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265 lines
15 KiB
Plaintext
265 lines
15 KiB
Plaintext
AlphaMan FAQ updated: August 1995
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Most recent version: 1.1
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Please direct all questions and suggestions to Jeff Olson:
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Jeffrey Olson
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214 E. Sherwin Dr.
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Urbana, IL 61801 USA
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76473.225@compuserve.com.
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RELEASE INFORMATION ------------------------------------------------------
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February 1995 AlphaMan 1.0 released. Shareware by Jeff Olson.
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March 1995 AlphaMan 1.01 released.
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Improvements: Made food somewhat more plentiful. Added a "fast fight"
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mode to bypass spacebar presses during combat. Added an Easy and a
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Moderately Easy level of difficulty to assist beginners. Fixed an
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annoying quirk of superglue traps.
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April 1995 AlphaMan 1.02 released.
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Improvements: Fixed bug that could crash game when character's hunger
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went from "Very Hungry" to "Famished". Made Invisibility, Quills and
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Heightened Endurance somewhat more powerful to balance them out.
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May 1995 AlphaMan 1.03 released.
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Improvements: Fixed saved filename convention to properly handle odd
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characters such as ? and + in character's name.
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June 1995 AlphaMan 1.1 released.
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Improvements: Game now remembers recent castle and lair levels, so
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remapping is no longer necessary. For example, most dropped items will
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still be there when character returns to a place already visited.
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Now separate "Halls of the Dead" for the different difficulty level.
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Now an experience bonus at the end of the game for each "subquest"
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successfully completed, an additional bonus if the game was won, and a
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further bonus if it was won in a short amount of time.
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The Main Map key (F5) now shows regions where you've visited (useful for
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looking for Monoliths).
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Several new devices have been added.
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** There is a known bug with version 1.1: if you teleport out of a castle
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and then re-enter it without first entering a different castle, peculiar
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things may happen when you go up/down stairs. This is related to the
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castle level saving. It should never crash your computer, however.
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WHAT IS ALPHAMAN? --------------------------------------------------------
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AlphaMan (Copyright (c) 1995 Jeffrey R. Olson) is an adventure game set
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on Earth in the future, following a nuclear disaster. You will take the role
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of a mutated human who is struggling to save the planet from annihilation.
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You will be pitted against hideously mutated plants and animals, traps and
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snares of all sorts, and several varied adversaries whom you will have to
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defeat in order to complete your mission. At your disposal are a broad
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variety of technological relics and mutated substances which you will acquire
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along the way, as well as your own powers and guile. AlphaMan has occasional
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humorous twists, and uses colorful text-based graphics in the spirit of Rogue
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or NetHack. Requires 640K, color. AlphaMan is loosely based on Gamma World
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by James Ward of TSR Hobbies.
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WHERE CAN ALPHAMAN BE FOUND? ---------------------------------------------
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The current release of AlphaMan (currently 1.1) can be found via FTP at
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ftp.win.tue.nl in /pub/games/alphaman.
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The most recent major update (currently 1.1) can likely be found at
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ftp.dungeon.com in /pub/msdos/games/Misc,
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ftp.indirect.com in /pub/software/games,
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ftp.inf.tu-dresden.de in /.4.1/vol4/ms-dos/games/roleplay,
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ftp.funet.fi in /pub/msdos/games/rpg.
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WHAT DO THE CHARACTER STATS MEAN? ----------------------------------------
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Your character will have six basic personal attributes: Strength
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(physical power), Dexterity (agility and quickness), Constitution (fortitude
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and health), Radiation Resistance (susceptibility to radiation), Mental
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Resistance (susceptibility to mental attacks) and Intelligence (learning
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ability). These characteristics generally are in the range 3-18 (higher is
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"better"), but some mutations, devices, etc. can raise or lower these. Your
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characteristics may increase with time as you gain experience as well.
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There is no limit to how high your stats can go. I have had characters
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finish the game with a Strength of 38, a Dexterity of 36, and no stat below
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18. I've also finished the game (and won) with a Dexterity of -1.
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Your character also has Hit Points. These reveal to how much damage you
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can sustain before dying. You lose hit points as you are damaged by attacks
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from creatures, falling into pits, etc. You heal hit points back over time,
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and some devices and substances will heal you faster. In addition, you will
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gain more hit points as you become a more experienced adventurer.
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HOW DO THE MUTATIONS WORK? -----------------------------------------------
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A character has a physical and a mental mutation. The following is a
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list of all mutations currently implemented, and a brief overview of their
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usefulness. A more detailed description is given in the spoiler file
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alphaman.spl
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Physical mutations:
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Electrical Generation: usable every few rounds, this attack causes
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electrical damage to any creature touching you during the round used.
