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- TITLE
- COLORS WHITE YELLOW BLUE BLACK CYAN
-
-
- PORK I: The Great Underground Sewer System
-
- Copywronged 1988, Version -4.26
-
- The Author of the Original BASIC Game of PORK is Unknown
-
- This Version was converted to AGT and greatly expanded by David Malmberg
-
-
- END_TITLE
-
- INTRODUCTION
-
- This adventure, PORK I, is a parody of ZORK I, THE GREAT UNDERGROUND EMPIRE
- which was written by 'Diabolical' Dave Lebling and 'Maniacal' Marc Blank and
- originally published by Infocom in 1981. ZORK I has sold more copies than any
- other adventure game (and probably more copies than any other program --
- period). It is truly a classic! In writing PORK, I have tried to retain some
- of the cleverness, low cunning, and humor of ZORK -- while poking a little
- good-natured fun at it.
-
- You do not need to have played ZORK to enjoy PORK. However, previous
- experience with ZORK may give you some clues for solving some of PORK's
- puzzles -- then again, it may not.
-
- END_INTRODUCTION
-
- VERBS
- LIGHT BURN
- Dummy_Verb1 DESTROY BREAK MAIM DISFIGURE POKE
- Dummy_Verb2 GO
- Dummy_Verb3 SEARCH FIND
- Dummy_Verb4 WAVE
- Dummy_Verb5 GIVE
- Dummy_Verb6 SWIM
- Dummy_Verb7 SWING SLUG HIT SLOG
- Dummy_Verb8 COVER
- Dummy_Verb9 SMOKE USE INSERT
- Dummy_Verb10 FART
- Dummy_Verb11 SHOW
- Dummy_Verb12 SCRAMBLE
- Dummy_Verb13 PEACE HELLO HI LOVE
- Dummy_Verb14 DEBUG
- Dummy_Verb15 NO
- Dummy_Verb16 YES
- Dummy_Verb17 ULYSSES ODYSSEY FISH ODYSSEUS
- Dummy_Verb18 RUB
- Dummy_Verb19 WASH
- Dummy_Verb20 PET PAT HUG LOVE BEFRIEND
- Dummy_Verb21 KISS
- Dummy_Verb22 SAY
- Dummy_Verb23 SHAKE RATTLE
- Dummy_Verb24 FIX
- Dummy_Verb25 CLIMB
- Dummy_Verb26 JUMP
- Dummy_Verb27 MOVE LIFT
- Dummy_Verb28 PRAY SLEEP
- Dummy_Verb29 ECHO AHOY PLUGH XYZZY PLOVER AHRIMAN ARTICHOKE ZORK
- Dummy_Verb30 DIG
- Dummy_Verb31 RING
- Dummy_Verb32 OOPS
- END_VERBS
-
-
- #DEFINE {Nowhere} 0
- #DEFINE {Carried} 1
- #DEFINE {WEST} 4
- #DEFINE {Underground?} AtLocationGT {Funeral}
- #DEFINE {Total number of treasures} 13
- #DEFINE {Is a treasure?} NOUNPointsGT 4
-
- MAXIMUM_SCORE 160
-
-
- COMMAND SAY
- PrintMessage "Go ahead, just spit it out! There is no need to say 'SAY'!"
- DoneWithTurn
- END_COMMAND
-
- ROOM {Inside House}
- Inside House
- EAST {East of House}
- DOWN {Smelly Cellar}
- END_ROOM
-
- ROOM_DESCR {Inside House}
- You are inside of the house, which seems very beaten down. There is a smashed
- window leading to the east (probably broken by a baseball).
- END_ROOM_DESCR
-
- NOUN {Window}
- Window
- Broken
- There is a broken window.
- LOCATION {NoWhere}
- NOUN_SYNONYMS house peace hello hi
- END_NOUN
-
- NOUN {Closed Trapped Door}
- Door
- Trapped
- There is a closed trapped door here.
- UNMOVABLE
- LOCATION {Inside House}
- NOUN_SYNONYMS gate
- END_NOUN
-
- NOUN_DESCR {Closed Trapped Door}
- The door is trapped and closed.
- END_NOUN_DESCR
-
- NOUN {Open Trap Door}
- Door
- Trap
- There is a open trap door here, which leads down to a smelly cellar.
- UNMOVABLE
- LOCATION {Nowhere}
- END_NOUN
-
- NOUN_DESCR {Open Trap Door}
- The trap door is open. You can see and smell a cellar below the trap door.
- END_NOUN_DESCR
-
- COMMAND DOWN
- InRoom {Closed Trapped Door}
- PrintMessage "The door is trapped and closed -- so you can't go down."
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {It slams shut behind you}
- You hear the sound of the door slamming shut behind you and the bolt being
- locked in place. You are now trapped in the smelly cellar. No wonder, it was
- called a 'trapped door'.
- END_MESSAGE
-
- COMMAND DOWN
- InRoom {Open Trap Door}
- PrintMessage {It slams shut behind you}
- BlankLine
- END_COMMAND
-
- MESSAGE {It is now open}
- Oh, sorry about that -- I meant to say 'trap' door! Anyway, it opens revealing
- a plush carpeted stairway leading down into a smelly cellar.
- END_MESSAGE
-
- COMMAND OPEN DOOR
- InRoom {Closed Trapped Door}
- SwapLocations {Closed Trapped Door} {Open Trap Door}
- PrintMessage {It is now open}
- DoneWithTurn
- END_COMMAND
-
- COMMAND CLOSE DOOR
- InRoom {Open Trap Door}
- SwapLocations {Closed Trapped Door} {Open Trap Door}
- PrintMessage "The door is now closed and trapped."
- DoneWithTurn
- END_COMMAND
-
- TREASURE_ROOM {Inside House}
-
- NOUN {Bank Vault}
- Vault
- Bank
- There is an open bank vault here.
- SIZE 1000
- WEIGHT 1000
- UNMOVABLE
- LOCATION {Inside House}
- CLOSABLE
- OPEN
- END_NOUN
-
- NOUN_DESCR {Bank Vault}
- The bank vault door is open. It looks like it is big enough to hold a lot of
- treasures and other goodies (HINT HINT).
- END_NOUN_DESCR
-
- NOUN {Pork Guidebook}
- Guidebook
- PORK
- You see a book entitled "PORK Guidebook".
- SIZE 10
- WEIGHT 10
- LOCATION {Bank Vault}
- READABLE
- NOUN_SYNONYMS book hint hints
- END_NOUN
-
- NOUN_DESCR {Pork Guidebook}
- The book is titled "PORK Guidebook". It has a subtitle: "The PORKer's Book of
- Wit, Wisdom and Hints". It looks like it might be helpful.
- END_NOUN_DESCR
-
- FLAG {Has read AGT info}
-
- COMMAND READ GUIDEBOOK
- FlagOFF {Has read AGT info}
- Present {Pork Guidebook}
- PrintMessage {AGT Info}
- TurnFlagON {Has read AGT info}
- DoneWithTurn
- END_COMMAND
-
- COMMAND READ GUIDEBOOK
- FlagON {Has read AGT info}
- Present {Pork Guidebook}
- RandomMessage {Funny Saying #1} {Funny Saying #29}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {It is a reverse timelock}
- Sorry, but you can't close the bank vault until yesterday morning (a reverse
- timelock.) That's about -1000 turns away
- END_MESSAGE
-
- COMMAND CLOSE VAULT
- InRoom {Bank Vault}
- PrintMessage {It is a reverse timelock}
- DoneWithTurn
- END_COMMAND
-
- NOUN {Table}
- Table
- Wooden
- There is a wooden table against one wall.
- UNMOVABLE
- LOCATION {Inside House}
- END_NOUN
-
- NOUN_DESCR {Table}
- The table is about 2 feet wide by about 6 feet long. It has been pushed
- against one wall.
- END_NOUN_DESCR
-
- NOUN {Handgun}
- Gun
- Hand
- There is a hand gun here.
- SIZE 25
- WEIGHT 25
- LOCATION {Inside House}
- CAN_SHOOT
- NUM_SHOTS 1000
- POSITION On the Table
- NOUN_SYNONYMS revolver .22 handgun
- END_NOUN
-
- NOUN_DESCR {Handgun}
- The hand gun appears to be a small .22, made for defense against evil people
- who try to steal things from you (HINT HINT). It is old and dusty too.
- A label reads `ACME Gun Company' on the side.
- END_NOUN_DESCR
-
- NOUN {Catsup}
- Bottle
- Catsup
- You see a bottle of Catsup (or Ketchup -- if you prefer).
- SIZE 10
- WEIGHT 10
- EDIBLE
- DRINKABLE
- LOCATION {Inside House}
- POSITION On the Table
- NOUN_SYNONYMS catsup ketchup
- END_NOUN
-
- NOUN_DESCR {Catsup}
- The bottle is the giant-economy size. The label on the bottle proclaims:
- "Genuine Generic -- Your Guarantee of Cheap Mediocrity".
- END_NOUN_DESCR
-
- NOUN {Rabbit's Foot}
- Foot
- Rabbit's
- There is a giant rabbit's foot here.
- SIZE 60
- WEIGHT 60
- LOCATION {Inside House}
- POSITION On the Table
- NOUN_SYNONYMS feet
- END_NOUN
-
- NOUN_DESCR {Rabbit's Foot}
- The foot looks like it came from a mighty BIG rabbit. I would sure hate to
- run into the sucker who belongs with this foot!
- END_NOUN_DESCR
-
- MESSAGE {Rub it}
- You $VERB$ the rabbit's foot for a while, but nothing happens.
- END_MESSAGE
-
- COMMAND RUB FOOT
- Present {Rabbit's Foot}
- PrintMessage {Rub it}
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {North of House}
- North of House
- EAST {East of House}
- WEST {West of House}
- END_ROOM
-
- ROOM_DESCR {North of House}
- You are north of the house. There is not much to see here, except maybe for
- the house to the south. Paths lead east and west.
- END_ROOM_DESCR
-
-
- ROOM {West of House}
- West of House
- LOCKED_DOOR
- NORTH {North of House}
- SOUTH {South of House}
- END_ROOM
-
- ROOM_DESCR {West of House}
- You are west of the house. The house has a boarded front door. Paths lead
- north and south.
- END_ROOM_DESCR
-
- STARTING_ROOM {West of House}
-
- NOUN {Mailbox}
- Mailbox
- Metal
- A mailbox without a lid (which probably was take by vandals) is here.
- SIZE 1000
- WEIGHT 1000
- UNMOVABLE
- LOCATION {West of House}
- CLOSABLE
- OPEN
- NOUN_SYNONYMS box
- END_NOUN
-
- NOUN_DESCR {Mailbox}
- The mailbox looks quite ordinary, except for the fact that it is missing
- its lid. There is a letter inside addressed to you.
- END_NOUN_DESCR
-
- NOUN {Letter}
- Letter
- small
- There is a letter addressed to you.
- SIZE 10
- WEIGHT 10
- LOCATION {Mailbox}
- END_NOUN
-
- NOUN_DESCR {Letter}
- There is a letter addressed to you.
- END_NOUN_DESCR
-
- MESSAGE {It is a letter bomb}
- But wait -- it is a letter bomb! It blows up immediately, and you are blasted
- to tiny shreds. (Remember, no one said solving this adventure was going to be
- easy or painless.)
- END_MESSAGE
-
- COMMAND GET LETTER
- AtLocation {West of House}
- PrintMessage {It is a letter bomb}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND READ LETTER
- AtLocation {West of House}
- PrintMessage {It is a letter bomb}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GO HOUSE
- AtLocation {West of House}
- PrintMessage "You follow the path to the east side of the house."
- BlankLine
- GoToRoom {East of House}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ENTER HOUSE
- AtLocation {West of House}
- PrintMessage "You follow the path to the east side of the house."
- BlankLine
- GoToRoom {East of House}
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {East of House}
- East of House
- NORTH {North of House}
- SOUTH {South of House}
- EAST {Clearing}
- WEST {Inside House}
- END_ROOM
-
- ROOM_DESCR {East of House}
- You are east of the house. There is a house to the west (with a broken window
- smashed by a baseball leading in), and paths to the north, south, and east.
- END_ROOM_DESCR
-
-
- ROOM {South of House}
- South of House
- EAST {East of House}
- WEST {West of House}
- SOUTH {Thick Woods}
- END_ROOM
-
- ROOM_DESCR {South of House}
- You are south of the house. There is nothing of interest here, except for
- the house and trails leading east, west and south.
-
- In the distance, you can hear the chirping of a song bird.
- END_ROOM_DESCR
-
- ROOM {Thick Woods}
- Thick woods
- NORTH {South of House}
- ROOM_SYNONYMS CHANGE_LOCATION CLIMB GO
- KEY {Large trees}
- SPECIAL {Top of Tree}
- END_ROOM
-
- ROOM_DESCR {Thick Woods}
- You are in the midst of a thick woods. The ground is damp with dew. The
- air is chilly and you shiver from the cold. The only path leads north --
- back the way you came.
- END_ROOM_DESCR
-
- NOUN {Large trees}
- trees
- large
- There are large trees here.
- LOCATION {Thick Woods}
- UNMOVABLE
- PLURAL
- NOUN_SYNONYMS TREE
- END_NOUN
-
- NOUN_DESCR {Large trees}
- The trees are mostly large maples.
- END_NOUN_DESCR
-
- NOUN {Leaves}
- Leaves
- Lotsa
- There are a lot of leaves on the ground all around you.
- LOCATION {Thick Woods}
- WEIGHT 2
- SIZE 5
- PLURAL
- NOUN_SYNONYMS leave
- END_NOUN
-
- NOUN_DESCR {Leaves}
- The leaves are mostly from maple trees. They are showing lots of fall colors.
- Were you expecting something else, perhaps?
- END_NOUN_DESCR
-
- COMMAND BURN LEAVES
- PrintMessage "A voice booms out, 'That would cause air pollution, turkey!!'"
- DoneWithTurn
- END_COMMAND
-
- COMMAND NO
- PrintMessage "You don't need to be so negative, turkey! It's just a game!'
- DoneWithTurn
- END_COMMAND
-
- COMMAND YES
- PrintMessage "You don't say! I wish I could be so positive!'
- DoneWithTurn
- END_COMMAND
-
- SPECIAL {Top of Tree}
- You struggle up branch by branch till you reach the tallest part of the tree.
- END_SPECIAL
-
- ROOM {Top of Tree}
- Top of Tree
- DOWN {Thick Woods}
- ROOM_SYNONYMS DOWN CLIMB
- END_ROOM
-
- ROOM_DESCR {Top of Tree}
- You are perched somewhat precariously on a limb near the top of a tall tree.
- END_ROOM_DESCR
-
- COMMAND JUMP
- AtLocation {Top of Tree}
- OR
- AtLocation {Triangular Room}
- OR
- AtLocation {1st Level}
- OR
- AtLocation {2nd Level}
- OR
- AtLocation {3rd Level}
- OR
- AtLocation {4th Level}
- PrintMessage "That is very dangerous. You could get killed doing that. Oops!"
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- NOUN {Bird's Nest}
- Nest
- Bird's
- There is a bird's nest here.
- LOCATION {Top of Tree}
- WEIGHT 2
- SIZE 5
- CLOSABLE
- OPEN
- END_NOUN
-
- NOUN_DESCR {Bird's Nest}
- The nest is made of twigs and is fairly small.
- END_NOUN_DESCR
-
- NOUN {Golden Egg}
- egg
- golden
- You see a golden egg.
- LOCATION {Bird's Nest}
- EDIBLE
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {Golden Egg}
- The egg is made of gold. It is not very heavy, so it must be hollow. When
- you shake it, you can hear something inside.
- END_NOUN_DESCR
-
- MESSAGE {You shake it}
- Shake, rattle and egg roll!!
- END_MESSAGE
-
- COMMAND SHAKE EGG
- Present {Golden Egg}
- PrintMessage {You shake it}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Can't get the egg open}
- No matter how hard you try or what tools you use, you can't get the #!$%!@ing
- egg open.
- END_MESSAGE
-
- COMMAND OPEN EGG
- Present {Golden Egg}
- PrintMessage {Can't get the egg open}
- DoneWithTurn
- END_COMMAND
-
- COMMAND UNLOCK EGG
- Present {Golden Egg}
- PrintMessage {Can't get the egg open}
- DoneWithTurn
- END_COMMAND
-
- COMMAND BREAK EGG
- Present {Golden Egg}
- PrintMessage {Can't get the egg open}
- DoneWithTurn
- END_COMMAND
-
- ROOM {Clearing}
- Clearing
- SOUTH {Dangerous Cliff}
- WEST {East of House}
- END_ROOM
-
- ROOM_DESCR {Clearing}
- You are in a clearing in a petrified forest. Petrified trees stand all
- around. You know, these trees had a wild party this morning, and now they're
- all stoned, along with my pet rock. You really should have been there.
- END_ROOM_DESCR
-
- MESSAGE {Trees are stoned}
- The trees are all too stoned to allow you to go that way.
- END_MESSAGE
-
- COMMAND NORTH
- AtLocation {Clearing}
- PrintMessage {Trees are stoned}
- BlankLine
- DoneWithTurn
- END_COMMAND
-
- COMMAND EAST
- AtLocation {Clearing}
- PrintMessage {Trees are stoned}
- BlankLine
- DoneWithTurn
- END_COMMAND
-
- COMMAND UP
- AtLocation {Clearing}
- PrintMessage {Trees are stoned}
- BlankLine
- DoneWithTurn
- END_COMMAND
-
- COMMAND DOWN
- AtLocation {Clearing}
- PrintMessage {Trees are stoned}
- BlankLine
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Dangerous Cliff}
- Dangerous Cliff
- NORTH {Clearing}
- DOWN {Beautiful Canyon}
- ROOM_SYNONYMS Down Scramble
- END_ROOM
-
- ROOM_DESCR {Dangerous Cliff}
- You are at the top of a huge cliff, almost a whole 1000000000*10^.0000000001
- feet down! Below, you can see the luscious canyon, with all of its wildlife
- dying off because of adventurer pollution. You can go to the north, or
- scramble down the cliff with massive effort.
