AlphaMan

The New Beginning · a mutant, a valley, and the Grinch

> Enter the valley
Date of birthFebruary 1995 (1.0) · 1.1 in June 1995
CreatorJeffrey R. Olson Urbana, Illinois
LanguageQuickBASIC 4.5 + C helpers, ~15,500 lines
PlatformMS-DOS 640K, colour text mode

Lineage

AlphaMan shares no code with any other roguelike. Jeff Olson wrote it from scratch in QuickBASIC, and its readme names its inspiration: two TSR tabletop games by James Ward, Metamorphosis Alpha and Gamma World, whose “unwitting inspiration” the author acknowledges. The FAQ places the look “in the spirit of Rogue or NetHack”: coloured text-mode graphics, permanent death, unidentified items.

It was shareware, spread over FTP (ftp.win.tue.nl) and Usenet's rec.games.roguelike.misc in 1995, and had no children. Its source was released under the MIT licence and preserved by superjamie; this port is built from it. See the family tree, where it sits among the games only inspired by Rogue.

Credits

Jeffrey R. OlsonDesign, code, writing (1995)
Peter Jessop, Gregory Krol“Assisted by”, on the title screen
James Ward (TSR)Gamma World and Metamorphosis Alpha, the setting's inspiration
Tim Jordan, Matthias Kring, Tony Chang, Carl WaldbieserPlayers whose ideas and bug reports shaped 1.02–1.1 (FIXES.TXT)
superjamiePublished the source (alphaman-src @ dda5598) under the MIT licence, with the FAQ and the spoilers

Screenshots

AlphaMan title screen: Welcome to AlphaMan, the New Beginning
The title screen. A shareware game, release 1.1, June 1995.
The main map of the valley
First steps: the main map of the valley, “in the post-holocaust ruins of Central New York”. Plains, woods, hills and water.
Fighting an owl in a local region
A fight in a local region: “The Owl bit you for 3 points of damage.”
The inventory: Spam, arrows, mace, fur armour, wooden shield
Possessions: two cans of Spam, 15 arrows, a mace, heavy fur armour and a large wooden shield.

Trivia

What's unique

Code dive

Stats

ThingCountNotable ones
Classes, races0Everyone is a mutated human; the mutations are the class.
Physical mutations17Tough Exoskeleton, Quills, Tentacles, Acidic Saliva, Foul Musk, Radiation Generation, Heightened Speed.
Mental mutations13Cryogenics (damage doubles with every hit), Life Leech, Hypnosis, Psychokinesis, Military Genius, Scientific Genius.
Creatures158 + specials66 found anywhere, plus 18 castle, 17 forest, 17 swamp, 17 plains and 23 water creatures; then the Gilligan's Island castaways, the Munsters, Elvis (and impersonators), Buzz Aldrin, Chicago Cubs, Donald, Ivana and Marla, the Grinch and Max. Also Gumby, Pokey, Mr. Potato Head (takes 1 hp from any attack), Godzilla and King Kong.
Berries35Explode, Radiate, Rambify, Belch, Teleport, Make Invisible, Create force fields.
Small tech devices10738 devices, 14 grenades, 37 weapons and 18 pieces of junk: Fusion Rifle, Light Sabre, Tip O'Neill Mask, Tickle Feather Gun, Chia Pet, Slinky.
Large tech items3825 useful (Hovercraft, Jetpack, Transmogrifier, Cloaking Device) and 13 junk (Porta Potty, Sousaphone, Kevorkian Machine).
Weapons14 + 12 rangedFrom pitchfork to duralloy sword; bows, slings and thrown things.
Armour, shields12, 9Heavy Fur to Duralloy; Titanium Chainmail is what a Tough Exoskeleton equals.
Castles6Five quest castles and the Grinch's hidden one, surrounded by radiation, a chasm and nerve gas.
Difficulties3Normal, somewhat easy, easy.

Counts from ALPHA.DEC (nphysmut, nmentmut, ncreat…, nberry, nssd…) and ITEMLIST.

Manual

The game shipped with a readme rather than a manual: README.TXT (stats, mutations, items, keys, the shareware terms). Two more texts by the author, both published with the source: the FAQ (release history, all mutations, the quest) and the Spoilers, once reserved for registered users (every berry, device and creature, and the six castles). In the game, ? opens the help.

Getting started

  1. Open the game, type a name, pick a difficulty (2 is the easy one). The first run asks you to name the “wimpy monster”; any name and letter will do.
  2. Read your two mutations on the right. Use them with p (physical) and m (mental).
  3. Move with the arrow keys or the numeric keypad (diagonals: Home, End, PgUp, PgDn). Walk onto items to pick them up, into creatures to attack. x explores on its own.
  4. Press Enter for the menu of all commands, i for your possessions, e to eat, f to figure out a device, u to use one.
  5. Find a castle or a lair entrance and press < on it. Sleep (Z) when tired, S saves. The full key list is in the in-game guide.

Help

The author's spoilers file is the walkthrough: section 6 tells you castle by castle what to fetch and how. Rules of thumb from it and the FAQ:

Cheats