12 (LGP) A proprietary commercial game. | labelminimizeminimize |
Dungeon Hack | author | ? | labelimageminimize | |
Dungeon Keeper | author | ? | labelminimizeminimize | |
Dungeon Keeper 2 | author | ? | labelminimizeminimize | |
Dweller | bitfront.com | ? | labelminimizeminimize | |
Everborn | author | ? | labelminimizeminimize | |
Forsaken Sanctum | author | ? | labelimageminimize | |
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). | labelimagesubject |
Freeablo | ? | ? | labelminimizeminimize | |
Ghouls and Ghosts Remix | author | ? | labelminimizeminimize | |
Haktoria | nimets | ? | labelminimizeminimize | |
Langtonia | author | ? | labelminimizeminimize | |
Lords of Uberdark | author | ? | labelminimizeminimize | |
Manic Digger | author | ? | labelminimizeminimize | |
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. | labelimagesubject |
ReMoM | author | ? | labelminimizeminimize | |
The Fallen One | author | ? | labelimageminimize | |
The Legend of Zelda: A Time to Triumph | author | ? | labelimageminimize | |
The Legend of Zelda: Navi's Quest | author | ? | labelminimizeminimize | |
The Legend of Zelda: Oni-Link Begins | author | ? | labelimageminimize | |
The Titan's Quest | author | ? | labelimageminimize | |
Underworld Online | author | ? | labelminimizeminimize | |
Wargus | author | ? | This project interfaces the Stratagus Engine with Warcraft II data files. Allowing one to play Warcraft II on any platform that Stratagus runs on. | labelminimizesubject |
Wolfstyle | author | ? | labelminimizeminimize | |
HACK | author | 1993 | labelminimizeminimize | |
HACK | author | 1993 | Linux 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. | labelimagesubject |
phantasia | author | 1993 | Linux port of BSD Games, 1997***phantasia is a role playing game which allows players to roll up charac‐ ters of various types to fight monsters and other players. Progression of characters is based upon gaining experience from fighting monsters (and other players). Most of the game is menu driven and self-explanatory (more or less). The screen is cursor updated, so be sure to set up the TERM variable in your environment. The characters are saved on a common file, in order to make the game interactive between players. The characters are given a password in order to retrieve them later. Only characters above level zero are saved. Characters unused for awhile will be purged. Characters are only placed on the scoreboard when they die. [spoiler=open PARTICULARS;close PARTICULARS] Normal Play A number of the player's more important statistics are almost always dis‐ played on the screen, with maximums (where applicable) in parentheses. The character is placed randomly near the center of a Cartesian system. Most commands are selected with a single letter or digit. For example, one may move by hitting 'W', 'S', 'N', or 'E', (lower case may also be used, at no time is the game case dependent). One may also use 'H', 'J', 'K', 'L', for movement, similar to vi(1). To move to a specific (x, y) coordinate, use the move ('1') command. The distance a character can move is calculated by 1 plus 1.5 per level. Moving in a compass direc‐ tion will move the player the maximum allowed distance in that direction. A player may see who else is playing by using the players ('2') option. One may see the coordinates of those who are the same distance or closer to the origin as he/she. Kings, and council of the wise can see and can be seen by everyone. A palantir removes these restrictions. One can talk to other players with the talk ('3') option. In general, this is a line or so of text. To remove a current message, just type ⟨return⟩ when prompted for a message. The stats ('4') option shows additional characteristics of a player. One may leave the game either with the quit ('5') option. One may rest by default. Resting lets one regain maximum energy level, and also lets one find mana (more is found for larger levels and further distances from the origin). One may call a monster by hitting '9' or 'C'. Use 'X' to examine other players. One may quit or execute a sub-shell by hitting interrupt. Quitting dur‐ ing battle results in death for obvious reasons. Several other options become available as the player progresses in level and magic, or to other stations in the game (valar, council of the wise, king). These are described elsewhere. In general, a control-L will force the redrawing of the screen. Other things which may happen are more or less self-explanatory. Fighting Monsters A player has several options while fighting monsters. They are as fol‐ lows: melee Inflicts damage on the monster, based upon