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The damage done is significant, but not all creatures need to touch you
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to hurt you!
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Heightened Dexterity: this mutation raises your dexterity to 19-23,
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subject to reduction by encumbrance in the usual way.
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Heightened Strength: this mutation raises your strength to 19-23,
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subject to reduction by fatigue in the usual way.
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Heightened Vision: allows you to see long distances, to see invisible
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creatures, to search more effectively, and to hit more often in combat.
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Tough Exoskeleton: lowers your armor class, making you harder to hit in
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combat and reducing your damage sustained. It encumbers you slightly.
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Sonic Attack: usable every 12 rounds, this does burning damage to
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all nearby creatures not protected from heat.
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Blood Structure Change: raises your constitution to 19-23, making you
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more robust and giving you more hit points and poison resistance.
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Reflective Skin: raises your radiation resistance to 19-23, and makes you
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more resistant to lasers and heat. You take only 1/2 damage from laser
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attacks, and 2/3 damage from heat attacks.
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Laser Generation: usable every 13 rounds, this attack does laser damage
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to a selected target if it successfully hits. It does substantial damage.
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Heightened Endurance: you tire much less easily and regain lost hit points
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more rapidly, and you can sustain a much longer duration underwater. You
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cas also carry twice the weight before becoming encumbered.
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Foul Musk: usable every 14 rounds, you cause nearby creatures to
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get sick and flee for a variable duration of time.
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Acidic Saliva: usable every 8 rounds, this attack causes acid damage to a
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selected target if you successfully hit. It is easier to hit at close
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range. This does appreciable damage.
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Poison Claws: you cause poison damage to a selected target if a successful
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hit is scored. You can inject poison every 5 rounds.
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Heightened Speed: usable about every 30 rounds, you can double your speed
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for 10-20 rounds, allowing you extra attacks or movement. This mutation
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may be too powerful in its present form!
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Radiation Generation: usable every 15 rounds, you can generate a beam of
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radiation capable of damaging creatures in line with a selected target.
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Quills: these provide protection by causing damage to any creature touching
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you. You can also shoot them at an opponent every few rounds.
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Tenticles: you can entwine a selected target and cause constriction damage
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every round. While constricting, you are able to do other things. If you
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move, you will release your tenticles.
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Mental mutations:
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Military Genius: you are a natural soldier, hitting more often and
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doing more damage than normal mutants.
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Scientific Genius: your intelligence is raised to 19-23, and you can
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construct new tech devices with parts and energy salvaged by dismanteling
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old ones. You can only make devices which you have seen before and figured
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out, and often must try several times before you figure out how to make the
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desired device.
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Heightened Willpower: your mental resistance is raised to 19-23, and you
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are able to temporarily raise all your stats and your hit points.
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Mental Blast: usable every 12 rounds, you can attempt to overload the
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mental synapses of a selected opponent to do damage. This attack does
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substantial damage, but some of the more dangerous critters (for example,
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most of the molds and funguses) resist mental attacks.
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Teleportation: you can mentally transport yourself short or long distances.
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You must be rested to teleport, and it can only be used infrequently.
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Mental Healing: you can heal yourself at a rate of 3 hit points / round.
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You must sit motionless to do this, however, and it is tiring. It is
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nice to be able to enter unfamiliar situations with maximum hits, though.
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Force Field: while activated, you take reduced damage (typically
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2/3 normal) from all attacks. It is tiring to use, however.
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Molecular Disruption: usable every 12 rounds, this mental assault can
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totally destroy creatures or other objects at which it is targeted.
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Useful for going through walls.
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Life Leech: you can steal hit points from nearby monsters and add
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them to your own. This is usable every 4 rounds.
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Invisibility: you can mentally bend light rays around you, which makes you
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difficult to see and less susceptible to lasers. Lasts about 12 rounds.
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You are also less susceptible to blindness attacks.
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Cryogenics: you can mentally freeze an opponent, doing progressively
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more damage as the opponent freezes. It is usable every 3 rounds.
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Damage increases exponentially, doing 1d6, 2d6, 4d6, 8d6 etc. on
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progressive "hits", so it is extremely useful against powerful opponents.
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Hypnosis: you can put opponents to sleep by a sheer force of will. This
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ability is usable every 3 rounds.
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Psychokinesis: you are able to disrupt matter to create grenade-like
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explosions. This ability is tiring, and can only be used every 15 rounds.
