Recent from talks
Contribute something
Nothing was collected or created yet.
NetHack
View on Wikipedia
| NetHack | |
|---|---|
A released djinni grants the player a wish. | |
| Developer | The NetHack DevTeam |
| Initial release | 1.3d / 28 July 1987[1] |
| Stable release | |
| Repository | |
| Operating system | Windows, Linux, Mac OS X, Windows CE, OS/2, *BSD, System V, Solaris, HP-UX, BeOS, VMS, Haiku[4][5] |
| Type | Roguelike |
| License | NetHack General Public License (derivative of BISON general public license, a precursor to the GPL) |
| Website | www |
NetHack is an open source single-player roguelike video game, first released in 1987 and maintained by the NetHack DevTeam. The game is a fork of the 1984 game Hack, itself inspired by the 1980 game Rogue. The player takes the role of one of several pre-defined character classes to descend through multiple dungeon floors, fighting monsters and collecting treasure, to recover the "Amulet of Yendor" at the lowest floor and then escape.[6][7]
As an exemplar of the traditional "roguelike" game, NetHack features turn-based, grid-based hack and slash and dungeon crawling gameplay, procedurally generated dungeons and treasure, and permadeath, requiring the player to restart the game anew should the player character die. The game uses simple ASCII graphics by default so as to display readily on a wide variety of computer displays, but can use curses with box-drawing characters, as well as substitute graphical tilesets on machines with graphics. While Rogue, Hack and other earlier roguelikes stayed true to a high fantasy setting, NetHack introduced humorous and anachronistic elements over time, including popular cultural reference to works such as Discworld and Raiders of the Lost Ark.
It is identified as one of the "major roguelikes" by John Harris.[8] Comparing it with Rogue, Engadget's Justin Olivetti wrote that it took its exploration aspect and "made it far richer with an encyclopedia of objects, a larger vocabulary, a wealth of pop culture mentions, and a puzzler's attitude."[9] In 2000, Salon described it as "one of the finest gaming experiences the computing world has to offer".[10]
Gameplay
[edit]Before starting a game, players choose their character's race, role, sex, and alignment, or allow the game to assign the attributes randomly. There are traditional fantasy roles such as knight, wizard, rogue, and priest; but there are also unusual roles, including archaeologist, tourist, and caveman.[11] The player character's role and alignment dictate which deity the character serves and is supported by in the game, "how other monsters react toward you", as well as character skills and attributes.[12]
After the player character is created, the main objective is introduced. To win the game, the player must retrieve the Amulet of Yendor, found at the lowest level of the dungeon, and offer it to their deity. Successful completion of this task rewards the player with the gift of immortality, and the player is said to "ascend", attaining the status of demigod. Along the path to the amulet, a number of sub-quests must be completed, including one class-specific quest.
There are three major antagonists in NetHack: the Luciferesque god Moloch, who stole the Amulet of Yendor from the creator god Marduk; the high priest (or priestess) of Moloch, who holds the Amulet of Yendor; and the most prominent antagonist, the Wizard of Yendor, who will stalk the player throughout the rest of the game after the first encounter by resurrecting and attacking them periodically. The game's final bosses in the Astral Plane are the Riders: three of the Four Horsemen of the Apocalypse, Death, Famine and Pestilence. It is often proposed that the player character represents the fourth horseman, War.[citation needed]
The player's character is, unless they opt not to be, accompanied by a pet animal, typically a kitten or little dog, although knights begin with a saddled pony.[13] Pets grow from fighting, and they can be changed by various means. Most of the other monsters may also be tamed using magic or food.
Dungeon levels
[edit]NetHack's dungeon spans about fifty primary levels, most of which are procedurally generated when the player character enters them for the first time. A typical level contains a way "up" and "down" to other levels. These may be stairways, ladders, trapdoors, etc. Levels also contain several "rooms" joined by corridors. These rooms are randomly generated rectangles (as opposed to the linear corridors) and may contain features such as altars, shops, fountains, traps, thrones, pools of water, and sinks based on the randomly generated features of the room. Some specific levels follow one of many fixed designs or contain fixed elements. Later versions of the game added special branches of dungeon levels. These are optional routes that may feature more challenging monsters but can reward more desirable treasure to complete the main dungeon. Levels, once generated, persist throughout a single game, in contrast to the non-persistent levels in Moria-style games.[14]
Items and tools
[edit]
NetHack features a variety of items: weapons (melee or ranged), armor to protect the player, scrolls and spellbooks to read, potions to quaff, wands, rings, amulets, and an assortment of tools, such as keys and lamps.[15]
NetHack's identification of items is almost identical to Rogue's. For example, a newly discovered potion may be referred to as a "pink potion" with no other clues as to its identity. Players can perform a variety of actions and tricks to deduce, or at least narrow down, the identity of the potion.[16] The most obvious is the somewhat risky tactic of simply drinking it. All items of a certain type will have the same description. For instance, all "scrolls of enchant weapon" may be labeled "TEMOV", and once one has been identified, all "scrolls of enchant weapon" found later will be labeled unambiguously as such. Starting a new game will scramble the items' descriptions again, so the "silver ring" that is a "ring of levitation" in one game might be a "ring of hunger" in another.
Blessings and curses
[edit]As in many other roguelike games, all items in NetHack are either "blessed", "uncursed", or "cursed".[17] The majority of items are found uncursed, but the blessed or cursed status of an item is unknown until it is identified or detected through other means. Such statuses can be changed (blessed to uncursed, uncursed to cursed, and vice versa) depending on player interaction.
Generally, a blessed item will be more powerful than an uncursed item, and a cursed item will be less powerful, with the added disadvantage that once it has been equipped by the player, it cannot be easily unequipped. Where an object would bestow an effect upon the character, a curse will generally make the effect harmful, or increase the amount of harm done. However, there are very specific exceptions. For example, drinking a cursed "potion of gain level" will make the character literally rise through the ceiling to the level above, instead of gaining an experience level.
Character death
[edit]As in other roguelike games, NetHack features permadeath: expired characters cannot be revived.