strength. Also decreases the monster's strength some. skirmish Inflicts a little less damage than melee, but decreases the monster's quickness instead. evade Attempt to run away. Success is based upon both the player's and the monster's brains and quickness. spell Several options for throwing spells (described else‐ where). nick Hits the monster one plus the player's sword, and gives the player 10% of the monster's experience. Decreases the monster's experience an amount proportional to the amount granted. This also increases the monster's quick‐ ness. Paralyzed monsters wake up very fast when nicked. luckout This is essentially a battle of wits with the monster. Success is based upon the player's and the monster's brains. The player gets credit for slaying the monster if he/she succeeds. Otherwise, nothing happens, and the chance to luckout is lost. Character Statistics strength determines how much damage a character can inflict. quickness determines how many chances a character gets to make decisions while fighting. energy level specifies how much damage a character may endure before dying. magic level determines which spells a character may throw, and how effective those spells will be. brains basically, the character's intelligence; used for vari‐ ous fighting options and spells. mana used as a power source for throwing spells. experience gained by fighting monsters and other characters. level indicative of how much experience a character has accu‐ mulated; progresses geometrically as experience increases. poison sickness which degrades a character's performance (affects energy level and strength). sin accumulated as a character does certain nasty things; used only rarely in normal play of the game. age of player; roughly equivalent to number of turns. As age increases, many personal statistics degenerate. Character Types Character statistics are rolled randomly from the above list, according to character type. The types are as follows: magic user strong in magic level and brains, weak in other areas. Must rely on wits and magic to survive. fighter good in strength and energy level, fairly good in other areas. This adds up to a well-equipped fighter. elf very high quickness and above average magic level are elves selling points. dwarf very high strength and energy level, but with a ten‐ dency to be rather slow and not too bright. halfling rather quick and smart, with high energy level, but poor in magic and strength. Born with some experience. experimento very mediocre in all areas. However, the experimento may be placed almost anywhere within the playing grid. The possible ranges for starting statistics are summarized in the follow‐ ing table. Type Strength Quick Mana Energy Brains Magic ────────────────────────────────────────────────────────────────── Mag. User 10-15 30-35 50-100 30-45 60-85 5-9 Fighter 40-55 30-35 30-50 45-70 25-45 3-6 Elf 35-45 32-38 45-90 30-50 40-65 4-7 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5 Halfling 20-25 34 25-45 55-90 40-75 1-4 Experimento 25 27 100 35 25 2 Not only are the starting characteristics different for the different character types, the characteristics progress at different rates for the different types as the character goes up in level. Experimentoes' char‐ acteristics progress randomly as one of the other types. The progression as characters increase in level is summarized in the following table. Type Strength Mana Energy Brains Magic ────────────────────────────────────────────────────── Mag. User 2.0 75 20 6 2.75 Fighter 3.0 40 30 3.0 1.5 Elf 2.5 65 25 4.0 2.0 Dwarf 5 30 35 2.5 1 Halfling 2.0 30 30 4.5 1 The character type also determines how much gold a player may carry, how long until rings can overcome the player, and how much poison the player can withstand. Spells During the course of the game, the player may exercise his/her magic pow‐ ers. These cases are described below. cloak magic level necessary: 20 (plus level 7) mana used: 35 plus 3 per rest period Used during normal play. Prevents monsters from finding the character, as well as hiding the player from other players. His/her coordinates show up as '?' in the players option. Players cannot collect mana, find trading posts, or discover the grail while cloaked. Calling a monster uncloaks, as well as choosing this option while cloaked. teleport magic level necessary: 40 (plus level 12) mana used: 30 per 75 moved Used during normal play. Allows the player to move with much more freedom than with the move option, at the price of expending mana. The maximum dis‐ tance possible to move is based upon level and magic level. power blast magic level necessary: none mana used: 5 times