down the door, or even tunnel around it, depending on their current situation and inventory. A common phrase associated with NetHack is "The Dev Team Thinks of Everything" in that the developers seem to have anticipated every possible combination of actions that a player may attempt to try in their gameplay strategy, such as using gloves to protect one's character while wielding the corpse of a cockatrice as a weapon to petrify enemies by its touch. The player must use resource management to survive. Items that help sustain the player, such as food and healing items, are in limited supply, and the player must figure out how to use these most advantageously to survive in the dungeon. USGamer further considers "stamina decay" as another feature related to resource management. The player's character constantly needs to find food to avoid starvation, which prevents the player from exploiting health regeneration by simply either passing turns for a long period of time or fighting very weak monsters at low level dungeons. Rich Carlson, one of the creators of an early roguelike-like Strange Adventures in Infinite Space, called this aspect a sort of "clock", imposing some type of deadline or limitation on how much the player can explore and creating tension in the game. The game is focused on hack and slash-based gameplay, where the goal is to kill many monsters, and where other peaceful options do not exist. The game requires the player to explore the map and discover the purpose of unidentified items in a manner that resets every playthrough. The identity of magical items, including magically enchanted items, varies from run to run. Newly discovered objects only offer a vague physical description that is randomized between games, with purposes and capabilities left unstated. For example, a "bubbly" potion might heal wounds one game, then poison the player character in the next. Items are often subject to alteration, acquiring specific traits, such as a curse, or direct player modification. Low-value factors from the Berlin Interpretation are: The game is based on controlling only a single character throughout one playthrough. Monsters have behavior that is similar to the player-character, such as the ability to pick up items and use them, or cast spells. The game aimed to provide a tactical challenge that may require players to play through several times to learn the appropriate tactics for survival. The game is presented using ASCII