Although NetHack can be completed without any artificial limitations, experienced players can attempt "conducts" for an additional challenge.[18] These are voluntary restrictions on actions taken, such as using no wishes, following a vegetarian or vegan diet, or even killing no monsters. While conducts are generally tracked by the game and are displayed at death or ascension, unofficial conducts are practiced within the community.
When a player dies, the cause of death and score is created and added to the list where the player's character is ranked against other previous characters.[19] The prompt "Do you want your possessions identified?" is given by default at the end of any game, allowing the player to learn any unknown properties of the items in their inventory at death. The player's attributes (such as resistances, luck, and others), conduct (usually self-imposed challenges, such as playing as an atheist or a vegetarian), and a tally of creatures killed, may also be displayed.
The game sporadically saves a level on which a character has died and then integrates that level into a later game. This is done via "bones files", which are saved on the computer hosting the game. A player using a publicly hosted copy of the game can thus encounter the remains and possessions of many other players, although many of these possessions may have become cursed.[20]
Because of the numerous ways that a player-character could die between a combination of their own actions as well as from reactions from the game's interacting systems, players frequently refer to untimely deaths as "Yet Another Stupid Death" (YASD). Such deaths are considered part of learning to play NetHack as to avoid conditions where the same death may happen again.[14]
NetHack does allow players to save the game so that one does not have to complete the game in one session, but on opening a new game, the previous save file is subsequently wiped as to enforce the permadeath option. One option some players use is to make a backup copy of the save game file before playing a game, and, should their character die, restoring from the copied version, a practice known as "save scumming". Additionally, players can also manipulate the "bones files" in a manner not intended by the developers. While these help the player to learn the game and get around limits of permadeath, both are considered forms of cheating the game.[21]
Culture around spoilers
[edit]NetHack is largely based on discovering secrets and tricks during gameplay. It can take years for one to become well-versed in them, and even experienced players routinely discover new ones.[22] A number of NetHack fan sites and discussion forums offer lists of game secrets known as "spoilers".[23]
Interface
[edit]This section needs additional citations for verification. (May 2025) |
NetHack was originally created with only a simple ASCII text-based user interface, although the option to use something more elaborate was added later in its development. Interface elements such as the environment, entities, and objects are represented by arrangements of ASCII or Extended ASCII glyphs, "DECgraphics", or "IBMgraphics" mode. In addition to the environment, the interface also displays character and situational information.
A detailed example:
You see here a silver ring.
------------
##....._.....|
|...........# ------
#...........| |....|
--------------- ###------------ |...(|
|..%...........|########## ###-@...|
|...%...........### # ## |....|
+.......<......| ### ### |..!.|
--------------- # # ------
### ###
# #
---.----- ###
|.......| #
|........####
|.......|
|.......|
---------
Hacker the Conjurer St:11 Dx:13 Co:12 In:11 Wi:18 Ch:11 Neutral
Dlvl:3 $:120 HP:39(41) Pw:36(36) AC:6 Exp:5 T:1073The player (the '@' sign, a wizard in this case) has entered the level via the stairs (the '<' sign) and killed a few monsters, leaving their corpses (the '%' signs) behind. Exploring, the player has uncovered three rooms joined by corridors (the '#' signs): one with an altar (the '_' sign), another empty, and the final one (that the player is currently in) containing a potion (the '!' sign) and chest (the '(' sign). The player has just moved onto a square containing a silver ring. Parts of the level are still unexplored (probably accessible through the door to the west (the '+' sign)) and the player has yet to find the downstairs (a '>' sign) to the next level.
Apart from the original termcap interface shown above, there are other interfaces that replace standard screen representations with two-dimensional images, or tiles, collectively known as "tiles mode". Graphic interfaces of this kind have been successfully implemented on the Amiga, the X Window System, the Microsoft Windows GUI, the Qt toolkit, and the GNOME libraries.
Enhanced graphical options also exist, such as the isometric perspective of Falcon's Eye and Vulture's Eye, or the three-dimensional rendering that noegnud offers. Vulture's Eye is a fork of the now defunct Falcon's Eye project. Vulture's Eye adds additional graphics, sounds, bug fixes and performance enhancements and is under active development in an open collaborative environment.
-
NetHack for Microsoft Windows in "tiles mode"
-
Vulture's Eye offers an isometric perspective.
History and development
[edit]| 1987 | v1.3d (First public release) |
|---|---|
| v2.2a | |
| 1988 | |
| 1989 | v3.0.0 |
| 1990 | |
| 1991 | |
| 1992 | |
| 1993 | v3.1.0 |
| 1994 | |
| 1995 | |
| 1996 | v3.2.0 |
| 1997 | |
| 1998 | |
| 1999 | v3.3.0 |
| 2000 | |
| 2001 | |
| 2002 | v3.4.0 |
| 2003 | |
| 2004 | |
| 2005 | |
| 2006 | |
| 2007 | |
| 2008 | |
| 2009 | |
| 2010 | |
| 2011 | |
| 2012 | |
| 2013 | |
| 2014 | |
| 2015 | v3.6.0 |
| 2016 | |
| 2017 | |
| 2018 | |
| 2019 | |
| 2020 | |
| 2021 | |
| 2022 | |
| 2023 | |
| 2024 | |
| 2025 |
NetHack is a software derivative of Hack, which itself was inspired by Rogue. Hack was created by students Jay Fenlason, Kenny Woodland, Mike Thome, and Jonathan Payne at Lincoln-Sudbury Regional High School as part of a computer class, after seeing and playing Rogue at the University of California, Berkeley computer labs.[24] The group had tried to get the source code of Rogue from Glenn Wichman and Michael Toy to build upon, but Wichman and Toy had refused, forcing the students to build the dungeon-creation routines on their own. As such, the game was named Hack in part for the hack-and-slash gameplay and that the code to generate the dungeons was considered a programming hack.[24] After their classes ended, the students' work on the program also ended, though they had a working game. Fenlason provided the source code to a local USENIX conference, and eventually it was uploaded to USENET newsgroups. The code drew the attention of many players who started working to modify and improve the game as well as port it to other computer systems.[24] Hack did not have any formal maintainer and while one person was generally recognized to hold the main code to the current version of Hack, many software forks emerged from the unorganized development of the game.[24]
Eventually, Mike Stephenson took on the role as maintainer of the Hack source code. At this point, he decided to create a new fork of the game, bringing in novel ideas from Izchak Miller, a philosophy professor at University of Pennsylvania, and Janet Walz, another computer hacker. They called themselves the DevTeam and renamed their branch NetHack since their collaboration work was done over the Internet.[25] They expanded the bestiary and other objects in the game, and drew from other sources outside of the high fantasy setting, such as from Discworld with the introduction of the tourist character class.[26] Knowing of the multiple forks of Hack that existed, the DevTeam established a principle that while the game was open source and anyone could create a fork as a new project, only a few select members in the DevTeam could make modifications to the main source repository of the game, so that players could be assured that the DevTeam's release was the legitimate version of NetHack.[25]