- END_ROOM_DESCR
-
-
- ROOM {Beautiful Canyon}
- Beautiful Canyon
- NORTH {Rainbow}
- UP {Dangerous Cliff}
- ROOM_SYNONYMS Up Scramble
- END_ROOM
-
- ROOM_DESCR {Beautiful Canyon}
- You are at the bottom of the cliff, in a beautiful canyon. However, when you
- arrive, all the dead animals flee from your horrid face. This makes you sad,
- for you were in the mood for some good cruelty to animals. You can scramble
- backup the cliff, or go north to see a rainbow. There is something shining
- in the sun light at the end of the rainbow. It looks like a pot of some kind.
- END_ROOM_DESCR
-
- MESSAGE {Too far away}
- Sorry, but the $NOUN$ is too far away to $VERB$.
- END_MESSAGE
-
- COMMAND GET POT
- AtLocation {Beautiful Canyon}
- NOT Present {Mary Jane}
- PrintMessage {Too far away}
- DoneWithTurn
- END_COMMAND
-
- COMMAND EXAMINE POT
- AtLocation {Beautiful Canyon}
- NOT Present {Mary Jane}
- PrintMessage {Too far away}
- DoneWithTurn
- END_COMMAND
-
-
- FLAG {Has Rainbow Bonus}
-
- MESSAGE {Get Rainbow Bonus}
- I am really glad you decided to leave the rainbow alone. We all know how
- sissy they are (oops - bad choice of words. Sorry if I offended you.)
- Anyway, I'm giving you 5 points because you avoided the rainbow!
- END_MESSAGE
-
- COMMAND UP
- AtLocation {Beautiful Canyon}
- NOT FlagON {Has Rainbow Bonus}
- PrintMessage {Get Rainbow Bonus}
- BlankLine
- TurnFlagON {Has Rainbow Bonus}
- PlusScore 5
- END_COMMAND
-
- COMMAND GO RAINBOW
- AtLocation {Beautiful Canyon}
- BlankLine
- GoToRoom {Rainbow}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SEARCH RAINBOW
- AtLocation {Beautiful Canyon}
- BlankLine
- GoToRoom {Rainbow}
- DoneWithTurn
- END_COMMAND
-
- COMMAND EXAMINE RAINBOW
- AtLocation {Beautiful Canyon}
- BlankLine
- GoToRoom {Rainbow}
- DoneWithTurn
- END_COMMAND
-
- NOUN {Rainbow NOUN}
- Rainbow
- Pretty
- There is rainbow here.
- LOCATION {Nowhere}
- END_NOUN
-
- NOUN {Mary Jane}
- Pot
- Fine
- There is a pot full of pot here. It looks mighty fine.
- SIZE 20
- WEIGHT 20
- LOCATION {Nowhere}
- EDIBLE
- POISONOUS
- POINTS 10
- NOUN_SYNONYMS Drugs drug dope reefer joint
- END_NOUN
-
- VARIABLE {Joints Left}
-
- NOUN_DESCR {Mary Jane}
- The pot looks real, probably grown in someone's back yard. The pot it is in
- used to be used to carry gold, until it got promoted.
- There are #VAR{Joints Left}# joints left.
- END_NOUN_DESCR
-
- MESSAGE {Wave money message}
- As you wave the bill, a man in a trench coat walks up to you and sets down a
- pot of pot. He says for you to pay him later. Before you can ask any
- questions, he disappears into a crowd (don't ask me how!)
- END_MESSAGE
-
- COMMAND WAVE MONEY
- Present {$500 bill}
- AtLocation {Beautiful Canyon}
- PrintMessage {Wave money message}
- DropIt {Mary Jane}
- DoneWithTurn
- END_COMMAND
-
- COMMAND WAVE ANY
- PrintMessage "Nothing happens. (Oh well, you know how it is in this business.)"
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Rainbow}
- Rainbow
- KillPlayer
- END_ROOM
-
- ROOM_DESCR {Rainbow}
- You decide to climb the rainbow, and avoid the elevator. As you go up, you
- feel really happy and are glad you came this way. Then, you even see Ronald
- McDonald doing a commercial. But then - Grimace steps on the rainbow! It
- collapses!
- END_ROOM_DESCR
-
-
- ROOM {Funeral}
- Funeral
- KillPlayer
- END_ROOM
-
- ROOM_DESCR {Funeral}
- You find yourself at a funeral -- yours!!
-
- A giant Grue is talking... 'Dearly behated, we are gathered here today to have
- a party, for the so-called adventurer of PORK had died. I'm sure he'll hate
- us for celebrating his death, but still it's a good excuse to party.'
-
- END_ROOM_DESCR
-
- ROOM {Smelly Cellar}
- Smelly Cellar
- NORTH {By Sumo Room}
- UP {Inside House}
- LOCKED_DOOR
- END_ROOM
-
- ROOM_DESCR {Smelly Cellar}
- You are in the cellar of the house. It really reeks down here. The walls are
- bare. There is a passage leading north (where the reek is coming from).
- Besides smelling awful, the northern passage looks quite dark and foreboding.
- Stairs lead up to a 'trapped' door.
- END_ROOM_DESCR
-
- NOUN {Headache}
- Headache
- Excedrin
- UNMOVABLE
- LOCATION {Nowhere}
- END_NOUN
-
- NOUN_DESCR {Headache}
- Oh .... oh.... your head hurts....oh....
- END_NOUN_DESCR
-
- MESSAGE {Use your head}
- You race up the stairs at top speed. Using you head as a battering ram, you
- finally break open the trap door. However, bashing your head against the door
- has given you Excedrin headache #47.
- END_MESSAGE
-
- COMMAND BREAK DOOR
- AtLocation {Smelly Cellar}
- ReDirectTo UP
- END_COMMAND
-
- COUNTER {Turns with headache}
-
- COMMAND UP
- AtLocation {Smelly Cellar}
- PrintMessage {Use your head}
- SendToRoom {headache} {carried}
- TurnCounterON {Turns with headache}
- BlankLine
- GoToRoom {Inside House}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {You have to be kidding!}
- You have to be kidding! That is ridiculous!
- END_MESSAGE
-
- COMMAND DROP HEADACHE
- IsCarrying {Headache}
- PrintMessage {You have to be kidding!}
- DoneWithTurn
- END_COMMAND
-
- NOUN {Brass unlit lantern}
- lantern
- brass
- There is a shiny brass lamp nearby. It is off.
- NOUN_SYNONYMS lamp light
- LOCATION {Smelly Cellar}
- WEIGHT 10
- END_NOUN
-
- NOUN_DESCR {Brass unlit lantern}
- The lamp runs on batteries and is currently turned off.
- END_NOUN_DESCR
-
- MESSAGE {Batteries don't work}
- Sorry, but these batteries are too old and too corroded to be of much use.
- END_MESSAGE
-
- COMMAND INSERT BATTERIES
- Present {Batteries}
- PrintMessage {Batteries don't work}
- DoneWithTurn
- END_COMMAND
-
- COMMAND PUT BATTERIES IN LANTERN
- Present {Batteries}
- PrintMessage {Batteries don't work}
- DoneWithTurn
- END_COMMAND
-
- NOUN {Shining lantern}
- lantern
- shining
- There is a lamp shining nearby.
- NOUN_SYNONYMS lamp light
- WEIGHT 10
- END_NOUN
-
- NOUN_DESCR {Shining lantern}
- The lamp runs on batteries and is currently turned on. It is shining
- brightly.
- END_NOUN_DESCR
-
- MESSAGE {Your lamp is growing weaker}
- The batteries in your lamp are growing weaker. They will only last for #VAR{Battery Life}#
- more turns!
- END_MESSAGE
-
- MESSAGE {Your batteries are dead}
- Sorry, but your batteries are dead and there is no way to turn on the lamp.
- You could be in real trouble!
- END_MESSAGE
-
- MESSAGE {You have no source of light}
- Sorry, but you have no source of light!
- END_MESSAGE
-
- MESSAGE {Your lamp is now on}
- Your lamp is now shining brightly!
- END_MESSAGE
-
- MESSAGE {Your lamp is now off}
- Your lamp is now off.
- END_MESSAGE
-
- MESSAGE {Wrong adventure}
- Rubbing the electric lamp is not particularly rewarding. Anyway, nothing
- exciting happens. I think you must be thinking about some other adventure.
- END_MESSAGE
-
- MESSAGE {Give hint about batteries}
- Your lamp is getting dim. You'd best start wrapping this up, unless you can
- find some fresh batteries. I seem to recall there's a vending machine in the
- maze. Bring some coins with you.
- END_MESSAGE
-
- MESSAGE {Your lamp has gone out}
- Your lamp has run out of power.
- END_MESSAGE
-
- MESSAGE {No light - let's call it a day}
- There's not much point in just wandering around aimlessly, and you can't
- explore the cave without a working lamp. So let's just call it a day. Better
- luck next time!
- END_MESSAGE
-
- FLAG {Lamp is ON}
- VARIABLE {Battery Life}
-
- ;EXTINGUISH
-
- COMMAND EXTINGUISH LAMP
- Present {Brass unlit lantern}
- PrintMessage {Your lamp is now off}
- DoneWithTurn
- END_COMMAND
-
- COMMAND EXTINGUISH LAMP
- Present {Shining lantern}
- PrintMessage {Your lamp is now off}
- TurnFlagOFF {Lamp is ON}
- SwapLocations {Shining lantern} {Brass unlit lantern}
- DoneWithTurn
- END_COMMAND
-
- COMMAND RUB LAMP
- Present {Shining lantern}
- OR
- Present {Brass unlit lantern}
- PrintMessage {Wrong adventure}
- DoneWithTurn
- END_COMMAND
-
- ;LIGHT
-
- COMMAND LIGHT LAMP
- Present {Shining lantern}
- PrintMessage {Your lamp is now on}
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIGHT LAMP
- NOT Present {Brass unlit lantern}
- PrintMessage {You have no source of light}
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIGHT LAMP
- Present {Brass unlit lantern}
- VariableGT {Battery Life} 0
- PrintMessage {Your lamp is now on}
- TurnFlagON {Lamp is ON}
- SwapLocations {Shining lantern} {Brass unlit lantern}
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIGHT LAMP
- Present {Brass unlit lantern}
- VariableEquals {Battery Life} 0
- PrintMessage {Your batteries are dead}
- DoneWithTurn
- END_COMMAND
-
- COMMAND TURN OFF LAMP
- Present {Shining lantern}
- ReDirectTo EXTINGUISH LAMP
- END_COMMAND
-
- COMMAND TURN ON LAMP
- Present {Brass unlit lantern}
- ReDirectTo LIGHT LAMP
- END_COMMAND
-
-
- ROOM {By Sumo Room}
- Smelly Corridor
- SOUTH {Smelly Cellar}
- NORTH {Sumo Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {By Sumo Room}
- You are in a smelly corridor. You see a faint light behind you to the south.
- The passage to the north leads into darkness. A very strong odor is coming
- from the north.
- END_ROOM_DESCR
-
- ROOM {Sumo Room}
- Sumo Room
- SOUTH {By Sumo Room}
- EAST {E-W Passage}
- WEST {Start of Polish Maze}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Sumo Room}
- You are in a large room that has pot holes all over it from a giant's
- foot-steps. Besides a horrible reek of you here, there are passages leading
- south, east and west.
- END_ROOM_DESCR
-
- CREATURE {Live Sumo}
- Sumo
- huge
- There is a huge (10000 pound) sumo wrestler here!
- LOCATION {Sumo Room}
- HOSTILE
- THRESHOLD 1000
- TIME_THRESH 1000
- MAN
- CREATURE_SYNONYMS wrestler
- END_CREATURE
-
- CREATURE_DESCR {Live Sumo}
- There is a huge (10000 pound) sumo wrestler here! He is (literally) blocking
- all exits to the room.
- END_CREATURE_DESCR
-
- CREATURE {Dead Sumo}
- Sumo
- huge
- In the corner, the sumo is sitting on himself. He is quite dead.
- LOCATION {Nowhere}
- MAN
- CREATURE_SYNONYMS wrestler body
- END_CREATURE
-
- CREATURE_DESCR {Dead Sumo}
- The sumo is sitting on himself -- which is quite a feat. He is dead.
- END_CREATURE_DESCR
-
- MESSAGE {Sumo blocking exits}
- Come on, man -- you expect to do that with a 10000 pound sumo trying to crush
- you? Be real!!
- END_MESSAGE
-
- COMMAND GET SUMO
- Present {Live Sumo}
- PrintMessage {You have to be kidding!}
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Start of Polish Maze}
- Start of Polish Maze
- NORTH {Hippy Room}
- SOUTH {Polish Maze}
- EAST {Sumo Room}
- WEST {Polish Maze}
- UP {Polish Maze}
- DOWN {Polish Maze}
- ENTER {Polish Maze}
- EXIT {Polish Maze}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Start of Polish Maze}
- You are in the beginning room in a Polish Maze. There is a passage to the
- east (chicken!), a large passage to the north, and small crawlways leading in
- all the other directions. A big sign over the north passage says, `Go this
- way! Don't go anywhere else! Please! Go this way!'
-
- Also, beyond the sign in the next room is a large greeting party, just waiting
- for you to go north!!! Besides, the little crawlways look icky and ugly to
- boot.
- END_ROOM_DESCR
-
-
- MESSAGE {Smart move!}
- As you wisely decide to travel north, many telegrams from well wishers all over
- the planet congratulate you on getting out of the Polish Maze. It's taken more
- lives than the Royal Puzzle. Nice job.
- END_MESSAGE
-
- COMMAND NORTH
- AtLocation {Start of Polish Maze}
- PrintMessage {Smart move!}
- END_COMMAND
-
-
- ROOM {Polish Maze}
- Polish Maze
- NORTH {End of Polish Maze}
- SOUTH {Polish Maze}
- EAST {Polish Maze}
- WEST {Polish Maze}
- UP {Polish Maze}
- DOWN {Polish Maze}
- ENTER {Polish Maze}
- EXIT {Polish Maze}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Polish Maze}
- You are in a little room in a Polish Maze. There is a large passageway
- leading north. There are little crawlways leading off in all other
- directions. It looks like you will never get out of here. (I told you not to
- go in here. Maybe next time, you'll listen.)
- END_ROOM_DESCR
-
- NOUN {Polish Maze Sign}
- Sign
- Large
- There is a large sign on the wall.
- UNMOVABLE
- LOCATION {Polish Maze}
- READABLE
- NOUN_SYNONYMS writing statue berez joel idol idols
- END_NOUN
-
- NOUN_DESCR {Polish Maze Sign}
- The sign is about 2 feet high by 3 feet wide. The writing is rather sloppy.
- END_NOUN_DESCR
-
- COMMAND READ SIGN
- AtLocation {Polish Maze}
- RandomMessage {Funny Saying #1} {Funny Saying #29}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {You wander around for a while}
- You wander around in the maze for a while and find yourself...
- END_MESSAGE
-
- ROOM {End of Polish Maze}
- Escaped from the Polish Maze
- NORTH {Hippy Room}
- SOUTH {Polish Maze}
- EAST {Polish Maze}
- WEST {Polish Maze}
- UP {Polish Maze}
- DOWN {Polish Maze}
- ENTER {Polish Maze}
- EXIT {Polish Maze}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {End of Polish Maze}
- You have escaped from the Polish Maze. There is a large passage to the north,
- and small crawlways leading in all the other directions. A big sign over the
- north passage says, `Go this way! Don't go anywhere else! Please! Go this
- way!'
- END_ROOM_DESCR
-
-
- ROOM {Hippy Room}
- Hippy Room
- SOUTH {Start of Polish Maze}
- UP {Tax Collector's Lair}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Hippy Room}
- You are in a room with wild paintings on the wall, filled with flowers. The
- atmosphere is very free and wild. There are stairs leading up, and a passage
- that goes south into a huge maze.
- END_ROOM_DESCR
-
- CREATURE {Normal Hippy}
- Hippy
- Peaceful
- There is a hippy guarding the stairway, who constantly chants "Peace!"
- LOCATION {Hippy Room}
- MAN
- END_CREATURE
-
- CREATURE_DESCR {Normal Hippy}
- The hippy is constantly chanting "Peace!" He has a string of "love beads" and
- is holding a bunch of scraggly flowers.
- END_CREATURE_DESCR
-
- CREATURE {Wasted Hippy}
- Hippy
- Wasted
- There is a hippy here, who is really wasted and can't even say "Peace!"
- LOCATION {Nowhere}
- MAN
- END_CREATURE
-
- CREATURE_DESCR {Wasted Hippy}
- There is a hippy here, who is really wasted and can't even say "Peace!" He has
- a string of "love beads" and is smelling a bunch of scraggly flowers.
- END_CREATURE_DESCR
-
- MESSAGE {Hippy blocking UP}
- The hippy won't let you pass. He shoves a flower in your face -- which you
- reject.
- END_MESSAGE
-
- COMMAND UP
- InRoom {Normal Hippy}
- PrintMessage {Hippy blocking UP}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Attack Hippy message}
- You get ready to perform the violent act, but just can't bring yourself to do
- it against this peace lover.
- END_MESSAGE
-
- COMMAND ATTACK HIPPY
- InRoom {Normal Hippy}
- OR
- InRoom {Wasted Hippy}
- PrintMessage {Attack Hippy message}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT HIPPY
- InRoom {Normal Hippy}
- OR
- InRoom {Wasted Hippy}
- PrintMessage {Attack Hippy message}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Hippy makes peace sign}
- The hippy makes a 'peace' sign by extending both his fore finger and his middle
- finger in the air. Then he lowers his fore finger.
