Difference between revisions of "ZapM"
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(project revived) |
(Edited for grammar and readability. Added object of game, Janitor class, link to Guidebook. (I am the ZAPM author)) |
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|interface = [[ASCII]] | |interface = [[ASCII]] | ||
|site = http://www.zapm.org/ | |site = http://www.zapm.org/ | ||
|length = ~ | |length = ~120 minutes | ||
}} | }} | ||
ZapM is a science fiction roguelike game by Cyrus Dolph. It's his humble attempt to create "the sci-fi [[Nethack]]" | ZapM is a science fiction roguelike game by Cyrus Dolph. It's his humble attempt to create "the sci-fi [[Nethack]]". | ||
The player controls the actions of a would-be hero exploring a derelict space hulk in search of a fabled artifact, ''the Bizarro Orgasmatron''. | |||
Available classes are: Psion, Quarterback, Software Engineer | |||
Game items are futuristic versions of their fantasy setting analogs (potions become canisters, wands become ray guns, etc.), but several mechanisms are innovative. Monsters present in ZapM include grid bugs, droids, klingons, aliens, and Unix daemons. | |||
Available classes are: Psion, Quarterback, Software Engineer, Space Marine, and Janitor. | |||
== Unique features == | == Unique features == | ||
* Floppy disks work similarly to scrolls but can be used several times until license | * Floppy disks work similarly to scrolls but can be used several times until license expiration. A cracked floppy may be used indefinitely. One needs a computer to execute a floppy disk program. Beware, buggy computers may eat disks! ''Give it back you rusty pile of junk!'' | ||
* ZapM implements implants which can be installed in brain lobes to enchance body functions. | * ZapM implements bionic implants which can be installed in brain lobes to enchance body functions. | ||
* Spells work as unusual abilities of body (and rely on charisma stat) rather as learned knowledge. | * Spells (mutant powers) work as unusual abilities of body (and rely on charisma stat) rather than as learned knowledge. One way to gain a mutant power is to drink filthy mutagenic liquid from a vat and hope for a beneficial result. | ||
== Resources == | |||
[http://zapm.org/Guide.txt The ZAPM Guidebook] |
Revision as of 15:49, 7 January 2010
ZapM | |
---|---|
Beta Project | |
Developer | Cyrus Dolph |
Theme | Science Fiction |
Influences | Nethack |
Released | 2004 Jul 02 (v0.6.2) |
Updated | 2010 Jan 05 (beta 0.8.1) |
Licensing | Freeware |
P. Language | |
Platforms | Windows, Linux, Mac OS X |
Interface | ASCII |
Game Length | ~120 minutes |
Official site of ZapM |
ZapM is a science fiction roguelike game by Cyrus Dolph. It's his humble attempt to create "the sci-fi Nethack".
The player controls the actions of a would-be hero exploring a derelict space hulk in search of a fabled artifact, the Bizarro Orgasmatron.
Game items are futuristic versions of their fantasy setting analogs (potions become canisters, wands become ray guns, etc.), but several mechanisms are innovative. Monsters present in ZapM include grid bugs, droids, klingons, aliens, and Unix daemons.
Available classes are: Psion, Quarterback, Software Engineer, Space Marine, and Janitor.
Unique features
- Floppy disks work similarly to scrolls but can be used several times until license expiration. A cracked floppy may be used indefinitely. One needs a computer to execute a floppy disk program. Beware, buggy computers may eat disks! Give it back you rusty pile of junk!
- ZapM implements bionic implants which can be installed in brain lobes to enchance body functions.
- Spells (mutant powers) work as unusual abilities of body (and rely on charisma stat) rather than as learned knowledge. One way to gain a mutant power is to drink filthy mutagenic liquid from a vat and hope for a beneficial result.