Release history
[edit]The DevTeam's first release of NetHack was on 28 July 1987.[27]
The core DevTeam had expanded with the release of NetHack 3.0 in July 1989. By that point, they had established a tight-lipped culture, revealing little, if anything, between releases. Owing to the ever-increasing depth and complexity found in each release, the development team enjoys a near-mythical status among fans. This perceived omniscience is captured in the initialism TDTTOE, "The DevTeam Thinks of Everything", in that many of the possible emergent gameplay elements that could occur due to the behavior of the complex game systems had already been programmed in by the DevTeam.[25] Since version 3.0, the DevTeam has typically kept to minor bug fix updates, represented by a change in the third version number (e.g. v3.0.1 over v3.0.0), and only releases major updates (v3.1.0 over v3.0.0) when significant new features are added to the game, including support for new platforms. Many of those from the community that helped with the ports to other systems were subsequently invited to be part of the DevTeam as the team's needs grew, with Stephenson remaining the key member currently.[28]
Updates to the game were generally regular from around 1987 through 2003, with the DevTeam releasing v3.4.3 in December 2003.[27] Subsequent updates from the DevTeam included new tilesets and compatibility with variants of Mac OS, but no major updates to the game had been made.[29] In the absence of new releases from the developers, several community-made updates to the code and variants developed by fans emerged.[28]
On 7 December 2015, version 3.6.0 was released, the first major release in over a decade. While the patch did not add major new gameplay features, the update was designed to prepare the game for expansion in the future, with the DevTeam's patch notes stating: "This release consists of a series of foundational changes in the team, underlying infrastructure and changes to the approach to game development".[30][31] Stephenson said that despite the number of roguelike titles that had emerged since the v3.4.3 release, they saw that NetHack was still being talked about online in part due to its high degree of portability, and decided to continue its development.[28] According to DevTeam member Paul Winner, they looked to evaluate what community features had been introduced in the prior decade to improve the game while maintaining the necessary balance.[28] The update came shortly after the death of Terry Pratchett, whose Discworld had been influential on the game, and the new update included a tribute to him.[31] With the v3.6.0 release, NetHack remains "one of the oldest games still being developed".[32]
A public read-only mirror of NetHack's git repository was made available on 10 February 2016.[33] Since v3.6.0, the DevTeam has continued to push updates to the title, with the latest being v3.6.7 on 16 February 2023.[34] Version 3.7.0 is currently in development.[35]
As of 2020[update], the official source release supports the following systems: Windows, Linux, macOS, Windows CE, OS/2, Unix (BSD, System V, Solaris, HP-UX), BeOS, and VMS.[36]
Licensing, ports, and derivative ports
[edit]| Author | Mike Stephenson et al. |
|---|---|
| Published | 1989 |
| OSI approved | Yes |
| Copyleft | Yes |
| Website | https://www.nethack.org/common/license.html |
NetHack is released under the NetHack General Public License, which was written in 1989 by Mike Stephenson, patterned after the GNU bison license (which was written by Richard Stallman in 1988).[37] Like the Bison license, and Stallman's later GNU General Public License, the NetHack license was written to allow the free sharing and modification of the source code under its protection. At the same time, the license explicitly states that the source code is not covered by any warranty, thus protecting the original authors from litigation. The NetHack General Public License is a copyleft software license certified as an open source license by the Open Source Initiative.[38][39]
The NetHack General Public License allows anyone to port the game to a platform not supported by the official DevTeam, provided that they use the same license. Over the years this licensing has led to a large number of ports and internationalized versions[40] in German, Japanese, and Spanish.[27] The license also allows for software forks as long as they are distributed under the same license, except that the creator of a derivative work is allowed to offer warranty protection on the new work. The derivative work is required to indicate the modifications made and the dates of changes. In addition, the source code of the derivative work must be made available, free of charge except for nominal distribution fees. This has also allowed source code forks of NetHack including Slash'EM,[41] UnNetHack,[42] and dNethack.[43]
Online support
[edit]Bugs, humorous messages, stories, experiences, and ideas for the next version are discussed on the Usenet newsgroup rec.games.roguelike.nethack.[44]
A public server at nethack.alt.org, commonly known as "NAO", gives players access to NetHack through a Telnet or SSH interface. A browser-based client is also available on the same site. Ebonhack connects to NAO with a graphical tiles-based interface.[45]
During the whole month of November, the annual /dev/null NetHack Tournament took place every year from 1999 to 2016.[46][47] The November NetHack Tournament, initially conceived as a one-time tribute to devnull, has taken place each year since 2018.[47] The Junethack Cross-Variant Summer Tournament has taken place annually since 2011.[48]
NetHack Learning Environment
[edit]The Facebook artificial intelligence (AI) research team, along with researchers at the University of Oxford, New York University, the Imperial College London, and University College London, developed an open-source platform called the NetHack Learning Environment, designed to teach AI agents to play NetHack. The base environment is able to maneuver the agent and fight its way through dungeons, but the team seeks community help to build an AI on the complexities of NetHack's interconnected systems, using implicit knowledge that comes from player-made resources, thus giving a means for programmers to hook into the environment with additional resources.[49][50] Facebook's research led the company to pose NetHack as a grand challenge in AI in June 2021,[51] in part due to the game's permadeath and inability to experiment with the environment without creating a reaction. The competition at the 2021 Conference on Neural Information Processing Systems involved agents of various designs attempting to ascend. None of the agents managed this; the results were ranked by median in-game score, with the highest-ranked agent (Team AutoAscend) using a symbolic (non-machine-learning) design.[52]
Legacy
[edit]NetHack has influenced ADOM,[53] Minecraft,[54] Spelunky,[55] Diablo[56] and Mystery Dungeon.[57] Time included NetHack in its top 100 video games list in 2012.[58] The game was part of the video game exhibit "Never Alone", in the Museum of Modern Art's collection, which ran from September 2022 to July 2023.[59]
See also
[edit]References
[edit]- Craddock, David L (5 August 2015). Magrath, Andrew (ed.). Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games. Press Start Press. ISBN 978-0-692-50186-3.
