

1982 · Roguelike · Role-playing
Hack
The object of the game is to delve into a dungeon to retrieve the Amulet of Yendor, and perish with as much game points as possible. The player can start out with a different ability set, such as Wizard or Cave(wo)man. The player confronts various monsters: hobgoblins, leprechauns, acid blobs, bats, centaurs, chameleons, dragons, ghosts, imps, trolls, and has weapons, armor, potions, wands, rings and special items to aid in this, e.g. related to fire there is a scroll, a ring, a monster and a wand, and their interplay is to be discovered.
- Released
- 1982
- Platforms
- MS-DOScross-platform
- Genres
- RoguelikeRole-playingShooter
- Developers
- —
- Publishers
- —
- Modes
- Single-player
- Perspective
- Bird view / IsometricText
- Themes
- FantasyScience fiction
- Country
- United States
- Age ratings
- PEGI 3ESRB E
- Languages
- English
About
Hack is a 1984 roguelike video game that introduced shops as gameplay elements and expanded available monsters, items, and spells. It later became the basis for NetHack.
›Story
The object of the game is to delve into a dungeon to retrieve the Amulet of Yendor, and perish with as much game points as possible. The player can start out with a different ability set, such as Wizard or Cave(wo)man. The player confronts various monsters: hobgoblins, leprechauns, acid blobs, bats, centaurs, chameleons, dragons, ghosts, imps, trolls, and has weapons, armor, potions, wands, rings and special items to aid in this, e.g. related to fire there is a scroll, a ring, a monster and a wand, and their interplay is to be discovered.
There is time pressure because you die if your food runs out, food is scattered around the dungeon. There is a limit to what you can carry, forcing you to leave valuable items behind. The gold and gems you carry when you die increases your score, but it is heavy too.
The player must enter Hell to recover the Amulet. Entering Hell for the uninitiated just means that "you burn to a crisp". (In NetHack, Hell is renamed.)
The player encounters special rooms such as shops, crypts, and vaults. Other spatial elements in the game are traps and swamps. As your experience grows, so are your abilities, score and the need for food.
Retrieving the Amulet doesn't guarantee you the high score. After all the Amulet is just a very valuable gem.
Keywords
- 1980s
- roguelike
- dos
- platform exclusive
- developed by one person
Media

The articlegameplay, story, development, reception
Gameplay
This describes Brouwer's version 1.0.3, which is the most canonical version, being the one installed by package managers on Linux systems.
Being developed by one man means the game is more balanced. Even when the player has discovered all properties of monsters, wands, and potions, the game remains as playable as ever. It may take ages before the player reaches that stage. The player will be helped by rumors: cryptic hints, hidden in fortune cookies.
Development
Hack was created in 1982 by Jay Fenlason with the assistance of Kenny Woodland, Mike Thome, and Jonathan Payne, while students at Lincoln-Sudbury Regional High School. A greatly extended version was first released on Usenet in 1984 by Andries Brouwer. Brouwer continued to work on Hack until July 1985. Don Kneller ported the game to MS-DOS and continued development there.
Development on all Hack versions ended within a few years. Hack descendant NetHack was released in 1987.
Releases by platformdates and regions as published
Editions and related releases
- Built on it
- NetHack
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Description adapted from its source, CC BY-SA 4.0.