level Used during inter-terminal battle. Damage is based upon magic level and strength. Hits much harder than a normal hit. all or nothing magic level necessary: none mana used: 1 Used while combating monsters. Has a 25% chance of working. If it works it hits the monster just enough to kill it. If it fails, it doesn't hit the monster, and doubles the monster's quickness and strength. Paralyzed monsters wake up much quicker as a result of this spell. magic bolt magic level necessary: 5 mana used: variable Used while combating monsters. Hits the monster based upon the amount of mana expended and magic level. Guaranteed to hit at least 10 per mana. force field magic level necessary: 15 mana used: 30 Used during monster combat. Throws up a shield to protect from damage. The shield is added to actual energy level, and is a fixed number, based upon maximum energy. Normally, damage occurs first to the shield, and then to the players actual energy level. transform magic level necessary: 25 mana used: 50 Used during monster combat. Transforms the monster randomly into one of the 100 monsters from the mon‐ ster file. increase might magic level necessary: 35 mana used: 75 Used during combat with monsters. Increases strength up to a maximum. invisibility magic level necessary: 45 mana used: 90 Used while fighting monsters. Makes it harder for the monster to hit, by temporarily increasing the player's quickness. This spell may be thrown sev‐ eral times, but a maximum level will be reached. transport magic level necessary: 60 mana used: 125 Used during monster combat. Transports the monster away from the player. Success is based upon player's magic and brains, and the monster's experience. If it fails the player is transported instead. 60% of the time, the monster will drop any treasure it was carrying. paralyze magic level necessary: 75 mana used: 150 Used during monster combat. "Freezes" the monster by putting its quickness slightly negative. The monster will slowly wake up. Success is based upon player's magic and the monster's experience. If it fails, nothing happens. specify magic level necessary: none mana used: 1000 Used during monster combat only by valar or council of the wise. Allows the player to pick which mon‐ ster to fight. Monsters Monsters get bigger as one moves farther from the origin (0,0). Rings of distance 125 from the origin determine the size. A monster's experience, energy level, and brains are multiplied by the size. Strength is increased 50% per size over one, and quickness remains the same, regard‐ less of size. Also, nastier monsters are found as one progress farther out from the origin. Monsters also may flock. The percent chance of that happening is designated as flock% in the monster listing. Monsters outside the first ring may carry treasure, as determined by their treasure type. Flocking monsters, and bigger monsters increase the chances of treasure. Certain monsters have special abilities; they are as follows: Unicorn can only be subdued if the player is in possession of a virgin. Modnar has random characteristics, including treasure type. Mimic will pick another name from the list of monsters in order to confuse. Dark Lord very nasty person. Does not like to be hit (especially nicked), and many spells do not work well (or at all) against him. One can always evade from the Dark Lord. Leanan-Sidhe also a very nasty person. She will permanently sap strength from someone. Saruman wanders around with Wormtongue, who can steal a palantir. Also, Saruman may turn a player's gems into gold pieces, or scramble her/his stats. Thaumaturgist can transport a player. Balrog inflicts damage by taking away experience, not energy. Vortex may take some mana. Nazgul may try to steal a ring or neutralize part of one's brains. Tiamat may take half a player's gold and gems and escape. Kobold may get nasty and steal one gold piece and run away. Shelob may bite, inflicting the equivalent of one poison. Assorted Faeries These are killed if attacking someone carrying holy water. These are Cluricaun, Fir Darrig, Fachan, Ghille Dhu, Bogle, Killmoulis, and Bwca. Lamprey may bite, inflicting 1/2 of a poison. Shrieker will call one of its (much bigger) buddies if picked upon. Bonnacon will become bored with battle, fart, and run off. Smeagol will try to steal a ring from a player, if given the chance. Succubus may inflict damage through a force field. This sub‐ tracts from energy level instead of any shield the player may have thrown up. This is a very easy way to die. Cerberus loves metal and will steal all the metal treasures from a player if able. Ungoliant can bite and poison. This inflicts