ZAPM
- ZAPM is not a true variant of NetHack, but it had importance in the 2008 /dev/null/nethack tournament.
ZAPM is a sci-fi roguelike game by Cyrus Dolph. From the homepage: "It's my humble attempt to create "the sci-fi NetHack". It is very much a work in progress."
The latest unstable version 0.8.2 was released 2010-06-06. The source code of version 0.8.3 can be downloaded here from the /dev/null/nethack page. A continuation of ZAPM named PRIME has been started in March 2011.
The aim of ZAPM is to explore a derelict space hulk in search of the fabled "Bizarro Orgasmatron", rumored to be the most powerful artifact in the galaxy and the only hope of saving the universe from an unknown doom.
Contents
Differences and similarities[edit]
Being roguelike, ZAPM has some things that are familiar, some that are different:
NetHack | ZAPM |
---|---|
Scrolls | Floppy disks - requires a computer to "run", can sometimes be reused |
Potions | Canisters don't have effects when thrown at monsters |
Rings | You may have up to five bionic implants installed in your brain |
Wands | Ray guns are not tied to particular energy ray type but can be reloaded with something else when empty |
Launchers | Guns of many descriptions, bearing distant similarity to SLASH'EM's firearms |
Projectiles | Gun ammunition and grenades which need to be identified |
Shirts | Jumpsuits usually have single AC point and may give resistances |
Suits | Various body armor pieces like flak jackets and stormtrooper suits |
Dragon Suits | Marine power armor are somewhat similar because being self-powered they do not encumber the character; no special resistances granted though |
Helms | Some headgear pieces may grant air filtering - an extrinsic unique to helms |
Boots, Gloves, Cloaks, Shields | Not present |
no equivalent | Belts (actually just one type is implemented) |
Lenses, Blindfold | Blindfold is available but instead of lenses there are several types of goggles |
Tools | Equivalently broad category; its items quite similar in use to NetHacks |
Doors | Automatic opening doors, locked doors with key cards of several colors, faulty doors that slam on the player |
Traps | Only (acid/sewage) pits, holes and radiation traps |
Spellcasting | Mutant powers - cost temporary Charisma rather than Pw |
Monsters of almost all ASCII letters | Monsters of many letters of alphabet. Some are yet unused |
Corpses | Only droids and bots leave disabled versions once dead, unable to be eaten |
There are no races and roles, only professions.
ZAPM is a refreshing jaunt with plenty of differences to vanilla and is quite enjoyable.
Sample screenshot[edit]
######### Kevin ###### ##### #########.......# Odd Ball #..... #...###...+...'.......# XL 1:88 #.... #...'.+...#####.......# #.... #...###...# #####'### Str 7 Int 15 #... ### #...# #...# #.# Con 9 Wis 15 #... #?# #...# ##### #.# Agi 12 Cha 16 #.. ######'######=>.# #.# Dex 8 #w. #!'.....+...'...# #.# #'# ###.....######### #.# Fast +5 ######'#################.....###################+# #$# Armor 13 #.....@'...............'.....'......+............# #.# HitPts 4/ 7 #......#################F....########............# #.# Energy 175/ 0 #......# #.....# #......(.....# #'#### $9 ######## #+##### ############## #....# #....# #....# #....# Space Base 1 #....# ###### You smash the lock as you kick the door open!
Classes[edit]
ZAPM has only five playable classes: Psion, Quarterback, Space Marine, Software Engineer and Janitor.
Psion[edit]
Psions are mutants, using their supercharged DNA to survive the hostile space hulk. They are guaranteed to start with at least 14 Charisma.
Starting equipment:
- debugged +1 laser pistol
- debugged +1 ordinary jumpsuit
- debugged pair of sunglasses
- 200 energy cells
- 2 debugged canisters of Nano Cola
- 1 debugged canister of healing
- 1 debugged canister of Rad-Away
- 2d10 buckazoids
Skills:
- Restricted: Programming
- Improvable by 1 point every 4 levels: Thrown Weapons, Light Guns, Heavy Guns, Unarmed Combat, Basic Melee Weapons, Pick Locks, Repair
- Improvable by 2 points every 4 levels: Handguns, Spot
- Improvable by 3 points every 4 levels: Search
- Improvable by 4 points every 4 levels: all Mutant Powers, Swords, Concentration
Starting skills:
- First random mutant power - 2
- Second random mutant power - 2
Common opening strategy is to drink from sludge vats hoping for more mutant powers. This is especially important if the Psion starts with utility mutant abilities.
