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Entry For Contest
by
Cool Dude
Played 635 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Machine". The story headline is "An Interactive Story". When play begins: say "You are Dr. James B., a bioengineering scientist. Your newest creation is a life transferer, but unfortunately (for you) nobody wants to test it. In addition to that, your bedroom door somehow got locked from the outside. This isn't going to be your best day.". A person can be unalive. A person is seldom unalive. The Bedroom is a room."Your bedroom isn't furnished, except for the bed in a corner. A doorway leads east to the laboratory, and accross from that is a wooden door--the exit.". James B is a man in the bedroom. The description is "You are James B., a bioengineering scientist.[if the player is the oil][one of] You think satisfied thoughts about how you're the first person to see yourself.[or][stopping][end if]". The player is James. The Hallway is a room. The wooden door is a scenery closed locked door. "It's a wooden door. It has a little knob that you can twist to lock or unlock it, [if the player is in the hallway]currently visible[else]but somehow or other, that's on the other side[end if]." The unlock side is the hallway. The wooden door is east of the Hallway and west of the bedroom. The bed is a scenery enterable supporter in the bedroom. The Laboratory is east of the bedroom."Your private laboratory. You feel more at home here than anywhere else. A doorway leads west, back into the dimness of the bedroom.". After printing the name of the location when the player is not James, say " (as [if the player is unalive]the [end if][the printed name of the player])". The machine is in the laboratory."The machine, your life transferer, stands in the corner.". The description is "A tall machine with two compartments. A lever is on one side reacable from inside each compartment.". The first compartment is an enterable container. It is part of the machine. The second compartment is an enterable container. It is part of the machine. The pool of oil is an unalive person in the second. The description is "A pool of black, disgusting oil. [if the player is not oil]You wouldn't want to touch the stuff[else]You don't really like being in this form[end if]." The lever is part of the machine. The table is a supporter in the laboratory. "A large rectangular table is in the center of the room.". The hallway is a room."Your bedroom door leads east, and the hallway leads north and south.". Part 2 -- The Rules Understand "unlock [door]" as unlocking it keylessly. Unlocking it keylessly is an action applying to one thing. Check unlocking it keylessly when the noun is not a door: say "You can't." instead. A door can be keyless. A door has a room called the unlock side. The wooden is keyless. Check unlocking it keylessly while not in the unlock side of the noun: say "You can't." instead. Check unlocking it keylessly when the noun is not keyless: say "You can't." instead. Report unlocking it keylessly: say "You unlock [the noun]." Carry out unlocking it keylessly: now the noun is unlocked. Instead of asking an unalive person about something: say "You can only do that to something animate." Instead of telling an unalive person about something: try asking the noun about the topic understood. Instead of kissing the oil when the player is not the noun: say "UCK!" A thing can be flat. A thing is seldom flat. The oil is flat. Instead of going through a closed door (called the blocker): if the player is flat begin; say "You slide under the door."; move the player to the other side of the blocker; else; continue the action; end if. Instead of asking b about something when the player is oil: say "There is no reply[one of]. Though he is still a person, he is like a dead one[or][stopping]." Instead of telling b about something: try asking b about the topic understood. Instead of doing something other than examining b when the player is oil, say "You wouldn't do any such thing, considering he's yourself.". Instead of going north while in the hallway: say "You'd rather not -- in this form." Instead of going south from the hallway, try going north. Instead of taking the machine: say "You make a futile attempt.". Instead of taking the pool when the player is not the noun: say "That would be UCKY.". [Instead of pushpulling the pool: try taking the pool.] Instead of pushing the pool: try taking the noun. Instead of pulling the pool: try pushing the pool. Instead of pushing the lever: try pulling the noun. Understand "turn knob" as a mistake ("[if the player can see the wooden door][one of]Though wooden door has no key, you still unlock it with the 'unlock' command. Just leave out the 'with …' part.[or]You can't see any such thing.[stopping][else]You can't see any such thing.") Instead of pulling the lever: if nothing is in the first begin; if the player is in the second begin; say "You reach [if the player is the pool]oilily[end if] out of the compartment, and activate the machine. The world goes dim... and your life is transferred to the air..."; end the story saying "You have died"; else; say "Nothing happens."; end if; else if the nothing is in the second; if the player is in the first begin; say "You reach [if the player is the pool]oilily[end if] out of the compartment, and activate the machine. The world goes dim... and your life is transferred to the air..."; end the story saying "You have died"; else; say "Nothing happens."; end if; else if the player is in the first; [if something in the second (called the otherthing) is in the second begin;] say "You reach [if the player is the oil]oilily [end if]out of the compartment, and activate the machine. The world goes dim…[if the player is not unalive]you get a horrible sinking feling in your stomach…[end if]and…"; let otherthing be a random thing in the second; if more than one thing is in the second begin; say "Your life is transferred to a random thing in the other compartment: [the otherthing]."; else; say "Your life is transferred to [the otherthing]."; end if; now the player is the otherthing; [end if;] else if the player is in the second; [if something in the first (called the otherthing) is in the first begin;] say "You reach [if the player is the oil]oilily [end if]out of the compartment, and activate the machine. The world goes dim…[if the player is not unalive]you get a horrible sinking feeling in your stomach…[end if]and…"; let otherthing be a random thing in the first; if more than one thing is in the second begin; say "Your life is transferred to a random thing in the other compartment: [the otherthing]."; else; say "Your life is transferred to [the otherthing]."; end if; now the player is the otherthing; [ end if;] else; say "Nothing happens."; end if. Every turn while in the hallway: if the player is James B begin; say "Now you are finally out of your room, and in the right form."; end the story saying "You have won"; end if.