- END_MESSAGE
-
- COMMAND PEACE
- InRoom {Normal Hippy}
- OR
- InRoom {Wasted Hippy}
- PrintMessage {Hippy makes peace sign}
- DoneWithTurn
- END_COMMAND
-
- COMMAND PEACE
- PrintMessage "OK, $VERB$ to you, too!"
- DoneWithTurn
- END_COMMAND
-
- COMMAND GIVE POT TO HIPPY
- Present {Mary Jane}
- InRoom {Normal Hippy}
- PrintMessage "The hippy gratefully takes the pot, and starts to smoke it."
- SwapLocations {Normal Hippy} {Wasted Hippy}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GIVE POT TO HIPPY
- NOT Present {Mary Jane}
- InRoom {Normal Hippy}
- PrintMessage "You don't even have any pot, bucko!?"
- DoneWithTurn
- END_COMMAND
-
- COMMAND GIVE POT TO HIPPY
- Present {Mary Jane}
- InRoom {Wasted Hippy}
- PrintMessage "The hippy is already high. Any higher and he'll be on the moon."
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Tax Collector's Lair}
- Tax Collector's Lair
- DOWN {Hippy Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Tax Collector's Lair}
- You are in the lair of a bad-breath breathing tax collector. Lying around the
- room are huge piles of papers, bills, and old tax forms. You can leave by
- going down.
- END_ROOM_DESCR
-
- NOUN {Tax Exemption Form}
- Form
- Exemption
- There is a `One-Hour Tax exemption' form here.
- SIZE 20
- WEIGHT 20
- LOCATION {Tax Collector's Lair}
- READABLE
- POINTS 10
- NOUN_SYNONYMS FORMS
- END_NOUN
-
- NOUN_DESCR {Tax Exemption Form}
- The form says this: `Tax exemption for one hour.' It may be used wherever tax
- exemption forms are honored, except in all countries where adventurers exist.
- To redeem this form, take it to...
- END_NOUN_DESCR
-
- TEXT {Tax Exemption Form}
- The form says, `Tax exemption for one hour.'
- END_TEXT
-
- CREATURE {Tax Collector}
- Collector
- Tax
- There is a mean, cruel, sadistic tax collector here!
- LOCATION {Tax Collector's Lair}
- HOSTILE
- THRESHOLD 1000
- TIME_THRESH 1000
- MAN
- CREATURE_SYNONYMS MAN
- END_CREATURE
-
- CREATURE_DESCR {Tax Collector}
- The tax collector has very bad breath and looks mean, cruel, and sadistic.
- All in all, he is not a pleasant fellow.
- END_CREATURE_DESCR
-
- CREATURE {Dead Tax Collector}
- Collector
- Tax
- The body of the mean tax collector is buried under a huge pile of papers.
- LOCATION {Nowhere}
- MAN
- CREATURE_SYNONYMS body man
- END_CREATURE
-
- CREATURE_DESCR {Dead Tax Collector}
- The body of a mean, cruel sadistic tax collector is here, buried under a huge
- pile of papers. He is very dead!
- END_CREATURE_DESCR
-
- MESSAGE {You'll get taxed}
- Do you really expect to do that without being taxed? Come on now!
- END_MESSAGE
-
- COMMAND HELP
- Present {Tax Collector}
- PrintMessage {You'll get taxed}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET
- Present {Tax Collector}
- PrintMessage {You'll get taxed}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SAVE
- Present {Tax Collector}
- PrintMessage {You'll get taxed}
- DoneWithTurn
- END_COMMAND
-
- COMMAND INVENTORY
- Present {Tax Collector}
- PrintMessage {You'll get taxed}
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIST EXITS
- Present {Tax Collector}
- PrintMessage {You'll get taxed}
- DoneWithTurn
- END_COMMAND
-
- COMMAND TAKE FORM
- Present {Tax Collector}
- PrintMessage "You don't really want those -- believe me!"
- DoneWithTurn
- END_COMMAND
-
- ROOM {E-W Passage}
- E-W Passage
- EAST {Junction}
- WEST {Sumo Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {E-W Passage}
- You are in an East-West passage. There is a large sign here that says `Get a
- piece of the rock' - but you, puzzled, can't see any rock here.
- END_ROOM_DESCR
-
- NOUN {Batteries}
- Batteries
- Dead
- There are some dead batteries here. They look very old and are corroded.
- NOUN_SYNONYMS battery
- LOCATION {E-W Passage}
- WEIGHT 5
- SIZE 5
- END_NOUN
-
- NOUN_DESCR {Batteries}
- They still look very old and corroded.
- END_NOUN_DESCR
-
-
- ROOM {Junction}
- Junction
- NORTH {Lake Shore}
- SOUTH {North LONG Corridor}
- EAST {Loud Room With Band}
- WEST {E-W Passage}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Junction}
- You are at the junction of four corridors. An ad on the wall reads `Buy your
- new solar powered lantern today! Never need batteries again!' There are
- passages leading north, south, east, and west. There seems to be a VERY long
- corridor to the south, and from the east you can hear a horrible noise, like
- someone torturing a cow.
- END_ROOM_DESCR
-
- VARIABLE {matches left}
-
- NOUN {matches}
- Matches
- Wooden
- There are some matches here.
- SIZE 5
- WEIGHT 5
- LOCATION {Junction}
- PLURAL
- NOUN_SYNONYMS match
- END_NOUN
-
- NOUN_DESCR {matches}
- The matches are just that. Wooden matches. Not long ones or fancy matches,
- just plain old regular matches. There are #VAR{matches left}# matches.
- END_NOUN_DESCR
-
- COMMAND EXAMINE MATCHES
- VariableEquals {matches left} 1
- PrintMessage "There is only one match left. Don't waste it!"
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {North LONG Corridor}
- LONG Corridor
- NORTH {Junction}
- SOUTH {middle LONG Corridor}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {North LONG Corridor}
- You are at the north end of a long corridor. The end is not visible to the
- south. You can go south, further into the corridor, or north to the junction.
- END_ROOM_DESCR
-
- MESSAGE {North to Middle}
- You set off on the long journey south, and walk for about an hour.
- END_MESSAGE
-
- COMMAND SOUTH
- AtLocation {North LONG Corridor}
- PrintMessage {North to Middle}
- BlankLine
- END_COMMAND
-
- ROOM {Middle LONG Corridor}
- LONG Corridor
- NORTH {North LONG Corridor}
- SOUTH {South LONG Corridor}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Middle LONG Corridor}
- You are in the middle of an extremely long corridor. It extends forever to
- the north and to the south. Besides that, this place is pretty boring.
- END_ROOM_DESCR
-
- MESSAGE {Middle to South}
- After a brief pause for rest, you set off to the south and travel for a while.
- END_MESSAGE
-
- COMMAND SOUTH
- AtLocation {Middle LONG Corridor}
- PrintMessage {Middle to South}
- BlankLine
- END_COMMAND
-
- MESSAGE {Middle to North}
- After a brief pause for rest, you set off to the north and travel for a while.
- END_MESSAGE
-
- COMMAND NORTH
- AtLocation {Middle LONG Corridor}
- PrintMessage {Middle to North}
- BlankLine
- END_COMMAND
-
-
- ROOM {South LONG Corridor}
- LONG Corridor
- NORTH {Middle LONG Corridor}
- SOUTH {Mirror Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {South LONG Corridor}
- You are at the south end of the monstrous corridor. This is a really boring
- place, because hardly anyone has the persistence necessary to walk the entire
- corridor. The corridor looms to the north, and a room lies to the south.
- END_ROOM_DESCR
-
- NOUN {Tennis Shoes}
- Shoes
- Tennis
- There are some old, ugly, dirty tennis shoes here.
- WEARABLE
- LOCATION {South LONG Corridor}
- NOUN_SYNONYMS shoe
- PLURAL
- END_NOUN
-
- NOUN_DESCR {Tennis Shoes}
- The tennis shoes are very old and quite ugly and dirty. You would not be
- caught dead in them (HINT HINT). You can just make out the brand-name
- 'Non-Skid'.
- END_NOUN_DESCR
-
- MESSAGE {South to Middle}
- You muster up all the strength you have, and begin the long journey to the
- north.
- END_MESSAGE
-
- COMMAND NORTH
- AtLocation {South LONG Corridor}
- PrintMessage {South to Middle}
- BlankLine
- END_COMMAND
-
- ROOM {Mirror Room}
- Mirror Room
- NORTH {South LONG Corridor}
- EAST {Worship Room}
- SOUTH {Small Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Mirror Room}
- You are in a room, with a huge mirror covering the south wall. It is really
- nice and shiny. There are passages to the north, the end not visible, and to
- the east.
- END_ROOM_DESCR
-
- NOUN {broken mirror}
- mirror
- broken
- The mirror is shattered, revealing a southern passage behind it.
- UNMOVABLE
- LOCATION {nowhere}
- NOUN_SYNONYMS glass piece pieces
- END_NOUN
-
- NOUN_DESCR {broken mirror}
- The mirror is shattered into a zillion pieces. Behind the biggest pieces, you
- can see a passage to the south.
- END_NOUN_DESCR
-
- COMMAND SOUTH
- AtLocation {mirror room}
- NOT InRoom {broken mirror}
- PrintMessage "Sorry, but you can't go that way."
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Mirror Breaks}
- As you look into the mirror, the mirror shatters into a zillion pieces. Behind
- the biggest pieces, you can see a passage to the south.
- END_MESSAGE
-
- COMMAND EXAMINE MIRROR
- AtLocation {mirror room}
- NOT InRoom {Broken mirror}
- DropIt {broken mirror}
- PrintMessage {Mirror breaks}
- DoneWithTurn
- END_COMMAND
-
- COMMAND RUB MIRROR
- AtLocation {mirror room}
- PrintMessage "What are you some kind of weirdo?? How kinky can you get?"
- DoneWithTurn
- END_COMMAND
-
- COMMAND BREAK MIRROR
- AtLocation {mirror room}
- PrintMessage "What are you some kind of weirdo?? That's bad luck!"
- DoneWithTurn
- END_COMMAND
-
- ROOM {Small Room}
- Small Room
- NORTH {Mirror Room}
- EAST {Bat Room}
- WEST {Cyclops Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Small Room}
- You are in an empty, small room. The shattered mirror passage leads to the
- north, and another rooms lie to the east and west.
- END_ROOM_DESCR
-
- ROOM {Cyclops Room}
- Cyclops Room
- EAST {Small Room}
- UP {Wash Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Cyclops Room}
- This is a very messy room. There are bloodstains on the walls. There is an
- exit to the east and stairs leading up.
- END_ROOM_DESCR
-
- NOUN {Cyclops Sign}
- Sign
- Bloodstained
- There is a large bloodstained sign on the west wall.
- UNMOVABLE
- LOCATION {Cyclops Room}
- READABLE
- NOUN_SYNONYMS writing
- END_NOUN
-
- NOUN_DESCR {Cyclops Sign}
- The sign is quite bloodstained. The writing is rather small and hard to read.
- END_NOUN_DESCR
-
- TEXT {Cyclops Sign}
- As everyone knows from Greek mythology or from reading Homer's Odyssey, the
- original cyclops was killed by Ulysses. The original cyclops that Ulysses
- slew was this cyclops' father and this one is scared to death of the mere
- thought of ULYSSES (HINT HINT).
- END_TEXT
-
- COMMAND READ SIGN
- AtLocation {Cyclops Room}
- Present {Drunk Cyclops}
- RandomMessage {Funny Saying #1} {Funny Saying #29}
- DoneWithTurn
- END_COMMAND
-
-
- CREATURE {Live Cyclops}
- Cyclops
- mutant
- There is a mutant cyclops in the center of the room.
- LOCATION {Cyclops Room}
- HOSTILE
- THRESHOLD 1000
- TIME_THRESH 1000
- MAN
- CREATURE_SYNONYMS beast mutant
- END_CREATURE
-
- CREATURE_DESCR {Live Cyclops}
- For a cyclops, this one is horribly deformed and is obviously a mutant. He
- has two baby-blue eyes -- one on each side of his nose. With those
- baby-blues, he looks just like Paul Newman. He eyes you (with both eyes)
- hungrily and licks his lips. He smiles and says, "You're just in time for
- dinner!"
- END_CREATURE_DESCR
-
- CREATURE {Drunk Cyclops}
- Cyclops
- drunk
- The cyclops is snoring peacefully in the corner of the room.
- LOCATION {Nowhere}
- MAN
- CREATURE_SYNONYMS beast body
- END_CREATURE
-
- CREATURE_DESCR {Drunk Cyclops}
- The cyclops is snoring peacefully in the corner of the room. He looks like he
- will sleep for the rest of the game. Boy Oh Boy! Are you ever lucky!
- END_CREATURE_DESCR
-
- MESSAGE {Cyclops blocking exits}
- Come on, man -- do you really expect that he is going to let you do that when
- it is dinner time. Be real!!
- END_MESSAGE
-
- COMMAND GET CYCLOPS
- AtLocation {Cyclops Room}
- PrintMessage {You have to be kidding!}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Cyclops gets drunk}
- As everyone knows from Greek mythology or from reading Homer's Odyssey, the
- original cyclops was killed by Ulysses. The way that Ulysses killed the
- cyclops was to give him wine to get him drunk and then he poked out the
- cyclops' eye. You are not that violent, you just intended to get him drunk.
-
- The cyclops sucks up some of the juice of the grape and then crawls over into
- the corner of the room and goes to sleep,
- END_MESSAGE
-
- MESSAGE {Cyclops beats you senseless}
- The cyclops laughs and asks, "Do you really think that I am dumb enough to be
- afraid of a mere word like '$VERB$'? What kind of dummy do you think I am?"
- At that point, the cyclops proceeds to beat you to a bloody pulp. Then he
- leaves the room muttering something under his breath about "Some adventurers
- are just too dumb to live to play again!"
-
- After a very long time, you finally recover your strength. You discover that
- the cyclops has reduced your score by 10 points (a stupidity penalty). Your
- body and your ego are both bruised. However, you are alive.
- END_MESSAGE
-
- COMMAND ULYSSES
- InRoom {Live Cyclops}
- PrintMessage {Cyclops beats you senseless}
- Destroy {Live Cyclops}
- MinusScore 10
- DoneWithTurn
- END_COMMAND
-
- COMMAND GIVE WINE TO CYCLOPS
- Present {Wine}
- InRoom {Live Cyclops}
- PrintMessage {Cyclops gets drunk}
- SwapLocations {Live Cyclops} {Drunk Cyclops}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GIVE POT TO ANY
- Present {Mary Jane}
- ObjectPresent
- PrintMessage "The $OBJECT$ shows you his "Just Say NO" button!"
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Wash Room}
- Wash Room
- NORTH {Grue's Lair}
- DOWN {Cyclops Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Wash Room}
- You are in the 'Wash' room. There is a passage to the north and stairs
- leading down.
- END_ROOM_DESCR
-
- NOUN {Washer}
- Machine
- Washing
- Against the wall, there is a washing machine.
- SIZE 100
- WEIGHT 100
- UNMOVABLE
- LOCATION {Wash Room}
- CLOSABLE
- OPEN
- OFF
- TURNABLE
- NOUN_SYNONYMS washer JulyTag
- END_NOUN
-
- NOUN_DESCR {Washer}
- The washing machine is a "JulyTag" brand. It looks like it is broken.
- END_NOUN_DESCR
-
- TURN_DESCR {Washer}
- You try to start the washing machine, but are unsuccessful.
- END_TURN_DESCR
-
- COMMAND FIX ANY
- NOUNPresent
- PrintMessage "Sorry, but you don't have the correct tools to fix the $NOUN$."
- DoneWithTurn
- END_COMMAND
-
- NOUN {Coal}
- Coal
- Black
- You see a piece of black coal here.
- SIZE 20
- WEIGHT 20
- LOCATION {NoWhere}
- POINTS 10
- NOUN_SYNONYMS piece carbon lump
- END_NOUN
-
- NOUN_DESCR {coal}
- The lump of coal is very clean (for a piece of coal, that is).
- END_NOUN_DESCR
-
- MESSAGE {Out pops a piece of coal}
- You finally manage to turn on the washing machine. It wheerrs, bangs, bumps
- and belches for a few moments and the diamond finally disappears from sight.
- However, out of the bottom of the washing machine pops a lump of black coal.
- The coal is quite shiny.
- END_MESSAGE
-
- COMMAND WASH DIAMOND
- Present {Washer}
- IsLocated {Diamond} {Washer}
- PrintMessage {Out pops a piece of coal}
- Destroy {Diamond}
- DropIt {Coal}
- DoneWithTurn
- END_COMMAND
-
- COMMAND WASH ANY
- PrintMessage "Ha! Ha! Ha! The $NOUN$ isn't even dirty!"
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Grue's Lair}
- Grue's Lair
- SOUTH {Wash Room}
- END_ROOM
-
- ROOM_DESCR {Grue's Lair}
- You are in the lair of the infamous Grue. The walls of the room have a
- strange iridescent glow. The only exit is to the south.
- END_ROOM_DESCR
-
- CREATURE {Grue}
- Grue
- Infamous
- The infamous Grue is here. He seems rather timid, actually.
- LOCATION {Grue's Lair}
- MAN
- GROUPMEMBER
- CREATURE_SYNONYMS beast
- END_CREATURE
-
- CREATURE_DESCR {Grue}
- The Grue is tiny creature -- no bigger than a small puppy. He licks your hand
- and makes a noise that sounds somewhat like a cat purring. He likes you. As
- you move around the room, he follows you about like a child. Aren't you
- lucky?!
- END_CREATURE_DESCR
-
- MESSAGE {What a weird idea - Eat}
- What a bizarre idea!! What are you -- some kind of weird cannibal?
