Home
Start a new game
Explore games
Help
Log in or sign up
Log in
Username
Password (
Forgot it?
)
×
New to Playfic?
Full Name
Email
Username
Password
Password (confirm)
Are you sure about this?
Birthday Surprise
by
gloomygiraffe
Played 300 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Birthday Surprise" by gloomygiraffe Use no scoring. The Front Porch is a room. "[if the Front Porch is unvisited](A note on this game, first: It was written for a particular person's birthday and as such contains some references that may not make sense to others, though others are of course welcome to play it. Additionally, there are many references to Mario games, so if you see, I don't know, an explosive device - think 'bob-omb from Mario' rather than 'what kind of game IS this.' That said...) Welcome to your birthday surprise! It's right...umm...I'm sure it's around here somewhere. Maybe you could look around and see if you can find it. You are on the Front Porch. To the north you can see the Living Room.[end if][if the Front Porch is visited]You are on the Front Porch. To the north you can see the Living Room.[end if]" Instead of going east when the player is in the Front Porch: say "You start to step off the porch, but then you remember that your surprise is inside the house, so you change your mind. You are still on the Front Porch. To the north you can see the Living Room." The Yard is east of the Front Porch. Instead of going west when the player is in the Front Porch: say "You start to step off the porch, but then you remember that your surprise is inside the house, so you change your mind. You are still on the Front Porch. To the north you can see the Living Room." Instead of going south when the player is in the Front Porch: say "You start to step off the porch, but then you remember that your surprise is inside the house, so you change your mind. You are still on the Front Porch. To the north you can see the Living Room." The package is a portable container. The package is closed. The package is openable. The package is in the Front Porch. The description of the package is "[if closed]It's your typical cardboard, slightly-suspicious-looking box. It doesn't have your name on it, but why should that stop you from having a peek inside?[otherwise]It's your typical cardboard, slightly-suspicious-looking box." The bomb is a thing inside the package. The description of the bomb is "What a cute...BOMB?!?! It has eyes (which are looking at you, adoringly) and feet, and a crank on its back. A sticker on its side declares that its name is Bob. You should probably hold onto it for safekeeping - wouldn't want it to fall into the wrong hands." Understand "bobomb" as the bomb. Understand "bob-omb" as the bomb. Understand "bob" as the bomb. The Living Room is a room. The Living Room is north of the Front Porch. The description of the Living Room is "Ah, a cozy little living room. It has all the usual living room things: a couch, an end table, a fireplace, a mini trampoline with a glowing yellow cube above it near the ceiling. So welcoming! There is a Kitchen to the north, and the Front Porch is to the south." The fireball is a thing. The fireball is scenery. The description of the fireball is "[if the player carries the fireball]It's! Fire! And! It's! Hot! Ow! Ow! Ow! Find! Somewhere! Safe! Ow! To! Put! It![otherwise]It's keeping the room nice and warm now, and no longer burning your hands. Kind of pretty, now that you're not trying to hold it." Understand "fire" as the fireball. The fireplace is a container in the living room. The fireplace is scenery. The carrying capacity of the fireplace is 1. The description of the fireplace is "[if the fireball is in the fireplace]Just your typical fireplace, with a little fire roaring happily and keeping the room warm.[otherwise]Just your typical fireplace. You think a fire might be nice, but you don't see any way to build one." The couch is an enterable supporter in the living room. The couch is scenery. The description of the couch is "It looks comfy, but you have a birthday surprise to find." The end table is a supporter in the living room. The end table is scenery. The card is a thing on the end table. The description of the card is "It's a playing card - the king of spades, to be precise. It's in terrible condition, with a corner torn off and some ink scribbles on the back. It probably belongs in the trash can. As soon as that thought passes through your mind, you notice that the king looks angry." Understand "king" as the card. Understand "king of spades" as the card. The trampoline is an enterable supporter in the living room. The trampoline is scenery. The description of the trampoline is "It looks very bouncy.