Citations
[edit]- ^ "part01.gz". Retrieved 23 April 2016.
- ^ "The NetHack DevTeam is announcing the release of NetHack 3.6.7 on February 16, 2023". 16 February 2023. Retrieved 23 October 2023.
- ^ "Release 3.6.7". 15 February 2023.
- ^ "Nethack 3.6.7 Downloads".
- ^ NetHack – HaikuDepot
- ^ "The Best Games You've Never Played". bit-tech. Retrieved 8 November 2015.
- ^ Au, Wagner James (August 1997). "Back to the Dungeon". Wired.
- ^ Harris, John (2 February 2011). "Analysis: The Eight Rules Of Roguelike Design". Game Developer. Retrieved 27 September 2020.
- ^ Olivetti, Justin (18 January 2014). "The Game Archaeologist: A brief history of roguelikes". Engadget. Retrieved 9 November 2015.
- ^ Au, Wagner James (26 January 2000). "The best game ever". Salon. Archived from the original on 13 January 2008. Retrieved 3 April 2015.
- ^ "NetHack 3.6.0: Guidebook for NetHack 3.6". nethack.org. Retrieved 23 April 2016.
- ^ "NetHack 3.6.0: Guidebook for NetHack 3.6". nethack.org. Retrieved 23 April 2016.
- ^ "NetHack 3.4.3: Guidebook for NetHack 3.4". Nethack.org. Retrieved 8 September 2010.
- ^ a b Moss, Richard C. (19 March 2020). "ASCII art + permadeath: The history of roguelike games". Ars Technica. Retrieved 26 June 2020.
- ^ "NetHack 3.4.3: Guidebook for NetHack 3.4". Nethack.org. Retrieved 8 September 2010.
- ^ "NetHack 3.4.3: Guidebook for NetHack 3.4". Nethack.org. Retrieved 8 September 2010.
- ^ "NetHack 3.4.3: Guidebook for NetHack 3.4". Nethack.org. Retrieved 8 September 2010.
- ^ "NetHack 3.4.3: Guidebook for NetHack 3.4". Nethack.org. Retrieved 8 September 2010.
- ^ "GameSetWatch @ Play: Thou Art Early, But We'll Admit Thee". www.gamesetwatch.com. Archived from the original on 6 March 2016. Retrieved 9 November 2015.
- ^ "Hearse". Retrieved 15 December 2008.
- ^ Douglas, Douglas; Peterson, Jon; Picard, Martin (2018). "Single-Player Computer Role-Playing Games". In Deterding, Sebastian; Zagal, José (eds.). Role-Playing Game Studies. Taylor & Francis. pp. 107–129. ISBN 978-1317268314.
- ^ "Reinforcement Learning for roguelike type games (eliteMod v0.9)".
- ^ "List of Nethack Spoilers". Statslab.cam.ac.uk. Archived from the original on 10 October 2009. Retrieved 8 September 2010.
- ^ a b c d Craddock 2015, Chapter 5: "When the Inmates Run the Asylum - Hack-ing at Lincoln-Sudbury High School"
- ^ a b c Craddock 2015, Chapter 6: "It Takes a Village: Raising NetHack"
- ^ Smith, Adam (8 December 2015). "The Twelve Years Of Nethack: Version 3.6.0 Out Now". Rock Paper Shotgun. Retrieved 8 December 2015.
- ^ a b c "Happy 20th birthday, 'NetHack'! – CNET". CNET. Retrieved 9 November 2015.
- ^ a b c d Bridgman, John (15 April 2016). "The story behind NetHack's long-awaited update--the first since 2003". Game Developer. Retrieved 26 June 2020.
- ^ Kenneth Lorber (2009). "NetHack". Retrieved 8 April 2011.
- ^ Kenneth Lorber (2015). "NetHack". Retrieved 7 December 2015.
- ^ a b Kerr, Chris (8 December 2015). "NetHack gets first major update in over a decade". Game Developer. Retrieved 8 December 2015.
- ^ Eli (16 July 2006). "NetHack". Jay Is Games. Retrieved 15 December 2008.
- ^ "Information for NetHack Developers". NetHack. Retrieved 11 February 2016.
- ^ "NetHack 3.6.7 Release Notes". NetHack DevTeam. Retrieved 20 March 2023.
- ^ "Official NetHack Git Repository". GitHub. Retrieved 28 December 2019.
- ^ "NetHack 3.6.6: Downloads". NetHack. Retrieved 25 March 2020.
- ^ GNU Bison is no longer distributed under the original Bison license; it has been distributed under an extension of the GNU General Public License since at least 1991.[1]
- ^ "Licenses by Name". Open Source Initiative. Retrieved 16 December 2015.
- ^ "The Nethack General Public License (NGPL)". opensource.org. Archived from the original on 29 April 2016. Retrieved 23 April 2016.
- ^ "NetHack in other languages - NetHack Wiki". nethackwiki.com.
- ^ "The Slash'EM Homepage". slashem.sourceforge.net.
- ^ "UnNetHack". GitHub. 21 October 2021.
- ^ "dNethack". GitHub. 21 October 2021.
- ^ "Nethack: The Best Game on your Mac". Engadget. 20 May 2007. Retrieved 9 November 2015.
- ^ "Ebonhack webpage". Archived from the original on 12 May 2010. Retrieved 4 May 2010.
