The 1985 Epyx IBM PC Rogue: the original game, in its original colours.
This is the IBM PC version of Rogue that Epyx sold in 1985, the one with the smiley face and the coloured double-line walls. Go down through 26 levels, take the Amulet of Yendor and climb back out. Death is permanent.
About the game
This is the original Rogue (the 1985 Epyx IBM PC release, version 1.48), the game the whole genre is named after. It is much smaller than Angband: 26 dungeon levels, no town, no shops, no classes, no spells and no character creation beyond your name. Every level is a 3×3 grid of rooms joined by corridors. The goal is the Amulet of Yendor on level 26 or deeper; once you carry it, the up staircase (<) works and you must climb all the way back.
- Items are unidentified at first: potions by colour, scrolls by strange titles, rings by stone, wands and staffs by material. Using one is the main way to learn what it is.
- There is no word of recall and no rest in town: food is the clock that pushes you downwards.
- Score is your gold. Dying still counts for the high-score list, winning counts much more.
Keyboard controls
The keys to remember
- F1
- In-game list of commands
- x
- Auto-explore: walk to the nearest unexplored spot
- Enter
- Menu of all commands
- i
- Inventory with a cursor: letter = use, Enter = all actions
- >
- Go down (walks to the nearest known staircase)
- F12
- Tiles / text
Essential keys
Moving
- hjklyubn/arrows/numpad
- Walk / attack
- HJKLYUBN
- Run
- x
- Auto-explore
- >
- Down stairs (walks to the nearest known ones)
- <
- Up stairs (only with the Amulet)
- .
- Rest
- s
- Search
Items
- i
- Inventory with a cursor
- e
- Eat
- q
- Quaff
- r
- Read
- w
- Wield
- W
- Wear armour
- T
- Take armour off
- P
- Put on ring
- R
- Remove ring
- d
- Drop
- t
- Throw
- z
- Zap
System
- Enter
- Command menu
- F12
- Tiles / text mode
- ?
- Help
- S
- Save and quit
- Q
- Quit
Complete key list (66 commands)
F1list of commands
F2list of symbols
F3repeat command
F4repeat message
F5rename something
F6recall what's been discovered
F7inventory of your possessions
F8 + directionidentify trap type
F9The Any Key (definable)
Alt F9defines the Any Key
F10Supervisor Key (fake dos)
SpaceClear -More- message
↵the Enter Key
←left
↓down
↑up
→right
Homeup & left
PgUpup & right
Enddown & left
PgDndown & right
ScrollFast Play mode
.rest
xexplore automatically
Entermenu of all commands
>go down stairs (walks there)
<go up a staircase
Esccancel command
ddrop object
eeat food
f + directionfind something
qquaff potion
rread paper
ssearch for trap/secret door
t + directionthrow something
wwield a weapon
z + directionzap with a wand
Brun down & left
Hrun left
Jrun down
Krun up
Lrun right
Nrun down & right
Urun up & right
Yrun up & left
Wwear armor
Ttake armor off
Pput on ring
Qquit
Rremove ring
Ssave game
^identify trap
?help
/key
+throw
-zap
Ctrl tterse message format
Ctrl rrepeat message
Delsearch for something hidden
Ins + directionfind something
arepeat command
crename something
iinventory
vversion number
!Supervisor Key (fake DOS)
Dlist what has been discovered
Saving your game
- Saving is automatic. The game is stored in this browser (IndexedDB) between your commands (at most every two seconds). Reloading the page continues from there.
- S (then Enter) saves and ends the session, as in the original; reload the page (or press Play again) to continue.
- When your character dies or you quit with Q, the save is deleted: death is final.
- Each browser keeps one game. New game deletes it and starts over.
- Export save downloads the save file; Import save loads one. Use them for a backup or to move a game to another browser or computer.
- Window layout, zoom, tiles/text and auto_more are stored in the same browser storage.
- Private/incognito windows and "clear site data" delete the stored game. Export first if it matters.
Tips
- Search (s, several times) at dead ends and in rooms without exits: secret doors are common, and a level can look finished when it is not.
- Fight in corridors or doorways so only one monster reaches you at a time.
- Use the bow: wield it (w) and throw arrows (t + direction) at dangerous monsters before they close in, then switch back to the mace.
- Scroll of enchant armour and enchant weapon are the steady way to get stronger; read them on what you use.
- Keep a spare unknown potion or scroll for an emergency; healing, teleportation and hold monster have saved many games.
- Traps (^ once found) can drop you a level, put you to sleep or teleport you. Walk around them.
- Rings cost food while worn. Take off rings you don't need.