five poisons, and also takes one from the player's quickness. Jabberwock may tire of battle, and leave after calling one of his friends (Jubjub Bird or Bandersnatch). Morgoth actually Modnar, but reserved for council of the wise, valar, and ex-valar. Fights with Morgoth end when either he or the player dies. His characteristics are calculated based upon the player's. The player is given the chance to ally with him. No magic, except force field works when battling Morgoth. Troll may regenerate its energy and strength while in battle. Wraith may make a player blind. Treasures The various treasure types are as follows: Type zero none Type one power booster - adds mana. druid - adds experience. holy orb - subtracts 0.25 sin. Type two amulet - protects from cursed treasure. holy water - kills assorted faeries. hermit - reduces sin by 25% and adds some mana. Type three shield - adds to maximum energy level. virgin - used to subdue a unicorn, or to give much experience (and some sin). athelas - subtracts one poison. Type four (scrolls) shield - throws a bigger than normal force field. invisible - temporarily puts the finder's quickness to one million. ten fold strength - multiplies finder's strength by ten. pick monster - allows finder to pick next monster to battle. general knowledge - adds to finder's brains and magic level. All the scrolls except general knowledge automati‐ cally call a monster. These preserve any spells that were already in effect, but are only in effect while in battle. Type five dagger - adds to strength. armour - same as a shield, but bigger. tablet - adds brains. Type six priest - rests to maximum; adds mana, brains; and halves sin. Robin Hood - increases shield and adds permanently to strength. axe - like dagger, but bigger. Type seven charm - protects from cursed treasure (used before amulet); used in conjunction with blessing to bat‐ tle Dark Lord. Merlyn - adds brains, magic, and mana. war hammer - like an axe, but bigger. Type eight healing potion - sets poison to -2, or subtracts two from poison, whichever is better. transporter - allows finder to move anywhere. sword - like a war hammer, but bigger. Type nine golden crown - allows the player to become king, by going to (0,0). blessing - cuts sin to 1/3, adds mana, rests to maximum, kills Dark Lord with a charm, and gives bearer first hit on all monsters. quicksilver - adds to quickness. Type ten elven boots - adds permanently to quickness. Type eleven palantir - allows one to see all the other players; used by council of the wise to seek the grail. Type twelve/thirteen ring - allows one to hit much harder in battle, etc. Any treasure type 10-13 monsters may instead carry a type nine treasure. A monster may also be carrying gold or gems. These are used at trading posts to buy things. A gem is worth 1000 gold pieces. Too much gold will slow a player down. One may carry 1000 plus 200 per level of gold. A gem weighs one half a gold piece. Monsters of treasure type 7 or higher may carry gems. The chance of a cursed treasure is based upon treasure type. The more valuable treasures have a greater chance of being cursed. A cursed trea‐ sure knocks energy level very low, and adds 0.25 poison. Rings Rings are only carried by nazguls and Dark Lords. They come in four dif‐ ferent flavors. All rings rest the player to maximum and cause him/her to hit much harder in battle with monsters (assuming one has chosen to use the ring for battle.) Two types of rings are cursed and come either from nazguls or Dark Lord. After a few times of using these types, the player falls under the con‐ trol of the ring, and strange, random things will occur. Eventually, the player dies, and gives his/her name to a monster on the file. Dying before the ring is used up also renames the monster. The two remaining types of rings are much more benign. The one from a nazgul is good for a limited number of battle rounds, and will save the player from death if it was being used when he/she died. The one from Dark Lord is the same, except that it never is used up. rings disappear after saving someone from death. In general, cursed rings occur much more often than normal ones. It is usually not a good idea to pick one up. The only way to get rid of a ring is to have a monster steal it. King A player may become king by finding a crown and going to (0,0). Players must have a level in the range of 10 to 1000 to be able to find a crown. When a player with one or more crowns reaches level 1000, the crowns are converted to gold. Once a player is king, he/she may do certain things while in the Lord's Chamber (0,0). These are exercised with the decree ('0') option. transport This is done to another player. It randomly moves the affected player about. A charm protects from transports. curse This is done to another player. It is analogous to cursed treasure, but worse. It inflicts two poison, knocks energy level very low, and degrades the maximum energy. It also removes a cloak. A blessing protects from king's curses. energy void The king may put a number of these scattered about his/her kingdom as he/she pleases. If a player hits one, he/she loses mana, energy, and gold. The energy void disappears after being hit. bestow This is also done to another player. The king may wish to reward one or more loyal subjects by sharing his/her riches (gold). Or it is a convenient way to dispose of some unwanted deadweight. collect taxes Everyone pays 7% tax on all gold and gems acquired, regardless of the existence of a king. The king collects the accrued taxes with this option. The king may also teleport anywhere for free by using the origin as a starting place. Council of the Wise, Valar A player automatically becomes a member of the council of the wise upon reaching level 3000. Members of the council cannot have rings. Members of the council have a few extra options which they can exercise. These are exercised with the intervene ('8') option. All intervene options cost 1000 mana. One intervene option is to heal another player. This is just a quick way for that player to be rested to maximum and lose a lit‐ tle poison. The main purpose in life for members of the council is to seek the Holy Grail. This is done with a palantir under the seek grail option. The distance cited by the seek is accurate within 10%, in order not to make it too easy to find the grail. A player must have infinites‐ imally small sin, or else it's all over upon finding the grail. In order to help members of the council on their quest, they may teleport with greater ease. Upon finding the grail, the player advances to position of valar. He/she may then exercise more and niftier options under intervention. These include all of the council members' options plus the ability to move other players about, bless them, and throw monsters at them. A valar's blessing has the same effect as the treasure blessing, except that the affected player does not get his/her blessing flag set. All intervention options which affect other players age the player who uses them. Valars are essentially immortal, but are actually given five lives. If these are used up, the player is left to die, and becomes an ex-valar. A valar cannot move, teleport, or call monsters. (An exception to this is if the valar finds a transporter.) This is to allow him/her to dispose of excess gold. Any monsters which a valar encounters are based upon his/her size. Only one valar may exist at a time. The current valar is replaced when another player finds the grail. The valar is then bumped back to the council of the wise. Wizard The wizard is usually the owner of the game, and the one who maintains the associated files. The wizard is granted special powers within the game, if it is invoked with the -S option. Otherwise, the wizard plays no different from other players. The wizard abilities are outlined below. change players When examining a player, (game invoked with -x, or use 'X' from within game), the wizard may also change the player. intervention The wizard may do all the intervention options. One extra option, vaporize, is added to kill any offensive players. super character type An extra character type is added. This character starts with the maximum possible in all statistics, selected from the other character types. A super character's statistics also progress at the maximum possible rate, selected from the other character types. Special Places Certain regions of the playing grid have different names. In general, this is only to give the player some idea of his/her present location. Some special places do exist. Trading Posts These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000. Trading posts farther out have more things for sale. Be careful about cheating the merchants there, as they have short tempers. Merchants are dishonest about 5% of the time. Lord's Chamber This is located at (0,0). Only players with crowns may enter. Point of No Return This is located beyond 1.2e+6 in any direction. The only way to return from here is a transporter or to have a valar relocate the player. Dead Marshes This is a band located fairly distant from the origin. The first fourteen monsters (water monsters) can normally only be found here. Valhala This place is where the valar resides. It is associated with no particular coordinate on