Quarterback[edit]
Quarterbacks are strong athletes, looking to take on a new challenge but with the physical strength to survive - hopefully.
Starting equipment:
- debugged +0 set of football pads
- debugged +0 football helmet
- debugged +3 football
- 200 energy cells
- 6 debugged canisters of beer
Skills:
- Restricted: all Mutant Powers, Pick Locks, Repair, Programming
- Improvable by 1 point every 4 levels: none
- Improvable by 2 points every 4 levels: Light Guns, Heavy Guns, Swords, Concentration, Search
- Improvable by 3 points every 4 levels: Basic Melee Weapons
- Improvable by 4 points every 4 levels: Thrown Weapons, Unarmed Combat, Spot
Starting skills:
- Thrown weapons - 2
- Spot - 2
Since the quarterback starts without a gun he should destroy fuel barrels by throwing the football. When space goblins with pea shooters appear it is wise to let them shoot a few times at you to see if their weapon is buggy.
Space Marine[edit]
Space Marines are well-equipped "badasses" that fight aliens for a living. A space hulk may not be too much of a challenge. They are guaranteed to start with at least 10 Strength.
Starting equipment:
- debugged +1 flak jacket
- debugged +0 pistol
- debugged +0 pulse rifle (set to burst mode)
- 99 bullets
- 100 energy cells
- debugged motion tracker
- 2d10 buckazoids
Skills:
- Restricted: all Mutant Powers, Concentration, Programming
- Improvable by 1 point every 4 levels: Swords
- Improvable by 2 points every 4 levels: Pick Locks, Repair, Search, Spot
- Improvable by 3 points every 4 levels: Thrown Weapons, Unarmed Combat, Basic Melee Weapons
- Improvable by 4 points every 4 levels: Handguns, Light Guns, Heavy Guns
Starting skills:
- Thrown weapons - 2
- Handguns - 2
- Light Weapons - 2
- Heavy Weapons - 2
Marines have easy start. It is prudent to immediately switch the rifle to single fire by applying it. Weak creatures may be bashed with butt of the rifle since marines usually have very good strength.
Software engineer[edit]
Software engineers are physically weak but computer whizzes. They inherently know the ZAPM equivalent of BUC of items and can use technical items from the beginning of the game. They also do not suffer penalties for trying to write unidentified program.
Starting equipment:
- debugged +0 pea shooter
- debugged +0 ordinary jumpsuit
- debugged mini computer
- 4 random floppy disks
- 1 or 2 debugged canisters of Nano Cola
- 1 or 2 debugged rolls of duct tape
- debugged restaining bolt
- 200 energy cells
- 2d100 buckazoids
Skills:
- Restricted: all Mutant Powers, Unarmed Combat
- Improvable by 1 point every 4 levels: Light Weapons, Heavy Weapons, Basic Melee Weapons, Swords
- Improvable by 2 points every 4 levels: Thrown Weapons, Concentration, Spot
- Improvable by 3 points every 4 levels: Handguns, Programming
- Improvable by 4 points every 4 levels: Pick Locks, Search, Repair
Starting skills:
- Programming - 2
Painfully weak at the beginning the Software Engineer should make use of his sense bugginess innate ability to wear whatever he can as early as possible. Later on he is in perfect position to crack many floppy disks and have unlimited enhancements, identification, teleportation and many other utility powers. One should use the restraining bolt to force an early bot into service and repair it with duct tape whenever the need arises.
Janitor[edit]
Janitors start with a mop and a master keycard allowing them to bypass almost any door. By striking the "I'm just cleaning here" pose a janitor can get into Robot Town without a fee.
Starting equipment:
- debugged +1 mop
- debugged +1 janitor uniform
- debugged canister of super glue
- optimized monkey wrench
- debugged master keycard
- debugged restraining bolt
- 75 energy cells
- 1d100 buckazoids
Skills:
- Restricted: all Mutant Powers, Programming
- Improvable by 1 point every 4 levels: Thrown Weapons, Light Guns, Heavy Guns, Swords
- Improvable by 2 points every 4 levels: Unarmed Combat, Concentration
- Improvable by 3 points every 4 levels: Basic Melee Weapons
- Improvable by 4 points every 4 levels: Pick Locks, Repair, Search, Spot
Starting skills:
- Repair - 2
- Search - 2
- Spot - 2
Janitors often spot or find hidden niches generated in rooms which usually contain additional loot. In result have slightly more objects to choose from when assembling equipment. Janitors can hide from any monster behind a door by locking it with the master keycard. So far no monster can deal with locked doors.
