clones of it for various other computer systems. It was also inspired by interactive fiction Adventure. While looking for a way to randomize the experience of Adventure, they came across Ken Arnold's curses library that enabled them to better manipulate characters on the terminal screen, prompting Toy and Wichman to create a graphical-like randomized adventure game. They created the story of the game by having the player seek out the "Amulet of Yendor", "Yendor" being "Rodney" spelled backwards, the name of the wizard they envisioned had created the dungeon. Rogue was originally executed on a VAX-11/780 computer; its limited memory forced them to use a simple text-based interface for the game. Toy eventually dropped out of school but got a job at the computing labs at University of California, Berkeley, where he met with Arnold. Arnold helped to optimize the curses code and implement more features into the game. Rogue proved popular with college students and computer researchers at the time, including Ken Thompson; Dennis Ritchie had joked at the time that Rogue was "the biggest waste of CPU cycles in history". Its popularity led to the game's inclusion on BSD UNIX v4.2 in 1984, though at that time, without its source code. Toy and Arnold had anticipated selling Rogue commercially and were hesitant about releasing it; Toy would go on to meet Jon Lane at Olivetti, and together they would go on to create the company A.I. Design to port the games for various home systems along with publishing support by Epyx, later bringing Wichman back to help. Following evolution (1980–1995) The hierarchy of the major Roguelike games that are known to descend from Rogue. Solid lines represent games developed from the parent's source code, while dotted lines represent games that were inspired by the parent game. The popularity of Rogue led developers to create their own versions of the game, though their efforts were originally limited by the lack of access to Rogues source, which was not released until BSD v4.3 in 1986. These developers resorted to building games from scratch similar to Rogue but with features that they wanted to see. These versions would be distributed with source code, and along with the original Rogue source, other developers were able to create software forks of the games, adding in new monsters, items, and gameplay features, creating several dozen variants. This process was aided by switching code to