- END_MESSAGE
-
- MESSAGE {What a weird idea - Kill}
- You evil beast! How could you even think about $VERB$ing this sweet creature?
- END_MESSAGE
-
- MESSAGE {What a weird idea}
- You have obviously developed a demented and distorted view of life. Probably
- from playing too many adventure games. Perhaps, you should lay off those evil
- things until you recover your senses and regain a more realistic perspective.
- END_MESSAGE
-
- COMMAND EAT GRUE
- Present {Grue}
- PrintMessage {What a weird idea - Eat}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT GRUE
- Present {Grue}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND KILL GRUE
- Present {Grue}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND KISS GRUE
- Present {Grue}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- FLAG {Has Patting Bonus}
-
- MESSAGE {Pat him}
- As you $VERB$ the Grue, he purrs softly and licks your hand.
- END_MESSAGE
-
- MESSAGE {Get Patting bonus}
- For displaying such kindness to the infamous Grue, you get a 10 point bonus.
- END_MESSAGE
-
- COMMAND PAT GRUE
- FlagOFF {Has Patting Bonus}
- Present {Grue}
- PrintMessage {Get Patting bonus}
- PlusScore 10
- TurnFlagON {Has Patting Bonus}
- END_COMMAND
-
- COMMAND PAT GRUE
- Present {Grue}
- PrintMessage {Pat him}
- DoneWithTurn
- END_COMMAND
-
- ROOM {Bat Room}
- Bat Room
- SOUTH {Smelly Room}
- WEST {Small Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Bat Room}
- You are in the bat room. Pictures of famous bats are hung in the room. There
- is a passage to the west, but to the south it smells strongly of gas (not
- fuel -- the other kind.)
- END_ROOM_DESCR
-
- NOUN {baseball bat}
- Bat
- Baseball
- There is a large baseball bat here. It is autographed.
- SIZE 20
- WEIGHT 20
- LOCATION {Bat Room}
- READABLE
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {baseball bat}
- The bat looks large and heavy, but awkward - a reject from last year's World
- Series. It has a signature on it - `Ronald Reagan'.
- END_NOUN_DESCR
-
- TEXT {baseball bat}
- The bat is an official 'Milpitas Slogger'. It is signed by `Ronald Reagan'.
- END_TEXT
-
-
- ROOM {Chili Contest}
- Chili Contest
- EAST {Wine Tasting Room}
- UP {Smelly Room}
- ROOM_SYNONYMS Eat Taste
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Chili Contest}
- You are in the middle of a chili cooking and eating contest. There is a large
- sign nailed to the west wall. There is a passage leading to the east.
- END_ROOM_DESCR
-
- NOUN {people}
- people
- lotsa
- There are people milling around in small groups with bowls in their hands.
- UNMOVABLE
- LOCATION {Chili Contest}
- PLURAL
- NOUN_SYNONYMS person man woman porkers
- END_NOUN
-
- NOUN_DESCR {people}
- The people are everywhere and are gobbling up bowl after bowl of chili and
- really pigging out on it. A bunch of real PORKers!
- END_NOUN_DESCR
-
- MESSAGE {People ignore you}
- The people just ignore you and continue eating their chili.
- END_MESSAGE
-
-
- COMMAND TALK TO PEOPLE
- Present {People}
- PrintMessage {People ignore you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ASK PEOPLE
- Present {People}
- PrintMessage {People ignore you}
- DoneWithTurn
- END_COMMAND
-
- NOUN {Chili Pot}
- Chili
- Hot
- There is huge pot of bubbling chili in the center of the room.
- SIZE 81
- WEIGHT 81
- LOCATION {chili Contest}
- EDIBLE
- POISONOUS
- POINTS 10
- NOUN_SYNONYMS food pot bowl bowls
- END_NOUN
-
- NOUN_DESCR {Chili Pot}
- The pot is gigantic. It is bubbling furiously. The chili looks great. You
- realize how long it has been since you last ate.
- END_NOUN_DESCR
-
- MESSAGE {Eat the chili}
- You gobble up a couple of bowls. You really PORK out. It is great chili!
- END_MESSAGE
-
- MESSAGE {Let it rip}
- After a while, you start to feel gaseous and you let a real smelly one rip
- loose. Unfortunately, the gas is poisonous and even you are overcome by the
- fumes. What a way to die!
- END_MESSAGE
-
- COMMAND EAT CHILI
- Present {Chili Pot}
- PrintMessage {Eat the chili}
- PrintMessage {Let it rip}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND FART
- Present {Chili Pot}
- PrintMessage {Let it rip}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- ROOM {Wine Tasting Room}
- Wine Tasting Room
- WEST {Chili Contest}
- ROOM_SYNONYMS Drink Taste
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Wine Tasting Room}
- You are in the wine tasting room. However, you notice that most of the
- bottles are cheap, and aren't really that tasty. The only exit is to the west.
- END_ROOM_DESCR
-
- NOUN {wine}
- Wine
- Cheap
- There are some bottles of some cheap wine here.
- SIZE 20
- WEIGHT 20
- LOCATION {Wine Tasting Room}
- READABLE
- DRINKABLE
- POISONOUS
- PLURAL
- NOUN_SYNONYMS bottles bottle label
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {wine}
- The wine is a fine vintage from Jimmy Carter's own private grape fields,
- in Plains, Georgia, made out of (censored), and mixed with (censored) to
- produce a (censored) taste.
- END_NOUN_DESCR
-
- TEXT {wine}
- According the mimeographed label, the wine is a fine vintage (specifically,
- last Thursday) from Jimmy Carter's own private grape fields in Plains,
- Georgia, made out of (censored), and mixed with (censored) to produce a
- (censored) taste.
- END_TEXT
-
-
- ROOM {Smelly Room}
- Smelly Room
- NORTH {Bat Room}
- DOWN {Chili Contest}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Smelly Room}
- You are in a small room, which smells amazingly bad. You can go north, or
- descend to the source of the smell.
-
- There is a large sign nailed to the east wall.
- END_ROOM_DESCR
-
- MESSAGE {No Smoking}
- The sign reads: "Expiratory Distribution of Partially Ignited Hydrocarbons
- into the Immediate Atmosphere Strictly Disallowed".
- END_MESSAGE
-
- COMMAND READ SIGN
- AtLocation {Chili Contest}
- OR
- AtLocation {Smelly Room}
- PrintMessage {No Smoking}
- DoneWithTurn
- END_COMMAND
-
- ROOM {Worship Room}
- Worship Room
- SOUTH {Tomb}
- WEST {Mirror Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Worship Room}
- You are in what is obviously a place of worship. There are idols of his royal
- beingness Joel Berez and one large statue of him about the room. A very, very
- religious aura seems to linger in the air. You'd have to pay me to come here.
- You can leave this icky place by way of two passages, to the west and to the
- south.
-
- There is a large sign on the north wall.
- END_ROOM_DESCR
-
- MESSAGE {Commandment List}
- It is a long list of commandments. There are many, many, many more than ten.
- Your eyes scan the list and fall randomly on a commandment near the bottom of
- the list.
-
- You read...
-
- COMMANDMENT #12592
- Oh ye who write Adventure Games that torment the player with stupid puzzles:
- Dost thou know the magnitude of thy sin before the gods? Yea, verily, thou
- shalt be ground between two stones. Shall the angry gods cast thy body into
- the whirlpool? Surely, thy eye shall be put out with a sharp stick! Even
- unto the ends of the earth shalt thou wander and unto the land of the dead
- shalt thou be sent at last. Surely thou shalt repent of thy low cunning.
-
- You smile and nod your head in agreement and approval.
- END_MESSAGE
-
- COMMAND READ SIGN
- AtLocation {Worship Room}
- PrintMessage {Commandment List}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Now I lie (sic) me down to sleep}
- You mumble the only prayer you know, 'Now I lie (sic) me down to sleep ... etc
- ... etc...'
-
- The power of suggestion is obviously a very strong force with you, because you
- soon fall sound asleep....
-
- Time passes .... and finally you wake up, well rested and ready to resume your
- adventure.
- END_MESSAGE
-
- COMMAND PRAY
- PrintMessage {Now I lie (sic) me down to sleep}
- END_COMMAND
-
- MESSAGE {Someone steals treasures}
-
- However, you are dismayed to discover that you have been robbed!
- END_MESSAGE
-
- COMMAND PRAY
- IsCarryingTreasure 5
- PrintMessage {Someone steals treasures}
- SendTreasuresToRoom {Tax Collector's Lair} 4
- END_COMMAND
-
- COMMAND PRAY
- DoneWithTurn
- END_COMMAND
-
- NOUN {Prayer Book}
- Book
- Prayer
- There is a prayer book here.
- SIZE 20
- WEIGHT 20
- LOCATION {Worship Room}
- READABLE
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {Prayer Book}
- The prayer book is a fairly large book, all black with pictures of human
- sacrifices (they're playing computer adventure games.) Its title is
- `201: A Sea Odyssey'
- END_NOUN_DESCR
-
- TEXT {Prayer Book}
- You read for a little while, but get depressed and finally stop.
- END_TEXT
-
- VARIABLE {candles left}
-
- NOUN {candles}
- Candles
- Wax
- There are some wax candles here.
- SIZE 10
- WEIGHT 10
- LOCATION {Worship Room}
- PLURAL
- NOUN_SYNONYMS candle
- END_NOUN
-
- NOUN_DESCR {candles}
- The candles are just that. Wax candles. Not long ones or fancy candles,
- just plain old regular candles. Every adventure game needs a light source
- of some kind. Why should this game be any different???
- There are #VAR{candles left}# candles.
- END_NOUN_DESCR
-
- COMMAND EXAMINE CANDLES
- VariableEquals {candles left} 1
- PrintMessage "There is only one candle left."
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Tomb}
- Tomb
- NORTH {Worship Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Tomb}
- You are in the tomb of an Egyptian slave. In other words, there isn't anything
- of any value. Even the body has been stolen. I guess you aren't the first one
- here, buddy.
- END_ROOM_DESCR
-
- NOUN {$500 bill}
- Money
- Paper
- There is a $500 dollar bill here.
- SIZE 5
- WEIGHT 5
- LOCATION {Tomb}
- NOUN_SYNONYMS bill
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {$500 bill}
- The bill says $500 in each corner, has a picture of Joel Berez in the middle,
- and is worth 500 dollars. How stupid can you get?
- END_NOUN_DESCR
-
- NOUN {Shovel}
- Shovel
- Long-handled
- There is a long-handled shovel here.
- SIZE 15
- WEIGHT 15
- LOCATION {Tomb}
- NOUN_SYNONYMS spade
- END_NOUN
-
- NOUN_DESCR {Shovel}
- The shovel is made of steel with a long handle.
- END_NOUN_DESCR
-
-
- ROOM {Sandy Beach}
- Sandy Beach
- SOUTH {Lake Shore}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Sandy Beach}
- You are on a large sandy beach. A path leads south to the lake shore.
- END_ROOM_DESCR
-
- NOUN {Large X}
- X
- Large
- There is a large X painted on a spot in the sand.
- UNMOVABLE
- READABLE
- LOCATION {Sandy Beach}
- END_NOUN
-
- NOUN_DESCR {Large X}
- The X is about 3 feet square and painted black.
- END_NOUN_DESCR
-
- TEXT {Large X}
- The X says 'X'. What did you expect, turkey?
- END_TEXT
-
- NOUN {Small Hole}
- Hole
- Small
- A small hole has been dug in the sand.
- UNMOVABLE
- LOCATION {NoWhere}
- END_NOUN
-
- NOUN_DESCR {Small Hole}
- The hole is circular and is about 4 feet deep and about 6 feet across.
- END_NOUN_DESCR
-
- NOUN {Large Hole}
- Hole
- Large
- A large hole has been dug in the sand.
- UNMOVABLE
- LOCATION {NoWhere}
- END_NOUN
-
- NOUN_DESCR {Large Hole}
- The hole is circular and is about 8 feet deep and about 12 feet across.
- END_NOUN_DESCR
-
- NOUN {Gigantic Hole}
- Hole
- Gigantic
- A gigantic hole has been dug in the sand.
- UNMOVABLE
- LOCATION {NoWhere}
- END_NOUN
-
- NOUN_DESCR {Gigantic Hole}
- The hole is circular and is 30 feet across. The bottom is far below.
- END_NOUN_DESCR
-
- MESSAGE {Don't have the proper tool}
- Sorry, but you don't have the proper tool to do that.
- END_MESSAGE
-
- COMMAND DIG
- NOT Present {Shovel}
- PrintMessage {Don't have the proper tool}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DIG
- AtLocation {Sandy Beach}
- Present {Large X}
- SwapLocations {Large X} {Small Hole}
- PrintMessage "You manage to dig a small hole where the X was."
- DoneWithTurn
- END_COMMAND
-
- COMMAND DIG
- AtLocation {Sandy Beach}
- Present {Small Hole}
- SwapLocations {Large Hole} {Small Hole}
- PrintMessage "The hole is now considerably bigger."
- DoneWithTurn
- END_COMMAND
-
- COMMAND DIG
- AtLocation {Sandy Beach}
- Present {Large Hole}
- SwapLocations {Large Hole} {Gigantic Hole}
- PrintMessage "The hole is now gigantic."
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {You slip down the sandy side of the hole}
- The sandy is very unstable and you lose your footing and tumble head over
- heels to the bottom of the hole. You will never be able to climb back up
- out of the hole.
- END_MESSAGE
-
- COMMAND DIG
- AtLocation {Sandy Beach}
- Present {Gigantic Hole}
- GotoRoom {Bottom of hole}
- PrintMessage {You slip down the sandy side of the hole}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DOWN
- AtLocation {Sandy Beach}
- Present {Gigantic Hole}
- FlagOFF {Has dug in bottom of hole}
- GotoRoom {Bottom of hole}
- PrintMessage {You slip down the sandy side of the hole}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DOWN
- AtLocation {Sandy Beach}
- Present {Gigantic Hole}
- FlagON {Has dug in bottom of hole}
- GotoRoom {Shaft Room}
- PrintMessage {You slip down the sandy side of the hole}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DOWN
- Present {Small Hole}
- OR
- Present {Large Hole}
- PrintMessage "You climb down into the hole -- then with great difficulty back up."
- DoneWithTurn
- END_COMMAND
-
- ROOM {Bottom of Hole}
- Bottom of Hole
- LIGHT {Shining lantern}
- ROOM_SYNONYMS UP CLIMB
- END_ROOM
-
- ROOM_DESCR {Bottom of Hole}
- You are at the bottom of a very deep hole. The walls of the hole are loose
- sand. It is impossible to climb out of the hole.
- END_ROOM_DESCR
-
- COMMAND UP
- AtLocation {Bottom of Hole}
- PrintMessage "You keep slipping back down. After a while, you give up."
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {You break through}
- You begin to dig furiously in the sand. All of a sudden, your shovel breaks
- through into empty space. The sand crumbles around the sides of the hole and
- you fall into the hole. Fortunately, enough sand fell before you did to
- cushion your fall as you land on a mound of sand.
- END_MESSAGE
-
- FLAG {Has dug in bottom of hole}
-
- COMMAND DIG
- AtLocation {Bottom of Hole}
- GotoRoom {Shaft Room}
- TurnFlagON {Has dug in bottom of hole}
- PrintMessage {You break through}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DIG
- NOT AtLocation {Bottom of Hole}
- NOT AtLocation {Sandy Beach}
- PrintMessage "The ground is too hard to dig."
- DoneWithTurn
- END_COMMAND
-
- ROOM {Shaft Room}
- Shaft Room
- DOWN {Ladder Top}
- ROOM_SYNONYMS DOWN CLIMB SLIDE
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Shaft Room}
- You are standing on a mound of sand in the middle of a large cavernous room.
- Far above, you can see a hole in the roof of the room, but it is too high
- above you to reach. In the middle of the room is large shaft descending
- through the floor into the darkness below. In the middle of that shaft is
- another kind of shaft -- sort of like a 'Fire-house pole' -- that also
- disappears into the darkness. The shaft appears to be the only exit from the
- room.
- END_ROOM_DESCR
-
- NOUN {Shaft}
- Shaft
- brass
- There is a shaft going down.
- UNMOVABLE
- LOCATION {Shaft Room}
- NOUN_SYNONYMS pole sand ladder
- END_NOUN
-
- NOUN_DESCR {Shaft}
- The shaft appears to made of brass. It has been smeared with some kind of
- grease. It is the proverbial 'greased pole'. It would be very dangerous
- to slide down this pole.
- END_NOUN_DESCR
-
- COMMAND GET SHAFT
- PrintMessage {Leave it alone}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DOWN
- AtLocation {Shaft Room}
- NOT IsWearing {Tennis Shoes}
- GoToRoom {Funeral}
- PrintMessage "The pole is too slippery. You lose your grip and fall...."
- DoneWithTurn
- END_COMMAND
-
- ROOM {Ladder Top}
- Ladder Top
- DOWN {Ladder Bottom}
- ROOM_SYNONYMS UP CLIMB SLIDE
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Ladder Top}
- This is a very small room. In the corner is a rickety wooden ladder, leading
- downward. It might be safe to descend. In the other corner is a brass shaft
- which disappears into the darkness above..
- END_ROOM_DESCR
-
- COMMAND UP
- AtLocation {Ladder Top}
- PrintMessage "The pole is too slippery to climb -- even with your tennis shoes."
- DoneWithTurn
- END_COMMAND
-
- ROOM {Ladder Bottom}
- Ladder Bottom
- UP {Ladder Top}
- EAST {Grating Room}
- WEST {Rabbit's Warren}
- ROOM_SYNONYMS UP CLIMB
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Ladder Bottom}
- This is a rather wide room. In the corner is a rickety wooden ladder, leading
- upward. To the east and west are passages leaving the room.