Attributes and basic character information[edit]
ZAPM has the following attributes as an indication of how developed a character is in certain areas:
Attribute | Importance | Impact |
---|---|---|
Strength | High | Increases all melee damage and is the only determinant of carrying capacity. Determines thrown weapons range. Is drained by poison attacks and having it low to begin with increases chances of getting burdened or worse in combat. In ZAPM there is no unicorn horn equivalent. |
Constitution | Medium | Provides hit points modifier. At late levels it can be very substantial. Is drained during radiation sickness attacks making it imperative for surviving radiation exposure. |
Agility | High | Besides affecting melee skills it modifies armor class and speed. The last is very useful to have since at high values it allows to outrun aliens. |
Dexterity | Low | Impacts gun skills and once player character gains a few levels advantages of high dexterity are easily offset by skill points. |
Intelligence | Near zero | Only impacts two skills of which one is only accessible to software engineers and the other is made obsolete by spot and greater perseverance at searching for hidden doors. |
Wisdom | Near zero | Impacts only a single non-essential skill and in minuscule way chance to resist enemy mutant power attacks. Near useless attribute. |
Charisma | Medium for psykers, low for others | Replaces power points from NetHack. Since shopkeepers are robots there is no haggling for prices with them, thus charisma does not influence shop prices in any way. |
You get an increase to one of these every fourth experience level. In addition, there are properties of Experience (and a corresponding Experience Level and Title) Speed, Hit Points. Related and displayed as appropriate are also Energy, being the number of cells in your inventory, Buckazoids, being the currency of ZAPM, and if using a "traditional" projectile weapon, Ammo, being the number of bullets, shotgun shells or railgun slugs in your inventory.
Your locale and overall level is also displayed.
Skills[edit]
ZAPM has skills for a variety of aspects of gameplay. Each time the character gains a level, some skills can be increased. Psions, Janitors and Software Engineers receive three points to distribute while Space Marines and Quarterbacks get only two. Skills can be increased at varying paces, and certain skills are restricted for some classes. Each Skill is governed by a main Ability, determining the overall effectiveness of the Skill.
Skills fall in to three main groups: Combat Skills, Adventuring Skills and Mutant Power Skills.
Group | Skill | Ability | Used by |
---|---|---|---|
Combat Skills | Grenades | Dexterity | Thrown weapons (grenades, elven daggers and the football) |
Handguns | Dexterity | Small, single handed projectile weapons (phaser, blaster) | |
Light Guns | Dexterity | Projectile weapons that are more advanced than handguns (sniper rifle, laser rifle, shotgun) | |
Heavy Guns | Dexterity | Large projectile weapons requiring the most skill to manipulate (pulse rifle, laser cannon, railgun, chaingun) | |
Unarmed Combat | Agility | Melee combat without any weapon | |
Basic Melee Weapons | Agility | Melee combat with clubs, mops or chainsaws and the like but not improvised weapons; bat'leth belongs here | |
Swords | Agility | Melee combat with sword or light saber | |
Adventuring Skills | Concentration | Constitution | Decreases chance to lose control of ongoing mutant powers when stunned or confused |
Pick Locks | Dexterity | Increases chance of picking locks when equipped with a lock pick kit | |
Repair | Dexterity | Increases chance of repair of disabled droids, bots and malfunctioning doors with a roll of duct tape or monkey wrench | |
Search | Intelligence | Increases chance of successfully searching around you | |
Programming | Intelligence | Determines chance of writing floppy disk programs and chances of cracking a floppy disk | |
Spot | Wisdom | Increases chance of spotting a trap, a secret door or a hidden monster from a distance, without searching | |
Mutant Power Skills | Mutant Power | Level | Effect |
Illumination | 1 | Lights an area around you | |
Digestion | 1 | Allows you to consume inventory items. Primarily useful for getting rid of buggy items you cannot take off or unwield | |
Hypnotize | 1 | Puts a single adjacent enemy to sleep | |
Regeneration | 1 | Instantly boosts Hit Points | |
Optic Blast | 2 | Sends forth a ray from your eyes | |
Haste | 2 | Increases speed while maintained | |
Telepathy | 2 | Allows to sense creatures with mind from a quite long distance. Unlike NetHack it does not encompass to whole level | |
Web | 2 | Briefly immobilizes a monster hit with this power | |
Mental Blast | 3 | Short range power with targeting similar to stinking cloud. Often confuses monsters and does not require you to see your target | |
Restoration | 3 | Very similar to restore ability spell | |
Adrenaline Control | 4 | Increases Strength by four points if maintained | |
X-Ray Vision | 4 | While on you can see a short distance through any obstacle | |
Teleport | 5 | Allows teleportation |
There is no way to improve fighting with improvised weapons but hitting with the butt of your pulse rifle might be beneficial to conserve ammo anyways.
