[net.games.rogu] A retraction

ucbcad:ingres (04/07/83)

#R:hpda:-38500:ucbcad:7700003:000:1579
ucbcad!ingres    Apr  6 17:53:00 1983

I hate to jump to this bait, but I think that some history is in
order.

	rogue was originally designed and written at U.C. Santa Cruz by
	Mike Toy and Glen Wichman.  Mike later transfered to U.C.
	Berkeley, bringing it along with him.  At that point a few
	other people became involved, most notably Kipp Hickman,
	Charles Koester, Joe Kalash and me.  When it came, the user
	interface bordered on atrocious, and that was where I (having
	written curses) put most of my work.  As time passed, I began
	to work on more things.  Of rogue 5.2, I am responsible for all
	or part of rings, wands, user interface, blindness, teleport
	traps, how dark rooms act, room connection patterns, monster
	movement, inventories, monster detection, genocide, treasure
	rooms, and more things than I care to mention.  In Fall of
	1981, Mike got an offer to work as a consultant in Italy for
	the company I had been working for that summer.  He took off,
	and has not worked on rogue in America since, leaving that in
	my hands.  (He has since returned and is consulting and working
	on other games; you may hear of some soon.)  We continued to
	correspond intermittently, and exchanged lots of info at the
	Boston Usenix conference of 1982, where we jointly gave a talk
	about rogue.  The authorship of "Guid to the Dungeons of Doom"
	is now listed as "Michael C. Toy, Esq./Kenneth C. R. C.
	Arnold".  So rogue is still a mix of three people's ideas,
	namely Mike's, Glenn's, and mine.  Statements to the contrary
	are bullcookies, and should be treated as such.

Is that succint enough?

		Ken

ucbcad:ingres (04/07/83)

#R:hpda:-38500:ucbcad:7700005:000:1632
ucbcad!ingres    Apr  6 18:00:00 1983

I hate to jump to this bait, but I think that some history is in
order.

	rogue was originally designed and written at U.C. Santa Cruz by
	Mike Toy and Glenn Wichman.  Mike later transfered to U.C.
	Berkeley, bringing it along with him.  At that point a few
	other people became involved, most notably Kipp Hickman,
	Charles Koester, Joe Kalash and me.  When it came, the user
	interface bordered on atrocious, and that was where I (having
	written curses) put most of my work.  As time passed, I began
	to work on more things.  Of rogue 5.2, I am responsible for all
	or part of rings, wands, user interface, blindness, teleport
	traps, how dark rooms act, room connection patterns, monster
	movement, inventories, monster detection, genocide, treasure
	rooms, and more things than I care to mention.  In Fall of
	1981, Mike got an offer to work as a consultant in Italy for
	the company I had been working for that summer.  He took off,

ucbcad:ingres (04/07/83)

#R:hpda:-38500:ucbcad:7700005:000:1632
ucbcad!ingres    Apr  6 18:00:00 1983

I hate to jump to this bait, but I think that some history is in
order.

	rogue was originally designed and written at U.C. Santa Cruz by
	Mike Toy and Glenn Wichman.  Mike later transfered to U.C.
	Berkeley, bringing it along with him.  At that point a few
	other people became involved, most notably Kipp Hickman,
	Charles Koester, Joe Kalash and me.  When it came, the user
	interface bordered on atrocious, and that was where I (having
	written curses) put most of my work.  As time passed, I began
	to work on more things.  Of rogue 5.2, I am responsible for all
	or part of rings, wands, user interface, blindness, teleport
	traps, how dark rooms act, room connection patterns, monster
	movement, inventories, monster detection, genocide, treasure
	rooms, and more things than I care to mention.  In Fall of
	1981, Mike got an offer to work as a consultant in Italy for
	the company I had been working for that summer.  He took off,
	and has not worked on rogue in America since, leaving that in
	my hands.  (He has since returned and is consulting and working
	on other games; you may hear of some soon.)  We continued to
	correspond intermittently, and exchanged lots of info at the
	Boston Usenix conference of 1982, where we jointly gave a talk
	about rogue.  The authorship of "Guid to the Dungeons of Doom"
	is now listed as "Michael C. Toy, Esq./Kenneth C. R. C.
	Arnold".  So rogue is still mainly a mix of three people's
	ideas, namely Mike's, Glenn's, and mine, plus lots of help from
	a myriad of players.  Statements to the contrary are
	bullcookies, and should be treated as such.

Is that succint enough?

		Ken