the playing grid. Miscellaneous Once a player reaches level 5, the game will start to time out waiting for input. This is to try to keep the game a bit faster paced. A guru will never be disgusted with your sins if they are less than one. A medic wants half of a player's gold to be happy. Offering more than one has, or a negative amount will anger the medic, who will make the player worse (add one poison). The Holy Grail does little for those who are not ready to behold it. Whenever anyone finds it, it moves. It is always located within 1e+6 in any compass direction of the origin. There is a maximum amount of mana and charms a player may posses, based upon level. Quicksilver is always limited to to a maximum of 99. Books bought at a trading post increase brains, based upon the number bought. It is unwise, however to buy more than 1/10 of one's level in books at a time. Players over level 10000 are automatically retired. A blindness goes away in random time. Players with crowns are identified with a '*' before their character type. Inter-terminal Battle When two player's coordinates correspond, they may engage in battle. In general, the player with the highest quickness gets the first hit. If the two players are severely mismatched, the stronger player is drasti‐ cally handicapped for the battle. In order to protect from being stuck in an infinite loop, the player waiting for response may time out. Options for battle are: fight Inflicts damage upon other person. run away Escape from battle. Has a 75% chance of working. power blast Battle spell. luckout One-time chance to try to win against the foe. Has a 10% chance of working. Sometimes waits for the other player may be excessive, because he/she may be battling a monster. Upon slaying a player in battle the winner gets the other's experience and treasures. Rings do not work for inter-termi‐ nal battle.[/spoiler] | labelimagesubject |
Ancient Domains Of Mystery | author | 1994 | Latest version: 1.1.1 (as of 2002-11) Latest version on Steam (as of 2015-11-15)***For Linux and ELF. Runs on Amiga 3000 computers. ADOM is postcardware and the developer, Thomas Biskup, will accept food and cash donations. 1994, the encrpyted source code is included and the developer has invited people to crack it. -Update 2006- sourcecode has still not been cracked. [Zerothis] | labelimagesubject |
Quake: The Offering | Pearson Software (id software;Hipnotic Software;Rogue Entertainment) | 1999 | Minimum requirements are s 100MHz Pentium, Linux Kernel 2.0.24+, 16MB RAM for software mode (24MB GLQuake mode), 2x CD-ROM, 100% Sound Blaster-compatible card, 54MB hard drive for Quake, 130MB for mission packs, and GLQuake requires a 3dfx or OpenGL (X11 compatible) card. | labelminimizeminimize |
Baldur's Gate II: Shadows of Amn | Interplay (BioWare) | 2000 | labelminimizeminimize | |
Hexen II | author | 2000 | labelminimizeminimize | |
Deliantra | author | 2001 | labelimageminimize | |
CrossFire | author | 2001 | A fantasy medieval themed MORPG with a set of races and classes similar to angband and nethack. There are multiple graphical clients to chose from that will show more information than text based clients (stacks of objects on the floor for instance). Use of text remains heavy in all clients and more closely follows a the example of text adventure interpreters than simple commands. Players will need to converse with NPCs. But many typed commands are simple as well and players can bind any command to a keystroke. Also, there are a variety of shortcuts that can be preformed with the mouse. The adventures provided really depend on which server the player chooses to play on. Most servers allow multiple characters and they remain attached to the server where they were created. Initially there was no gender option provided but version 1.10 added this option. Many servers continue to use the monogender mode. Generally servers include a tutorial map, several interlinked preset maps, and attached maps that are randomly generated within a set or constrictions (themed dungeons). Players find a public bed (or buy their own real estate to place a bed in) to sleep until they want to return to the game, which is a quit-save. Any items they left lying around may be stolen, but their inventory and their character are safe when sleeping. A variety of locked storage, security systems, guard animals, or guard NPCs are available for things that just won't fit into inventory. Maid NPCs are also an option. Player vs player is decided per server. The game allows for servers to have PvP zones and for players to mutually agree to PvP (outside of zones). But absolute prevention of PvP is