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1984
by
Luke Sciarappa
Played 3,727 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"1984" by Luke S, adapted from George Orwell's 1984 Diary Writing I is a scene. Diary Writing I begins when play begins. Diary Writing I ends when the player is holding the diary. When Diary writing I ends: say "You sit back into the telescreen's blind spot and open the diary, finally able to overcome your fear. You take out and prepare a pen- the fine quality of the diary's paper demands more than the scratching of an ink pencil. At first, you can hardly remember what you wished to say in the first place, but suddenly you scribble out in a panic: [line break] [italic type]April 4th, 1984. Last night to the flicks. All war films. One very good one of a ship full of refugees being bombed somewhere in the Mediterranean. Audience much amused by hots of a great huge fat man trying to swim away with a helicopter after him. first you saw him wallowing along in the water like a porpoise, then you saw him through the helicopters gunsights, then he was full of holes and the sea round him turned pink and he sank as suddenly as though the holes had let in the water. audience shouting with laughter when he sank. then you saw a lifeboat full of children with a helicopter hovering over it. there was a middleaged woman might have been a jewess sitting up in the bow with a little boy about three years old in her arms. little boy screaming with fright and hiding his head between her breasts as if he was trying to burrow right into her and the woman putting her arms around him and comforting him although she was blue with fright herself. all the time covering him up as much as possible as if she thought her arms could keep the bullets off him. then the helicopter planted a 20 kilo bomb in among them terrific flash and the boat went all to matchwood. then there was a wonderful shot of a childs arm going up up up right up into the air a helicopter with a camera in its nose must have followed it up and there was a lot of applause from the party seats but a woman in the prole part of the house suddenly started kicking up a fuss and shouting they didnt oughter of showed it not in front of the kids it aint until the police turned her turned her out i don't suppose anything happened to her nobody cares what the proles say typical prole reaction they never-[roman type][line break] You break off writing with a cramp in your hand. You reflect on the incident earlier that morning that led you to begin the diary today- the sympathy you saw in O'Brien's eyes after the Two Minutes Hate. You then notice that while you have been reflecting, you have in fact continued to write:[line break]DOWN WITH BIG BROTHER[line break]DOWN WITH BIG BROTHER[line break]DOWN WITH BIG BROTHER[line break]DOWN WITH BIG BROTHER[line break]DOWN WITH BIG BROTHER[line break]filling half a page. In a sort of resigned panic, you scrawl:[line break][italic type]theyll shoot me i dont care theyll shoot me in the back of the neck i don't care down with big brother they always shoot you in the back of the neck i dont care down with big brother-[line break][roman type]After carefully washing your hands, you notice that it is time to go to bed.". Victory Mansions is a room. "You are standing in the lobby of Victory Mansions. It smells of boiled cabbage and old rag mats. A poster of a man with a mustache appears to be watching you. Appropriately, it is captioned 'Big Brother is Watching You'. The exit door is to the north." Apartment is a room. "A dull-looking room with a telescreen unusually positioned, allowing a blind spot in an alcove." Stairs is a door with printed name "stairs". Stairs is up of Victory Mansions and down of Apartment. Stairs is open. Stairs is not openable. A telescreen is a kind of thing. The printed name of a telescreen is usually "a telescreen". The description of a telescreen is usually "A transmitting and monitoring device, allowing the Thought Police to see you and the Party to inform you about [one of]the progress of the [one of]Ninth Three-Year Plan[or]war[at random][or]the production of [one of]pig iron[or]bootlaces[or]razor blades[at random][or]the [one of]increase[or]decrease[at random] of the [one of]chocolate[or]tobacco[at random] ration[at random], or whatever they choose." Winston's telescreen is a telescreen in Apartment. Winston's table is an openable container in Apartment. The description of Winston's table is "A small wooden table with a [if Winston's table is closed]closed[else]open[end if] drawer." It is closed. The printed name of it is "a small table". The diary is a thing in Winston's table. The description of the diary is "An unusual item in Party-controlled Oceania. Writing