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Post by cwm on Oct 23, 2018 7:58:38 GMT -5
(NB: I had intended to do this as a series of screenshots mocked up to look like an actual MS-DOS text prompt, which would arguably have made this some rather unusual fanart, but that turned out to be a bit beyond me. Fortunately, 667's colour scheme rather suits this!)
LEMONY SNICKET’S A SERIES OF UNFORTUNATE EVENTS Infocom interactive fiction – an extremely unpleasant story Copyright (c) 1999 by Infocom, Inc. All rights reserved. Release 13 / Serial number 667130 / Interpreter 6 Version E
Briny Beach You are standing at the edge of the sea. It is a very foggy day. There is a slender, smooth stone here. Klaus and Sunny are here.
>take stone Taken.
>look klaus Your brother is examining the tiny, slimy creatures in one of the rockpools.
>look sunny Your baby sister is pointing into the fog and saying the word “Gack!” over and over again, which probably means something like “Look at that mysterious figure emerging from the fog!”
>look fog A mysterious figure is walking towards you.
>wait Time passes... The mysterious figure gets closer.
>wait Time passes... The mysterious figure gets even closer.
>throw stone at mysterious figure Some sixth sense warns you not to, in much the same way your own sixth sense must be warning you not to play any more of this dreadful game.
>wait Time passes... The mysterious figure emerges from the fog. It is Mr. Poe.
>look mr poe He looks very sad, as if he is about to tell you some very bad news.
>Mr Poe, how do you do “Fine, thank you,” he says.
>talk to mr poe Wouldn’t you rather play a game about hitch-hiking the galaxy instead?
>talk to mr poe “It’s a nice day,” you say, making polite conversation. “Yes, it is a nice day,” Mr. Poe says absently, staring out at the empty beach. “I’m afraid I have some very bad news for you children.”
>wait “Your parents,” Mr. Poe says, “have perished in a terrible fire.”
>say nothing “They perished,” Mr. Poe says, “in a fire that destroyed the entire house. I’m very, very sorry to tell you this, my dears.”
>say nothing “‘Perished’,” Mr. Poe says, “means ‘killed’.” “We know what the word ‘perished’ means,” Klaus says, crossly. “The fire department arrived, of course,” Mr. Poe says, “but they were too late. The entire house was engulfed in fire. It burned to the ground.”
>wait Time passes... Mr. Poe coughs into his handkerchief several times.
>wait “I was sent to retrieve you here, and to take you to my home, where you’ll stay for some time while we figure things out. I am the executor of your parents’ estate. That means I will be handling their enormous fortune and figuring out where you children will go. When Violet comes of age, the fortune will be yours, but the bank will take charge of it until you are old enough.” Mr. Poe holds out his hand. “Come with me,” he says.
>take mr poe’s hand Mr. Poe’s hand is firmly attached to his arm, preventing you from taking it.
>hold mr poe’s hand You can’t hold Mr. Poe’s hand whilst you’re still carrying the stone.
>drop stone Dropped.
>hold mr poe’s hand You hold Mr. Poe’s hand, and Klaus takes your other hand, and Sunny takes Klaus’ other hand. He starts leading you north.
>n Away From the Beach and Your Previous Life There is an overwhelming feeling of sadness here.
(I should also note I don't intend to do every single chapter in this style, but it seemed natural to start with the first chapter... next time I'll skip ahead to something I can make look a bit more interactive)
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Post by Foxy on Oct 23, 2018 8:22:20 GMT -5
>take mr poe’s hand Mr. Poe’s hand is firmly attached to his arm, preventing you from taking it. Hahaha! This is a really interesting idea. So is it like computer code? (I am not very tech-savvy, had to Google MS-DOS.)
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Post by cwm on Oct 23, 2018 13:02:24 GMT -5
Yes, it is ASOUE in the style of a text adventure game from the 80s. One of the most famous of these was the Hitchhiker's Guide to the Galaxy, which I referenced in the 'gameplay' above: www.youtube.com/watch?v=6-KsB5r46uA
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Post by Dante on Oct 26, 2018 15:28:05 GMT -5
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Post by Reba on Oct 26, 2018 18:56:08 GMT -5
me 2
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Post by cwm on Oct 31, 2018 16:32:28 GMT -5
I thought I'd skip ahead to The Reptile Room, as that gave a good opportunity for something that felt a bit more interactive (I actually quite like the Controllable Helplessness of the Baudelaires as they learn of the death of their parents, but I wanted to continue with something a bit different.) Stephano's Room The bedroom is a mess. It is a small bedroom with discarded newspapers and mail-order catalogs lying on the floor in untidy piles. There is an unmade bed, a window with the curtains bunched up on the side, an open closet with a bunch of wire coathangers, and a dresser with a small assortment of half-empty wine bottles on top of it. An exit leads south. Stephano's suitcase is here. There is a lamp here.
