Alphaman

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{{game-stable| name = Alphaman
 
{{game-stable| name = Alphaman
 
|developer = [[Jeffrey R. Olson]]
 
|developer = [[Jeffrey R. Olson]]
|theme = [[SF | Science Fiction]] (post-apocalyptic)
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|theme = [[List of roguelikes by theme#Post-Apocalyptic|Post-Apocalyptic]]
 
|influences =
 
|influences =
 
|released = 1995
 
|released = 1995
|updated = 1995 1.1
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|relver = 1
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|updated = 1995
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|updver = 1.1
 
|language =
 
|language =
 
|platforms = [[DOS]]
 
|platforms = [[DOS]]
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|interface = Extended [[ASCII]], Keyboard
 
|interface = Extended [[ASCII]], Keyboard
 
|length = 5 hours
 
|length = 5 hours
|site = http://hem.passagen.se/gbjor/Alphaman/
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|site = there is no
 
}}
 
}}
  
An old post-apocalyptic roguelike. Player takes role of not so genetically pure human who undertaked a very important mission. Further information are to be found on a tape recorded which will self-destruct after transmiting message.  
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Alphaman is a classic post-apocalyptic roguelike.
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The player takes on the role of a genetically impure human undertaking a very important mission. Further information is to be found on a tape recording. This recording will self-destruct after transmitting the message. Each time a game is started two [[mutation]]s are randomly selected and assigned to the [[Player Character|player character]]. One physical mutation and one mental mutation, both chosen from a quite large set.
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Physical mutations are typically combat oriented. Tentacles, quills, poison claws and tough exoskeleton all are available. Most mutations are limited by a cooldown system. After activating an effect you need to wait a bit until you can use it again. Mental changes include cryogenics, military genius, scientific genius, and hypnosis. Using different combinations of mutations each playthrough adds a unique element of enjoyment and enhances the game's replayability.
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There are a lot of humorous elements in the game. For example toilet paper is very effective against dung beetles.
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Alphaman feature wide array of cool technological devices, usually unidentified when found. Unlike most roguelikes [[Identification|identification]] is not accomplished by use or through a "foo of identify". The player has to use a 'f'igure out command which results in the character trying to reveal possible ways to use it. However, if you happen to fail badly the item will break! The machines range from tiny pencil sharpeners to large, heavy and cumbersome dialysis machines.
  
Each time a game is started two [[mutation]]s are randomly selected and assigned to [[PC|player character]]. One physical and one mental, both chosen from a quite large set. This makes Alphaman very replayable. Physical mutations often are [[combat]] oriented. Tentacles, quills, poison claws and tough exoskeleton all are available. Most of mutations are limited by a cooldown system. After activating an effect you need to wait a bit until you can use it again. Mental changes include cryogenics, military and scientific geniuses and also hypnosis. Most are very fun to play with.
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Berries take the place of potions in the world of Alphaman. Each berry subspecimen has a random name. The potency of a berry is measured by its ripeness which in turn is determined by its color. Riper berries have stronger effects while less ripe ones almost no effect. It is important to discover bad berries by eating them when unripe but use beneficial ones when they are ripest. This leads to many identification strategies.
  
Game is full of strange humour. For example toilet paper is very effective weapon against dung beetles.
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Alphaman's overworld is randomly generated anew for each game. The overworld is free to roam and explore, although the locations of castles (places where quests crucial to game victory can be completed) are known. Randomly placed ruined buildings can also be found while traveling. They are often worth exploring for the many useful treasures which may be hidden within.
  
Alphaman feature wide array of cool technical devices. At first they are unknown. Unlike most roguelikes [[identification]] is not accomplished by use or through a "foo of identify". Player has to use 'f'igure out command which results in character trying to reveal possible uses of a technical device. However, if you happen to fail badly this thing will get broken! Most devices have some use. Available machines range from tiny pencil sharpener to large, heavy and cumbersome dialysis machine.
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In Alphaman the player needs to eat and sleep. The use of caffeine may delay the sleep timer somewhat.
  
The game has berries instead of potions. Each subspecimen has a random name. Potency of berry is measured by its ripeness which in turn is determined by its color. More ripe berries have stronger effects while less ripe have barely any effect. Thus you want to discoved bad berries by eating them unripe but use benefical one when most ripe. This leads to many and varied identification strategies.
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The total time to complete the game is limited just like in [[Larn]] and Fallout 1. If you fail to achieve victory before the archenemy manages to accomplish his plan it is the same as if you had died. There are three difficulty levels available if winning seems too difficult. These modes are available at the start of the game.
  