in it may lead to death or imprisonment in a work camp. You bought it in a proletarian shop in what must have been a fit of temporary insanity." Bed is an enterable supporter in Apartment. The printed name of it is "a bed". The description of it is "Old, shabby, and uncomfortable, but it does the job." Minitrue is a scene. Minitrue begins when the player is on the bed. Minitrue ends when the player is in Cubicle. When Minitrue begins: say "You fall asleep and dream of your mother. It is morning! Get off the bed! Your work at the Ministry of Truth begins very soon!". An Intersection is a room. "An intersection: grubby, dark, and like any other in this boring Airstrip. Victory Towers is to the south[if Minitrue is happening or Minitrue has happened], and the imposing pyramid of the Ministry of Truth is to the north[end if].[if the Prole Part of Town is visited]The prole part of town is visible to the east.[end if]". An Intersection is north of Victory Mansions. The Ministry of Truth is a room. "The inside of the gigantic Ministry of Truth pyramid is well lit, yet somehow devoid of warmth. Your cubicle is to the north." The Ministry of Truth is north of An Intersection. Minitrue telescreen is a telescreen in the Ministry of Truth. Every turn: if the player is in the Ministry of Truth and Minitrue is not happening: say "Your comrades at the Ministry of Truth find your unexpected appearance, while zealous, very suspicious. They report you to the Thought Police. You are executed the following night."; end the story. Cubicle is a room. "Typically spartan, your cubicle is equipped with the standard speakwrite auto-dictation device and memory hole for incineration of spare papers." Cubicle is north of Ministry of Truth. Cubicle telescreen is a telescreen in Cubicle. When Minitrue ends: say "You sit down and let out a deep sigh. You turn to the first assignment in the pile:[paragraph break]times 17.3.84 b speech malreported africa rectify[paragraph break]After several hours of work correcting the 'errors' and rewriting the past, you go to lunch and talk to your- well, friends isn't the right word- not-unpleasant companions. Later, while walking home, you find yourself in the prole part of town."; now the player is in the prole part of town. The Prole Part of Town is a room. "Somehow more alive than the Party streets, it is still just as grubby. You remember that you must keep close watch for Police Patrols.[if the Antique Shop is visited] The Antique Store is to the east.[end if]". The old man is a man in the prole part of town. The description of the old man is "A drunk-looking, ancient prole. It occurs to you to ask him about life before the Revolution.". Instead of asking the old man about some text: say "Before the Revolution? Well, I remember one time[one of] when one of the hairistocrats pushed me into a gutter, [']e did.[or] when one speaker bloke was calling everyone lackeys of the bourgeoisie.[or] I rode in an automobile. Don't see those much these days, do you? Too fast, in my opinion. We're good to be rid of [']em.[or] a man from the [']Ouse of Lords lost his [']at.[or]- y'know, you could still get a decent pint of beer back then. None of this nonsense with liters.[purely at random][paragraph break]Thinking over what the old man said, you wander into the antique store in which you bought the diary."; now the player is in the Antique Shop. The Antique Shop is a room. "Filled with relics of a vanished time, it and its wispy shopkeeper hold a strange appeal, although it is of course a risk you take each time you visit that the Party will not find out about it. From here, you can go west to the prole part of town." Mr Charrington is a man in the Antique Shop. The printed name of Mr Charrington is "Mr. Charrington". The description of Mr Charrington is "A man who seems to almost disappear at times. He seems more a collector than an actual seller of antiques. You wonder how he gets by on so little income." The coral is a thing in the Antique Shop. The description of the coral is "A microcosm that the Party has not yet eradicated: a beautiful piece of pink coral set in curved glass. Easily over a hundred years old, it seems to speak to you in a language you have forgotten- indeed, one that no one at all may remember." [Add more stuff here if time.] After examining the coral: say "Mr. Charrington asks, 'Would you like to purchase this coral? It would only cost four dollars.' You quickly agree."; try silently taking the coral; say "Mr. Charrington shows you the upstairs apartment."; now Mr Charrington is in the Antique Shop Apartment; now the player is in the Antique Shop Apartment. The Antique Shop Apartment is a room. "Filled with ancient, probably valuable mahogany furniture. Happily lacking the omnipresent telescreens." More Stairs is a door with printed name "stairs". More Stairs is up of Antique Shop and down of the Antique Shop Apartment. More Stairs is open. More Stairs is not openable. The picture is a thing in Antique Shop Apartment. Instead of examining the picture: say "[one of]Mr. Charrington says, 'It's a picture of St. Clement's Dane. That reminds me of that old rhyme- [italic type]Oranges and lemons, say the bells of St. Clement's![roman type] Used to have all the major churches of London in it. I don't remember the rest of it now, although it did end by saying [italic type] Here comes a candle to light you to bed, Here comes a chopper to chop off your head.