Azrael the cat
Arcane
I think to understand the obsessive appeal of Adam you needed to play it during the 'developer v ADOM community' era, when the player base was working together as a community to solve some of the craziest puzzles in gaming history. You could get the standard win and the easiest special win (going into chaos and killing the big bad instead of just sealing it off and dealing with any monks intelligent enough to reopen the portal) playing solo, but the (many) ultimate, grand ultimate, etc wins are very much designed with a view to challenging a community that's sharing discoveries and working together on the forums to find and beat the game (one of them involves going all the way to evil and good in one game, getting crowned for both, getting corrupted enough to gain the right mutations to enter some otherwise closed off areas, requiring you to find ways of undoing your corruption twice in the game so it doesn't kill you before the end game, and finding two 'optional' boss fights that are only available during a fixed time period and at the right part of the moon cycle).
The developer would be constantly adding things into the game in a manner that took advantage of the games small file size to hide the scope of the update - he'd drop hints, but you never knew whether he'd added a few new monsters/weapons, inserted new ways for existing monsters to fuck you, or a whole new ending/area/macro quest line. Often he'd announce that he'd added a new ending or a whole series of areas a year AFTER they'd been in the game, if the community was being too slow in discovering it. Other times the community would find something major that had been quietly sitting in the game for years while the developer inserted various clues.
A lot of the games ludicrous 'special win' conditions make a lot more sense in that context. Beyond the standard win, they aren't really designed for a single player working it out by trial and error - it was about a community sharing clues and discoveries to work it out collaboratively and providing that challenge in the era of game FAQs.
The developer would be constantly adding things into the game in a manner that took advantage of the games small file size to hide the scope of the update - he'd drop hints, but you never knew whether he'd added a few new monsters/weapons, inserted new ways for existing monsters to fuck you, or a whole new ending/area/macro quest line. Often he'd announce that he'd added a new ending or a whole series of areas a year AFTER they'd been in the game, if the community was being too slow in discovering it. Other times the community would find something major that had been quietly sitting in the game for years while the developer inserted various clues.
A lot of the games ludicrous 'special win' conditions make a lot more sense in that context. Beyond the standard win, they aren't really designed for a single player working it out by trial and error - it was about a community sharing clues and discoveries to work it out collaboratively and providing that challenge in the era of game FAQs.