Introduction
2006-10-22 I recently found this set of notes from 1999. I don't know how useful they are anymore, but I thought this was an appropriate place as any to put 'em. -- Trav
Target Audience
How much do you know about Zangband?
Huh??? What's Zangband?
...Then you probably found this file by accident or in someone's trash.
If you really don't know what Zangband is or are just curious as to how I'll attempt to describe it: Zangbang is an addictive, challenging and *free* single player CRPG (Computer Role Playing Game) ported to: DOS, Win95/98/NT, Mac, Amiga, OS/2, and UNIX. In order to benefit from this guide you'll need to first check out zangband.org
This document is aimed at people who either:
- have never played a Roguelike game (but are ready to jump in)
- have played Roguelike games but not Angband (or its clones)
- have played Angband (or a clone) but not Zangband
- have played Zangband but became confused, frustrated, or bored
- already enjoy Zangband but are always on the lookout for ideas
I've heard people say that Zangband is one of the hardest Roguelikes to win (or even do "well" in.) However, I think Zangband is one of the easiest Roguelikes to learn, thanks to its:
- multiple windows -- don't have to hunt for info as often
- command macros -- lets you play [and therefore learn] faster
- customizable help -- easy to expand and update in-game help docs
- large and friendly fan base
- incredibly active and responsive maintainer (Rob Ruhlmann)
What's my objective?
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** O B J E C T I V E *** The main goal of this document is to make **
*** O B J E C T I V E *** learning and playing Zangband more fun! ***
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In case *fun* is not good enough for you, I also try to provide advice that's either helpful (and if you want to be helpful in return, you can let us know what parts you liked best), amusing ("Ha ha! these guys really don't know anything!!!") or inspiring ("I think I'm gonna go write my own guide!!!"). If it *does* actually manage to give you a bigger grin, stronger grasp, or higher score, then you should go ahead and pat yourself on the back for having made a wise (and lucky) download choice!
Before You Ask... (Anticipated Frequently Asked Questions regarding this document)
- This document is aimed primarily at people who are running Win95/98.If you don't have Win95/98 then you can skip the topics re: Windows.
- You can probably find the latest version of this guide (and more) at my [Trav's] Roguelike Games site: http://tripalot.com/roguelike/
- You can probably find the latest version of the game at zangband.org
- I plan to update this document frequently, but sometimes I forget. If it starts to look out-of-date, please contact me.
Tip #1: Use the Windows version instead of the DOS version
If you're running Win95/98/NT I seriously suggest you play the Win95/98 version instead of the DOS version. Here's why:
First of all, the Windows version provides eight repositionable and resizable windows, while the DOS version has only up to three (static) windows.
What's so great about windows?
Well, every version of every Roguelike provides at least one window. Each window can be assigned a one of several screen views:
- main map
- global map
- character information
- inventory
- equipment
- monster memory
- spell lists
- message buffer
Having multiple windows is great because they keep you from getting tunnel visioned. Since multiple views remain visible during play, they constantly provide reminders of:
- restoring your stats
- reorganizing your inventory (selling, storing, identifying items)
- exploring different areas of the current level
They also let you instantly see:
- when/how your skills are affected by different events
Other Tips:
don't play with graphics
- text communicates faster (you recognize 'm' faster than mold gfx)
- text communicates less ambiguously (gfx are very small tiles)
- gfx give impression of adventure game w/ plot (looks like Ultima)
- gfx give impression of less depth & variety (more ambiguity)
- gfx performance is possibly slower (and more memory?)
- text is more (mentally) portable to other roguelikes
play a mindcrafter
- don't have to worry about choosing which spells to learn
- don't have to carry (or buy) spell books
- if you get to level (~13) you get Psychometry, which lets you detect whether an item is good, bad, or average [help inv mgmt]
don't save and restore
- it's just not as fun that way!!!
- i usually use the save and restore "cheating" strategy for other computer games, but almost never with Roguelikes
- roguelike games are *incredibly* replayable (random, no plot)
- save and restore slows you down
- you end up repeating things and prolonging a character's situation, which is boring and you could be spending the time learning *new* things with a *new* character
- you have to actively copy the files (or write scripts files)
- you don't take Lessons Learned (by dying) as seriously if there's no permanent consequences, so you tend to make the same mistakes again [learn more slowly]
- it's not darwinian; by dying, the character has already demonstrated that it isn't strong enough to survive with you in control; it will just die again.
- starting a new character is quick and easy
- early levels are just as fun as higher levels
- great game balance: not too easy, not too hard
- less micro management early on
- ghosts
- I have made some exceptions:
- when upgrading to a new version [might have quirks]
- quests [some early ones are way too difficult