[if the fireball is in the fireplace] You have this feeling that you should get on it again.[end if]" Understand "mini trampoline" as the trampoline. Understand "bounce" as jumping. The cube is a thing in the living room. The cube is scenery. The description of the cube is "It's yellow and glowing, and it's up too high for you to get a good look. It might have something on the side. Maybe a question mark? That's kind of weird." Instead of jumping when the player is on the trampoline: say "You jump a bit. The trampoline springs you higher on the second jump. You bounce and bounce! This is so fun! Bounce! Bounce! OUCH! Your head bumps against the glowing yellow cube. You look up and watch as a strange red flower comes out of the cube and falls toward the ground. You reach for it, and as you land on the floor, the flower turns into a fireball in your hand! OUCH! You'd better find somewhere safe to put the fireball RIGHT AWAY!"; now the player carries the fireball; now the player is in the living room. Instead of entering the trampoline when the player carries the fireball: say "Better deal with the fireball first!" Instead of entering the trampoline when the fireball is in the fireplace: say "You consider getting back on the trampoline, but you decide not to risk any more fireballs. However, now that there's more light, you can see a blue paper under the trampoline."; now the blue paper is in the living room. Instead of dropping the fireball when the player carries the fireball: say "You can't just DROP it! It needs to go somewhere safe!" Every turn when the player carries the fireball: say "FIRE! HOT! Find somewhere safe to put it!" The blue paper is a thing. The description of the blue paper is "It's a blue piece of paper, on which is written 'First, 8.'" Instead of taking the fireball: say "Are you crazy? No!" The Kitchen is a room. The Kitchen is north of the Living Room. The description of the Kitchen is "It's a kitchen. It has typical kitchen-ish things. You notice a green trash can, a round table, and a chair. To the north is a Stairwell. The Living Room is to the south." The round table is a supporter in the Kitchen. The round table is scenery. The description of the round table is "It looks kind of unsturdy." Understand "kitchen table" as the round table. The mushroom is an edible thing. The mushroom is on the round table. The description of the mushroom is "It looks delicious, and you ARE kind of hungry..." After eating the mushroom, say "Mmm, tasty. You're not sure why, but you feel like you're different somehow, after eating that. Bigger, maybe." The trash can is a container in the Kitchen. The trash can is scenery. The carrying capacity of the trash can is 1. The description of the trash can is "It's amazing how much the trash can looks like a large green pipe." Understand "trashcan" as the trash can. Understand "pipe" as the trash can. Understand "trash" as the trash can. The plant is a thing in the trash can. The description of the plant is "What kind of trash do these people HAVE? This thing clearly wants to bite you!" Understand "piranha" as the plant. Understand "piranha plant" as the plant. Instead of taking the plant: say "Not happening. It wants to bite you! Maybe get on something and then jump onto it? (But just say 'jump,' not 'jump on plant,' because the person coding this didn't have time to figure out that detail.)" The chair is an enterable supporter in the kitchen. The description of the chair is "Now that's one strong-looking chair!" Instead of entering the round table: say "You start to climb onto the round table, but think better of it as it begins to creak under your weight." The orange paper is a thing. The description of the orange paper is "It's an orange piece of paper, on which is written 'Second, 5.'" Instead of jumping when the player is on the chair: say "You gather your courage, take a deep breath, and jump onto the plant. To your surprise, as soon as you land on it, it turns upside down and then...disappears? This has been a strange day. You notice an orange paper in the trash can after you get yourself out of it."; now the plant is in the Yard; now the orange paper is in the trash can. The Stairwell is a room. The Stairwell is north of the Kitchen. The description of the Stairwell is "[if the monster is in the Stairwell]This would be a pretty typical stairwell, with stairs and nothing else...except that right now there's a monster on the stairs throwing hammers at you. Eek! The Kitchen is to the south.