- END_ROOM_DESCR
-
- ROOM {Grating Room}
- Grating Room
- WEST {Ladder Bottom}
- LIGHT {Shining lantern}
- LOCKED_DOOR
- END_ROOM
-
- ROOM_DESCR {Grating Room}
- This appears to be a dead end. The only exit is west, back the way you came.
- END_ROOM_DESCR
-
- NOUN {Grate}
- Grate
- Iron
- Above you is an iron grate locked with a skull-and-crossbones lock.
- UNMOVABLE
- LOCATION {Grating Room}
- CLOSABLE
- CLOSED
- LOCKABLE
- LOCKED
- KEY {Shaft}
- NOUN_SYNONYMS grating bars lock
- END_NOUN
-
- NOUN_DESCR {Grate}
- The grate is made from iron bars and is about 3 feet square. It is cemented
- into place in the ceiling and is closed and locked. The lock has a
- skull-and-crossbones design on it and is currently locked.
- END_NOUN_DESCR
-
- ROOM {Rabbit's Warren}
- Rabbit's Warren
- EAST {Ladder Bottom}
- NORTH {Mine Room#1}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Rabbit's Warren}
- You are in a small room. There are two exits. To the east and to the north.
- Above the north exit is a sign that reads 'Rabbit's Warren'. It sounds like
- another one of those !@#$%^&*ing mazes.
- END_ROOM_DESCR
-
- CREATURE {Gigantic Rabbit}
- Rabbit
- Gigantic
- There is a very angry, gigantic rabbit blocking the exit to the north.
- LOCATION {Rabbit's Warren}
- HOSTILE
- THRESHOLD 1000
- TIME_THRESH 1000
- END_CREATURE
-
- CREATURE_DESCR {Gigantic Rabbit}
- The rabbit is huge. He rabbit is hobbling around using a cane, since he
- appears to have lost one of his feet. It's loss has obviously left him in a
- bad mood. He is quite angry and makes a number of very threatening gestures
- to you.
- END_CREATURE_DESCR
-
- COMMAND NORTH
- Present {Gigantic Rabbit}
- PrintMessage "The rabbit won't let you pass. He hits you several times with his cane."
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Rabbit beats you}
- The rabbit is a quite a bit bigger and stronger than you are. He easily
- counters you attack by repeatedly beating you over the head with his cane
- before you can do him any damage.
- END_MESSAGE
-
- COMMAND ATTACK RABBIT
- Present {Gigantic Rabbit}
- PrintMessage {Rabbit beats you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT RABBIT
- Present {Gigantic Rabbit}
- PrintMessage {Rabbit beats you}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Describe Cane}
- The cane is about 3 feet long and made of ebony. It is quite sturdy. The
- head of the cane is gold with various precious jewels. The rabbit is holding
- be his side and occasionally shaking it at you.
- END_MESSAGE
-
- COMMAND EXAMINE CANE
- Present {Gigantic Rabbit}
- PrintMessage {Describe Cane}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET CANE
- Present {Gigantic Rabbit}
- PrintMessage "Sorry, but the rabbit is not about to part with his cane."
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Rabbit thanks you}
- The rabbit is delighted that you have returned his foot. He puts it back
- on to his hind leg and hops off into his warren. He leaves his cane behind.
- END_MESSAGE
-
- NOUN {Cane}
- Cane
- Jeweled
- There is a jeweled cane here.
- SIZE 10
- WEIGHT 10
- LOCATION {Nowhere}
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {Cane}
- The cane is about 3 feet long and made of ebony. It is quite sturdy. The
- head of the cane is gold with various precious jewels.
- END_NOUN_DESCR
-
- COMMAND GIVE FOOT TO RABBIT
- Present {Gigantic Rabbit}
- Present {Rabbit's Foot}
- PrintMessage {Rabbit thanks you}
- Destroy {Gigantic Rabbit}
- Destroy {Rabbit's Foot}
- DropIt {Cane}
- DoneWithTurn
- END_COMMAND
-
- ROOM {Lake Shore}
- Lake Shore
- SOUTH {Junction}
- NORTH {Sandy Beach}
- EAST {Pitcher's Room}
- ENTER {Pitcher's Room}
- WEST {Diamond Mine Entrance}
- ROOM_SYNONYMS EAST BOARD
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Lake Shore}
- You are at a dock along a beautiful, but polluted, lake. Tied up to the dock
- is a boat. You may enter the boat and cross the lake to the east (just use
- E or EAST). To the south is a large room. To the west you see the entrance to a very
- complex maze. There is a sandy beach to the north.
- END_ROOM_DESCR
-
- NOUN {boat}
- Boat
- Large
- There is a large boat here (Invisible).
- UNMOVABLE
- LOCATION {Nowhere}
- END_NOUN
-
- NOUN_DESCR {boat}
- There is a large boat here (Invisible).
- END_NOUN_DESCR
-
- MESSAGE {describe boat}
- The boat is a very large yacht, with the name `Pork-Out' on the side. It is
- not richly furnished or decorated, however, and it just takes dim adventurers
- across places they can't walk through. Isn't that groovy???
- END_MESSAGE
-
- COMMAND EXAMINE BOAT
- AtLocation {Lake Shore}
- PrintMessage {describe boat}
- DoneWithTurn
- END_COMMAND
-
- COMMAND FISH
- AtLocation {Lake Shore}
- PrintMessage "Be real, turkey! Just what kind of game to you think this is?"
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET BOAT
- AtLocation {Lake Shore}
- PrintMessage "Be real, turkey! Even you can't do that. It is too heavy!"
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Use the boat}
- You get in the boat and peacefully sail across the lake.
- END_MESSAGE
-
- MESSAGE {swim message}
- You valiantly throw off your clothes and dive into the lake. However, you
- suddenly remember you can't swim.
- END_MESSAGE
-
- COMMAND SWIM
- AtLocation {Lake Shore}
- PrintMessage {swim message}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND EAST
- AtLocation {Lake Shore}
- LoadWeightGT 50
- PrintMessage "The boat's load is too heavy. It was built on a budget."
- DoneWithTurn
- END_COMMAND
-
- COMMAND EAST
- AtLocation {Lake Shore}
- PrintMessage {Use the boat}
- BlankLine
- END_COMMAND
-
-
- ROOM {Pitcher's Room}
- Pitcher's Room
- WEST {Lake Shore}
- NORTH {Loser's Hall of Fame}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Pitcher's Room}
- You are in a room occupied by a crazed baseball pitcher. He is always
- throwing the ball around, and you have no hope of getting to the north passage
- without getting rid of him first. However, he is not that great of a pitcher
- and even you can probably get a hit off of him easily. There is also a
- passage to the west.
- END_ROOM_DESCR
-
-
- COMMAND WEST
- AtLocation {Pitcher's Room}
- PrintMessage {Use the boat}
- END_COMMAND
-
- MESSAGE {You'll get hit}
- Sorry, but you can't get around him without getting hit by a pitched ball.
- END_MESSAGE
-
- COMMAND NORTH
- AtLocation {Pitcher's Room}
- PrintMessage {You'll get hit}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Swing bat message}
- You swing at the ball, and hit it solidly. The line drive smashes the
- pitcher's skull, and he slumps to the ground. Try to be a little more
- accurate next time.
- END_MESSAGE
-
- COMMAND SWING BAT
- Present {Baseball Bat}
- AtLocation {Pitcher's Room}
- PrintMessage {Swing bat message}
- BlankLine
- GoToRoom {Dead Pitcher's Room}
- ChangePassageway {WEST} {Lake Shore}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SWING BAT
- Present {Baseball Bat}
- NOT AtLocation {Pitcher's Room}
- PrintMessage "You fan the air ferociously, but only manage to tire yourself out."
- DoneWithTurn
- END_COMMAND
-
- COMMAND SWING BAT
- NOT Present {Baseball Bat}
- PrintMessage "You do not have the necessary sports equipment."
- DoneWithTurn
- END_COMMAND
-
- NOUN {baseball}
- baseball
- the
- There is a baseball here.
- LOCATION {Nowhere}
- NOUN_SYNONYMS ball pitch
- END_NOUN
-
- NOUN_DESCR {baseball}
- There is a baseball here.
- END_NOUN_DESCR
-
- COMMAND HIT BALL
- ReDirectTo SWING BAT
- END_COMMAND
-
-
- ROOM {Dead Pitcher's Room}
- Pitcher's Room
- WEST {Lake Shore}
- NORTH {Loser's Hall of Fame}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Dead Pitcher's Room}
- You are in a room, which used to home an insane baseball pitcher. He is lying
- dead on the ground after some jerk hit the ball, and it killed him. You can
- go to the west or to the north.
- END_ROOM_DESCR
-
- COMMAND WEST
- AtLocation {Dead Pitcher's Room}
- PrintMessage {Use the boat}
- END_COMMAND
-
-
- ROOM {Loser's Hall of Fame}
- Loser's Hall of Fame
- SOUTH {Dead Pitcher's Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Loser's Hall of Fame}
- You are in the Losers' Hall of Fame. There are pictures of great losers
- everywhere, and you feel proud to be a loser. The only exit is back to the
- south.
- END_ROOM_DESCR
-
- NOUN {Your Picture}
- Portrait
- Your
- Your portrait is here.
- SIZE 20
- WEIGHT 20
- LOCATION {Loser's Hall of Fame}
- NOUN_SYNONYMS picture pic
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {Your Picture}
- The portrait is too horrid to describe. To look at it would be worse than
- suicide.
- END_NOUN_DESCR
-
- ROOM {Diamond Mine Entrance}
- Entrance to Diamond Mine
- NORTH {Mine Room#1}
- EAST {Lake Shore}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Diamond Mine Entrance}
- You are near a hillside. There is a sign that says: 'Diamond Mine Entrance'.
- There is also an arrow on the sign that points to a hole going north into the
- hillside. To the east you can see a boat by a lake.
- END_ROOM_DESCR
-
- ROOM {Mine Room#1}
- Inside Diamond Mine
- NORTH {Mine Room#2}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Mine Room#1}
- You are lost in a maze of twisty little passages, all alike. However, you can
- just make out some light seeping through the end of the tunnel to the north
- (HINT HINT).
- END_ROOM_DESCR
-
- ROOM {Mine Room#2}
- Inside Diamond Mine
- NORTH {Mine Room#3}
- EAST {Royal Chamber}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Mine Room#2}
- You are lost in a maze of twisty little passages, all alike. However, you can
- just make out some light seeping through the end of the tunnel to the north
- (HINT HINT). There is also an interesting-looking passage to the east.
- END_ROOM_DESCR
-
- NOUN {Diamond}
- Diamond
- Huge
- There is a huge diamond here.
- SIZE 15
- WEIGHT 15
- LOCATION {Mine Room#2}
- NOUN_SYNONYMS jewel
- END_NOUN
-
- NOUN_DESCR {Diamond}
- The diamond is quite large and looks very valuable.
- END_NOUN_DESCR
-
- ROOM {Royal Chamber}
- Royal Chamber
- WEST {Mine Room#2}
- LOCKED_DOOR
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Royal Chamber}
- You are small room that is richly decorated with beautiful golden furniture.
- There is a passage to the west -- back the way you came.
- END_ROOM_DESCR
-
- NOUN {throne}
- Throne
- Golden
- There is a golden throne-like chair in the center of the room.
- UNMOVABLE
- LOCATION {Royal Chamber}
- NOUN_SYNONYMS furniture chair
- END_NOUN
-
- NOUN_DESCR {throne}
- It looks like real gold. It must be worth a fortune!
- END_NOUN_DESCR
-
- NOUN {carpet}
- Carpet
- Persian
- There is a beautiful Persian carpet on the floor.
- SIZE 10
- WEIGHT 10
- LOCATION {Royal Chamber}
- POINTS 10
- NOUN_SYNONYMS rug
- END_NOUN
-
- NOUN_DESCR {carpet}
- The carpet is about 6 feet square and was hand-made by some highly-skilled
- craftspersons.
- END_NOUN_DESCR
-
- MESSAGE {There is nothing under the carpet}
- There is nothing under the carpet. No trap doors! No secret passageways! No
- treasures! Nothing! How unimaginative!! How dull!!
- END_MESSAGE
-
- COMMAND GET RUG
- Present {carpet}
- PrintMessage {There is nothing under the carpet}
- BlankLine
- END_COMMAND
-
- COMMAND MOVE RUG
- Present {carpet}
- PrintMessage {There is nothing under the carpet}
- BlankLine
- END_COMMAND
-
- COMMAND GET FROG
- Present {Frog}
- PrintMessage "The little beast hops away before you can get it."
- DoneWithTurn
- END_COMMAND
-
- CREATURE {Frog}
- Frog
- Green
- There is a small green frog hopping about the room.
- LOCATION {Royal Chamber}
- GROUPMEMBER
- CREATURE_SYNONYMS beast kermit
- END_CREATURE
-
- CREATURE_DESCR {Frog}
- The frog is quite small. It looks pretty-much like an ordinary frog -- sort of
- like Kermit.
- END_CREATURE_DESCR
-
- COMMAND EAT FROG
- Present {Frog}
- PrintMessage {What a weird idea - Eat}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT FROG
- Present {Frog}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND KILL FROG
- Present {Frog}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND PAT FROG
- Present {Frog}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- COMMAND KISS FROG
- Present {Frog}
- PrintMessage {What a weird idea - Kill}
- PrintMessage {What a weird idea}
- DoneWithTurn
- END_COMMAND
-
- ROOM {Mine Room#3}
- Inside Diamond Mine
- NORTH {Mine Room#4}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Mine Room#3}
- You are lost in a maze of twisty little passages, all alike. However, you can
- just make out some light seeping through the end of the tunnel to the north
- (HINT HINT).
- END_ROOM_DESCR
-
- ROOM {Mine Room#4}
- Inside Diamond Mine
- NORTH {Mine Room#5}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Mine Room#4}
- You are lost in a maze of twisty little passages, all alike. However, you can
- just make out some light seeping through the end of the tunnel to the north
- (HINT HINT).
- END_ROOM_DESCR
-
- NOUN {Skeleton}
- Skeleton
- Old
- A skeleton (probably a luckless adventurer) lies here.
- SIZE 15
- WEIGHT 15
- LOCATION {Mine Room#4}
- NOUN_SYNONYMS bone bones
- END_NOUN
-
- NOUN_DESCR {Skeleton}
- The skeleton looks old and moldy. Ugh!!
- END_NOUN_DESCR
-
- NOUN {Skeleton keys}
- Keys
- Skeleton
- You see a ring of skeleton keys.
- SIZE 5
- WEIGHT 5
- LOCATION {Mine Room#4}
- POSITION next to skeleton
- NOUN_SYNONYMS ring key
- END_NOUN
-
- NOUN_DESCR {Skeleton keys}
- The skeleton keys looks old and moldy. They are on a brass ring. Every
- adventure game needs to have some keys to open things, don't you think so?
- END_NOUN_DESCR
-
- COMMAND UNLOCK ANY WITH KEYS
- Present {Skeleton keys}
- PrintMessage "The keys don't work. Maybe these are the wrong keys for the $VERB$."
- DoneWithTurn
- END_COMMAND
-
- ROOM {Mine Room#5}
- Inside Diamond Mine
- NORTH {Outside Mine}
- WEST {Dead End}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Mine Room#5}
- You are lost in a maze of twisty little passages, all alike. However, you can
- just make out some light seeping through the end of the tunnel to the north
- (HINT HINT).
-
- There is a sign over a tunnel leading west that says 'DEAD END'.
- END_ROOM_DESCR
-
- COMMAND READ SIGN
- AtLocation {Mine Room#5}
- PrintMessage "It still says 'DEAD END', buddy!"
- DoneWithTurn
- END_COMMAND
-
- ROOM {Dead End}
- DEAD END
- KillPlayer
- END_ROOM
-
- ROOM_DESCR {Dead End}
- What's the matter with you, buddy? Can't you read? If not, you have no
- business playing TEXT adventure games! Better stick to those wimpy graphic
- adventure games that don't require you to be able to read, write or type.
-
- Anyway, the sign said 'DEAD END' -- didn't it? Don't say you weren't warned!
- END_ROOM_DESCR
-
-
- ROOM {Outside Mine}
- Outside Diamond Mine
- NORTH {Diamond Mine Entrance}
- EAST {Lake Shore}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Outside Mine}
- You finally stumble out of the mine. You see the mine entrance to the north
- and the lake shore to the east.
- END_ROOM_DESCR
-
- ROOM {Loud Room With Band}
- Loud Room
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Loud Room With Band}
- You are in the loud room. There is a heavy metal band playing here. You notice
- one of them has an electric guitar. There is a huge speaker in the corner.
- END_ROOM_DESCR
-
- NOUN {plug}
- plug
- electric
- There is an electric plug here
- LOCATION {nowhere}
- NOUN_SYNONYMS speaker speakers ears band
- END_NOUN
-
- NOUN_DESCR {plug}
- There is an electric plug here.
- END_NOUN_DESCR
-
- MESSAGE {Pull Plug message}
- You do it, and the heavy metal band goes into shock because their music is not
- blaring. They all drop what they are carrying and run away frantically.
- END_MESSAGE
-
- COMMAND PULL PLUG
- AtLocation {Loud Room With Band}
- PrintMessage {Pull Plug message}
- BlankLine
- GoToRoom {Loud Room}
- ChangePassageway {WEST} {Junction}
- DoneWithTurn
- END_COMMAND
-
- COMMAND PULL PLUG
- NOT AtLocation {Loud Room With Band}
- PrintMessage "You would look pretty silly doing that. I am just going to ignore it."
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK BAND
- ReDirectTo PULL PLUG
- END_COMMAND
-
- COMMAND SHOOT BAND
- ReDirectTo PULL PLUG
- END_COMMAND
-
- COMMAND COVER EARS
- ReDirectTo PULL PLUG
- END_COMMAND
-
- MESSAGE {Try to GET Message}
- No! You ain't gunna take it! ... No, you ain't gunna take it! You ain't gunna
- take it, no no...'
