Constant Story "The Island"; Constant Headline "^A text adventure game^ by Steve Myslinski^"; Constant DEBUG; Include "parser"; Include "verblib"; Include "grammar"; [ Initialise; location = The_Beach; print "^^^^^Your name is Gabe and you've always had the worst luck in your life, but to your surprise you win a contest in your office and you're sent on a beautiful cruise through the pacific. Unfortunately your bad luck strikes again and your ships sinks. You dive into the see and find a peice of ship to hold onto and you pass out from exhaustion. When you come to, you find yourself on the beach of a beautiful island. You look around but see no one else in sight. You think to yourself... Great, how I am I going to get out of this mess?. Indeed how will you get out of this mess ....^^"; ]; Object The_Beach "The Beach" has light with name "island", description "The Island looms over you as you sit dumbfounded on the beach. There are palm trees and a whole lot of jungle out there. You hear strange noises coming from beyond the tree line. You look north and face the ocean and there's water as far as the eye can see. To the east you see what looks to be a tower. To the west there is something wrapped in foliage so you can't quite make out what it is. Finally to the south all you can see is jungle. After your inspection you wonder to yourself where am I? The island looks like someone has been here, but not for quite some time.^", e_to Lookout_Tower, w_to AA_gun, s_to The_Jungle, n_to Ocean ; !-----------------------------------------The Ocean-------------------------------------------------------------------------------------- Object Ocean "The Ocean" has light with name "ocean" "sea", description [; "You wade out into the water in hopes of swimming back to civilization, but as your swimming you feel something brush past your leg. You start to panic and begin to swim wildly back towards the beach. You are almost there when you feel it. Teeth sinking into your leg! The last thoughts you have are of how very unlucky you are, as the shark finsihes eating you.", deadflag = 1; ! shows that you are dead ]; !-----------------------------------------The Lookout Tower and items-------------------------------------------------------------------------------------- Object Lookout_Tower "The Lookout Tower" has light scenery enterable with name "tower" "lookout", description "The lookout tower looms overhead, rusty and old. You think about how different things were the last time people inhabited this tower, worrying about the enemy coming at any moment. As you stand taking it all in you feel a chill down your spine. On the door something written in Japanese.^ To the west is the beach,to the south a lagoon or you could go in the lookout tower.", w_to The_Beach, s_to The_Lagoon, in_to IN_Lookout_Tower ; Object IN_Lookout_Tower "Inside the Lookout Tower" has light scenery enterable with name "tower" "lookout", description "You're in the lookout tower and now after walking up a spiral staircase you're standing about four stories above the beach. You lookout over the water and see nothing but blue. Inside the tower you see an old hand radio and in the corner there is a little can of oil and some binoculars on a shelf. The only way out of here is south, down the stairs.^", s_to Lookout_Tower ; Object binoculars "Binoculars" IN_Lookout_Tower with name "binoculars", description "The old binoculars sit on a make-shift shelf and look like they haven't been used in a long time you wonder when they were last used^", after [; Take: "You hold the binoculars to your eyes and look out over the ocean, seeing nothing but water. You sigh and hang the binoculars around your neck."; ]; Object radio "Radio" IN_Lookout_Tower has container openable supporter switchable, with name "radio", description "The radio sits on a table looking like a glimmer of hope. You see that the dials are all set and you hope that you can call for help.^", after [; Take: "You walk up to the radio and anxiously reach out to turn it on and you flick the switch! and .....nothing happens ... what did you expect the battery for this thing has got to be at least 60 years old. It looks like it takes 2 C cell batteries. Aww crud! where are you going to find two C cell batteries out here?"; ! Tells the game that if the player turns on the radio with the batteries in it, the player has won the game Switchon: if(batteries in radio) { deadflag = 2; "You put in the batteries in the radio.^ You turn on the radio and itcrackles to life and you call out for help through the radio trying every channel, til finally you find someone and you tell them of your plight and rescue planes come to your aide. Ahh you found a way off the island. YAY! Looks like things are finally looking up, as long as the rescue plane doesn't crash ......aww crap!^ GAME OVER^"; } ]; Object sign "Sign" Lookout_Tower with name "sign", description "The sign has Japanese written on it. You take a moment to analyze the characters and think back to school ... and then you remember ~Oh yeah, hehe, I don't even know Japanese~ but it doesn't stop you from making noises like Godzilla, and doing your best fake japanese accent. Well that was fun but you still need to get off this island.^", ; !-----------------------------------------The AA Gun and items-------------------------------------------------------------------------------------- Object AA_Gun "The AA Gun" has light with name "gun" "AA", description "The object that you saw from the beach covered in vines is an old AA gun. You realize that this island must have been an outpost to watch out for US Navy Battle groups and aircraft. This seems to be a fairly small island so unsuspecting ships and aircraft must have never realized that the enemy was watching. ~How cool~ you think to your self as you start clearing away the vines. You wonder if the thing still works and if it does you could try to fire it off to get someone's attention.^ To the west is the beach and to the south is the ocean.", e_to The_Beach, s_to Ocean ; Object gun "AA Gun" AA_Gun has light scenery enterable with name "gun" "AA", description "The AA gun doesn't actually look in that bad of shape. Ya know it might actually still fire. You notice that there's a seat that you can enter. ~That must be where the gunner sat you think to yourself, how neat!