At UC Santa Cruz The concept of
Rogue originated with Michael Toy and
Glenn Wichman. Toy grew up in
Livermore, California, where his father was a nuclear scientist. Once a year, his father's workplace allowed employees' families to visit, which included allowing them to use the facility's mainframe system to play games. Toy took interest in the text-based
Star Trek game (1971), which represented space combat through characters on screen, and required players to make strategic decisions each turn. Toy took to learn programming and recreate this game on other computer systems that he could access, including the
Processor Technology Sol-20 and the
Atari 400. Toy subsequently enrolled in computer science at the
University of California, Santa Cruz (UCSC) in the late 1970s. Working first on UCSC's
PDP-11 and then its
VAX-11, Toy began exploring what games were available over
ARPANET, the predecessor of the current Internet. One game that intrigued him was
Colossal Cave Adventure (also known as
Adventure) (1976) by
William Crowther and
Don Woods.
Adventure, considered the first text-based
adventure game, challenged the player to explore a cave system through descriptions given by the computer and commands issued by the player. Toy was impressed by the game and started writing his own. Around this time, ca. 1980, the Unix operating system included in the
Berkeley Software Distribution (BSD) had started to gain a foothold as the operating system for many of the University of California's campuses. One element of the BSD distribution at this point included the
curses programming library by
Ken Arnold.
curses enabled a programmer to place characters at any point on a terminal, effectively allowing for "graphical" interfaces. Initially, a
Rogue game had to be completed in one sitting, but by demand of playtesters, Toy and Wichman added the ability to save the state of the game, so that players could continue a game across sessions. They soon found players were "save scumming", reloading the game from the save file, an approach counter to their design goals. They changed this so that the save file was erased upon reloading the game, thus making a character's death effectively permanent. He had ideas for how to fix it, but at this point Toy and Wichman had opted not to release the code. It was later selected as one of the game titles included in the 1983 distribution of
4.2 BSD, which spread across ARPANET and quickly gained popularity among colleges and facilities with access to this hardware. Among its fans included UNIX's co-developer
Ken Thompson working at
Bell Labs;
Dennis Ritchie had joked at the time that
Rogue was "the biggest waste of CPU cycles in history".
At A.I. Design version of
Rogue using graphical tiles created by
A.I. Design and Epyx Toy left UCB sometime before 1984 and took a consulting position with
Olivetti, an Italian typewriter company that at the time were starting development of their own computer based on the
IBM Personal Computer (IBM PC) operating system. Numerous clones exist for modern
operating systems such as
Microsoft Windows,
Mac OS X,
Palm OS,
Linux,
BSD OSs, It is even included in the base distribution of
NetBSD and
DragonFly BSD. File:4.3 BSD UWisc VAX Emulation LS.png|
4.3 BSD from the
University of Wisconsin, .
Rogue is shown in "/usr/games". File:4.3 BSD UWisc VAX Emulation Rogue Manual.png|4.3 BSD displaying the
man page for
Rogue In July 2024, the Amiga version of the game was re-released for the
Nintendo Switch. This version includes modern features, such as display filters, leaderboards, a choice of soundtracks, new achievements, and a save function. ==Automated play==