having access to its source code. Fenlason was not able to include all the desired features, and his involvement in Hacks development concluded after the students had left the school. Fenlason had provided the source code to Hack to the USENIX conferences to be distributed on their digital tapes, from which it was later discovered and built upon through USENET newsgroups, porting it to various systems. Like Angband, the maintainership of the Hack code passed through several hands, and some variants were created by different forks. Hack would eventually be dropped in favor of NetHack (1987). When Mike Stephenson, an analyst at a computer hardware manufacturer, took maintainership of Hacks code, he improved it, taking suggestions from Izchak Miller, a philosophy professor at University of Pennsylvania, and Janet Walz, another computer hacker. Calling themselves the DevTeam, they began to make major modifications to Hacks code. They named their new version NetHack, in part due to their collaboration over the game being done through USENET. NetHacks major deviations from Hack were the introduction of a wider variety of monsters, borrowing from other mythologies and lores, including anachronistic and contemporary cultural elements (such as a tourist class with a flash-bulb camera inspired by Terry Pratchett's Discworld series) in the high fantasy setting, and the use of pre-defined levels with some procedural elements that the player would encounter deeper in the dungeons. Further iterations of the game included branching pathways through the dungeon and optional character-based quests that could grant the player an extremely useful item to complete the game. Though the DevTeam released the code publicly, they carefully maintained who could contribute to the code base to avoid excessive forking of the vanilla game, and remain relatively quiet about suggested improvements to each release, working in relatively secrecy from its player base. Ancient Domains of Mystery (1994), or ADOM for short, derived from concepts presented in NetHack. ADOM was originally developed by Thomas Biskup while a student at Technical University of Dortmund. After playing through Rogue and Hack, he came to NetHack and was inspired by the game but dismayed at the complexity and elements he found unnecessary or distracting. Biskup created ADOM from scratch with the aim of creating a more story-driven game than NetHack that kept the depth of gameplay with a focused theme and setting. The resulting game featured several different dungeons, many generated procedurally, connected through an overworld