- ^ "GameSetWatch COLUMN: @Play: Ten Years of the devnull Nethack Tournament, Part 1". www.gamesetwatch.com. Archived from the original on 13 January 2016. Retrieved 9 November 2015.
- ^ a b "TNNT: About". The November Nethack Tournament. Retrieved 26 November 2020.
- ^ "Junethack". Retrieved 20 August 2016.
- ^ Wiggers, Kyle (25 June 2020). "Facebook releases AI development tool based on NetHack". Venture Beat. Retrieved 26 June 2020.
- ^ Küttler, Heinrich; Nardelli, Nantas; Miller, Alexander H.; Raileanu, Roberta; Selvatici, Marco; Grefenstette, Edward; Rocktäschel, Tim (2020). "The NetHack Learning Environment". Machine Learning. arXiv:2006.13760.
- ^ "Launching the NetHack Challenge at NeurIPS 2021". Retrieved 5 September 2022.
- ^ "The NetHack Challenge: Dungeons, Dragons, and Tourists". Retrieved 5 September 2022.
- ^ Harris, John (19 November 2018). "@Play 86: Interview with ADOM Creator Dr.Thomas Biskup". Game Developer. Retrieved 23 February 2025.
- ^ Knapp, Alex (16 September 2011). "Mojang Founders Notch and Jakob on Minecraft, Scrolls, and the Business of Indie Games". Forbes. Archived from the original on 23 September 2011. Retrieved 23 February 2025.
- ^ Harris, John (6 February 2009). "@Play: 'Spelunk, Spelunk, Spelunk'". GameSetWatch. Archived from the original on 10 February 2009. Retrieved 23 February 2025.
- ^ Waters, John K. (1997). Diablo : the official strategy guide. Rocklin, Calif. : Prima Pub. p. 242. ISBN 978-0-7615-0371-2.
- ^ 世界三大三代川 編集部 (8 June 2014). すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (in Japanese). Famitsu. Retrieved 2 August 2021.
- ^ Grossman, Lev (15 November 2012). "All-TIME 100 Video Games: NetHack". Time Tech. Archived from the original on 3 December 2012. Retrieved 5 May 2025.
- ^ Stanton, Rich (27 June 2022). "Nethack is now in the Museum of Modern Art". PC Gamer. Future plc. Retrieved 27 June 2022.
External links
[edit]- Official website
- The NetHack Wiki
- NAO website
- /dev/null NetHack Tournament
- NetHack at MobyGames
- NetHack at SourceForge.net
- Hall of Fame – NetHack at GameSpy
NetHack
View on GrokipediaGameplay
Core Mechanics
NetHack is a roguelike dungeon crawler where the primary objective is to retrieve the Amulet of Yendor from the deepest level of a procedurally generated dungeon known as the Mazes of Menace and then ascend back to the surface to escape alive.[1] Players must navigate through multiple dungeon levels filled with monsters, traps, and treasures, managing resources carefully to survive the journey. Success requires strategic decision-making, as death is permanent, ending the game and forcing a new attempt with a different randomly generated dungeon.[1] The gameplay operates on a turn-based system, where each player command—such as moving, interacting with objects, fighting, or using items—advances the game by one turn, during which monsters also act.[1] Levels, monsters, and events are generated randomly at the start of each game, ensuring high replayability and unpredictability.[1] Core character attributes include strength (affecting melee damage and carrying capacity), dexterity (influencing accuracy and stealth), constitution (impacting hit points and resistance to ailments), intelligence (boosting spell success), wisdom (enhancing energy recovery), and charisma (improving shop prices and diplomacy), each typically ranging from 3 to 18.[1] Additional vital statistics are hit points (HP, representing health), energy or power (used for spellcasting), and alignment (lawful, neutral, or chaotic, which influences interactions with certain monsters and deities).[1] Combat forms a central pillar, with melee attacks initiated by moving into an adjacent monster, ranged attacks via throwing weapons or projectiles, and spellcasting that consumes energy to unleash magical effects at a distance.[1] Monster behaviors are driven by simple AI: many are hostile by default, but those sharing the player's alignment may remain peaceful unless provoked, while opposing alignments increase aggression; provocation, such as attacking or trespassing, can turn neutral monsters hostile.[1] Survival mechanics include hunger, which progresses from satiated to fainting if not addressed by consuming food, potentially leading to death, and encumbrance, where carrying too much weight slows movement and heightens food consumption based on load levels from unencumbered to overloaded.[1] Time-sensitive elements add urgency, such as shopkeepers becoming angry and summoning aid if debts are unpaid or shops are damaged, and pet management, where owned creatures require feeding and proximity to follow through levels, lest they turn wild.[1] Randomness permeates outcomes through underlying dice rolls that determine combat hits, damage, trap activations, and other events, creating variability in every encounter.[1] Item identification relies on this uncertainty, as most objects start unknown and must be tested through use, price identification in shops, or tools like scrolls of identify to reveal properties, blessings, or curses.[1]Dungeon Exploration
The dungeon in NetHack, known as the Mazes of Menace, consists of multiple interconnected levels that players must navigate to retrieve the Amulet of Yendor and ascend.[1] Exploration occurs in a turn-based manner, where each level presents a unique layout filled with rooms, corridors, monsters, and hazards.[1] The environment emphasizes discovery and risk, with deeper levels introducing greater challenges and rarer rewards.[1] Most levels are procedurally generated upon first entry, creating random arrangements of rooms, corridors, traps, doors, and special features such as vaults or thrones to ensure replayability.[1] This generation process draws from predefined room templates and algorithms that connect elements via hallways, incorporating elements like fountains, altars, and shops in a semi-random fashion.[1] Procedural creation applies to the majority of the dungeon, though certain areas use fixed designs for narrative or mechanical purposes.[1] The dungeon is structured around several branches that diverge from the main path, each offering distinct environments and objectives. The main dungeon, or Dungeons of Doom, spans levels 1 through approximately 10 or more, serving as the primary descent with escalating difficulty.[1] Early on, the Gnomish Mines branch provides an optional side area accessible via a side staircase, featuring ore veins and goblin inhabitants but ending in a dead end.[1] Sokoban is a puzzle-oriented branch with pre-designed levels requiring boulder manipulation to solve challenges and access rewards.[1] Mid-game includes the Oracle level, a quest-like area where players consult the Oracle of Delphi for cryptic information about the Amulet.[1] The endgame transitions to Gehennom, a hellish branch beyond the 20th level filled with demons and undead, culminating in the Planes, including the astral realm for final ascension rituals.[1] Special levels feature fixed layouts to enhance thematic elements and challenges, contrasting the randomness of standard levels. Quest branches are role-specific areas with predetermined maps, often involving unique objectives tied to the player's class.