>inventory You are carrying: A large brass lamp, butcher paper, a ticket stub, your suitcase and your hair ribbon.
>examine ticket stub Apart from memories, this is all that remains of last night's cinema trip to see "Zombies in the Snow". Where there would normally be a string of numbers, there is a curious and strangely familiar phrase: "The world is quiet here."
>look at bed The bed is unmade, and has cracker crumbs and bits of hair all over it.
>look at suitcase It is a large, black suitcase with a shiny silver padlock.
>open suitcase It is firmly locked.
>think You know you need to unlock the suitcase, but you can't think how.
>tie hair with ribbon You can feel the inventive gears of your brain whirr into action as you tie your hair up in the ribbon.
>think You know you need to unlock the suitcase... perhaps if you picked the lock? You'd need something metal...
>look at lamp The lamp is so big and tall it looks more like a lamp-post that has been bent completely straight, with a large, circular light at the top. A design of two snakes intertwining has been carved out of the metal. The lamp is currently on, and is emitting - a word which here means "producing" - so much light it hurts to look at it.
>turn off lamp You can't find a switch. It must only turn off at the mains.
>examine mains There are two power-points here, one of which is currently in use to power the lamp.
>unplug lamp Unsurprisingly, the lamp abruptly flickers and dies as you unplug it from the socket.
>examine plug It's too dark to do that.
>look It is pitch black. You can't see anything.
>turn lightswitch on You fumble around in the dark for a few seconds, then finally your fingers come into contact with the switch on the wall. The room's main light sputters into life.
>look The bedroom is a mess. It is a small bedroom with discarded newspapers and mail-order catalogs lying on the floor in untidy piles. There is an unmade bed, a window with the curtains bunched up on the side, an open closet with a bunch of wire coathangers, and a dresser with a small assortment of half-empty wine bottles on top of it. Stephano's suitcase is here. There is a lamp here, which isn't currently on, as you are holding its plug in your hands.
>examine plug It's a common-or-garden - a phrase which here means "common" - plug, with two metal prongs poking out of its black plastic case. The whole thing is securely held together by two screws.
>drop plug The plug clatters to the floor.
>s Hallway You are standing in a corridor which runs east and west. A door leads north, into Stephano's room. There is a terrible commotion plainly audible from the east.
>listen "Goodness! Golly! Good God! Blessed Allah!" goes the commotion.
>w Hallway You are standing in a corridor which runs east and west. A door leads south, into your bedroom. There is a terrible commotion slightly audible somewhere to the east.
>s Your Bedroom This bedroom is fairly well-kept, although you haven't made your bed in a day or two. Butcher paper is hung up all over the walls. There is a small dresser, a closed closet and an enormous window looking out onto the snake-shaped hedges on the front lawn. An exit leads north.
>open dresser Where you might expect to see clothes or crockery, there are a number of tools in the dresser's top drawer. You can see a screwdriver, a chisel, a pair of pliers, a pair of tweezers, a hammer, an auger, a pair of bolt cutters, a ceramic tile cutter, an ice pick, a digging bar, a tire iron, a chain flail, a grease gun, a battery torque wrench, a die grinder, a disc cutter, a circular saw, a jackhammer, a wall chaser, a staple remover, a Swiss army knife, a rivet gun, a pair of scissors, a putty knife and a pencil sharpener.
>take screwdriver Taken.
>look butcher paper It is attached to the walls with thumbtacks.
>take thumbtacks You prise a few of the thumbtacks out of the wall, letting the paper slide to the ground.
>n Hallway You are standing in a corridor which runs east and west. A door leads south, into your bedroom. There is a terrible commotion slightly audible somewhere to the east.
>w Hallway You are standing in a corridor which runs east and west. A door leads north, into Sunny's bedroom.