apparently technically impossible for anyone determined to circumvent the safeguards as sings repeatedly warn players that PvP is forbidden in places where technical limitation are already in place. There is an extensive skills system as well. Skills increase by using them. For instance, read a book that is within your literacy skill level and you will ear literacy experience points. This only works once per book, btw. There is no combat mode. Attacks are in real time. While characters can have all manor of attacks at their disposal, all melee attacks are done without visual feedback. Text feedback is given instead. Ranged attacks show the projectile, but are otherwise identical to each other as melee attacks are. Find towers and dungeons. Hack up monsters. Gather loot. Sell loot. Practice skills. Repeat. For POSIX/X11 and/or GTK systems. Confirmed to run on Ubuntu and IRIX. RPM available. [Zerothis] | labelimagesubject |
OpenQuartz | Open Quartz Team | 2001 | The Open Quartz Team provides a fully playable game but also content for most any variant of the Quake engine from the original commercial version, derivatives of it, and the various forks of the GPLed version. Its a Quake Clone for the Quake engine.***Open Quartz is a project to supply GPL'ed artwork in the form of PAK and WAD files to create a fully GPL game based around the GPL'ed quake sourcecode.This includes models, maps, soundfx and textures. | labelminimizesubject |
1st Quest Revamp | author | 2002 | Collect 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). | labelimagesubject |
The Hidden Duality | author | 2002 | A massive game bigger than any official Zelda. Three massive overworlds, 15 quest dungeons (per world), mini-dungeons to win items that usually sit in simple caves. This game has no author imposed backstory. When fans requested one from Dark Flame Wolf, she flat refused to provide it. Comes in a myriad of editions. But there are three main 'finished' versions. The original Hidden Duality is no longer available on the web. Hidden Duality Xtreme, is a harder version of the original with added stuff. It can be found in Dark Flame Wolf's 'Golden Oldies' download. Hidden Duality - Director's cut is everything, with two difficulty levels and much more added stuff. The DC version is the 'final final' version and the one described here. | labelimagesubject |
Return to Castle Wolfenstein | author (Gray Matter Interactive Studios;Nerve Software;id Software) | 2002 | labelminimizeminimize | |
Death Illustrated | QuiltBrain Entertainment | 2002 | labelminimizeminimize | |
Entombed! | New Breed Software | 2003 | Navigate the catacombs and don't get caught by the mummies. Use magic potions to remove walls, or add walls (to block pursuing mummies). Pickup more magic potions from the catacombs. Play with a friend. | labelimagesubject |
Halloween | Jadeware | 2003 | labelminimizeminimize | |
Maze | author | 2003 | A classic Zelda style game that removes the element of exploration. The Entire game takes place in a single castle connected to just 4 dungeons. A side-effect is seeing many major elements of the game long before Link has the ability to utilize them. | labelimagesubject |
Neverwinter Nights | Atari;Infogrames (BioWare) | 2003 | Linux versions of this program are supported by Bioware. You can obtain them from the Neverwinter Night's for Linux Client Page and the Neverwinter Night's for Linux Server Page. You can obtain help for this version of the program from Bioware's Linux Forums. [Atari]***While the most of the Linux version can be downloaded for free, you'll need to buy the windows version to legally get a CD Key that allows the Linux version to run. Also, certain files of the windows version are also required for the Linux version and only available from a full install of the windows version that has been successfully run at least once. Bioware had stared during development that players could import Baldur's Gate characters. This feature was subsequently removed before completion. Atari says in their NWN FAQ (About the Windows version), that this was due to BG being 2nd edition D&D rules and and NWN being 3rd edition. Hasbro, Infogrames, and Atari do not officially support the Linux port. According to Atari, Bioware does. Confirmed to work perfectly with WINE versions 0.9.55 and 0.9.61. Formally, the end user had to install and successfully run the Windows version then port it to their Linux box. The good news here is that Linux users no longer had to own a windows system to get a native Linux version. They could instead, install the Windows version, install the NWN Linux resources, port the proper files from the windows version to Linux version, uninstall the Windows version. Native Linux version get achieved without having to buy Windows. Although the Linux client and dedicated servers were developed an tested concurrently with, and from the same source code as, the windows client and server, The Linux client ultimately is a true port and not a source port or a conversion. This is because the end user literally has to port the final bit of code manually from a windows machine to a Linux machine to make the Linux version complete. The servers however, are all of the same source. [Zerothis] | labelminimizesubject |