[1] In Gehennom, Vlad's Tower is a multi-level structure housing the vampire lord Vlad the Impaler, complete with drawbridges and traps.[1] The Wizard's Tower serves as a fortified lair for the antagonist, accessible via a magic portal and containing protective summons.[1] The Castle is a sprawling, multi-room level with a drawbridge, moat, and wand-wielding guards, designed for strategic siege-like entry.[1] The Astral Plane forms the ultimate special level, an open expanse where players confront cosmic forces during ascension.[1] Navigation relies on specific tools and features, each carrying potential risks. Stairs marked as '<' for upward and '>' for downward movement provide reliable vertical travel between levels, though pets may follow or block paths.[1] Teleportation traps or items can shift players randomly within or between levels, often without control.[1] Levelporting, invoked via magic or the '^T' command, allows direct jumps to other depths but risks stranding players in unprepared areas.[1] Environmental hazards include lava pools that burn on contact, water bodies traversable only by certain means or races, and chasms that drop items or characters to lower levels.[1] Monsters populate levels dynamically, contributing to an emergent ecology through random spawns tailored to depth and branch.[1] Placement occurs upon level generation or as players explore, with stronger creatures appearing deeper; monsters remain active only on their current level until encountered.[1] Unique bosses like the Wizard of Yendor serve as recurring adversaries, initially guarding the Amulet's theft and later pursuing the player with spells and minions across branches.[1] Faction dynamics include peaceful monsters, such as certain humanoids or animals, that coexist neutrally unless provoked, allowing for diplomatic interactions or alliances.[1]Character Creation and Progression
In NetHack, character creation involves selecting a role, race, gender, and alignment, which collectively define the player's starting capabilities, equipment, and interactions within the dungeon. There are thirteen roles available: Archeologist, Barbarian, Caveman, Healer, Knight, Monk, Priest (or Priestess), Ranger, Rogue, Samurai, Tourist, Valkyrie, and Wizard. Each role comes with a tailored starting kit of items and proficiencies; for example, the Barbarian begins with a dwarvish mithril-coat (hauberk), a two-handed sword, and high strength, while the Tourist starts with ample gold, a Hawaiian shirt, and a camera for taking "proof" photographs. These kits provide immediate utility suited to the role's archetype, such as the Healer carrying potions and a scalpel for medical applications or the Wizard equipped with spellbooks and a dagger.[1] Players choose from five races—Dwarf, Elf, Gnome, Human, or Orc—each imparting inherent traits that influence attributes and gameplay. Dwarves and Gnomes possess mining expertise and infravision for detecting warmth, Elves gain enhanced dexterity and perception but vulnerability to iron, Humans offer balanced versatility without extremes, and Orcs provide brute strength at the cost of poorer equipment quality and enmity from other races like Elves. Gender selection is binary (male or female) and primarily affects role nomenclature (e.g., Priest vs. Priestess) without altering mechanics. Alignment options are Lawful, Neutral, or Chaotic, shaping social dynamics: co-aligned monsters tend to be neutral or friendly, while opposed alignments provoke hostility, influencing temple access and divine favor. Some role-race combinations are restricted, such as Orcs being unable to select certain Lawful roles, ensuring thematic consistency.[1] Character progression occurs through accumulating experience points (XP), primarily earned by defeating monsters, though secondary sources include reading certain books or successful prayers. Upon reaching XP thresholds, the character advances a level (up to a maximum of 30), randomly increasing hit points (typically by 1d10 plus Constitution modifier for most roles), enhancing physical and magical resistances, and boosting combat prowess. Leveling also improves weapon and spell skills, with spellcasters like Wizards gaining access to new spells from their spellbook as power increases. Role-specific intrinsics—innate abilities such as poison resistance for Healers or stealth for Rogues—may activate at designated levels, providing passive benefits that grow with further advancement.[1] A pivotal aspect of progression is the role-specific quest, a unique multi-level dungeon branch accessed around dungeon level 15, where the character retrieves a quest artifact essential for ascension. These quests are tailored to each role's lore; for instance, the Knight undertakes a mission in a fortified castle to recover the Sceptre of Might, while the Samurai journeys to a lord's palace for the Mikaboshi. Success requires navigating role-themed challenges, guardians, and the quest nemesis, often involving puzzles, combat, and moral choices that test the character's alignment. Completing the quest not only grants the artifact but also unlocks deeper dungeon access and potential intrinsic enhancements tied to the role.[1] Alignment is dynamic and shifts based on in-game actions, tracked on a scale from +10 (extremely lawful) to -10 (extremely chaotic), with Neutral at 0. Benevolent deeds, such as aiding peaceful beings or sacrificing at co-aligned altars, nudge toward Lawful, while aggressive acts like slaying non-hostile or co-aligned creatures push toward Chaotic; extreme shifts (beyond ±5) can alter the character's official alignment, affecting monster attitudes, altar conversions, and artifact wielding. Certain conducts—voluntary restrictions like maintaining a vegetarian diet (no meat consumption), atheism (no prayer or sacrifice), or pacifism (no killing)—are automatically tracked by the game and displayed via the #conduct command, offering score bonuses if upheld but increasing difficulty by limiting options. Breaking a conduct removes it from the list, with no penalty beyond lost achievement.[1] Most characters begin with a loyal pet—a little dog, kitten, or pony (the latter for mounted roles like Knight or Ranger)—which accompanies the player, assists in combat, and shares experience from kills to grow stronger over time. Pets evolve in capability as they gain levels; for example, a kitten may mature into a housecat or large cat, increasing damage output and hit points while retaining tameness to prevent betrayal. Additional pets or followers can be acquired by taming wild monsters with thrown food, using a magic whistle to summon allies, or attracting humanoid followers through high Charisma, offerings at altars, or leadership demonstrations, forming a retinue that aids exploration and fights but requires management to avoid starvation or abandonment.[1]Items and Equipment