>w Hallway You are standing in a corridor which runs east and west. A door leads south, into Klaus' bedroom.
>w End of Hallway You are standing in a corridor which runs east. A porcelain door with a frosted-glass pane and brass plate leads west.
>look door The shiny brass plate bears the legend - a phrase which here means "has written on it" - "BATHROOM".
>w I don't think you need to go to the bathroom right now.
>e Hallway You are standing in a corridor which runs east and west. A door leads south, into Klaus' bedroom.
>e Hallway You are standing in a corridor which runs east and west. A door leads north, into Sunny's bedroom.
>e Hallway You are standing in a corridor which runs east and west. A door leads south, into your bedroom. There is a terrible commotion slightly audible somewhere to the east.
>e Hallway You are standing in a corridor which runs east and west. A door leads north, into Stephano's room. There is a terrible commotion plainly audible from the east, although it sounds like it might be dying down.
>n Stephano's Room You don't want to read the description of this room again, trust me.
>use screwdriver on plug You start to carefully and slowly remove the two screws. About four revolutions of the screwdriver in, the entire plug suddenly falls to pieces and the plastic cover, a small amount of wiring and the two metal prongs all fall to the floor in pieces.
>take metal prongs Taken.
>think OK, you think, that's the metal I need for the lockpick. But I need to bend them into shape with something...
>use metal prongs with thumbtacks You poke and prod the two metal prongs with the sharp end of one of the thumbtacks until one is hooked around the other.
>inventory You are carrying: A large brass lamp, butcher paper, a ticket stub, your suitcase, a screwdriver, thumbtacks and an unfinished lockpick.
>examine unfinished lockpick The two metal prongs that used to be part of the plug have been thoroughly poked and prodded until one is hooked around the other. It looks very fragile indeed.
>use thumbtacks with unfinished lockpick You force the thumbtack between the two pieces of metal so it sticks straight out. That looks about finished now.
>use lockpick on Stephano's suitcase The lockpick goes into the keyhole on the suitcase's padlock, but when you try to turn it around it doesn't budge. You gently take it out again.
>think The lockpick needs to move more smoothly or it'll never work.
>put lockpick in mouth You thoroughly cover the lockpick in your own spittle. Ew.
>use lockpick on Stephano's suitcase The lockpick turns a little in the padlock, but still not enough. You suddenly feel a strange, prickling sensation.
>use lockpick on Stephano's suitcase You'd rather find out what the cause of that strange, prickling sensation is first.
>look You can't see the source of the strange, prickling sensation in the room. Maybe it's outside...
>look out window As you move closer to the window, you realise with faint horror that the curtains are covered in Stephano's own phlegm and other unpleasant substances. You then notice you can see the Reptile Room from here - not only that, you can see straight through the Reptile Room - and you can see Dr. Lucafont, Mr Poe, Stephano, Klaus and Sunny, the latter two still doing whatever it is they are doing to distract the adults, which appears to somehow involve the Incredibly Deadly Viper. Then you notice Stephano is looking directly at you.
>panic AAAAAAAAARRRRRRRRGGGGGGGGGGHHHHHHHHHHH!!!!1
>think You've got to get the suitcase open before Stephano finds an excuse to leave the Reptile Room. Maybe if the lockpick wasn't just wet, but slippery...
>s You dash out of the room into the corridor.
>w You dash down the corridor. The door here leads into your room, but you don't have time for that.
>w You continue racing down the corridor, reaching the door leading into Sunny's room.
>w You hurtle past the door leading into Klaus' room.
>w You reach the end of the corridor, which has the door leading into the bathroom.
>w Bathroom Uncle Monty's bathroom is gleaming white, with a large bath-tub shaped like a bullfrog's mouth, a toilet styled after some kind of tropical pitcher plant and a rather curious sink designed to look like a giant fang.
>look at sink The sink is curved, white and tapers to a point at the top, giving the impression of a large fang. The two taps are designed to look like snakes' eyes. A bar of soap lies above the basin.
>take soap Taken.
>e You barge out of the bathroom and back down the corridor, not stopping until you reach the door to Stephano's room.
>n Your heart pounding, you storm into Stephano's room. You hope the footfall on the stairway is just your imagination.
>use soap on lockpick You run the soap over the lockpick again and again, until it has a thin, slick coating.
