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Annoyathon
by
Stephen Bigelow
Played 2,742 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Annoyathon" by Stephen Pi (2013), based on "Annoyotron" by Ben Parrish (1999). Chapter - UTILITIES Use no scoring. Rule for deciding whether all includes scenery: it does not. Include Locksmith by Emily Short. Chapter - CORRIDOR [Simulate a long corridor.] The corridor length is a number which varies. The corridor length is 20. The West end is a room. "You are at the west end of a long corridor." The West end is west of the Corridor. The Corridor is a room. "You are in a long east-west corridor." The Other parts of the corridor is a room. "Oops. You should not be here." The East end is a room. "You are at the east end of a long corridor. To the east is a solid oak door." The East end is east of the Corridor. A thing has a number called the corridor position. Before going from the West end to the Corridor: now the corridor position of the player is 1; reshuffle the corridor. Before going from the East end to the Corridor: now the corridor position of the player is the corridor length; reshuffle the corridor. Instead of going east from the Corridor: increase the corridor position of the player by 1; if the corridor position of the player is greater than the corridor length, continue the action; reshuffle the corridor; say "[conditional paragraph break]"; now the player is in the corridor; stop the action. Instead of going west from the Corridor: decrease the corridor position of the player by 1; if the corridor position of the player is less than 1, continue the action; reshuffle the corridor; say "[conditional paragraph break]"; now the player is in the corridor; stop the action. To reshuffle the corridor: repeat with item running through things held by the player begin; now the corridor position of the item is the corridor position of the player; end repeat; repeat with item running through things in the corridor begin; if the corridor position of the item is not the corridor position of the player, now the item is in the other parts of the corridor; end repeat; repeat with item running through things in the other parts of the corridor begin; if the corridor position of the item is the corridor position of the player, now the item is in the corridor; end repeat. Chapter - ANNOYING PUZZLE The key is in the West end. It unlocks the oak door. Instead of taking the key when the oak door is unrattled, say "Oh, you won't need that. Trust me...". The oak door is a closed, locked door. It is scenery. It is east of the East end. The description of the oak door is "A solid oak door." The oak door can be unrattled, rattled, or defeated. The oak door is unrattled. To rattle the oak door: say "Looks like you might need that key after all. Sorry about that."; if the player is holding the key, say "Oops, wait - how did you get that key?!?"; if the oak door is rattled, say "Oops, how come the oak door was already rattled?!?"; now the oak door is rattled. Before going through the oak door when the oak door is closed and the oak door is not defeated (this is the bumping into the oak door rule): say "The oak door is closed." instead. The bumping into the oak door rule is listed before the opening doors before entering rule in the before rulebook. Instead of opening the oak door when the oak door is locked and the oak door is unrattled (this is the rattling the oak door rule): say "It's locked."; rattle the oak door. The rattling the oak door rule is listed before the unlocking before opening rule in the before rulebook. Instead of unlocking keylessly the oak door when the oak door is unrattled (this is the rattle keylessly rule): say "You are unable to unlock the oak door."; rattle the oak door. Instead of unlocking the oak door with something when the oak door is unrattled: say "That doesn't seem to fit the lock."; rattle the oak door. Instead of unlocking the oak door with the key when the oak door is rattled for the first time, say "That doesn't seem to fit the lock. How annoying.". Instead of unlocking the oak door with the key when the oak door is rattled for the second time, say "Nope, still doesn't fit the lock.". Instead of unlocking the oak door with the key when the oak door is rattled for the third time: say "Since you're so persistent, you jiggle the key in the lock and manage to get it to work."; now the oak door is unlocked; now the oak door is defeated. Chapter - NIRVANA Nirvana is east of the oak door. "This spacious and well lit room makes a nice contrast to the long cramped corridor.[paragraph break]A note on the wall says [']Magic word XYZZY[']." A note is in Nirvana. "Magic word XYZZY". It is scenery. Check taking the note: instead say "The note is firmly glued to the wall." The button is fixed in place in Nirvana. "There is a big orange button on the wall." The description is "Big, round, and bright orange." Understand "big", "round" or "orange" as the button. Instead of pushing the button: say "You hear loud mechanical noises to the west."; increment the corridor length. Understand "xyzzy" or "say xyzzy" or "cast xyzzy" as casting xyzzy. Casting xyzzy is an action applying to nothing. Carry out casting xyzzy: if the player is in the east end begin; say "[conditional paragraph break]"; now the player is in the west end; otherwise; say "[conditional paragraph break]"; now the player is in the east end; end if; The gold coin is in Nirvana. The description is "Treasure! It has a picture of an owl on one side and mysterious symbols on the other. It seems old and valuable." The rubbish bin is a closed openable container in Nirvana. The description is "A large plastic rubbish bin on wheels, currently [if open]open[otherwise]closed[end if]." It is fixed in place and pushable between rooms. Understand "trashcan", "trash", "can" or "wheels" as the rubbish bin. Check pushing the rubbish bin: instead say "You have to push the rubbish bin in a direction." Check taking the rubbish bin: instead say "It's too big and awkward to carry. Try pushing it." Check smelling the rubbish bin: say "It stinks!". Instead of tasting the rubbish bin: say "Eeuggh!". Instead of inserting something edible into the rubbish bin: say "You'd rather not waste perfectly good food." The banana peel is in the rubbish bin. The description is "A smooth, yellow banana peel, just beginning to show some streaks of black." After inserting the banana peel into the rubbish bin, say "You throw away the banana peel. Good for you!". Check smelling the banana peel: say "It smells like a ripe banana." Check touching the banana peel: say "It feels smooth on one side, and slightly slippery on the other." A pill is a kind of thing. A pill is always edible. Understand "tablet" or "capsule" or "medicine" as a pill. Understand "pills" or "tablets" or "capsules" as the plural of pill. Understand "take [a pill]" as eating. Rule for implicitly taking a pill (called target): try silently taking the target; if the player carries the target, say "(first picking up [the noun])". Report taking a pill: say "Taken. (Picked up, that is, not swallowed.)" instead. Understand the command "swallow" as something new. Understand "swallow [something]" as eating. The blue pill is a pill in Nirvana. The description is "A translucent blue gel tablet". After eating the blue pill: say "You put the blue pill in your mouth, take a deep breath, close your eyes, and swallow...[paragraph break]Everything goes hazy, and you are uncertain of where you are, or even who you are.[paragraph break]...You wake up..."; now the oak door is closed; now the oak door is locked; now the oak door is unrattled; now the key is in the west end; now the blue pill is in Nirvana; now the player is in the west end. The red pill is a pill in Nirvana. The description is "A translucent red gel tablet". After eating the red pill: say "You put the red pill in your mouth, take a deep breath, close your eyes, and swallow..."; end the story finally saying "You have released your mind from the constraints of a fabricated reality." The cake is in Nirvana. The description is "Chocolate cake! I hope this makes up for that thing with the key." The cake is edible. Check smelling the cake: say "Smells good!" Check touching the cake: say "Feels soft and springy!" After eating the cake: say "You eat the cake. It is delicious!"; end the story finally saying "You have won". Rule for amusing a victorious player: say "Congratulations (I guess) on your perseverance![paragraph break]I got the basic concept of a long corridor that must be traversed three times from Annoyotron by Ben Parrish. Although undeniably annoying, his game made me smile. I hope he will forgive me for shortening the corridor and adding nirvana. [paragraph break]The corridor is really just one room, programmed to seem like many. You can leave random items in random places to test out my code."