[otherwise]This is a pretty typical stairwell, with stairs and nothing else. If you go up, you'll get to the Bedroom. If you go south, you'll get to the Kitchen." The monster is a thing in the Stairwell. The monster is scenery. The description of the monster is "It's some kind of...turtle-looking thing, but standing up? And throwing hammers! At you!" Instead of going up when the player is in the Stairwell: if the monster is in the Stairwell, say "You can't get past the monster to go that way!"; otherwise continue the action. Instead of dropping the bomb when the bomb is uncranked: say "You should probably crank it first. But only in case of emergency!" A thing can be cranked or uncranked. A thing is usually uncranked. Cranking is an action applying to one carried thing. Understand "crank [something]" as cranking. Carry out cranking: now the noun is cranked. Check cranking: if the noun is not the bomb, say "That's not something you can crank." instead. Check cranking: if the player is not in the Stairwell, say "I don't think we've hit emergency status yet. Let's hold off on that for now." instead. Report cranking: say "You turn the crank on the cute little bomb." Instead of turning: say "I don't understand that phrasing. Try CRANK (SOMETHING) instead." The green paper is a thing. The description of the green paper is "It's a green piece of paper, on which is written 'Third, 7.'" Instead of dropping the bomb when the bomb is cranked: say "You drop the activated bomb. It looks up at you, then turns and heads for the monster, unbothered by the flying hammers. It reaches the monster and you cover your eyes, unwilling to watch what happens next... KABOOM! Then silence. You uncover your eyes and see that the monster has disappeared, and so has the bomb. It served you well! You notice that a green paper is on the stairs."; now the monster is in the Yard; now the bomb is in the Yard; now the green paper is in the Stairwell. Check throwing: if the noun is the bomb, try dropping the bomb instead. The Bedroom is a room. The Bedroom is above the Stairwell. The description of the Bedroom is "This is a Bedroom that probably has typical bedroomish things in it, but your eyes are drawn only to one thing: a huge, beautiful treasure chest. From here you can go down to the Stairwell." The treasure chest is a container in the Bedroom. The treasure chest is lockable and locked. The treasure chest is openable and closed. The treasure chest is fixed in place. The description of the treasure chest is "It's a beautiful treasure chest, and it probably has your birthday surprise inside! A dial is on the top that can be spun to form a three-digit number. Choosing the correct combination (by saying SPIN DIAL TO the number) will probably unlock the chest and reveal your birthday surprise." The dial is part of the treasure chest. The description is "The dial can be spun to form a three-digit number. You can SPIN DIAL TO whatever number you want to try." Spinning it to is an action applying to one thing and one number. Understand "spin [something] to [a number]" as spinning it to. Check spinning: if the noun is not the dial, say "That's not something you can spin." instead. Check spinning: if the noun is the dial and the number understood is less than 0, say "You can't spin the dial to a negative number." instead. Check spinning: if the noun is the dial and the number understood is greater than 999, say "You can only spin the dial to a three-digit number." instead. Check spinning: if the noun is the dial and the number understood is not 857, say "You spin the dial to your chosen number. As you tug on the lid of the treasure chest, your heart beats faster for just a moment-- --and then you feel a rush of disappointment, as the chest remains securely locked. Guess that wasn't the right combination." instead. Carry out spinning: now the treasure chest is unlocked; now the treasure chest is open. Report spinning: say "You spin the dial to your chosen number. As you tug on the lid of the treasure chest, your heart beats faster for just a moment-- --and then you feel a rush of excitement, as the chest makes a small clicking sound and easily opens for you. You got the right combination! Inside the chest, you see a plush plumber wearing red." The plumber is a thing inside the treasure chest. The description of the plumber is "It's a plush representation of a plumber who probably saves princesses and other such things in his spare time." Instead of taking the plumber: say "You win! As you pick up the plush plumber, your hand pushes a button somewhere inside it, and it begins to sing the birthday song to you, with a bit of an Italian accent."; now the player carries the plumber; end the story finally saying "Have a very happy birthday!"