Aklabeth | author | 2004 | The evil wizard has polluted the land of Aklabeth with monsters. Although the lord of Aklabeth repelled the wizard, his evil creatures remain. Select the role of Fighter or Mage. Do battle with skeletons, thieves, rats, orcs, vipers, carrions, gremlins, mimics, deamon, and balrogs using rapier, axe, shield, bow and arrow. Don't run out of food and use unpredictable amulets wisely. There are dungeons to clean, towns to visit and shops to buy from. Visit the lord at the castle to be sent on quests. Turn based. Above ground the player has an overhead view of icons. But in the dungeons, you explore and fight in first person view. Build instructions: extract the tar ball to a directory navigate to that directory in a terminal then type [code]./configure make sudo make install[/code] now typing [code]aklabeth[/code] in a terminal will run the game [Zerothis]***Aklabeth ======== Aklabeth is effectively Ultima 0. It was written for the Apple II in Basic. This game is a port, written in a mixture of C and C++. I wrote this a year or two back, can't remember why, in C. I glued it to my SDL wrapper library and released it. It's a RPG - sort of. You wander the top world, visit 3D (sort of) dungeons, beat up monsters and perform tasks for the legendary Lord British (AKA Richard Garriott). It requires the SDL Library. Keys N S E W (and arrow keys) move player both in upper world, and in the dungeons. A attack I inventory Q quit X enter town/shop/dungeon/climb up and down. Have fun, Paul Robson [Zerothis] | labelimagesubject |
Blocks of the Undead | Game Creation Society;CMUGCS | 2004 | Blocks of the Undead is a puzzle game. You have to remove all the blocks on the field by swapping these around. | labelimagesubject |
Save Scummer | author | 2004 | labelminimizeminimize | |
Stendhal | Arianne | 2005 | Are you looking for adventure? Want to fight for riches? Develop yourself and your social standing? Meet new people? Do you want to be part of a brave new world? Stendhal is a fully fledged multiplayer online adventures game (MMORPG) developed using the Arianne game development system. Stendhal features a new, rich and expanding world in which you can explore towns, buildings, plains, caves and dungeons. You will meet NPCs and acquire tasks and quests for valuable experience and cold hard cash. Your character will develop and grow and with each new level up become stronger and better. With the money you acquire you can buy new items and improve your armour and weapons. And for the blood thirsty of you; satisfy your killing desires by roaming the world in search of evil monsters! Stendhal is totally platform independent, written using Java 1.5 and the Java2D environment. So what are you waiting for?! A whole new world awaits... | labelimagesubject |
The Realms of Stelanthir | GarageGames | 2005 | This is a proprietary game. A MMORPG here player verses player is restricted. Players can control land, build and own homes, and build cities, contribute to the economy and justice system, craft items, ride animals, and have pets. There is no inheritance, religion or permanent death. [Zerothis] | labelminimizesubject |
Ganon's Claim | author | 2005 | Cerulia is a once peaceful land north of Hyrule. It sits between Nevachrea and Galhaldia, two nations at war, and remains strictly neutral. But, retreating from another defeat, Ganon encamped there and is causing havoc, so Link pursues him. Collect 8 pieces of the Golden Power. Collect items from mini dungeons, dungeons, shops, and hidden corners of Cerulia. Find Ganon, defeat him. Along the way, there are no simple caves, only multi-screen complex mini dungeons. There are actual mini dungeons and regular dungeons. Mini games and if you can find it, a master dome to test the skills of the best players. | labelimagesubject |
Spectalum | author | 2006 | This is an unfinished engine remake of EOB2 and requires original copy of EOB2 to play at all. | labelminimizeminimize |
Dwarf Fortress | Bay 12 Games | 2006 | labelminimizeminimize |