~^", after [; Climb, Enter: deadflag = 1; ! shows that the player dies if he/she enters the AA Gun "You jump into the seat and make your machine gun noises as you pretend to fire at incoming enemy aircraft. While you are playing you almost don not realize that you see a plane flying towards you. You start to go nuts, waving your hands wildly and screaming. You realize this could be your chance. You hurriedly search for the trigger on the gun. Finding it you close your eyes and say a quick prayer as you squeeze the trigger. BANG!! You feel your whole body shake as the gun erupts sending its projectile through the air. You jump down from the gun screaming and yelling for joy. You think to yourself ~There's no way that they couldn't have heard that.~ And you were right. The pilot heard the shot, even from as high as he was, but as he searched for the origin of the sound he had just enough time to look down at a little island in the middle of the huge ocean before the bullet from the AA gun ripped through his plane sending it into a nose dive towards the ocean. The plane crashed into the water and exploded. You stand on the beach in disbelief that you just took a human life, you then go grab one of the vines that you cleared off the gun and hang yourself from the nearest tree. ^GAME OVER!!!"; ]; !--------------------------------------The Plane and items------------------------------------------------------------------------------------------ Object The_Jungle "The Jungle" has light with name "jungle" "woods", description "You've made your way in to the jungle and you have a creepy crawly feeling sweep over your body. You see giant palm trees and other big trees that you've never seen before. The jungle isn't that large, but the trees loom and block out the sky. After marveling at the trees, your eyes wander down to the jungle floor and you see a old downed plane covered in vines. To the east you can see what looks like a lagoon.", n_to The_Beach, e_to The_Lagoon, in_to IN_Plane ; Object IN_Plane "Inside of the Plane" The_Jungle has light scenery enterable with name "plane" "aircraft", description "The plane looks like an old US scout plane. The old inhabitants must have shot him down. The plane looks in pretty bad shape, but you crawl up on the wing and take a gander inside the plane to see the cockpit. Inside the cockpit you see a bunch of dials and the stick, but peeking out from beneath the seat you see a box that has ~Tool Box~ written on it.^", out_to The_Jungle ; Object Tool_Box "Tool Box" IN_Plane has openable with name "box" "tools" "tool" "toolbox", description "The old tool box is probably the standard tool box that was issued with the planes for minors repairs. You hope that there's something inside that you can use to get out of this mess.^", before [; Open: move flashlight to IN_Plane; ! The flashlight is not in the plane when the player enters, so after opening the tool box, it is moved there ], after [; Open: "You open the tool box while holding your breath, and as it creaks open you peer inside. Inside you see a flashlight"; ]; Object flashlight "flashlight" with name "light" "flashlight" "flash", description "You look at the old flashlight and flick the switch and suprisingly the thing turns on. You turn it off and set it in the tool box.^", after [; Take: move Batteries to IN_Plane; ! moves the batteries into the plane after the flashlight is dropped "You lift the flashlight out of the toolbox and turn it on, and Oh my is still works! You start to swing it around like a lightsaber when ~oops!~ butterfingers, you drop it and it smacks off the plane and breaks open on impact. ~Man I am such a clutz~, you think to yourself. You grab the pieces of the flashlight up off of the ground. You notice that two C cell batteries had popped out when the flashlight opened up. They lay on the floor of the plane."; ]; Object Batteries "batteries" with name "batteries", description "These batteries are still working after this many years, you think, ~Energizer was right, they keep going and going.~"; !------------------------------------------The lagoon------------------------------------------------------------------------------- Object The_Lagoon "The Lagoon" has light with name "lagoon", description "You find in front of yourself a beautiful lagoon the has a tiny outlet to the ocean. The rocks form a wall around the lagoon keeping it private from the spying eyes of the ocean. The water looks so inviting you're tempted to take a swim. You think of all the soldiers probably loving to take their R&R here, a nice distraction to the real world. You stare into the crisp clear water and notice something at the bottom of the lagoon. You squint your eyes trying to make out what it is and ..... it seems to be a body ... a skeleton. It's not that deep, you could proally swim down to him..... maybe he's got something on him that you could use.^ To the west is the jungle, the north the lookout tower and you can get in the lagoon and fetch that skeleton.", w_to The_Jungle, in_to IN_Lagoon, n_to Lookout_Tower ; Object IN_Lagoon "in the Lagoon" has light with name "lagoon", description [; if(flare_gun in player) { deadflag = 1; ! the player dies if he/she enters the lagoon again with the gun on them "You dive back into the lagoon in hopes of getting a flare for you fancy new flare gun and you make it down to the skeleton once more. As you're reaching into his vest pocket, the skeleton reaches its hand up and grabs onto you. You start to stuggle against his grip but you can't shake free. As you let out your last breathes you think that what are the chances that a skeleton would be pissed of enough to kill you after you steal his flare gun. ~Damn, I have the worst luck!~"; } else { "You dive into the water and it feels great on your body as you glide down to the skeleton"; } ], out_to The_Lagoon ; Object skeleton "The Skeleton" IN_Lagoon has light scenery with name "skeleton", description "You look at the skeleton while you're under the sea and notice that he has what looks like a gun on his jacket", after [; Take: "You can't do that but you can look at it"; Look: give flare_gun ~concealed; !the flare gun is concealed when the player enters the water and is revealed after looking at the skeleton ] ; Object flare_gun "The Gun" IN_Lagoon has light concealed with name "gun", description [; if(location == IN_Lagoon) ! is only so that you cannot make out what kind of gun it is when you are in the water, but you can once you are out { "You try to make out more detail of the gun, but being underwater makes it hard to see clearly ... so it's a gun."; } else { "After getting it out ofthe water you can see now that it's a flare gun. What luck! You open it up and look inside. ~Aww crap!~ The is no flare inside. Maybe the skeleton still has them?"; } ];