Difference between revisions of "Alphaman"

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Alphaman
Stable game
Developer Jeffrey R. Olson
Theme SF (post-apocalyptic)
Influences
Released 1995 ({{{relver}}})
Updated 1995 1.1 ({{{updver}}})
Licensing Shareware
P. Language
Platforms DOS
Interface Extended ASCII, Keyboard
Game Length 5 hours
Official site of Alphaman


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.

Each time a game is started two mutations are randomly selected and assigned to 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.

Game is full of strange humour. For example toilet paper is very effective weapon against dung beetles.

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.

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.

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.

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

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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