[roman type] No, wait- I remember the second line of it, too. [italic type]You owe me three farthings, say the bells of St. Martin's[roman type] it was.'[or]A picture of St. Clement's Dane.[stopping]". The Prole Part of Town is west of the Antique Shop. Brick Smashing is a scene. Brick Smashing begins when the player is in the Antique Shop Apartment. Every turn: if the player is in the Prole Part of Town and Brick Smashing is happening: say "You leave the Antique Shop humming happily and entertaining ridiculously optimistic fantasies. Your good humor quickly evaporates when you see a girl with dark hair who has seemed to be following you for the past few days. You attempt to act calm and evade her, although you consider smashing her head in with a brick, cobblestone, or even your coral. In the end, you simply sneak home. It's bedtime again."; now the player is in Apartment. Brick Smashing ends when the player is in Apartment. Love is a scene. Love begins when Brick Smashing ends. Love ends when the player is on the Bed. When Love ends: say "You are troubled in sleep; you know soon you will be dead, having committed thoughtcrime. The next morning, the girl with the dark hair accidentally stumbles and lands on one of her arms which is in a sling. As you help her up, she slips a note into your hand. You know it would be folly to look at it, so you bring it with you into your cubicle and slip it onto your desk, along with many other papers, where it is unlikely to be picked up by the telescreen."; now the note is in Cubicle; now the player is in Cubicle. The note is a thing. The description of the note is "I love you.". The Prole Part of Town is east of an Intersection. Instead of going east while the player is in the intersection, say "A Police Patrol spots you and turns you back. You are lucky to escape with your life.". After examining the note: say "The will to live rises within you. You and the girl- Julia- arrange a meeting in the woods outside of London. You continue to meet for months, discussing your lives and the state of the world. You rent the Antique Shop Apartment from Mr. Charrington, and to your surprise, Julia is able to continue the rhyme: [italic type]When will you pay me? say the bells of Old Bailey[roman type] is the next line. One day, O[']Brien, a member of the Inner Party who you have long suspected of less-than-perfect political orthodoxy, discreetly gives you his address. You go with Julia to his house and declare your opposition to the Party. O[']Brien, in his grave manner, explains the Brotherhood and admits you into it. He arranges for you to recieve a copy of [italic type]the book[roman type], and completes the rhyme:[italic type][line break]Oranges and lemons, say the bells of St. Clement's,[line break]You owe me three farthings, say the bells of St. Martin's,[line break]When will you pay me? say the bells of Old Bailey,[line break] When I grow rich, say the bells of Shoreditch.[line break][roman type]You recieve [italic type]the book[roman type], and one day have time to read it in the Apartment."; now the book is in the Antique Shop Apartment; now Julia is in the Antique Shop Apartment; now Mr Charrington is in the Antique Shop; now the player is in the Antique Shop Apartment. Julia is a woman. The description of Julia is "Youngish, with black hair and light brown eyes. A rebel, from the waist down at least.". The book is a thing with printed name "[italic type]book[roman type]". The indefinite article of the book is "[italic type]the[roman type]". The description of the book is "Titled [italic type]The Theory and Practice of Oligarchical Collectivism[roman type], by Emmanuel Goldstein. Looking through it, you see the purpose behind many of the Party's actions, and understand the social theories that have been applied to lead to this dystopia.". After examining the book: say "You consider this for a while, and sigh, as it seems to remove much hope. 