Brogue is a roguelike that aims to be a modern successor to rogue - with more interesting level generation, almost every monster having a unique gimmick and your chances of success based around what equipment you use scrolls of enchanting on. It is open source and compiled for all platforms:
https://sites.google.com/site/broguegame/
More importantly, barring bugs, Brogue is deterministic (it has two rngs, substantial and cosmetic, and all unimportant details are RNG'd using the cosmetic one) and has support for replays and choosing a seed to play. This means that one could scum for a seed that 1) has equipment you want to win faster with 2) has a quick route to the bottom and top of the dungeon 3) both and then replay it with full knowledge of every monster/item to maximize their speed. Luck manipulation would be done by consuming a smaller/larger amount of substantal_rng numbers.
In addition, I can almost get Brogue to run in Hourglass under Windows 7 - except it refuses to accept keyboard input. Try it yourself and see if you can do better.
I was planning on making a list of all the ways the substantial RNG could be altered, but it got too long, so I'll just list a few surprising ones:
-Randomized radius light sources, like that of the lich, consume substantial RNGs since they have a minor gameplay effect
-Most castable spells have a coinflip or 3/4 odds to be picked when the monster sees a use for them (like discord, slinging webs, slowing, hasting, spark, firebolt... but protection is casted deterministically!)
-Determining the path tunneling takes
-Some percent based effects, like quietus with 100%+ probability, consume RNG anyway (while calling rand_range with a minimum and a maximum the same number will not consume anything)
-If you become nauseous and walk into a wall, you are consuming RNGs for your non-moves but will lose a turn if you vomit