Retro365 | Rogue: The Adventure Game - Artificial Intelligence Design Systems, 1983 - IBM PC (4K) @Retro365 | Uploaded January 2024 | Updated October 2024, 1 day ago.
A short presentation of Rogue, published for IBM PCs in 1983 by Artificial Intelligence Design Systems.
Rogue was inspired by text-based mainframe games such as Star Trek (1971) and Colossal Cave Adventure (1976-77), along with the high fantasy setting from Dungeons & Dragons. Michael Toy and Glenn Wichman, both University of California, Santa Cruz students, had worked together to create their own text-based game but looked to incorporate elements of procedural generation to create a new experience each time the game was played.
Rogue was developed around 1980 for Unix-based minicomputer systems as a freely distributed executable. It was later included in the Berkeley Software Distribution 4.2 operating system. Commercial ports of the game were made by Toy, Wichman, and Jon Lane under their company Artificial Intelligence Design Systems.
Around 1984, Robert Borch, the vice president of publishing at Epyx discovered that Rogue had become popular with several of Epyx's employees and that they suggested that Epyx should help fund ports to other systems. Epyx published the IBM PC version and contracted Artificial Intelligence Design Systems to port the game to the Macintosh and Commodore Amiga.
With Rogue's popularity at colleges in the early 1980s, other users sought to expand or create similar games but with Rogue's source code never released, these efforts generally required the programmers to craft the core game elements from scratch to mimic Rogue. These games, which generally feature turn-based exploration and combat in a high fantasy setting in a procedurally generated dungeon and employing permadeath, were named roguelike games in honor of Rogue's impact.
Enjoy and please remember to visit my blog at https://www.retro365.blog where I post new articles every month.
A short presentation of Rogue, published for IBM PCs in 1983 by Artificial Intelligence Design Systems.
Rogue was inspired by text-based mainframe games such as Star Trek (1971) and Colossal Cave Adventure (1976-77), along with the high fantasy setting from Dungeons & Dragons. Michael Toy and Glenn Wichman, both University of California, Santa Cruz students, had worked together to create their own text-based game but looked to incorporate elements of procedural generation to create a new experience each time the game was played.
Rogue was developed around 1980 for Unix-based minicomputer systems as a freely distributed executable. It was later included in the Berkeley Software Distribution 4.2 operating system. Commercial ports of the game were made by Toy, Wichman, and Jon Lane under their company Artificial Intelligence Design Systems.
Around 1984, Robert Borch, the vice president of publishing at Epyx discovered that Rogue had become popular with several of Epyx's employees and that they suggested that Epyx should help fund ports to other systems. Epyx published the IBM PC version and contracted Artificial Intelligence Design Systems to port the game to the Macintosh and Commodore Amiga.
With Rogue's popularity at colleges in the early 1980s, other users sought to expand or create similar games but with Rogue's source code never released, these efforts generally required the programmers to craft the core game elements from scratch to mimic Rogue. These games, which generally feature turn-based exploration and combat in a high fantasy setting in a procedurally generated dungeon and employing permadeath, were named roguelike games in honor of Rogue's impact.
Enjoy and please remember to visit my blog at https://www.retro365.blog where I post new articles every month.