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====''Hack''-based==== ''[[Hack (Unix video game)|Hack]]'' (1982) was developed by Jay Fenlason with help from Kenny Woodland, Mike Thome, and Jonathan Payne, students at [[Lincoln-Sudbury Regional High School]] at the time, while participating in the school's computer lab overseen by [[Brian Harvey (lecturer)|Brian Harvey]].<ref name="craddock chapter 5"/> Harvey had been able to acquire a [[PDP-11|PDP-11/70]] minicomputer for the school and instituted a course curriculum that allowed students to do whatever they wanted on the computers, including playing games, as long as they had completed assignments by the end of each semester. Fenlason, Woodland, Thome, and Payne met through these courses and became a close group of friends and competent programmers.<ref name="craddock chapter 5"/> Harvey had invited the group to the computer labs at UC Berkeley where they had the opportunity to use the mainframe systems there, and were introduced to ''Rogue'', inspiring them to create their own version as their class project. Fenlason had created a list of features they wanted to improve upon in ''Rogue'' such as having a level's layout saved once the player moved off that level. They approached Toy and Arnold at a local [[USENIX]] conference for the source code to ''Rogue'', but were refused, forcing them to develop the routines from scratch.<ref name="craddock chapter 5"/> The resulting program, ''Hack'', stayed true to the original ''Dungeons and Dragons'' influences, and derived its name from being both a "hack and slash" game as well as a [[hack (computer code)|programming hack]] to recreate ''Rogue'' without having access to its source code.<ref name="craddock chapter 5"/> Fenlason was not able to include all the desired features, and his involvement in ''Hack''{{'}}s 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.<ref name="craddock chp6"/> [[File:Nethack releasing a djinni.png|thumb|right|An example of a fixed level from ''NetHack'', showing a town-like area (with buildings indicated by the line symbols) with a river passing through it (the blue tiles)]] ''Hack'' would eventually be dropped in favor of ''[[NetHack]]'' (1987).<ref name="engadget"/> When Mike Stephenson, an analyst at a computer hardware manufacturer, took maintainership of ''Hack''{{'}}s 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 ''Hack''{{'}}s code. They named their new version ''NetHack'', in part due to their collaboration over the game being done through USENET.<ref name="craddock chp6"/> ''NetHack''{{'}}s 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)<ref>{{cite web | url = http://www.rockpapershotgun.com/2015/12/08/nethack-roguelike-update/ | title = The Twelve Years Of Nethack: Version 3.6.0 Out Now | first = Adam | last = Smith | date = December 8, 2015 | access-date = December 8, 2015 | work = [[Rock Paper Shotgun]] | archive-date = December 8, 2015 | archive-url = https://web.archive.org/web/20151208205043/http://www.rockpapershotgun.com/2015/12/08/nethack-roguelike-update/ | url-status = live }}</ref> 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.<ref name="craddock chp6"/> 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.<ref name="craddock chp6"/> 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.<ref name="craddock chp6">Craddock 2015, Chapter 6: "It Takes a Village: Raising NetHack"</ref> ''[[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]].<ref name="craddock chp9">Craddock 2015, Chapter 9: "Wish You Were Here! Questing for Postcards in Ancient Domains of Mystery"</ref> 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.<ref name="craddock chp9"/> The resulting game featured several different dungeons, many generated procedurally, connected through an [[overworld]] map of the fictional realm of Ancardia, and would have the player complete various quests in those dungeons to progress the game. A major feature was the influence of Chaos forces through unsealed portals, which the player would have to close. While in areas affected by Chaos, the player's character would become tainted, causing mutations that could be either detrimental or beneficial.<ref name="craddock chp9"/> ''ADOM'', like ''NetHack'' and ''Angband'', would gain a devteam to maintain the code and implement updates and patches to avoid excessive forking.<ref name="craddock chp9"/>
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