In NetHack, items and equipment form the core of player strategy, enabling combat, exploration, and survival in the dungeon's procedurally generated levels. These objects are diverse, ranging from basic tools to powerful artifacts, and are essential for progressing through the game's challenges. Players must manage inventory space carefully, as encumbrance levels—from unencumbered to overloaded—affect movement speed and combat effectiveness.[1] Items are categorized by type, each with specific uses and commands for interaction. Weapons, represented by the ')' symbol, include melee options like swords and maces for close combat, as well as ranged ones such as arrows and spears that can be thrown or fired. Armor, shown as '[', provides protection via armor class (AC) values, with heavier pieces like plate mail offering better defense (base AC 5) than lighter leather armor (base AC 8); enchantments adjust these values further. Tools, marked '(', encompass utility items such as pick-axes for mining or grappling hooks for retrieving distant objects. Potions ('!') are quaffed for immediate effects, identified often by color (e.g., clear for water), while scrolls ('?') are read once for magical results, with randomized labels per game. Rings ('=') grant ongoing benefits when worn on fingers (limited to two), wands ('/') deliver directed magic via charges that can be zapped or broken, and spellbooks ('+') allow learning spells through repeated reading. Food ('%'), vital for preventing starvation, includes perishable rations and tins that provide nutrition. Artifacts represent unique, powerful items, such as the elven dagger Sting or the sword Excalibur, which possess special properties beyond standard gear.[1] Identification is a key mechanic, as most items appear unidentified upon discovery, with randomized appearances to encourage caution. Players can use price identification by inquiring about an item's cost in shops via the #chat command, revealing base value clues to narrow possibilities. Testing methods include quaffing potions or reading scrolls, though this risks unintended effects; dedicated tools like the scroll of identify provide safer revelation of properties, including remaining charges on wands. The #name command allows labeling for tracking, and items in shops or from generation start unknown, requiring systematic deduction.[1] Wielding equipment involves specific commands: 'w' to wield a primary weapon, 'X' for two-weapon combat (with limitations based on handedness and skill), and 'a' to apply tools or wands. Armor is worn with 'W' and removed via 'T' or 'A'. Artifacts often require invocation via #invoke, sometimes involving multi-step rituals, such as the sequence for the Bell of Opening. Gear can be erosionproofed to resist damage from monsters or environmental hazards, preserving durability through targeted applications. The 'x' command exchanges weapons, and '#enhance' improves weapon skills for better handling.[1] The economy revolves around shops, where players buy items with gold using 'p' to pay or sell by dropping objects near the shopkeeper, who appraises based on base prices adjusted for factors like enchantment. Theft provokes hostility, leading to combat or barred access; unpaid debts are tracked, and inquiring prices aids identification without commitment. Wishing for specific items is possible through rare mechanics like polydilution (polymorphing into forms that generate objects) or certain artifacts, but remains probabilistic and resource-intensive. The '$' command displays gold and debts.[1] Random generation ensures replayability, with items spawning unidentified in dungeons, their appearances, charges (for wands), and nutrition values (for food) varying per game. Bones levels—preserved from prior ascensions—may include artifacts or charged items, adding risk. Inventory management uses 'i' to list all items or 'I' for types, with autopickup options configurable to handle the influx.[1]Magical Effects
In NetHack, items and certain game elements possess a beatitude status—blessed, uncursed, or cursed—that profoundly influences their functionality and interaction with the player. Blessed items exhibit enhanced properties, such as increased damage output for weapons against specific foes like demons or improved success rates for scrolls and potions, while also facilitating easier identification through price checks or priestly appraisal.[1] Uncursed items operate at neutral baseline performance, whereas cursed items impose hindrances, including the inability to remove worn equipment (such as armor or rings that "weld" to the body) and negative enchantments that reduce efficacy, like lowered to-hit bonuses or reversed effects for consumables.[1] Priests and priestesses inherently detect an item's beatitude upon examination, aiding players in early identification without expending resources.[1] To alter beatitude, players employ holy or unholy water, produced by dipping a potion of water on a aligned altar, which blesses or curses the target item accordingly; direct dipping of items into such water achieves similar results, though with risks of destruction for fragile objects.[1] Removal of curses typically requires uncursing via holy water, successful prayer, or altar offerings, as cursed items resist ordinary unequipping and can lead to perilous situations if equipment fails during combat.[1] Levels themselves can become blessed through divine favor, granting protective effects like temporary alignment boosts or monster repulsion, but curses on levels are rarer and often tied to desecrated altars that spawn hostile forces.[1] Spellcasting forms a core magical system, where players learn incantations by reading spellbooks, which appear as unidentified tomes that may confuse or backfire if mishandled.[1] Upon successful reading, spells integrate into the player's spell slots, limited by intelligence and wisdom attributes, with certain roles like the Cleric starting with intrinsic knowledge of basic divine spells such as healing or protection.[1] Casting occurs via the 'Z' command, consuming power (mana) proportional to the spell's complexity and the caster's skill level—ranging from unskilled (high failure chance) to expert (maximal potency and reliability)—with costs scaling from 5-50 points per use, regenerating slowly over turns or faster with rest.[1] Skill advancement happens through repeated casting or enhancement commands, categorized by spell schools like attack, matter, or divination, and failure risks include fainting, power drain, or explosive backlash, particularly if the player's experience level is insufficient.[1] Divine intervention manifests through prayer and sacrifice, governed by the player's piety—a hidden meter reflecting alignment adherence and devotional acts.[1] The #pray command invokes aid at altars or in desperation, yielding effects scaled to piety: high piety might grant full healing, curse removal, or smiting bolts against nearby threats, while low piety risks divine anger, such as summoned minions or attribute penalties.[1] Prayers carry a cooldown of approximately 5000 turns to prevent abuse, and outcomes align with the player's role and deity, like chaotic favors for neutral or evil shifts.[1] Sacrificing corpses via #offer on aligned altars boosts piety, potentially rewarding artifacts, intrinsic protections, or alignment changes, though unsuitable offerings (e.g., wrong alignment) can desecrate the altar and spawn undead.[1] Beyond these, polymorph represents transformative magic, altering the player's form into monsters via spells, wands, or potions, conferring new intrinsics like breath weapons or flight but often complicating inventory access and risking stat loss upon reversion.[1] Monsters employ spells offensively, such as liches hurling magic missiles or clerics summoning elementals, which players counter through magic resistance gained via amulets or spells.[1] Elemental resistances—against fire, cold, shock, poison, and acid—arise magically from spell effects, role intrinsics (e.g., Wizards' innate magic resistance), or temporary buffs from divine pleas, mitigating damage by 50-100% depending on the source and stacking rules.[1]Death and Permadeath