- END_MESSAGE
-
- COMMAND GET ANY
- AtLocation {Loud Room With Band}
- PrintMessage {Try to GET Message}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Sorry, but I can't hear you}
- Sorry, but I can't hear you.
- END_MESSAGE
-
- COMMAND HELP
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND INVENTORY
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND NORTH
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SOUTH
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND EAST
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND WEST
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND UP
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND DOWN
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND EXIT
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIST EXITS
- AtLocation {Loud Room With Band}
- PrintMessage {Sorry, but I can't hear you}
- DoneWithTurn
- END_COMMAND
-
-
- ROOM {Loud Room}
- Loud Room
- WEST {Junction}
- EAST {Triangular Room}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Loud Room}
- You are in the loud room. You can see the set-up of a heavy metal band here,
- but they are not in sight. There is a huge speaker in the corner of the room.
- There are exits to the east and to the west.
- END_ROOM_DESCR
-
- NOUN {guitar}
- Guitar
- Electric
- There is an electric guitar here.
- SIZE 20
- WEIGHT 20
- LOCATION {Loud Room}
- POINTS 10
- END_NOUN
-
- NOUN_DESCR {guitar}
- The guitar is a basic six stringer, with a plug to go into a wall. It can only
- play heavy metal, though, at not less than 500 decibels. An engraving reads:
- `ACME Anti-Deafness Prevention Old People Harrasser.'
- END_NOUN_DESCR
-
- ROOM {Triangular Room}
- Triangular Room
- WEST {Loud Room}
- DOWN {1st Level}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Triangular Room}
- This is a strange triangular shaped room with passages leading off in all
- directions. Several of them have unfortunately been blocked by a recent
- cave-in. At a point equal-distant from the room's vertices, there is a
- triangular staircase leading down. Even though you shine your lantern down
- the stairwell you are unable to see the bottom.
- END_ROOM_DESCR
-
- MESSAGE {It drops down the staircase}
- The $NOUN$ falls down the staircase. You can hear it banging and bouncing
- as it makes its journey downward. The sound gets weaker and weaker and
- weaker. Finally, it stops falling or is too far away for you to hear anymore.
- END_MESSAGE
-
- COMMAND DROP ANY
- NOUNPresent
- AtLocation {Triangular Room}
- OR
- AtLocation {1st Level}
- OR
- AtLocation {2nd Level}
- OR
- AtLocation {3rd Level}
- OR
- AtLocation {4th Level}
- PrintMessage {It drops down the staircase}
- SendNOUNToRoom {Gates of Hell}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Start Down}
- You step on to the staircase and begin to climb down. You climb down for
- a long, long time. You are getting warmer and quite tired. You pause to
- rest.
- END_MESSAGE
-
- COMMAND DOWN
- AtLocation {Triangular Room}
- PrintMessage {Start down}
- BlankLine
- END_COMMAND
-
- MESSAGE {Going Down}
- You resume your climb down. Down and down you go, round and round you go, in
- a spin, lovin the spin your in, under that old black magic ... called love,
- etc....
-
- It is quite warm here. Once again, you pause to rest.
- END_MESSAGE
-
- COMMAND DOWN
- AtLocation {1st Level}
- PrintMessage {Going down}
- BlankLine
- END_COMMAND
-
- MESSAGE {More Going Down}
- You resume your climb down. It is really getting hot here. Once again, you
- pause to rest.
- END_MESSAGE
-
- COMMAND DOWN
- AtLocation {2nd Level}
- OR
- AtLocation {3rd Level}
- PrintMessage {More Going down}
- BlankLine
- END_COMMAND
-
- MESSAGE {Final Going Down}
- With the end in sight, you make one last effort to finish these !@#$%^&ing
- stairs. You can hardly stand the heat. Finally, you reach the bottom.
- END_MESSAGE
-
- COMMAND DOWN
- AtLocation {4th Level}
- PrintMessage {Final Going down}
- BlankLine
- END_COMMAND
-
- ROOM {1st Level}
- On the Stairs
- UP {Triangular Room}
- DOWN {2nd Level}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {1st Level}
- You are on the stairs. You can see a room far above you.
- END_ROOM_DESCR
-
- ROOM {2nd Level}
- On the Stairs
- DOWN {3rd Level}
- UP {1st Level}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {2nd Level}
- You are on the stairs. The stairs seems to go on endlessly both above and
- below you.
- END_ROOM_DESCR
-
- ROOM {3rd Level}
- On the Stairs
- DOWN {4th Level}
- UP {2nd Level}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {3rd Level}
- You are on the stairs. The stairs seems to go on endlessly both above and
- below you.
- END_ROOM_DESCR
-
- ROOM {4th Level}
- On the Stairs
- DOWN {Gates of Hell}
- UP {3rd Level}
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {4th Level}
- You are on the stairs. The stairs seems to go on endlessly above you. Far
- below, you can just make out a room where the stairs end.
- END_ROOM_DESCR
-
- ROOM {Gates of Hell}
- Gates of Hell
- UP {4th Level}
- LOCKED_DOOR
- LIGHT {Shining lantern}
- END_ROOM
-
- ROOM_DESCR {Gates of Hell}
- You are outside a large gateway. Above the gateway there is a large plaque
- which is inscribed:
-
- Abandon every HELP all ye who enter here!
-
- The gate is closed. Through it you can see flames and hear cries of great
- pain and agony. It is incredibly hot! The heat seems to be coming from
- beyond the gate. Stairs lead up.
- END_ROOM_DESCR
-
- NOUN {Bell}
- Bell
- Rusty
- There is an old rusty bell here.
- SIZE 20
- WEIGHT 20
- LOCATION {Gates of Hell}
- END_NOUN
-
- NOUN_DESCR {Bell}
- The bell is quite old and very rusty. There is an inscription that reads
- 'RING FOR ATTENDANT'.
- END_NOUN_DESCR
-
- COMMAND OPEN GATE
- AtLocation {Gates of Hell}
- PrintMessage "You try unsuccessfully to open the gate, but it is locked."
- DoneWithTurn
- END_COMMAND
-
- FLAG {Has visited Hell}
-
- MESSAGE {1st Bell Ring}
- A few moments after you ring the bell, you hear a voice cry out, "Hold your
- horses, I'm coming........damn tourists..." A little old man in a red velvet
- suit appears on the other side of the gates. He produces a key from a pocket
- of his coat and unlocks the gate.
-
- "Welcome to the 12592nd level of Hell. My name is Fred and I will be your
- guide for today's tour", he says.
-
- "This level of Hell is reserved for Adventure game writers. Here, we
- specialize in giving these cruel people some of the same kind of torment that
- they gave to those unfortunates that played their fiendish creations. It
- doesn't matter that the game players played willingly -- in their quest for
- masochistic pleasures. No! No! No! Just because the victim is foolish
- enough to think he or she is enjoying the experience, doesn't make the crime
- any less heinous. These wicked Adventure game writers were no better than
- drug pushers preying on the mental weaknesses of Adventure junkies."
-
- "Remember, as you tour this level of Hell that these people deserve their
- eternal torment! They are just being repaid for the misery they have give to
- others. Do not pity them. Save you pity for their unfortunate victims!"
-
- With that introduction finished, Fred begins the tour. You follow him down a
- long winding path. You finally stop by the edge of a cliff. In the distance
- below you is a dark labyrinth of high thorny hedges. In the middle of the
- labyrinth, you can see two figures groping along the hedge walls. As they
- reach out to touch the hedges, they recoil in pain from touching the thorns.
-
- Fred chuckles. "That is Will Crowther and Don Woods. They started it all by
- writing the first Adventure game -- called simply ADVENTURE. They are now
- doomed to search in the dark through a maze of twisty little passages. They
- are trying to find the vending machine to buy some batteries for their
- lantern. They will search forever -- in vain. A fitting punishment, don't
- you agree?"
-
- Fred chuckles again and wanders down the path to the north. After a few
- minutes you arrive at a pleasant sunny meadow. Off to the south at the edge
- of the meadow is a swampy area. In the middle of the swamp, buried in the mud
- is a very strange sight. A bearded man is trapped under a sleeping dragon.
- He alternates between trying to wake the dragon and trying to dig himself free
- in the mud. He continues to struggle, but to no avail.
-
- Fred explains, "That is Scott Adams. He wrote ADVENTURELAND, PIRATE ADVENTURE
- and many, many others. His Adventure games were the first written for
- microcomputers. Now, he is getting a taste of his own medicine."
-
- "Let's move on." Fred proceeds to walk to the east. The ground rises gently
- until you find yourself overlooking a deep chasm. On one side of the chasm
- you see a man. Directly across from him is a woman. Both are shouting secret
- words with very hoarse voices. They continue to shout out every silly word
- imaginable. There doesn't seem to be any result from their efforts except
- their voices get hoarser.
-
- "Ken and Roberta Williams. They wrote THE WIZARD AND THE PRINCESS, and KING'S
- QUEST I, II, III, IV, V, VI, VII, VIII, etc." explains Fred. "After they
- discover the correct secret word, Artichoke, they will get to ride in a leaky
- boat with no way to fix the leak." He chuckles again.
-
- You follow Fred as he continues on the path to the south. You finally come to
- an old house and enter through a broken window (sound familiar?). Fred lifts
- a rug, brush aside some leaves and you both peek into a dark room through a
- small grate. Below, you see two men trapped in a brick-walled room. There
- are no doors or windows in the room. The only exit is the grate and it is
- locked on the outside. However, even if the grate was unlocked it would do no
- good, as both men are too big to fit through the grate.
-
- "The only way out of the room is by saying the word 'Ahriman'. Ahriman was
- one of the gods of Zoroastrian mythology", Fred whispers. "After they figure
- that one out, we have some really hard puzzles for them. They are Dave
- Lebling and Marc Blank. They wrote the ZORK series. You know those, of
- course, -- ZORK I, ZORK II, ZORK III, ZORK ZERO, BEYOND ZORK, INSIDE ZORK,
- OUTSIDE ZORK, UNDER ZORK, SON OF ZORK, RETURN TO ZORK, BRIDE OF ZORK, 2ND
- COUSIN OF ZORK, ZORK MINUS 47, IN SEARCH OF ZORK, ZORK'S REVENGE, ZORK -- THE
- SEQUEL, THE HITCHHIKER'S GUIDE TO ZORK, NIGHT OF THE LIVING ZORK, THE
- ESSENTIAL ZORK, THE NON-ESSENTIAL ZORK, ZORK TRIVIA, ZORK CONFIDENTIAL, THE
- VALLEY OF ZORK, IT CAME FROM ZORK, TALES OF ZORK, THE CREATURE FROM ZORK, ZORK
- UNCHAINED, ZORK OBSERVED, THE COMPLEAT ZORK, et al. For all the pain they have
- caused Adventure game players, these two deserve some really terrible
- punishment, but there are some things that are even too nasty and gross for
- Hell."
-
- Fred puts the leaves back over the grate, puts the rug over the leaves, and
- then leads you outside the house. You continue the tour for the remainder of
- the afternoon. Finally, exhausted, you return to the entrance gate.
-
- "Well, I hope you have enjoyed the tour of level 12592 of Hell. And remember,
- those fiends deserve their fate or worse. Don't pity them. Instead, pity
- their victims -- those poor misguided Adventure game players who can't kick
- their evil habits!", Fred concludes.
-
- He shakes your hand, says good bye, opens the gate for you to leave and then
- locks it behind you. You find yourself back outside the gate to Hell. Fred
- disappears down the path on the other side.
- END_MESSAGE
-
- COMMAND RING
- FlagOFF {Has visited Hell}
- AtLocation {Gates of Hell}
- PrintMessage {1st Bell Ring}
- PlusScore 15
- TurnFlagON {Has visited Hell}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Later Bell Ring}
- Ding! Dong!.
- END_MESSAGE
-
- COMMAND RING
- Present {Bell}
- PrintMessage {Later Bell Ring}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Starting Up}
- You step on to the stairs and begin to climb up. It seems like a very easy
- climb and you don't even have to pause to rest. You notice that it seems to
- get cooler as you climb. Finally, you reach the top of the stairs almost
- refreshed for your little bout of exercise. (One of the wonders of Adventure
- Games is that they need not be logical, consistent or fair. Sometimes, this
- works to the player's advantage -- like now.)
-
- END_MESSAGE
-
- COMMAND UP
- AtLocation {Gates of Hell}
- PrintMessage {Starting Up}
- GoToRoom {Triangular Room}
- DoneWithTurn
- END_COMMAND
-
-
- REM SUMO Stuff
-
- MESSAGE {You are not an undertaker}
- What are you some kind of fiend? The last time I checked, you were an
- adventurer -- not an undertaker. The $ADJECTIVE$ $NOUN$ is dead!
- END_MESSAGE
-
- COMMAND GET SUMO
- Present {Dead Sumo}
- PrintMessage {You are not an undertaker}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET TAX COLLECTOR
- Present {Dead Tax Collector}
- PrintMessage {You are not an undertaker}
- DoneWithTurn
- END_COMMAND
-
-
- MESSAGE {He is already dead}
- What are you some kind of fiend? The $ADJECTIVE$ $NOUN$ is already dead!
- END_MESSAGE
-
- MESSAGE {Sumo Jerk Message}
- Attacking with your bare hands is worse than not doing anything at all - you
- can slip and fall under the sumo. Bring a weapon next game, jerk.
-
- END_MESSAGE
-
- MESSAGE {Sumo Dies}
- The sumo, in a great rage, accidentally sits on himself. Needless to say, he
- dies. Nice work.
- END_MESSAGE
-
- MESSAGE {Sumo kills you}
- The sumo sits on you, and farts several times. You can guess what happens.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #1}
- You're still recovering from last round.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #2}
- Pretty sad case. You slip and fall, and barely avoid the sumo as he tries to
- sit on you. By the way, you're also stunned.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #3}
- Nice move. When you fired the gun, it ricocheted and almost hit you. Lucky.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #4}
- All right! Your gun jams! Too bad, you won't be able to attack quite yet.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #5}
- The shot from your gun ricochets all around the room, and finally hits the
- sumo for minimal damage.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #6}
- The shot scares pants off the sumo. Embarrassed, he turns around and puts
- them back on.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #7}
- The shot hits the sumo squarely. He starts to cry.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #9}
- Your shot is perfect. The sumo is hit right in the forehead. However, he has
- a fairly thick skull.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #10}
- The sumo is really terrified of you. He farts on himself.
- END_MESSAGE
-
- MESSAGE {Fire at Sumo #11}
- When the gun fires, the sumo gets really freaked. He screams and almost breaks
- his head bashing it against a wall.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #1}
- You want to $VERB$ $NOUN$? You must be some kind of fruit cake!
- END_MESSAGE
-
- MESSAGE {Attack Sumo #2}
- The sumo, trying to avoid looking at your face, doesn't attack.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #3}
- The sumo tries to sit on you, but instead misses and lands on a tack. Ouch!
- END_MESSAGE
-
- MESSAGE {Attack Sumo #5}
- The sumo is still thinking about whether to step with its right or left foot
- first, so it doesn't attack.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #6}
- The sumo tries to sit on you. However, you dive away and land on a sharp rock.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #7}
- The sumo falls down, and in the following earthquake you are trying to keep
- your balance.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #9}
- The sumo looks at you. You scream in agony, and bash your head against a wall.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #10}
- The sumo hold up a mirror. You choke and gasp for better air for a minute or
- two.
- END_MESSAGE
-
- MESSAGE {Attack Sumo #11}
- The sumo sits on you, but before the second is up you escape. Every bone in
- your body is broken.
- END_MESSAGE
-
- COMMAND SHOOT SUMO
- Present {Dead Sumo}
- Present {Handgun}
- PrintMessage {He is already dead}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT SUMO
- Chance 75
- Present {Live Sumo}
- Present {Handgun}
- RandomMessage {Fire at Sumo #1} {Fire at Sumo #11}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT SUMO
- Chance 50
- Present {Live Sumo}
- Present {Handgun}
- PrintMessage {Sumo Dies}
- SwapLocations {Live Sumo} {Dead Sumo}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT SUMO
- Present {Live Sumo}
- Present {Handgun}
- PrintMessage {Sumo kills you}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
-
- COMMAND ATTACK SUMO
- Present {Dead Sumo}
- PrintMessage {He is already dead}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK SUMO
- Chance 75
- Present {Live Sumo}
- PrintMessage {Sumo Jerk message}
- RandomMessage {Attack Sumo #1} {Attack Sumo #11}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK SUMO
- Chance 50
- Present {Live Sumo}
- PrintMessage {Sumo Dies}
- SwapLocations {Live Sumo} {Dead Sumo}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK SUMO
- Present {Live Sumo}
- PrintMessage {Sumo kills you}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
-
- REM TAX COLLECTOR Stuff
-
- MESSAGE {Tax Collector Jerk Message}
- Attacking with your bare hands is worse than not doing anything at all - you
- can slip and he can tax you on that. Bring a weapon next game, jerk.
-
- END_MESSAGE
-
- MESSAGE {Tax Collector Dies}
- The collector has a fit when he doesn't have anything to tax. He compulsively
- taxes himself, and has a major heart attack. He was a nice fellow away from
- the job, too.
- END_MESSAGE
-
- MESSAGE {Tax Collector kills you}
- Oh well. With a yell of triumph, the collector screams and hurls a mountain of
- taxes at you. Guess what.
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #1}
- Nice move. You shoot at the collector, but he taxes you on aiming the gun!
- You decide not to fire - who knows how much that costs!
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #2}
- All right. When you fire your gun, it ricochets off a pile of old taxes and
- almost kills you.