Mutant powers[edit]
Mutant powers, accessed through the Z or m keys, allow the player to use mutations that the character has acquired. Psions start with two randomly chosen mutations, but all classes may gain them through drinking from a vat or a canister of mutagen. Mutations come in varying levels, with the chance of success and the magnitude of effect tied to the amount of enhancement each mutation has. Psions can put skill points in individual mutant powers to make them easier to use and more powerful.
The use of a mutation costs the character an equivalent number of Charisma points to its level. Charisma does regenerate slowly up to its unaltered maximum, but temporary boosts may be gained from canisters of nano cola. Nano cola may also boost the characters Charisma above the normal maximum, but the effect does wear off with the temporary Charisma boost slowly decreasing over time. Persistent mutant powers prevent amount of Charisma spent to use it as long as they are active.
Some items have negative impact on chance to use mutant powers when worn. Cranial bionic implants have the most effect but even heavy body armor may reduce the ability to employ powers. An exception is the psionic amplifier which modifies the chance by its plus.
Locations[edit]
There are four branches in ZAPM. These are: the Space Base, the Gamma Caves, the Sewers and the Mainframe.
There are also three special locations.
- Robot Town is placed at eight level of the Base. There you may continue down or enter the Sewers.
- Rabbit Hole is just below the last Space Base level. It contains boss monster and entrance to the Mainframe.
- Sewer Plant is at the end of Sewers. It contains guaranteed radiation suit and power plant.
Space Base[edit]
You start every game at the Space Base which is 12 levels deep. It is the only place vats of sludge are generated and new monsters are spawned according to player character level and depth just like in NetHack. Each level except the first and Robot Town may contain a single shop.
Robot Town[edit]
Robot Town is protected by guardbot asking for a toll of 300 buckazoids. There are three guaranteed shops, hospital with docbot and three sludge vats. The stores are always hardware store, software store and general store. The town is initially populated with bots and droids. Any spawned creature has only one third chance not to be robotic.
Rabbit Hole[edit]
It is a rectangular room with a retina scanner door on one end. No monsters spawn on this level except for the killer rabbit. To pass the door one has to be very good at lock picking or have the Eye of the BOFH artifact equipped.
Sewers[edit]
Sewers are filled with foul stench which will make the hero sickened unless he wears a helmet granting air filtering. Being sickened suppresses natural hit points regeneration and may quickly lead to death. Monsters spawned in sewers are mutants, insects, vermin, oozes and aberrations. As an exception ratbots also may appear. There are five sewer levels. Each has 50% chance to be unlit.
Sewer Plant[edit]
In the Plant there is guaranteed fusion power plant and radiation suit. There is also garbage compactor with some random items generated inside but stepping in triggers the mechanism giving limited time for escape. Getting squishes by the moving walls is an instant death.
Gamma Caves[edit]
The Caves are dangerous because of constant background radiation. It is necessary to have some means of dealing with this threat while wandering through this location. Radiation suit suffices, so does radiation processor. Monsters present here are oozes, aliens, aberrations, insects, mutants, eggs, beasts and half as likely bots. Two third cavern levels are unlit.
On the sixth and last level of Gamma Caves resides Bastard Operator from Hell. Among his possessions he carries a computer and floppy disks of which one is guaranteed to be cracked. His artifact Eye of the BOFH grants passage to the Mainframe.
Mainframe[edit]
Final area of the game contains only program type monsters. The most dangerous of these are Unix Daemons represented by 'U' character. On the top (because this location is ascending like the Wizard's Tower) lies the Bizarro Orgasmatron, the goal of the game. Unlike NetHack one has just to use it in order to win ZAPM. Note that the Bizarro Orgasmatron only exists in the top level of the Mainframe; there are, however, various devices scattered throughout all three levels of the area that are misspellings of "Bizarro Orgasmatron", such as the "Bizaaro Orgasmatron" and the "Bazaaro Orgasmatron", which will produce messages with no effect when used. "Bizarre Orgasmatron" is only one fake item with an actual effect besides message - it teleports player randomly for 15 energy.