AI Coding Benchmark

The Rogue Clone Test

One prompt. Multiple models. How far can each one go?

The prompt "Create a clone of the classic procedurally generated dungeon crawler Rogue in a single HTML file."

Rogue is a deceptively hard target: it demands procedural dungeon generation, field-of-view, turn-based combat, inventory, and a playable game loop — all in one self-contained file. I gave every model the same prompt and let it run. The results below show how each model handled complexity, creativity, and correctness.

10Models
1Prompt
26Dungeon levels
46Years of legacy
##########   ##########   ##########
# @      #   #     >  #   #  D     #
#        #   #        #   ###+######
###+######   ##########             
Gemini 3.1
google / gemini-3.1
★ Favourite Multi-turn

Developed through an iterative back-and-forth dialogue. Multiple rounds of refinement shaped the final result, with the developer helping the model course-correct, expand features, and fix issues across the conversation.

This is the original prompt-test and still one of my favourtes to play (maybe mostly because I helped shape it, but I do appreciate Gemini's take on the design)!

Initial generation Iterative dialogue Multi-stage refinement No harness, just chat
Play Gemini's version
Claude Opus 4.8
anthropic / claude-opus-4-8
★ Favourite One-shot

My favourite faithful Rogue clone — a careful, by-the-book take on the original that nails the feel without the rough edges. One-shot in Claude Code, no edits.

It edges out Fable's version for me, and at a fraction of the cost.

One-shot generation No modifications Harness: Claude Code
≈ $2.23 / run  ·  20.8K in · 0.4K out · 1.8M cached tokens — a leaner run than Fable's: fewer turns and less cached context.
Play Opus 4.8's version
Gemini 3.5 Flash
google / gemini-3.5-flash
One-shot

The odd one out — a modern retro take that swaps ASCII for flashy graphics. Most notable for speed: the whole thing landed in just over three minutes. Not without glitches, though — unidentified scrolls reveal their type the moment you pick them up, among other bugs. One-shot, no edits.

One-shot generation Built in ~3 minutes Harness: Antigravity
Play Gemini 3.5 Flash's version
Gemma 4 27B
google / gemma-4-27b
+ Bugfix pass

Generated in one shot, then given a second dedicated pass focused solely on fixing bugs. Relatively simple, but not bad given that it's generated by a purely local AI.

One-shot generation Dedicated bugfix pass No harness, just chat
Play Gemma's version
GPT-5.5
openai / gpt-5.5
One-shot

Pure one-shot output — no follow-up, no corrections. The prompt went in and the game came out. A clean measure of what GPT-5.5 can produce with zero iteration.

A bit simple, for my tastes, but fully functional and playable "out of the box".

One-shot generation No modifications No harness, sandbox chat
Play GPT's version
Claude Opus 4.6
anthropic / claude-opus-4-6
One-shot

Another clean one-shot attempt — same prompt, no iteration. Claude Opus 4.6 brings its own sensibilities to dungeon design, game feel, and code structure in a single unguided generation.

💭 From the model's thinking process "I've decided to skip overthinking this and just build it directly as a single HTML file — it's a well-known game with established mechanics, so I can implement it straightforwardly."
One-shot generation No modifications Harness: Copilot CLI
Play Claude's version
Hy 3 Preview
tencent / hy3-preview
One-shot

Not perfect - inventory management is particularly weird - but a pretty decent one-shot result.

One-shot generation No modifications Harness: Copilot in VS Code
Play Hy3's version
Cursor Composer 2.5
cursor / composer-2-5
One-shot

A simple and perfectly serviceable one-shot — pasted the prompt into Cursor, no iteration. Composer 2.5 keeps it simple and mostly keeps up with the frontier models. Inventory management is simple but serviceable. The win-condition of standing on the 26th floor stairs is a little weird.

One-shot generation No modifications Harness: Cursor IDE
Play Cursor's version
DeepSeek v4 Pro
deepseek / deepseek-v4-pro
+ Bugfix pass

Generated in one shot, then given a second dedicated bugfix pass focused on inventory UX issues (Esc fullscreen conflict, key binding overlap, item list overflow). Polished result with strong dungeon generation, FOV, combat, and a full item/inventory system. Total cost: $0.06 USD.

One-shot generation Dedicated bugfix pass Harness: OpenCode
Play DeepSeek's version


About the original game

Rogue (1980) was created by Michael Toy and Glenn Wichman at UC Santa Cruz, later refined with Ken Arnold. Distributed with BSD Unix, it reached a huge audience of university students and spawned one of gaming's most enduring genres.

The game rendered its dungeon in ASCII characters — @ for the player, letters for monsters, # for walls, . for floors — and pioneered procedural generation, permadeath, and fog-of-war. Every playthrough produces a unique dungeon across 26 levels, culminating in a quest to retrieve the Amulet of Yendor.

Its influence is immeasurable: Nethack, Angband, Dungeon Crawl Stone Soup, Diablo, and countless modern roguelikes trace their DNA directly back to it.