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #3}
- The shot hits the collector and wounds him, but runs away before it can be
- taxed or do more damage.
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #4}
- The collector gets scared when he can't tax you on anything. He dives under a
- pile of tax forms to avoid your shot.
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #7}
- Beautiful shot. You wasted a pile of forms, and the collector screams in pain.
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #8}
- The tax collector gets really scared, and has to tax himself for lack of
- anything else.
- END_MESSAGE
-
- MESSAGE {Shoot at Tax Collector #9}
- Your perfect shot destroys a pile of papers and blows a hole in the collector.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #1}
- The collector, organizing his forms, doesn't attack.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #2}
- The collector tries to throw a property tax at you, but you don't own anything.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #3}
- He tries to tax you on your possessions, but you stole them.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #4}
- The collector tries to slap an ugly tax on you, but then you show him a picture
- of himself.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #5}
- The collector taxes you on not having a brain. You disagree, but then you
- clean out your ear and your head caves in. Maybe he has a point.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #7}
- The collector pushes over a stack of papers. They land on you. Painful.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #9}
- He fires a paper airplane made out of a form at you. You choke in amazement
- of how it flies to well.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #10}
- You are buried under a mountain of paper, and get cut up by a paper helicopter.
- END_MESSAGE
-
- MESSAGE {Attack Tax Collector #11}
- The collector taxes you on `Every breath you take, every move you make...'
- - and he'll be watching you. You make like Hitler.
- END_MESSAGE
-
- COMMAND SHOOT TAX COLLECTOR
- Present {Dead Tax Collector}
- Present {Handgun}
- PrintMessage {He is already dead}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT TAX COLLECTOR
- Chance 75
- Present {Tax Collector}
- Present {Handgun}
- RandomMessage {Shoot at Tax Collector #1} {Shoot at Tax Collector #9}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT TAX COLLECTOR
- Chance 50
- Present {Tax Collector}
- Present {Handgun}
- PrintMessage {Tax Collector Dies}
- SwapLocations {Tax Collector} {Dead Tax Collector}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT TAX COLLECTOR
- Present {Tax Collector}
- Present {Handgun}
- PrintMessage {Tax Collector kills you}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK TAX COLLECTOR
- Present {Dead Tax Collector}
- PrintMessage {He is already dead}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK TAX COLLECTOR
- Chance 75
- Present {Tax Collector}
- PrintMessage {Tax Collector Jerk Message}
- RandomMessage {Attack Tax Collector #1} {Attack Tax Collector #11}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK TAX COLLECTOR
- Chance 50
- Present {Tax Collector}
- PrintMessage {Tax Collector Dies}
- SwapLocations {Tax Collector} {Dead Tax Collector}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ATTACK TAX COLLECTOR
- Present {Tax Collector}
- PrintMessage {Tax Collector kills you}
- BlankLine
- GoToRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
-
-
- REM HELP
-
- MESSAGE {Default Help Message}
- No way, Jose! Ha ha! No, I won't help. For help, make out a check for $500
- to David Malmberg (or better yet -- Cash), and send it to him. Help will
- arrive in the mail.
- END_MESSAGE
-
- COMMAND HELP
- PrintMessage {Default Help Message}
- DoneWithTurn
- END_COMMAND
-
-
- REM EXAMINE
-
- COMMAND EXAMINE WINDOW
- AtLocation {Inside House}
- OR
- AtLocation {East of House}
- PrintMessage "The window is smashed, but wide enough for you to get through."
- DoneWithTurn
- END_COMMAND
-
-
- REM GET
-
- MESSAGE {Vault Disappears}
- When you try to take it, the vault disappears. This vault does its job well!!!
- END_MESSAGE
-
- COMMAND GET VAULT
- InRoom {Bank Vault}
- Destroy {Bank Vault}
- PrintMessage {Vault Disappears}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET ALL
- PrintMessage "You can't see any ALL detergent here!!!"
- DoneWithTurn
- END_COMMAND
-
- COMMAND DROP ALL
- PrintMessage "You don't even have the ALL detergent!"
- DoneWithTurn
- END_COMMAND
-
-
- REM SMOKE POT/USE DRUGS/LIGHT POT
-
- VARIABLE {Joints Smoked}
- COUNTER {Turns player is high}
-
- COMMAND SMOKE POT
- VariableEquals {Joints Left} 0
- PrintMessage "There is no more pot left to smoke -- sorry!"
- DoneWithTurn
- END_COMMAND
-
- COMMAND SMOKE POT
- NOT Present {Mary Jane}
- PrintMessage "You can't see any pot here."
- DoneWithTurn
- END_COMMAND
-
- COMMAND SMOKE POT
- Present {Mary Jane}
- NOT Present {matches}
- PrintMessage "With what do you wish to light it? Your dragon breath?"
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {You smoke a joint}
- You strike up a match and start smoking a joint of pot. After a few
- lung-fulls, you get very high and will stay so for about 10 turns.
- END_MESSAGE
-
- COMMAND SMOKE POT
- Present {Mary Jane}
- VariableGT {matches left} 0
- VariableGT {Joints Left} 0
- PrintMessage {You smoke a joint}
- TurnCounterON {Turns player is high}
- AddToVariable {Joints Smoked} 1
- SubtractFromVariable {matches left} 1
- SubtractFromVariable {Joints Left} 1
- VariableEquals {matches left} 0
- PrintMessage {That was your last match}
- Destroy {matches}
- END_COMMAND
-
- COMMAND SMOKE POT
- VariableEquals {Joints Left} 0
- PrintMessage "Unfortunately, that was your last joint of pot."
- Destroy {candles}
- END_COMMAND
-
- COMMAND SMOKE POT
- DoneWithTurn
- END_COMMAND
-
-
- REM LIGHT
-
- MESSAGE {No more matches}
- There are no more matches left. Too bad, buddy.
- END_MESSAGE
-
- COMMAND LIGHT ANY
- VariableEquals {matches left} 0
- PrintMessage {No more matches}
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIGHT ANY
- AtLocation {Chili Contest}
- OR
- AtLocation {Smelly Room}
- PrintMessage "As you strike the match, the gas in the room explodes and guess what happens."
- BlankLine
- GoToRoom {funeral}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {That was your last match}
- That was your last match.
- END_MESSAGE
-
- COMMAND LIGHT POT
- ReDirectTo SMOKE POT
- END_COMMAND
-
- COMMAND LIGHT MATCH
- Present {matches}
- VariableGT {matches left} 0
- PrintMessage "You strike a match which glows brightly and then goes out."
- SubtractFromVariable {matches left} 1
- VariableEquals {matches left} 0
- PrintMessage {That was your last match}
- Destroy {matches}
- END_COMMAND
-
- COMMAND LIGHT MATCH
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIGHT CANDLE
- VariableEquals {candles left} 0
- PrintMessage "You know, that's impossible to do without candles."
- DoneWithTurn
- END_COMMAND
-
- COMMAND LIGHT CANDLE
- Present {matches}
- VariableGT {matches left} 0
- VariableGT {candles left} 0
- PrintMessage "You light the candle which glows brightly and then goes out."
- SubtractFromVariable {matches left} 1
- SubtractFromVariable {candles left} 1
- VariableEquals {matches left} 0
- PrintMessage {That was your last match}
- Destroy {matches}
- END_COMMAND
-
- COMMAND LIGHT CANDLE
- VariableEquals {candles left} 0
- PrintMessage "Unfortunately, that was your last candle."
- Destroy {candles}
- END_COMMAND
-
- COMMAND LIGHT CANDLE
- DoneWithTurn
- END_COMMAND
-
-
- COMMAND FART
- PrintMessage "Aaaahhhhhhhhh! That was really nice!"
- DoneWithTurn
- END_COMMAND
-
- COMMAND PLAY GUITAR
- Present {Guitar}
- PrintMessage "Sorry, but the guitar is hopelessly out of tune."
- DoneWithTurn
- END_COMMAND
-
- ;SOME DEFAULTS
-
- MESSAGE {He doesn't seem to be interested}
- He doesn't seem to be interested. What a lousy salesman you'd make!!!
- END_MESSAGE
-
- COMMAND SHOW ANY
- PrintMessage {He doesn't seem to be interested}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GIVE ANY
- PrintMessage {He doesn't seem to be interested}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {My we're feeling violent today!}
- My we're feeling violent today!
- END_MESSAGE
-
- COMMAND DESTROY ANY
- PrintMessage {My we're feeling violent today!}
- DoneWithTurn
- END_COMMAND
-
- COMMAND SHOOT ANY
- PrintMessage {My we're feeling violent today!}
- DoneWithTurn
- END_COMMAND
-
- COMMAND FIND ANY
- NOUNPresent
- PrintMessage "You must be blind as a bat! It is right in front of your nose, turkey!"
- DoneWithTurn
- END_COMMAND
-
- COMMAND FIND ANY
- PrintMessage "Sorry, but it is impossible to $VERB$ the $NOUN$, turkey!"
- DoneWithTurn
- END_COMMAND
-
-
- REM PUT
-
- MESSAGE {This is not a trophy case}
- This is a bank vault, not a trophy case to store odds and ends. Only valuable
- stuff, please.
- END_MESSAGE
-
- VARIABLE {Number of treasures in vault}
-
- MESSAGE {You drop a treasure in vault}
- As you put the treasure in the bank vault, a voice booms out: `Well done!
- You have collected #VAR{Number of treasures in vault}# treasure(s) so far out of a total of {Total number of treasures}.'
- END_MESSAGE
-
- MESSAGE {Win Game Message}
- As you put the last treasure in the bank vault, it closes and disappears
- behind a painting. Just then, a booming voice says: `You have completed
- your quest in PORK I, worthy one!
-
- However, because this voice is so amazingly loud, it starts an earthquake.
- A crack opens up in the earth, and you fall into the land of PORK II !!!
- END_MESSAGE
-
- COMMAND PUT ANY IN VAULT
- InRoom {Bank Vault}
- NOUNPresent
- NOT {Is a treasure?}
- PrintMessage {This is not a trophy case}
- DoneWithTurn
- END_COMMAND
-
- COMMAND PUT ANY IN VAULT
- InRoom {Bank Vault}
- NOUNPresent
- {Is a treasure?}
- AddToVariable {Number of treasures in vault} 1
- END_COMMAND
-
- COMMAND PUT ANY IN VAULT
- InRoom {Bank Vault}
- NOUNPresent
- {Is a treasure?}
- VariableEquals {Number of treasures in vault} {Total number of treasures}
- PrintMessage {Win Game Message}
- SendNOUNToRoom {Bank Vault}
- WinGame
- TurnFlagON {Quitting}
- ReDirectTo SCORE
- END_COMMAND
-
- COMMAND PUT ANY IN VAULT
- InRoom {Bank Vault}
- NOUNPresent
- {Is a treasure?}
- PrintMessage {You drop a treasure in vault}
- SendNOUNToRoom {Bank Vault}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Leave it alone}
- A voice booms out, 'Leave the !@#$%^&ing $NOUN$ alone, turkey!'
- END_MESSAGE
-
- COMMAND GET SIGN
- PrintMessage {Leave it alone}
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET BATTERIES
- NOT NOUNPresent
- PrintMessage "A voice booms out, 'You'll have to find the !@#$%^&ing batteries, turkey!'"
- DoneWithTurn
- END_COMMAND
-
- COMMAND GET ANY
- Present {Bank Vault}
- {Is a treasure?}
- NOUNIsLocated {Bank Vault}
- SubtractFromVariable {Number of treasures in vault} 1
- END_COMMAND
-
- COMMAND ECHO
- PrintMessage "Sorry, but '$VERB$' doesn't work in this game. Nice try, however!"
- DoneWithTurn
- END_COMMAND
-
- COMMAND OOPS
- PrintMessage "What do you mean 'OOPS'?. Can't you type and/or spell?"
- DoneWithTurn
- END_COMMAND
-
-
- REM ANY Stuff
-
- MESSAGE {Tax Collector steals treasures}
- A mean, cruel, small, sadistic, and all around bad-kind-of-guy tax collector
- walks into the room, and taxes you on paying taxes. He carries off all your
- valuables in exchange for not being taxed.
- END_MESSAGE
-
- FLAG {First Turn of Game}
- FLAG {Grue Following Player}
- FLAG {Grue has taken player}
- FLAG {Frog Following Player}
-
- COMMAND ANY
- FlagOFF {First Turn of Game}
- TurnFlagON {First Turn of Game}
- TurnFlagOFF {Quitting}
- SetVariableTo {Joints Smoked} 0
- SetVariableTo {matches left} 10
- SetVariableTo {Joints Left} 5
- SetVariableTo {candles left} 5
- SetVariableTo {Battery Life} 150
- SetVariableTo {Number of treasures in vault} 0
- END_COMMAND
-
- COMMAND ANY
- FlagON {Lamp is ON}
- SubtractFromVariable {Battery Life} 1
- END_COMMAND
-
- COMMAND ANY
- FlagON {Lamp is ON}
- VariableEquals {Battery Life} 26
- Present {Shining lantern}
- BlankLine
- PrintMessage {Give hint about batteries}
- BlankLine
- END_COMMAND
-
- COMMAND ANY
- FlagON {Lamp is ON}
- VariableLT {Battery Life} 26
- VariableGT {Battery Life} 0
- Present {Shining lantern}
- BlankLine
- PrintMessage {Your lamp is growing weaker}
- BlankLine
- END_COMMAND
-
- COMMAND ANY
- FlagON {Lamp is ON}
- Present {Shining lantern}
- VariableEquals {Battery Life} 0
- TurnFlagOFF {Lamp is ON}
- PrintMessage "Your lamp has just gone out."
- SwapLocations {Shining lantern} {Brass unlit lantern}
- BlankLine
- END_COMMAND
-
- MESSAGE {It is now dark}
- It is pitch black. You can't see your hand in front of your face.
- END_MESSAGE
-
- MESSAGE {Grue will get you}
- In the dark you are likely to be eaten by a gruesome Grue.
- END_MESSAGE
-
- MESSAGE {Grue got you}
- You hear a rustling sound behind you. Then you are grabbed from behind and
- lifted off your feet. You fight back -- but without success.
-
- AAAaaaaaaaaaaaaarrrrrrrrrrrggggggghhhhhh!!!!
-
- You are being carried off by a Grue. Your life will soon be over. What a
- terrible way to die -- eaten by a Grue! You finally pass out from fear.
-
- Time passes.....and passes.....and passes...................................
-
- You finally awake and when you recover your senses, you find the Grue has just
- lifted your arm up to his mouth and he is licking your hand. Perhaps this is
- his way of preparing his food. He licks some more and then begins to make a
- purring-like sound.
-
- END_MESSAGE
-
- FLAG {Continue Meta-command}
-
- COMMAND ANY
- TurnFlagOFF {Continue Meta-command}
- FlagOFF {Grue has taken player}
- FlagOFF {Lamp is ON}
- RoomNeedsLight
- PrintMessage {It is now dark}
- PrintMessage {Grue will get you}
- NOT AtLocation {Grue's Lair}
- Chance 25
- VariableEquals {Battery Life} 0
- TurnFlagON {Continue Meta-command}
- END_COMMAND
-
- COMMAND ANY
- FlagOFF {Continue Meta-command}
- FlagOFF {Grue has taken player}
- FlagOFF {Lamp is ON}
- RoomNeedsLight
- PrintMessage "It is too dangerous to move around in the dark!"
- VerbIsDirection
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- FlagON {Continue Meta-command}
- PrintMessage {Grue got you}
- GoToRoom {Grue's Lair}
- SendToRoom {Shining lantern} {Grue's Lair}
- SendToRoom {Grue} {Grue's Lair}
- SetVariableTo {Battery Life} 200
- TurnFlagON {Grue has taken player}
- TurnFlagON {Lamp is ON}
- Destroy {Brass unlit lantern}
- DoneWithTurn
- END_COMMAND
-
- MESSAGE {Grue gives you batteries}
- The Grue says 'If your going to wander around the land of PORK, you had better
- learn to carry plenty of spare batteries for your lantern. Here, let me fix
- you up.' With that, he puts some new batteries in your lantern and sets the
- lantern down.
- END_MESSAGE
-
- COMMAND ANY
- FlagON {Grue has taken player}
- FlagOFF {Lamp is ON}
- RoomNeedsLight
- PrintMessage {It is now dark}
- PrintMessage {Grue gives you batteries}
- DropIt {Shining lantern}
- SetVariableTo {Battery Life} 200
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- InRoom {Live Sumo}
- VerbIsDirection
- PrintMessage {Sumo blocking exits}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- InRoom {Live Cyclops}
- VerbIsDirection
- PrintMessage {Cyclops blocking exits}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- AtLocation {Grue's Lair}
- TurnFlagON {Grue Following Player}
- END_COMMAND
-
- COMMAND ANY
- VerbIsDirection
- FlagON {Grue Following Player}
- PrintMessage "The infamous Grue scurries along close at your heels."
- BlankLine
- END_COMMAND
-
- COMMAND ANY
- AtLocation {Royal Chamber}
- TurnFlagON {Frog Following Player}
- END_COMMAND
-
- COMMAND ANY
- VerbIsDirection
- FlagON {Frog Following Player}
- PrintMessage "The little green frog hops along behind you."
- BlankLine
- END_COMMAND
-
- COMMAND ANY
- AtLocation {Polish Maze}
- VerbIsDirection
- PrintMessage {You wander around for a while}
- LookAtRoom
- END_COMMAND
-
- COMMAND ANY
- CounterGT {Turns with headache} 0
- PrintMessage "Oh .... oh.... your head hurts....what a terrible headache...."
- BlankLine
- CounterEquals {Turns with headache} 6
- TurnCounterOFF {Turns with headache}
- Destroy {Headache}
- END_COMMAND
-
- COMMAND ANY
- CounterGT {Turns player is high} 9
- PrintMessage "The pot wears off."