'We are the dead,' you say, and hear it echoed twice- once by Julia, and once by a voice coming from behind the picture of St. Clement's. The Thought Police, led by Mr. Charrington (who has removed his antique-store-keeper disguise) burst in. You and Julia are brought to the Ministry of Love."; now the player is in the Ministry of Love. The Ministry of Love is a room. "The place with no darkness." O'Brien is a man in the Ministry of Love. Interrogation is a scene. Interrogation begins when the player is in the Ministry of Love. When Interrogation begins: say "'Yes, they got me a long time ago.' says O'Brien. 'And soon, we will kill you- but first, we will make you like us. Simply answer one question for me: how many fingers am I holding up?'". The description of O'Brien is "Looking as majestic as ever, and currently holding up [if n < 6]four[else]...some number- you can't tell what- of[end if] fingers.". Understand "4" and "four" as fouring. Fouring is an action applying to nothing. Carry out fouring: if n is not 8: say "[experience in row n of the Table of Pain and Surreality]"; now n is n + 1; else: say "'No, that is not correct. Don't make me turn the machine on again.' says O'Brien.". n is a number that varies. n is 1. Understand "5" and "five" as fiveing. Fiveing is an action applying to nothing. Carry out fiveing: if n is 1: say "O'Brien says, 'My, you really are confused, aren't you?'"; else if n is 2: say "O'Brien says, 'You are lying to me. Tell me how many you truly think I am holding up.'"; else if n is 3: say "O'Brien says, 'You are a fool if you think I will believe that.'"; else if n > 3: say "O'Brien says, 'You merely wish to make the pain go away.'". Understand "I don't know" and "infinity" and "I dont know" and "don't know" and "unknown" and "I can't tell" and "can't tell" as despairing. Despairing is an action applying to nothing. Carry out despairing: say "O'Brien says, 'That is good progress.' He motions to a technician, and there is an explosion within you. He says, 'There are five fingers here. Do you see five fingers?' while holding up his hand with the thumb concealed. 'Yes.' you say, and you do see them for an instant- then, the fifth one is no longer there. 'It is time, now, to pass through the final test. If you truly believe that you can remain human, despite all we do, make it through this. If you can pass through it unchanged, we will let you go.' You don't believe him for a second, but you are resolved to try to remain human."; now O'Brien is in Room 101; now the player is in Room 101. Table of Pain and Surreality Experience "O'Brien says, 'Good.' And now, if the Party says it is not four but five, how many?'" "You are kicked several times by a guard. You are still firm in your convictions, however." "O'Brien turns a knob next to him. A jolt of pain shoots through you." "O'Brien says, 'Your memory is defective! You must realize that what you see is but fragments of a poorly controlled imagination.'" "O'Brien twists the knob up to 270. You scream aloud." "O'Brien twists the knob even further. You are no longer able to distinguish the number of fingers he is showing you." "O'Brien shuts the device off. You see an infinite parade of fingers streaming across your entire vision. 'How many?' he says." Room 101 is a room. "You've heard about this place. One man offered to watch his wife and children killed brutally before his eyes rather than enter it. It is a large room, with two tables. You sense that you are deep underground. You are strapped to a chair.". m is a number that varies. m is 1. Every turn: if the player is in Room 101: say "[experience in row m of the table of deimos and phobos]"; if m is 8: end the story; now m is m plus one. Table of Deimos and Phobos Experience "O'Brien says to you, 'Every person has some things that they simply cannot endure. They are far worse than pain.'" "'For you, it is rats.' He puts a cage containing two rats onto one of the tables." "'You will do what you need to.' He moves the cage nearer to you." "The cage is fit over your face, with the door still closed. You can see the rats scampering about, pawing at the bars, eager to eat your flesh." "'It was a common punishment in imperial China,' says O'Brien." "The bar of the cage begins to lift." "The smaller and older of the two rats has almost squeezed under the bottom." "The rats leave the cage and bore into your eyes. Death, when it comes, is a luxury." Understand "sacrifice Julia" or "Julia" or "sacrifice" or "take her not me" or "take Julia not me" or "do it to Julia" or "do it to Julia not me" or "do it to her not me" as sacrificing. Sacrificing is an action applying to nothing. Carry out sacrificing: say "O'Brien smiles. 'You have lost your humanity, Winston Smith. You are free to go.' The guards escort you out."; end the story finally saying "And you live happily ever after within the loving, kind embrace of Big Brother.".