Other variants Not all early roguelikes were readily classified as Hack or Moria descendants. Larn (1986), developed by Noah Morgan, borrowed concepts from both Hack (in that there are persistent and fixed levels) and Moria (in the availability of a shop level and general difficulty increasing with dungeon level), but while these two games have spiraled in size to take multiple play sessions to complete, Larn was aimed to be completed in a single session. Larn also uses a fixed-time feature, in that the player had only so many turns to complete a goal, though there were ways to jump back in time as to extend play. Omega, developed by Laurence Brothers in the late 1980s, is credited with introducing an overworld concept to the roguelike genre, prior to the feature's appearance in ADOM. Omega was often remembered for its odd inventory approach in which the player would have to pick up an object, considering it being held, and then moving that object to a bag or an equipment slot. Linley's Dungeon Crawl (1995) was created by Linley Henzell and featured a skill-based character progression system, in which experience points could be used to improve specific skills, such as weapon proficiency or trap detection. One fork of this would form the basis for Dungeon Crawl Stone Soup (2006). SSI's Dungeon Hack (1993) offered randomized dungeons and permadeath within AD&D 2nd Edition rules.
Other variants Not all early roguelikes were readily classified as Hack or Moria descendants Larn (1986) developed by Noah Morgan borrowed concepts from both Hack (in that there are persistent and fixed levels) and Moria (in the availability of a shop level and general difficulty increasing with dungeon level) but while these two games have spiraled in size to take multiple play sessions to complete Larn was aimed to be completed in a single session Larn also uses a fixed-time feature in that the player had only so many turns to complete a goal though there were ways to jump back in time as to extend play Omega developed by Laurence Brothers in the late 1980s is credited with introducing an overworld concept to the roguelike genre prior to the feature's appearance in ADOM Omega was often remembered for its odd inventory approach in which the player would have to pick up an object considering it being held and then moving that object to a bag or an equipment slot Linley's Dungeon Crawl (1995) was created by Linley Henzell and featured a skill-based character progression system in which experience points could be used to improve specific skills such as weapon proficiency or trap detection One fork of this would form the basis for Dungeon Crawl Stone Soup (2006) SSI's Dungeon Hack (1993) offered randomized dungeons and permadeath within AD&D 2nd Edition rules