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zangband

Play the Zangband roguelike game

SYNOPSIS

zangband [options] [-- _display_]

PARAMETERS

-u
    Starts the game playing as the specified character name.

-s
    Restores a saved game identified by its numerical index.

-n
    Starts a brand new game, discarding any existing character save for the current user.

-d
    Enables a debug mode. Specific modes include 'g' for a graphical dump, 'c' for cheats, or 'x' for extended debug information.

-o
    Loads game options from the specified configuration file instead of the default.

-- _display_
    Specifies the X display to use for the game's graphical output, common in X11 environments.

DESCRIPTION

Zangband is a complex single-player roguelike game, a significantly expanded variant of Angband. Rooted in the traditions of Umoria and Rogue, the game challenges players to delve through a sprawling 100-level dungeon. The ultimate goal is to defeat the powerful monster residing on the deepest level and return victorious to the surface town.

Zangband distinguishes itself with a vast array of monsters, items, spells, and intricate character classes and races. It notably incorporates elements from Roger Zelazny's Amber Chronicles, introducing unique game mechanics such as Shadow Shifting and Pattern Walking. This integration enriches the gameplay with diverse strategic options and a deeper narrative context. The game emphasizes persistent world elements, profound character development, and strategic combat encounters, making it a highly configurable and engaging experience for fans of the genre.

CAVEATS

Zangband is primarily a text-based (or tile-based with graphical frontends) game, requiring a terminal or X11 environment to run. Its gameplay can be extremely challenging and unforgiving, characteristic of the roguelike genre, with permanent character death. Compatibility with modern systems might vary, and some graphical modes or features may require specific library dependencies. Users might need to compile from source on certain distributions or use older package versions.

GAMEPLAY MECHANICS

Zangband features a persistent town for resupplying and character management, and procedural generation for its dungeon levels, ensuring unique playthroughs. It includes a complex magic system, various combat styles, and a detailed inventory system with identification mechanics.

CHARACTER CUSTOMIZATION

Players can choose from a wide array of races (including unique Amberite, Chaos Warrior, and various elemental types) and classes (such as Warrior, Mage, Priest, Rogue, and hybrid archetypes), each with distinct abilities, skill trees, and progression paths, leading to immense replayability.

HISTORY

Zangband emerged as a major variant of Angband, itself a derivative of Moria and Rogue. Its development, notably led by Robert R. K. LeGrow, began to diverge significantly from the core Angband codebase in the mid-1990s. The name 'Zangband' specifically refers to the incorporation of elements from Roger Zelazny's acclaimed fantasy series, the Amber Chronicles, which introduced unique lore, races, classes, and mechanics like 'Pattern Walking' and 'Shadow Shifting'. This integration gave Zangband a distinct identity and significantly expanded the game's complexity and world-building beyond standard Angband. While development has slowed compared to its peak, it remains a beloved and influential branch in the roguelike family tree, known for its vast content and deep strategic possibilities.

SEE ALSO

angband(6), moria(6), rogue(6), nethack(6)

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