New player's guide
Your first steps
- You start with a mace, a short bow with arrows, ring mail and some food, all already in use.
- Explore each level (x), pick up everything (walking over items picks them up) and go down with > once the level is done.
- Eat (e) when the status line says Hungry, not before. Don't linger: each level has only a little food.
- Read unknown scrolls and drink unknown potions when you are at full health and no monster is near. Most are useful, and knowing them early pays off.
- Rest (., or a count such as 20.) before going down if your hit points are low.
Monsters to watch for
- Aquator (A): its touch rusts your armour. Take the armour off or fight it with arrows.
- The Leprechaun (L) steals gold and the Nymph (N) steals a magic item; kill them from range.
- Rattlesnake (R) weakens your Strength; Wraith (W) and Vampire (V) drain experience levels and hit points.
- Ice monster (I) freezes you in place; Venus flytrap (F) holds you until it dies; Medusa (M) can confuse you.
- Xeroc (X) looks like an item until you touch it.
- Deep down, Trolls, Griffins, Jabberwocks and Dragons (T G J D) hit very hard. Throw or zap what you have before they reach you.
History & differences
Where it all started. Michael Toy and Glenn Wichman wrote Rogue at UC Santa Cruz in 1980, using Ken Arnold's new curses library to draw on the whole screen. Arnold joined them at Berkeley, and Rogue spread with BSD Unix. Its name now stands for the whole genre: random levels, permadeath, items identified by use.
This version. Michael Toy and Jon Lane founded A.I. Design and ported Rogue to the IBM PC in 1983; Epyx published it in 1985,
with Glenn Wichman on the team. It follows the 5.x rules (26 levels, the 5.x monster alphabet), but it is its own code.
What is unique about it.
- Colour and the IBM PC character set: smiley-face hero, box-drawing walls, a real staircase symbol. This is where Rogue first looked like a game rather than text.
- It was sold in shops, not passed around as source: Rogue's first commercial release.
- The Epyx versions for the Amiga, Atari ST and Macintosh drew tiles; this port uses Oryx's tiles in that spirit.
Trivia. Rogue sold poorly for Epyx; Wichman blames rampant piracy, though others point to its plain graphics next to games like Ultima III. Glenn Wichman later told the story in "A Brief History of Rogue".
The family at a glance (numbers counted in each game's source):
| Game | Year | By | Built on | Classes | Monster kinds | Goal |
| Rogue 3.6 | 1981 | Toy, Wichman, Arnold | — | none | 26 | Amulet, level 26 |
| Rogue 5.4 | 1985 | Toy, Wichman, Arnold | Rogue 5.2/5.3 | none | 26 (new set) | Amulet, level 26 |
| Rogue PC | 1985 | Toy, Lane, Wichman (A.I. Design / Epyx) | Rogue 5.x | none | 26 | Amulet, level 26 |
| Super-Rogue | 1984 | Robert D. Kindelberger | Rogue 3.6 | none | 52 | Amulet, level 35+ |
| Advanced Rogue 5.8 | 1985 | Michael Morgan, Ken Dalka | Rogue 3.6, Super-Rogue | 4 | 120 | a random relic (11) |
| UltraRogue | 1985–95 | Herb Chong | Advanced Rogue | 10 | about 400 | the artifact at the bottom |
| Advanced Rogue 7.7 | 1986 | Michael Morgan, Ken Dalka | Advanced Rogue 5.8 | 9 | 125 | a random relic (16) |
| XRogue 8 | 1991 | Robert Pietkivitch | Advanced Rogue 7.7 | 9 | 211 | your class's relic |
Playing in the browser
- Windows ▾ → One window (or F12) shows the original IBM PC text screen: VGA font, CP437 symbols, CGA colours. Multi-window brings the tiled windows back.
- Tiles windows: the map on top; Messages (with history) and Status below on the left; Inventory on the right. Lists and menus pop up over the map.
- Resize windows by dragging the gaps between them. Reset windows puts everything back.
- Zoom: A− / A+ on the Map title bar (shown on hover) change the size of the map tiles; when the map is bigger than its window it scrolls to follow you. Hover over a text window's title to show its A− / A+ buttons.
- auto_more is on: --More-- prompts are skipped and everything stays in the Messages window. The game's own menu (Enter) turns it off.
- Keys: hjklyubn, the arrow keys or the numeric keypad move you; capital letters run. The F-keys work as in the original (F1 help).
- Browsers keep a few shortcuts for themselves (Ctrl+W, Ctrl+T, Ctrl+N, and Cmd shortcuts on a Mac), so those never reach the game.
- If the game ever crashes, a message appears at the top; reload the page to continue from the last autosave.
About this version