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WHAT USE ARE TECH DEVICES? -----------------------------------------------
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As a character progress, (s)he will accumulate technological relics which
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can be extremely useful. AlphaMan includes over 125 different devices,
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including tech weapons like the Laser Pistol, Flamethrower, etc., various
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grenades, vehicles like the Hovercraft or Golf Cart, protective suits like
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the Radiation Suit or the Bulletproof Vest, and a myriad of miscellaneous
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gadgets.
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Many devices one can find are truly useless, such as the Toaster or
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Leafblower. Some have more subtle uses. A Microwave Oven, for example,
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can prematurely ripen berries (see below). A Home Movie Projector will
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put critters to sleep. Some devices can be dangerous to use, like the
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Porta-Potty or the Kevorkian Machine. Some devices are of obvious use, such
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as the Medkit, which will restore lost hit points and remove the detrimental
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effects of poison. One particularly useful device is the Microcomputer (or
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the Computer Workstation) which can be used to reveal a variety of
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information about weapons, berries, devices, creatures, etc.
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A section describing the usefulness of each tech device is included in the
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spoiler file alphaman.spl
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WHAT USE ARE BERRIES? ----------------------------------------------------
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Mutated berries provide a variety of effects, and can be eaten or thrown
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depending on the type of berry. AlphaMan includes over 30 different types of
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berries which do things like turn you invisible if eaten, heal lost hit
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points, explode, etc. What a particular berry will do is generally not known
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until that particular type of berry has been eaten (or a Chemical Analyzer
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has been used on it), so some dangerous eating experimentation must generally
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be done. Some berries, if thrown at other creatures, will reveal their
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nature that way (you may, for example, toughen the skin of the creature or
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turn it invisible).
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You can occasionally find nectar or extract as well (or make it from a
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berry using a Still); these are more potent versions of berries. The
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usefulness of each berry is described in the spoiler file alphaman.spl.
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WHICH WEAPONS/ARMOR ARE BEST? --------------------------------------------
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See the spoiler file alphaman.spl for the complete details of the base damage
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and to hit bonus for each weapon, armor and shield. The following is a list,
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in increasing order of quality, of all weapons, armor and shields.
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Dagger Shuriken Heavy Fur Small Wooden
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Club Dart Cured Hides Large Wooden
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Pitchfork Throwing Axe Ringmail Small Metal
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Hand Axe Arrow Chainmail Large Metal
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Mace Javelin Fiberglass Small Titanium
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Short Sword Wab Boomerang Plastic Large Titanium
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Flail Lawn Dart Titanium Chainmail Small Duralloy
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Long Sword Spear Platemail Large Duralloy
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Halberd Titanium Dart Titanium Platemail
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Titanium Dagger Titanium Javelin Duralloy Chainmail
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Titanium Sword Duralloy Arrow Duralloy Platemail
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Titanium Axe Duralloy Spear
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Duralloy Pitchfork
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Duralloy Sword
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ELVIS, GILLIGAN, ETC -----------------------------------------------------
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Your overall mission is to save the world from the Grinch and his nerve
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toxin. You must complete a series of missions in order to accomplish this
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goal. You will usually need to visit 5 different castles in order to
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properly equip yourself. Note that you DO NOT need to visit these castles
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in any particular order, despite the suggestions of the Tape Recorders you'll
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find along the way.
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You'll need the following items:
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1. A map from the Munsters in order to locate the Grinch's hidden castle.
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2. Buzz Aldrin's Space Suit to protect yourself from the radiation which
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protects the Grinch's castle.
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3. Elvis' Blue Suede Shoes so you can cross the bottomless chasm that
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surrounds the Grinch's castle.
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4. Donald Trump's Presidential ID card to get through the locked door into
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the castle.
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5. Gilligan's Keptibora serum to protect yourself from the nerve toxin which
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permeates the Grinch's castle.
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Each castle has its own traps and tricks. See the spoiler file for more
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information about the castles.
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WHY ELVIS, GILLIGAN, ETC? ------------------------------------------------
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AlphaMan has a deliberate lighthearted feel to it. The bizarre and
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peculiar cast of special characters was chosen, in part, to poke fun at
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the more banal aspects of Americana. Elvis is a (living?) icon, a national
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treasure. No one in my generation could have missed the appeal of Gilligan
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and the castaways, or the Munsters, save for those few with progressive,
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left-wing, hand-wringing parents who forbade the watching of TV. And who
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hasn't asked him/herself the question "Whatever became of Buzz Aldrin, second
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man on the moon"?
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WHAT NEXT? ---------------------------------------------------------------
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I am working on a SuperVGA game in the same genre as AlphaMan, but which
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will have a more serious and long-term mission. I hope to have it available
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within 6-9 months, and will send the shareware version to everyone who has
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registered AlphaMan.
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