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The abandoned mint
by
Cool Dude
Played 723 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Abandoned Mint" by Cool Dude. When play begins: say "This is a short game meant for beginners, but please try it even if you aren't one. It's my first game, so maybe my judgment is incorrect. If you have a bad or slow browser, type 'browser bad' to automatically clear the screen every two turns. To turn that off, type 'browser good'.". Understand "hit [something] with [something]" as hitting it with. Understand "smash [something] with [something]" as hitting it with. Understand "destroy [something] with [something]" as hitting it with. Include Basic Screen Effects by Emily Short. Hitting it with is an action applying to two things. Understand "browser [text]" as browser fixing. browsergood is a number that varies. browsergood is 1. Carry out browser fixing: if the topic is "good", now browsergood is 1; if the topic is "bad", now browsergood is 0. Before doing something: if turn count is even begin; if browsergood is 0, clear the screen; end if. Browser fixing is an action applying to one topic. Carry out hitting it with: say "There is no use to do so.". Instead of hitting the plastic door with the hammer for the first time: say "You slam the hammer into the thin plastic door. Soon the door teeters on its hinges."; now the plastic door is open; now the plastic door is unopenable. The Stamping room is a room. "This is the room where money gets stamped. There is a[if the metal door is closed] closed[end if] metal door on the north wall, a[if the wooden door is closed] closed[end if] wooden door on the east wall, and a plastic door on the west wall[if the plastic door is closed] that's closed[end if].". The machine is in The stamping room."The machine that stamps the paper money stands in a corner; a cabinet is beside it. In the machine, a conveyor belt runs.". The machine is fixed in place. It is not scenery. The conveyor belt is part of the machine. There are twenty dollar bills on the conveyor belt. The cabinet is in The stamping room. The cabinet is fixed in place. The cabinet is a closed openable container. There is a paper in the cabinet. The metal door is a closed locked door. The metal door is north of the stamping room. The wooden door is a closed door. The wooden door is east of the stamping room. The plastic door is a closed locked door. The plastic door is west of the stamping room. The crate is in The Stamping Room. The crate is a closed openable container. The nubbly key is in the heat closet. After opening the crate: say "In the crate you find [a list of things in the crate].". The heap of files is in the crate. The description is "[if the heap of files is carried by the player]The mass of files you hold in your hands is very disorganized.[otherwise]The heap of files is a heap of files.[end if]". nubbleFound is a number that varies. nubbleFound is 0. Instead of searching the crate for the first time: if the heap of files is in the crate begin; if nubbleFound is 0 begin; say "You dig around in the files and find a nubbly key."; now nubbleFound is 1; now the nubbly key is in the crate; otherwise; continue the action; end if; otherwise; continue the action; end if. Instead of searching the heap of files for the first time: if nubbleFound is 0 begin; say "You dig around in the files and find a nubbly key."; if the player is in a room (called the spc), move the nubbly key to the spc; end if; if nubbleFound is 1, continue the action. The Nubbly key unlocks the metal door. The nubbly key is edible. After eating nubbly key: say " Yum! Tasty!"; end the game in death. Instead of closing the plastic door: if the plastic door is open, say "The plastic door cannot be closed due to it's broken lock."; if the plastic door is closed, say "That's already closed.". The description of the nubbly key is "Will you eat me?". The description of the cabinet is "You can open me! I'm made of wood! What are you made of?". The description of the paper is "Don't read me! Look at the machine!". The description of the machine is "A stamping machine. There is a conveyor belt running under it.". The description of the conveyor belt is "A conveyor belt runs under the machine. There are unstamped dollar bills on the conveyor belt on one side of the machine and stamped dollar bills on the other.". The description of the dollar bills is "Some money". The Empty Room is north of the Metal door. "This is an almost empty room. A large cabinet looms on the west wall.". The large cabinet is in The Empty Room. The large cabinet is a closed locked openable container. Instead of going west from the Empty Room: if the large cabinet is open begin; say "You enter the cabinet's open doors."; move the player to the Heat closet; otherwise; say "You can't go that way."; end if. The large cabinet is fixed in place. After opening the large cabinet: say "A blast of cold air hits you in the face. As you peer into the darkness, you notice that the newly opened room to the west has a glint of metal in it.". Instead of entering the large cabinet: if the large cabinet is closed begin; if the large cabinet is locked begin; say "(first opening the large cabinet)[line break]It seems to be locked."; otherwise; say "(first opening the large cabinet)"; try opening the large cabinet; say "You step boldly into the complete darkness."; end if; otherwise; say "You step boldly into the complete darkness."; move the player to the Heat Closet; end if. The Heat closet is a lighted room. "This small, dim room is full of water heaters. You stumble foward into the darkness. The opening to the east closes. The faint glowing light of a teleporter illuminates the room. There is a switch on the wall.". The teleporter is in the heat closet. The teleporter is a fixed in place device. It is scenery. A fixed in place thing is usually scenery. Carry out switching on teleporter: move player to The Empty Room. The iron key is in the Heat closet. The iron key unlocks the unlabeled door. The Storage closet is east of the wooden door. "A storage closet". The broom is in the storage closet. The hammer is in the storage closet. The description of the hammer is "A big, heavy thing. Looks like it could easily smash through thick glass easily.". The Circle room is west of the plastic door."A large, circular room with levers and buttons all around the walls. A black door labeled Bathroom is to the south, the door you came through is east, and a wooden door to the west is unlabeled.". Some switches, buttons, and levers are in the circle room. The switches, buttons, and levers are fixed in place. The black door is an open door. The black door is south of the circle room. The unlabeled door is a closed locked door. The unlabeled door is west of the circle room. The Bathroom is south of the black door."You are in the bathroom. A counter is attached to the wall, with [a list of things on the counter] on it.". The counter is a supporter in the bathroom. The counter is scenery. The sink is part of the counter. The baguette is on the counter. The baguette is edible. The bronze key is part of the baguette. After eating the baguette: say "Ouch! You bit on a key hidden inside the bread. You spit it out and finish the baguette."; now the bronze key is carried by the player; if the player is in a room (called the curroom), move the bronze key to the curroom. The bronze key unlocks the large cabinet. The Coin press is west of the unlabeled door. "A large machine is in a corner of the room, and a small white portion of the floor near the north wall.". The small white portion is an enterable supporter in the coin press. The small white portion is scenery. BoardDamaged is a number that varies. BoardDamaged is 0. The Lobby is a room."Sunlight streams in through clear glass windows[if the lobby is unvisited], but the light is not the first thing you notice. The door to your north labeled exit is[otherwise]. The exit is north[end if].". Every turn while in the small white portion: now BoardDamaged is BoardDamaged + 1; if BoardDamaged is 1, say "The floor beneath you creaks."; if BoardDamaged is 2 begin; say "The white portion gives a violent shake, and crashes down to a room below."; now the lobby is mapped below the coin press; now the coin press is mapped above the lobby; move the player to the lobby; remove the white portion from play; end if. The white board is in the lobby. It is scenery. The Front yard is a room. "The sun beats down on you with an overpowering heat. Only then do you notice: you're in the middle of a desert.". Every turn while in the front yard: end the game saying "To be continued". The exit is a closed door. The exit is north of the lobby and south of the front yard.