NetHack enforces a strict permadeath system, where character death is irreversible and ends the current game session without the option to reload previous saves, emphasizing risk and consequence in gameplay.[1] This design prevents "save-scumming," a practice common in other games where players reload to avoid mistakes, forcing players to accept the finality of their decisions. Upon death, the game may generate a "bones file" that preserves the deceased character's corpse, inventory items, and the level state for potential discovery by subsequent characters in future games, adding a layer of persistence across playthroughs.[1] Characters can meet their end through various means, including quitting via the #quit command, which ends the game voluntarily without combat or hazards; escaping the dungeon prematurely, often resulting in a lower score; or fatal events such as being killed by monsters (including one's own pet turning hostile), poisoning from venomous attacks or traps, or starvation after prolonged hunger leads to fainting and eventual demise.[1] The sole path to victory is ascension, achieved by retrieving the Amulet of Yendor from the deepest dungeon levels, returning to the surface, and offering it to one's deity, granting immortality and concluding the game successfully.[1] A notable aspect of NetHack's death mechanics is the concept of "Yet Another Stupid Death" (YASD), a community-coined term for humorous or avoidable fatalities stemming from player errors, such as carelessly triggering traps, misidentifying items, or overlooking environmental dangers like a floating eye's gaze.[5] These incidents underscore the game's steep learning curve, where seemingly minor oversights can prove lethal. Following death, the game displays a tombstone screen allowing players to input a custom epitaph, which serves as a humorous or reflective engraving on the character's grave and may appear in bones files for others to encounter.[1] A score is then calculated based on factors like accumulated gold, experience level, dungeon depth reached, and achievements, with the results appended to a high-score listing in the record file; only the best non-winning score per player is retained for ranking.[1] Players can review a game logfile—enabled by default—to analyze events leading to death, fostering improvement through repeated playthroughs, as the permadeath mechanic encourages starting new characters to apply lessons learned.[1] While standard play upholds permadeath rigorously, exceptions exist in non-competitive modes: explore mode permits saving and restoring progress for testing purposes, though games do not qualify for high scores; wizard (debug) mode grants godlike abilities like unlimited wishes, effectively bypassing death's permanence but restricting access to developers and trusted users.[1] Self-imposed conducts, such as pacifism or illiteracy, add optional challenges but breaking them merely ends the conduct without altering the permadeath rule.[1]User Interfaces
NetHack's traditional user interface relies on an ASCII-based display, where the game world is represented using standard text characters on a terminal or console. The dungeon map occupies the central portion of the screen, with symbols denoting terrain, the player, monsters, and items; for example,@ represents the player character, $ indicates gold pieces, and > marks downward stairs. Monsters and objects are shown with uppercase and lowercase letters, respectively, often color-coded in supported terminals to distinguish types, such as red for hostile creatures. This text-only format emphasizes efficiency and portability, allowing play on minimal hardware since the game's inception.[1]
Input in the core interface is primarily keyboard-driven, using single-character commands for actions like movement. Directional movement employs the yuhjklbn keys, corresponding to the eight cardinal and ordinal directions on a grid (e.g., h for left, j for down), or numeric keypad alternatives if enabled via configuration. Extended commands, prefixed with #, access more complex functions through menus or prompts, such as #loot for searching containers. Mouse support, available in certain ports like the Qt and Windows GUI variants, allows clicking on distant map locations to invoke movement or targeting commands beyond adjacent cells.[1]
The interface includes dedicated areas for additional information: a status bar at the bottom displays key metrics like hit points (HP), magical power, armor class (AC), gold, and conditions such as hunger or encumbrance, updating in real-time (e.g., "HP:12(12) Pw:5(5) AC:10 Gld:0"). The top line shows recent messages, such as combat feedback ("The kobold hits!"), with a --More-- prompt for longer sequences; players can review history using ^P to repeat the last message or access a full log. Inventory management occurs through the i command, presenting a lettered list (a-z, A-Z) of carried items in a menu-style prompt, supporting actions like wielding (w) or dropping (d), with options for sorting and bulk operations.[1]
Graphical variants extend the traditional setup by replacing ASCII symbols with tilesets—small bitmap images for entities and terrain—in ports supporting libraries like SDL or X11. These include official Windows and X11 interfaces, as well as unofficial adaptations like glHack, which uses OpenGL for accelerated rendering, and web-based clients such as Tilehack that enable browser play with mouse-driven tiles. Menu styles are configurable (e.g., traditional text lists or full graphical pop-ups via extmenu), and some implementations add sound effects for events like item pickups, though core audio remains limited to user-defined files in select ports.[1][6]
Accessibility options cater to diverse needs, including support for screen readers and Braille displays in text mode, with configuration flags like symset:NHAccess for alternative symbol mappings. Color-blind modes can be enabled by disabling hues, and keybinds are customizable through the .nethackrc file or in-game Options menu, allowing remapping of directions or commands. These features ensure broad usability across console, GUI, and remote sessions.[1]
Since its 1987 origins as a text-only roguelike, NetHack's interface has evolved from pure ASCII in early versions to multimedia-capable builds in release 3.6.7 (2023), incorporating tiles, mouse input, and configurable visuals while preserving the command-line core for compatibility.[1]
