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Text Kart (Beta)
by
Mathbrush
Played 1,684 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
When play begins: say "Use STRAIGHT and TURN to drive when the race begins. This is a beta meant for Bring Out Your Dead." Hallway1 is a room. "You find yourself in a long hallway, with an oak door to the west and a pine door to the east." The printed name of Hallway1 is "Hallway". Door1 is a closed openable door. Door2 is a closed openable door. Door1 is west of Hallway1 and east of Adventure. Door2 is east of Hallway1 and west of Butler. Door1 is scenery. Understand "door" or "oak" or "oak door" as Door1. Door2 is scenery. Understand "door" or "pine" or "pine door" as Door2. The printed name of Door1 is "oak door". The printed name of Door2 is "pine door". The description of Door1 is "A plain oak door with a nameplate saying 'Adventure/Zork'." The description of Door2 is "A plain pine door with a nameplate saying 'Aunts and Butlers'". The printed name of Adventure is "Adventure/Zork". The printed name of Butler is "Aunts and Butlers". The description of Adventure is "You are in a dark, shadowy cave. A black grease spot stains the floor. Water drips slowly from stalactites into small pools on the ground. On a small stone pedestal in the center of the room lies a mining helmet with a brass lantern attached to the front.". Grease spot is scenery. Grease spot is in Adventure. Stalactites are in Adventure. Stalactites are scenery. Pedestal is in Adventure. Pedestal is scenery. The helmet is on Pedestal. Helmet is scenery. Instead of taking Helmet: now the player is in Starting line; now persona is Adventurer; now the persona is in Starting line; now RaceTime is 1; say "You have chosen the Adventurer as your racer!"; The description of Butler is "You are in a large, well-kept drawing room. There is an indigo velvet armchair in one corner, and a grand piano in another. On a mahogany tea-table sits a more-or-less well-kept trilby hat." Indigo velvet armchair is scenery. Indigo velvet armchair is in Butler. Grand Piano is scenery. Grand Piano is in Butler. Tea table is scenery. Tea table is in Butler. Trilby hat is scenery. Trilby hat is in Butler. Instead of taking the Trilby hat: now the player is in Starting line; now persona is Fodge; now the persona is in Starting line; now RaceTime is 1; say "You have chosen the Hon. Ampersand Fodge as your racer!"; RaceTime is a number that varies. RaceTime is 0. GoGoGo is a recurring scene. GoGoGo begins when RaceTime is 1. GoGoGo ends when RaceTime is 0. Starting Line is a room. Terrain is a number that varies. Terrain is 0. Mile is a number that varies. Mile is 0. The printed name of Starting Line is "Mile [Mile]". The description of Starting Line is "". A racer is a kind of person. Galatea is a racer. Galatea is in Starting Line. Meldrew is a racer. Meldrew is in Starting Line. Aqueosity is a racer. Aqueosity is in Starting Line. Adventurer is a racer. The description of Adventurer is "Your kart is a mishmash of improvised materials. Keys, rocks, leather straps and scrap metal are all bound together." Fodge is a racer. The description of Wodehouse is "The Hon. Ampersand Fodge is driving a vintage two-seater with an open top." Fodge is in Starting Line. Agent is a racer. Agent is in Starting Line. A racer has a number called the position. Position is usually 0. A racer has a number called the speed. Persona is a person that varies. Persona is Galatea. The printed name of the player is "[persona]"; Countdown is a number that varies. Countdown is 3. Every turn during GoGoGo: say "Time to start: [Countdown]"; now Countdown is Countdown minus one; if Countdown is minus one: now RaceTime is 0; DrivingTime is a recurring scene. DrivingTime begins when GoGoGo ends. LandTemp is a number that varies. LandTemp is 3. TempText is a thing. The printed name of TempText is "[if LandTemp is 1][one of]a freezing wasteland[or]an arctic tundra[or]a frozen forest[at random][otherwise if LandTemp is 2][one of]a snowy forest[or]a foggy moor[or]a mountain valley[at random][otherwise if LandTemp is 3][one of]some peaceful woods[or]a stadium with bleachers full of cheering fans[or]the heart of a giant city[at random][otherwise if LandTemp is 4][one of]a sunny beach[or]some warm plains full of sunflowers and butterflies[or]a series of yachts lashed together over a Mediterranean inlet[at random][otherwise if LandTemp is 5][one of]a vast and trackless desert[or]the edge of a volcano[or]the still-smoking crater of an asteroid impact[at random][end if]"; RoadCond is a number that varies. RoadCond is usually 0. RoadText is a thing. The printed name of RoadText is "[if RoadCond is 0][one of]a smooth raceway[or]a flat path of concrete[at random][otherwise if RoadCond is 1][one of]a stretch of asphalt[or]a polished brick road[at random][otherwise if RoadCond is 2][one of]a cobblestone road[or]a well-worn trail[at random][otherwise if RoadCond is 3][one of]a bumpy dirty path[or]a rocky road[at random][end if]"; Curviness is a number that varies. Curviness is 0. CorrectedTemp is a number that varies. CorrectedTemp is 0. AbsTemp is a number that varies. AbsTemp is 0. Every turn during DrivingTime: repeat with currentperson running through racers in Starting Line: if currentperson is not persona: if a random chance of 1 in 2 succeeds: try rotating currentperson; otherwise: try straighting currentperson; now position of currentperson is position of currentperson plus speed of currentperson; if position of currentperson is at least 100: end the story saying "It's over!"; say currentperson; say " is at Mile [position of currentperson][line break]"; now LandTemp is LandTemp plus a random number between 0 and 2; now LandTemp is LandTemp minus 1; if LandTemp is at least 6: now LandTemp is 5; if LandTemp is at most 0: now LandTemp is 1; now RoadCond is RoadCond plus a random number between 0 and 2; now RoadCond is RoadCond minus one; if RoadCond is at least 4: now RoadCond is 3; if RoadCond is at most minus 1: now RoadCond is 0; now CorrectedTemp is three minus LandTemp; if CorrectedTemp is at most 0: now AbsTemp is 0 minus CorrectedTemp; otherwise: now AbsTemp is CorrectedTemp; now curviness is AbsTemp plus RoadCond; say "[line break]The track is now [RoadText] in [TempText]."; Rotating is an action applying to one thing. SelfRotating is an action applying to nothing. Understand "turn" as SelfRotating. Carry out rotating: if curviness is at least 3: say "[noun] barrels around the curve.[line break]"; now speed of the noun is speed plus 1; if speed of the noun is at least 11: now speed of the noun is 10; otherwise: say "[noun] swerves fruitlessly.[line break]"; now speed of the noun is 1; Carry out SelfRotating: if countdown is at least 0: say "You rev the engine."; otherwise: try rotating persona; Straighting is an action applying to one thing. SelfStraighting is an action applying to nothing. Understand "forward" or "gas" or "accelerate" as SelfStraighting. Carry out straighting: if curviness is at least 3: say "[noun] bounces off the curved edges of the track.[line break]"; now speed of the noun is 1; otherwise: say "[noun] hits the accelerator and zooms ahead.[line break]"; now speed of the noun is speed of the noun plus 1; if speed of the noun is at least 11: now speed of the noun is 10; Carry out SelfStraighting: if countdown is at least 0: say "You rev the engine."; otherwise: try straighting persona; Lucking is an action applying to nothing. Carry out lucking: say "Meldrew pulls out the Rod of Luck, strikes it, and points it at himself. Showers of green shamrocks swirl about his head. Now nothing can harm him!"; now position of Meldrew is position of Meldrew plus one;