>use lockpick on Stephano's suitcase The lockpick operates much more smoothly this time. In fact it operates so smoothly that it manages one complete trip around the lock mechanism at ten times the speed, then breaks in half. The two metal prongs fall to the floor.
>take metal prongs As you reach down in despair, knowing you don't have enough time to repair the lockpick, you gently nudge the suitcase, which springs open. As the lockpick turned, it must have unstuck the lock. Sometimes even in the most unfortunate of lives there will occur a moment or two of good fortune.
>look at Stephano's suitcase The suitcase is hanging wide open, revealing a few smelly clothes, a bottle of wine, a glass vial with a sealed rubber cap, a syringe, a small bunch of folded papers, a card laminated in plastic, a small powder puff and a small hand mirror.
>take papers You pick up the papers, and realise they are the four remaining tickets for the Prospero.
>take card laminated in plastic You remove the card from the suitcase, and realise it is Uncle Monty's Herpetological Society membership card.
>use papers with card laminated in plastic You hold the two items together for a few moments, then realise what they must mean. Stephano was planning to take you and your siblings to Peru, posing as Uncle Monty.
>take glass vial You pick up the vial. It has a small label: 'MdM', with fifteen skull-and-crossbones symbols around the edge of the label.
>take syringe Taken.
>use syringe with glass vial You experimentally poke the syringe into the rubber cap of the vial. You suddenly realise what the vial must contain and quickly set it down on the dresser. This must be how Stephano injected Uncle Monty with the Mamba du Mal's poison.
>take powder puff You pick up the powder puff, which is still covered in powder.
>take wine There are many ways to distract yourself from how dreadful the world is, but that is not an advisable one, especially not for a fourteen-year-old girl.
>take mirror Taken.
>use powder puff with mirror You try to look at odd angles with the mirror, thinking it might be used for spying, then catch a glimpse of your own ankle and realise, in conjunction with the powder puff, what it must be for. You think you have all the evidence needed to prove how Uncle Monty really died.
>s Hallway You are standing in a corridor which runs east and west. A door leads north, into Stephano's room. There is no commotion now, just an eery silence.
>e Landing You are standing at the top of the stairs leading down to the main hall. A corridor runs east and west.
>down Main Hall The main hall to Uncle Monty's home is made out of polished wood, most of it carved into the shapes of various reptiles, with a thick green carpet. You are at the foot of the main staircase, which leads to the landing. The main doors are to the north, the big glass door to the Reptile Room to the west, and the much plainer door leading into the kitchen to the east.
>w You take a deep breath and push open the door to the Reptile Room, where Klaus, Sunny, the Incredibly Deadly Viper, Mr. Poe and Stephano are waiting...
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Post by Foxy on Nov 1, 2018 8:41:59 GMT -5
The bits of humor you insert, such as the wine, are delightful! I also enjoy how you utilize Snicket-isms here and there.
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Post by cwm on Oct 16, 2021 12:48:58 GMT -5
I wanted to cover one scene from each book when I started doing this, and after an absence of three years, here's The Wide Window. I've also switched the POV character from Violet to Klaus, if it isn't immediately obvious.
Aunt Josephine's House You are standing in the rickety - a word which here means "not strong or sturdy" - entry hall. The corridor continues north, and a door leads south, back outside. A cold wind is blowing at an alarming rate, and the very floor seems to be swaying beneath your feet slightly. Violet and Sunny are here.
>look violet Your sister is covered in unpleasant-looking red hives.
>talk to violet "Bluh bluh bluh bluh bluh," you say. "I still can't understand you," Violet says. "Unless you need us to help you, I'm going to give Sunny and myself a baking soda bath to help our hives." "Bluh!" Sunny shrieks. "Bluh," you say, nodding vigorously. Violet and Sunny start down the corridor, heading for the kitchen.
>look You are standing in the rickety - a word which here means "not strong or sturdy" - entry hall. The corridor continues north, and a door leads south, back outside. A cold wind is blowing at an alarming rate, and the very floor seems to be swaying beneath your feet slightly.
>n Corridor You are standing in a narrow corridor which runs north and south. A door leads east, into your bedroom.
>n Corridor You are standing in a narrow corridor which runs north and south. A door leads west, into the kitchen.