Randomly generated overworld is free to roam and discover. Location of castles (places where quests crucial to game victory can be completed) is known but while travelling a ruined building may be found. It is often worth to explore these for many useful treasures may be hidden within.
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Alphaman also features the ability to save the game and continuing to play.
  
In Alphaman player needs to eat but also to sleep. Use of caffeine may delay sleep time somewhat. Time to complete quest is limited just like in [[Larn]]. If you fail to achieve victory before archenemy manages to accomplish his plan it is as good as if you had died. There are three difficulty levels available if winning seems too difficult.
 
  
 
== From readme.txt ==
 
== From readme.txt ==
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== Related links ==
 
== Related links ==
 
* [http://www.homeoftheunderdogs.net/game.php?id=1627 A review] at Home of the Underdogs
 
* [http://www.homeoftheunderdogs.net/game.php?id=1627 A review] at Home of the Underdogs
* [http://members.chello.at/theodor.lauppert/games/alphaman.htm Another review]
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* [http://members.chello.at/theodor.lauppert/games/alphaman.htm Review and downloads]
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* [http://www.download-central.ws/DOS/Games/A/Alphaman/ Short summary and downloads]
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* [http://mutant-future.wikia.com/wiki/AlphaMan Review] at Mutant Future Wiki
 
* [http://tripalot.com/roguelike/files/alphaman-11.zip Download link #1]
 
* [http://tripalot.com/roguelike/files/alphaman-11.zip Download link #1]
 
* [http://www.archive.org/details/Alphaman-roguelike Download link #2]
 
* [http://www.archive.org/details/Alphaman-roguelike Download link #2]

Latest revision as of 06:08, 3 March 2014

Alphaman
Stable game
Developer Jeffrey R. Olson
Theme Post-Apocalyptic
Influences
Released 1995 (1)
Updated 1995 (1.1)
Licensing Shareware
P. Language
Platforms DOS
Interface Extended ASCII, Keyboard
Game Length 5 hours
[there is no Official site of Alphaman]


Alphaman is a classic post-apocalyptic roguelike.

The player takes on the role of a genetically impure human undertaking a very important mission. Further information is to be found on a tape recording. This recording will self-destruct after transmitting the message. Each time a game is started two mutations are randomly selected and assigned to the player character. One physical mutation and one mental mutation, both chosen from a quite large set.

Physical mutations are typically combat oriented. Tentacles, quills, poison claws and tough exoskeleton all are available. Most mutations are limited by a cooldown system. After activating an effect you need to wait a bit until you can use it again. Mental changes include cryogenics, military genius, scientific genius, and hypnosis. Using different combinations of mutations each playthrough adds a unique element of enjoyment and enhances the game's replayability.

There are a lot of humorous elements in the game. For example toilet paper is very effective against dung beetles.

Alphaman feature wide array of cool technological devices, usually unidentified when found. Unlike most roguelikes identification is not accomplished by use or through a "foo of identify". The player has to use a 'f'igure out command which results in the character trying to reveal possible ways to use it. However, if you happen to fail badly the item will break! The machines range from tiny pencil sharpeners to large, heavy and cumbersome dialysis machines.

Berries take the place of potions in the world of Alphaman. Each berry subspecimen has a random name. The potency of a berry is measured by its ripeness which in turn is determined by its color. Riper berries have stronger effects while less ripe ones almost no effect. It is important to discover bad berries by eating them when unripe but use beneficial ones when they are ripest. This leads to many identification strategies.

Alphaman's overworld is randomly generated anew for each game. The overworld is free to roam and explore, although the locations of castles (places where quests crucial to game victory can be completed) are known. Randomly placed ruined buildings can also be found while traveling. They are often worth exploring for the many useful treasures which may be hidden within.

In Alphaman the player needs to eat and sleep. The use of caffeine may delay the sleep timer somewhat.

The total time to complete the game is limited just like in Larn and Fallout 1. If you fail to achieve victory before the archenemy manages to accomplish his plan it is the same as if you had died. There are three difficulty levels available if winning seems too difficult. These modes are available at the start of the game.

Alphaman also features the ability to save the game and continuing to play.


[edit] From readme.txt

AlphaMan (Copyright (c) 1995 Jeffrey R. Olson) is an adventure game set on Earth in the future, following a nuclear disaster. You will take the role of a mutated human who is struggling to save the planet from annihilation. You will be pitted against hideously mutated plants and animals, traps and snares of all sorts, and several varied adversaries whom you will have to defeat in order to complete your mission. At your disposal are a broad variety of technological relics and mutated substances which you will acquire along the way, as well as your own powers and guile.

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