- BlankLine
- TurnCounterOFF {Turns player is high}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- CounterGT {Turns player is high} 0
- CounterLT {Turns player is high} 10
- VariableEquals {Joints Smoked} 1
- PrintMessage "You are feeling pretty wasted."
- BlankLine
- END_COMMAND
-
- COMMAND ANY
- CounterGT {Turns player is high} 0
- CounterLT {Turns player is high} 10
- VariableEquals {Joints Smoked} 2
- PrintMessage "You are getting tired."
- BlankLine
- END_COMMAND
-
- COMMAND ANY
- CounterGT {Turns player is high} 0
- CounterLT {Turns player is high} 10
- VariableEquals {Joints Smoked} 3
- PrintMessage "You are very tired now."
- BlankLine
- END_COMMAND
-
- MESSAGE {Fall asleep}
- You finally fall from exhaustion. Unfortunately, the boogie man eats you
- in your sleep. What a way to go!
- END_MESSAGE
-
- COMMAND ANY
- CounterGT {Turns player is high} 0
- CounterLT {Turns player is high} 10
- VariableEquals {Joints Smoked} 4
- PrintMessage {Fall asleep}
- BlankLine
- GotoRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- CounterGT {Turns player is high} 0
- CounterLT {Turns player is high} 10
- AtLocation {Chili Contest}
- OR
- AtLocation {Smelly Room}
- PrintMessage "Because you're so high, you don't notice the fatal reek in here."
- BlankLine
- GotoRoom {Funeral}
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY
- NOT IsCarrying {$500 bill}
- NOT IsCarrying {Mary Jane}
- IsSomeWhere {Tax Collector}
- {Underground?}
- IsCarryingTreasure 5
- PrintMessage {Tax Collector steals treasures}
- BlankLine
- SendTreasuresToRoom {Tax Collector's Lair} 4
- DoneWithTurn
- END_COMMAND
-
- COMMAND ANY PEOPLE
- Present {People}
- PrintMessage {People ignore you}
- DoneWithTurn
- END_COMMAND
-
-
-
- MESSAGE {Funny Saying #1}
- Time flies like an arrow. However, fruit flies like bananas.
- END_MESSAGE
-
- MESSAGE {Funny Saying #2}
- Reality is for people who can't face science fiction.
- END_MESSAGE
-
- MESSAGE {Funny Saying #3}
- People with narrow minds usually have broad tongues.
- END_MESSAGE
-
- MESSAGE {Funny Saying #4}
- A penny saved is ridiculous.
- END_MESSAGE
-
- MESSAGE {Funny Saying #5}
- No problem is so formidable that you can't just run away from it.
- END_MESSAGE
-
- MESSAGE {Funny Saying #6}
- Schizophrenia beats being alone.
- END_MESSAGE
-
- MESSAGE {Funny Saying #7}
- Help stamp out and abolish redundancy!
- END_MESSAGE
-
- MESSAGE {Funny Saying #8}
- While money can't buy happiness, it certainly lets you choose your own form
- of misery.
- END_MESSAGE
-
- MESSAGE {Funny Saying #9}
- Grues really aren't so bad (if you use lots of catsup or ketchup -- which ever
- spelling you prefer).
- END_MESSAGE
-
- MESSAGE {Funny Saying #10}
- Nuke the Whales!
- END_MESSAGE
-
- MESSAGE {Funny Saying #11}
- More people have died in Teddy Kennedy's car than in nuclear power plants.
- END_MESSAGE
-
- MESSAGE {Funny Saying #12}
- Remember, the fact that you're paranoid doesn't mean they're NOT out to get
- you!
- END_MESSAGE
-
- MESSAGE {Funny Saying #13}
- I'm all for computer dating, but I wouldn't want one to marry my sister.
- END_MESSAGE
-
- MESSAGE {Funny Saying #14}
- Eschew Obfuscation!
- END_MESSAGE
-
- MESSAGE {Funny Saying #15}
- F U CN RD THS U CNT SPL WRTH A DM!
- END_MESSAGE
-
- MESSAGE {Funny Saying #16}
- God did not create the world in seven days. He partied for six and then
- pulled an all-nighter.
- END_MESSAGE
-
- MESSAGE {Funny Saying #17}
- Time is just nature's way of keeping everything from happening at once.
- END_MESSAGE
-
- MESSAGE {Funny Saying #18}
- If rabbits feet are so lucky, what happened to the rabbit?
- END_MESSAGE
-
- MESSAGE {Funny Saying #20}
- You can fool some of the people all of the time, and all of the people some
- of the time, but you can make a fool of yourself anytime.
- END_MESSAGE
-
- MESSAGE {Funny Saying #21}
- Be alert! We needs more lerts.
- END_MESSAGE
-
- MESSAGE {Funny Saying #22}
- A closed mouth gathers no feet.
- END_MESSAGE
-
- MESSAGE {Funny Saying #23}
- After all is said and done, usually more is said than done.
- END_MESSAGE
-
- MESSAGE {Funny Saying #24}
- Nothing improves with age.
- END_MESSAGE
-
- MESSAGE {Funny Saying #25}
- You've got to kiss a lot of ugly frogs before you find your handsome prince
- (or princess).
- END_MESSAGE
-
- MESSAGE {Funny Saying #26}
- Love is the triumph of imagination over intelligence.
- END_MESSAGE
-
- MESSAGE {Funny Saying #27}
- Abstain from wine, women, and song; mostly song.
- END_MESSAGE
-
- MESSAGE {Funny Saying #28}
- Beauty is skin deep; ugly goes right to the bone.
- END_MESSAGE
-
- MESSAGE {Funny Saying #29}
- Never stand between a fire hydrant and a dog.
- END_MESSAGE
-
- MESSAGE {AGT Info}
- This adventure game was created using the Adventure Game Toolkit.
-
- A BRIEF OVERVIEW OF THE ADVENTURE GAME TOOLKIT
-
- The ADVENTURE GAME TOOLKIT (AGT) is designed to allow a game designer/writer to
- create and play his/her own high-quality text adventure games. Once created,
- these adventure games can be shared with and enjoyed by others -- even if they
- do not have a copy of the Adventure Game Toolkit themselves. Using AGT the
- game developer can create two distinct levels of adventure games:
-
- STANDARD LEVEL games that require no programming experience (honestly!!),
- only a fertile imagination. These Standard Level games only require that
- the game designer/writer generates the game using a word processor or text
- editor to describe the various locations, objects and results of actions
- that collectively make up the game.
-
- PROFESSIONAL LEVEL games that also make use of AGT's special adventure game
- metalanguage to create games as complex and rich as the game designer's
- imagination and prose style will allow. These games should be technically
- comparable with the published text adventure games from firms like
- Infocom.
-
- FEATURES OF THE ADVENTURE GAME TOOLKIT
-
- AGT has a number of features that make it a very comprehensive adventure game
- creation product. Some of these key features are:
-
- * "Look and feel" of Infocom adventure games with similar screen layout
- and standard vocabulary and routines.
-
- * Large standard vocabulary with potential to define many more words
- unique to a specific adventure. Typical games can have a vocabulary
- of 400 words or more.
-
- * Sophisticated parser that can understand (1) complex input commands
- including pronouns (IT, HIM, HER, THEM, MY and ITS), and (2) compound
- commands separated by AND or THEN or punctuation symbols, and (3)
- commands addressed to characters within the game. Here are a few
- examples of commands AGT can handle with ease:
-
- GET THE FLASH LIGHT AND THEN SWITCH IT ON
- PUT ON THE CLOAK, THEN EXAMINE IT; READ ITS LABEL
- PLACE THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE TREE
- ENTER THE HOUSE; GET ALL; EXIT; SOUTH; SOUTH THEN DOWN
- SULU, SET A COURSE FOR ALPHA 14
- SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE
- DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE DOOR WITH
- THE BRASS KEY AND THEN LEAVE
-
- * Function and cursor keys predefined to input frequently used commands
- and move directions.
-
- * SCRIPT and UNSCRIPT commands to echo game output to printer.
-
- * Total compatibility with the last version of Generic Adventure Game
- System (GAGS version 1.07) and GAGS' large established library of
- text adventures. GAGS was the precursor to AGT.
-
- TO LEARN MORE ABOUT THE ADVENTURE GAME TOOLKIT
-
- Look for a file named AGTBLURB.TXT on this disk or the place/service where you
- got this disk. This file is a short description of the features of the
- ADVENTURE GAME TOOLKIT. This file presents an overview of AGT's special
- metalanguage for creating PROFESSIONAL LEVEL games, plus presents a complete
- STANDARD LEVEL adventure created without any programming.
-
- HOW TO GET THE LATEST VERSION OF THE ADVENTURE GAME TOOLKIT AND SAMPLE GAMES
-
- For only $20.00 you can be a "registered" user and receive the latest version
- of AGT plus the source code for this adventure game and others just as good.
- Registered users can also order a printed AGT manual that reveals many of the
- secrets of the "Great Adventure Masters" for creating clever and fun adventure
- games. Registered users can also order the Turbo PASCAL source code for AGT
- for only $50.00!
-
- Just write or call:
-
- Softworks
- 43064 Via Moraga
- Mission San Jose, California 94539
-
- VISA or MasterCard accepted for telephone orders
- (415) 659-0533 12:00 Noon to 9:00 PM -- PST only
-
- If you wish to learn more AGT products and prices, just enter the command:
-
- PRINT ORDER FORM
-
- (By the way, this will be the last time you get this blatant advertisement.)
-
- END_MESSAGE
-
- MESSAGE {Do you really want to quit?}
- Listen buddy, this is really a fantastic adventure so I'll give you another
- chance. Do you really really really really want to quit?
- END_MESSAGE
-
- MESSAGE {Thank you for playing PORK}
-
- Thank you for playing PORK!
- END_MESSAGE
-
- MESSAGE {I didn't think you really wanted to quit!}
- I didn't think you really wanted to quit!
-
- END_MESSAGE
-
- ;QUIT COMMANDS
-
- FLAG {Quitting}
-
- COMMAND QUIT
- FlagOn {Quitting}
- DoneWithTurn
- END_COMMAND
-
- COMMAND QUIT
- PrintMessage {Do you really want to quit?}
- PromptForYes (* Get YES or NO answer from keyboard *)
- PrintMessage {Thank you for playing PORK}
- EndGame (* OK, player entered YES -- so let's quit *)
- TurnFlagON {Quitting}
- ReDirectTo SCORE
- END_COMMAND
-
- COMMAND QUIT
- TurnFlagOFF {Quitting}
- PrintMessage {I didn't think you really wanted to quit!}
- BlankLine
- ReDirectTo LOOK
- END_COMMAND
-
- COMMAND SCORE
- BlankLine
- ScoreLT 16
- PrintMessage "Your score qualifies you to the title of 'Dainty Eater'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 26
- ScoreGT 15
- PrintMessage "Your score qualifies you to the title of 'Gourmet'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 36
- ScoreGT 25
- PrintMessage "Your score qualifies you to the title of 'Snobby Gourmet'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 46
- ScoreGT 35
- PrintMessage "Your score qualifies you to the title of 'Professional Gourmet'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 56
- ScoreGT 45
- PrintMessage "Your score qualifies you to the title of 'Food Critic'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 66
- ScoreGT 55
- PrintMessage "Your score qualifies you to the title of 'French Chef'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 76
- ScoreGT 65
- PrintMessage "Your score qualifies you to the title of 'Averige Pigo'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 86
- ScoreGT 75
- PrintMessage "Your score qualifies you to the title of 'Ill-mannered Slob'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 96
- ScoreGT 85
- PrintMessage "Your score qualifies you to the title of 'Human Garbage Disposal'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 126
- ScoreGT 95
- BlankLine
- PrintMessage "Your score qualifies you to the title of 'Human Vacuum Cleaner'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 156
- ScoreGT 125
- PrintMessage "Your score qualifies you to the title of 'PORKer'."
- END_COMMAND
-
- COMMAND SCORE
- ScoreLT 1000
- ScoreGT 155
- PrintMessage "Your score qualifies you to the title of 'Master PORKer'."
- END_COMMAND
-
- COMMAND SCORE
- BlankLine
- FlagOn {Quitting}
- ReDirectTo QUIT
- END_COMMAND
-
-
- COMMAND DEBUG
- ToggleFlag 0
- DoneWithTurn
- END_COMMAND
-
- INSTRUCTIONS
-
- ------------------------------
- How To Play The PORK Adventure
- ------------------------------
-
-
- COMMANDS AND VOCABULARY:
-
- The PORK Adventure Game understands a wide variety of commands.
- However, it has only a limited vocabulary, totaling approximately four
- hundred words, so it can get confused. If you give it a word that it
- doesn't understand, it will tell you what word it doesn't know. Try
- entering your command again using a different word in place of the one
- the game objected to.
-
- Your commands should generally be in the format:
-
- <verb> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>
-
- Some (hypothetical) examples of valid commands:
-
- PLACE A RED ROCK IN THE SMALL BOWL
- PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
- READ MY POETRY BOOK
- SWIM IN THE SWIMMING POOL
- EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
- EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
- THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
- SHOOT THE BURGLAR WITH THE REVOLVER
- ATTACK HIM
- ("HIM" will refer to last noun mentioned, e.g., the burglar)
- FIRE THE LASER PISTOL AT THE ALIEN MUTANT
- GET THE BOOK (also: TAKE THE BOOK)
- READ IT
- ("IT" will refer to last noun mentioned, e.g., the book)
- GET ALL (will get everything movable at the current location)
- GET THE KEYS, BOTTLE, FOOD AND THE CLOAK
- EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK
- PUSH THE RED BUTTON AND THE GREEN BUTTON
- UNLOCK THE FILE CABINET WITH THE STEEL KEY
- JUMP THROUGH THE OPENING
- JUMP OVER THE LOG
- NORTH
- SOUTHWEST
- PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
- PUT THE FOOD ON THE KITCHEN TABLE
- TURN ON THE FLASHLIGHT
- LIGHT THE TORCH WITH THE WOODEN MATCHES
- SCREAM AT THE UGLY TROLL
- CLIMB UP THE LADDER
- EXTINGUISH THE FIRE (or PUT OUT THE FIRE)
- DRINK THE WHITE WINE
- THROW THE FIRE WOOD IN THE STOVE
- PULL THE BELL CORD
- WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)
- TAKE OFF THE HAT (also: REMOVE THE HAT)
- NE (for NORTHEAST)
- DROP THE KEY AND THE BOTTLE
- ENTER THE CAVE
- XYZZY (i.e., a "magic" word)
- TURN THE DOORKNOB
- PLAY WITH THE DOG
- TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER)
- TELL JEFF ABOUT THE SWORD
- ASK JODIE ABOUT THE CRIME
-
- Compound commands can be created by connecting single commands (like
- those above) with "AND", "THEN" or the punctuation symbols "," or ";" to
- connect two or more separate commands. However, "end-of-sentence"
- punctuation symbols like ".", "!" and "?" should not be used. Below are
- a few examples of valid compound commands:
-
- TURN THE DOORKNOB THEN ENTER THE CAVE
- CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
- GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL
- DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
- GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT
-
- If the game understands all of the words in your command, but still
- seems confused by the command -- then try to say the same thing using
- fewer words and a simpler sentence. When in doubt, simplify your
- commands as much as possible. This also saves typing effort.
-
-
- SPECIAL COMMANDS:
-
- The game uses a number of special commands for various "housekeeping"
- chores. These are all pretty standard for most adventure games,
- specifically:
-
- HELP May (or may not) give you a hint.
-
- SCORE Will summarize your progress, so far.
-
- INVENTORY Will display a list of the items you are carrying, and
- those items you are wearing.
-
- BRIEF Will cause location descriptions to be brief.
-
- VERBOSE Will cause location descriptions to be verbose.
-
- LOOK Will give you a full (verbose) description of
- your current location.
-
- AGAIN Will cause the last command that was given to be
- repeated.
-
- LIST EXITS Will list the obvious (visible) exits from your current
- location. There may be other ways to exit the location
- -- but they may not be obvious.
-
- SAVE Will save the current game status on disk.
-
- RESTORE Will restore a previously saved game from disk.
-
- SCRIPT Causes output to go to both the screen and a printer
- (using the LP1 port).
-
- UNSCRIPT Causes output to go to the screen (only).
-
- QUIT Quits the current game session. Always exit using QUIT
- -- so the game can erase some temporary data files and
- save disk space!
-
-
- FUNCTION AND CURSOR KEYS:
-
- The function keys have been predefined to stand for several of the most
- frequently used commands. Similarly, the cursor keys have been
- predefined to correspond to the appropriate compass directions, i.e.,
- the up arrow is NORTH, the PgDn key is SOUTHEAST, the "-" key is UP, the
- "+" key is DOWN, the Ins key is ENTER, the Del key is EXIT, and so
- forth.
-
- Hitting the '?' key will display a diagram of the definitions for all of
- the function and cursor keys if you need a reminder.
-
-
- SOLUTION AVAILABLE:
-
- The PORK Adventure is a relatively easy adventure -- so you should be
- able to solve it yourself (after a lot of trial and error). However, if
- you get totally frustrated and/or really stuck and want to give up, a
- complete solution is available for no charge.
-
- If you give up, then just send a self-addressed stamped envelope (with
- the correct postage) to:
-
- David Malmberg
- 43064 Via Moraga
- Mission San Jose, California
- 94539
-
- Be sure to enclose a note requesting a solution to the PORK Adventure.
-
- DO NOT (REPEAT -- DO NOT) EVER CALL ON THE TELEPHONE TO ASK WHAT TO DO
- WITH THE BABEL FISH, OR FOR SOME OTHER HINT!!! I will be glad to provide
- a solution, but I want to do it by letter, not by phone!!!
-
- END_INSTRUCTIONS
-
-