>n Corridor You are standing in a narrow corridor which runs north and south. A door leads east, into Aunt Josephine's bedroom.
>n Corridor You are standing at the end of a narrow corridor which runs south. A door leads north, into the library.
>n Library Aunt Josephine's enormous grammatical library is curved, in the shape of an oval. Most of the walls are dedicated to shelf upon shelf, cabinet after cabinet, rack after rack, display case after display case, cellarette after cellarette, armaria after armaria, entertainment center after entertainment center, wall unit after wall unit, trolley after trolley, stand after stand, compartment after compartment, credenza after credenza, sideboard after sideboard of books about grammar. The far wall, however, is given over - a phrase which here means "dedicated" - to an enormous window in an oddly similar shape, which currently has a large hole in it. A few tables and chairs are in the middle of the room. The wind and rain are banging against the intact sections of the window quite insistently.
>look at grammar books There are thousands and thousands of them spanning the shelves, stretching as far as the eye can see, piled up in front of them, brushing against the ceiling, pouring from alcoves in the walls and spilling out of recesses in the floor.
>take grammar books Taken.
>inventory You are carrying: A business card, Aunt Josephine's note, a pen, a serviette, a menu, a coupon book and all of Aunt Josephine's grammar books.
>examine serviette It's a paper serviette with a repeating pattern of clowns.
>examine grammar books You are somehow carrying thousands upon thousands of books from Aunt Josephine's library. The burgeoning - a word which here means "growing" - storm suddenly seems to double its strength; the glass of the Wide Window seems to strain in its frame.
>examine coupon book It's a book of coupons from the Anxious Clown restaurant, offering twenty per cent off Cheer-Up Cheeseburgers and half price off the Extra Fun Special Family Appetizer. The front page remarks on these Versatile Financial Deals.
>put grammar books on table With a thud, you place the thousands upon thousands of grammar books on a table next to a chair.
>sit in chair You sit down in the least water-stained chair.
>read note The note reads as follows: Violet, Klaus and Sunny - By the time you read this note, my life will be at it's end. My heart is as cold as Ike and I find life inbearable. I know your children may not understand the life of a dowadger, or what would have leaded me to this desperate akt, but please know that I am much happier this way. As my last will and testament, I leave you three in the care of Captain Sham, a kind and honorable men. Please think of me kindly even though I'd done this terrible thing. - Your Aunt Josephine.
>examine it's This grammatical mistake has been bothering you for song time. The storm becomes even stronger. Rivulets of water start to run down the inside of the walls, and lightning flashes. Is it your imagination, or is the library's floor slanting a little?
>examine Ike Aunt Josephine told you she liked to think of her husband as someplace hot. You think it should be cold as "ice". You carefully circle the middle letter.
>examine inbearable You circle the first letter, which should be a 'u'.
>examine your You circle the final letter. It should be "you", not "your".
>examine dowadger You circle the second 'd'. This word should be spelt "dowager".
>examine leaded You circle the word. It should be "led". There is a deafening roll of thunder, and the ground dips a little beneath your feet. When it subsides, the chair is a few inches closer to the window than it was before.
>examine akt You circle the middle letter, which should be a 'c'.
>examine men You circle the middle letter, which should be an 'a'.
>examine I'd You circle the word, which should be "I've".
>examine note You take another look at all your circlings and annotations, and write two words at the bottom of the note. The door to the library opens, and Violet and Sunny enter.
>talk violet "Blub bluh take a baking soda bluh?" you ask. "No," Violet says. "We couldn't take a baking soda bath. Aunt Josephine doesn't have any baking soda, because she never turns on the oven to bake. We just took a regular bath. What have you been doing?" The remainder of the Wide Window suddenly shatters.
>give note to Violet You give the note to Violet and point out the message spelt out by the deliberate mistakes. An enormous gust of wind blows through the now completely spent window. The chairs and shelves rattle, and the pile of books tumbles to the floor. "Let's get out of here!" Violet says.
>s You and your siblings race through the door just as a streak of lightning flashes through the broken window, and the wind howls more fiercely than ever. The door slams shut just as the library's north wall crumples completely. From the deafening sound that follows, the rest of the room is not far behind.
>look You are standing at the end of a narrow corridor which runs south. A door leads north, into an abyss.
>n You reach for the door, but Violet stops you with a look of utter disbelief.
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