YULETIDE FROTH: CHRISTMAS QUEST COMP

Dr.Froth
19 Nov 2007, 22:33
O.K. We very seldom finish a game around here and we never have comps like the other forums do. (I can just hear myself badgering a parent like when I was a kid... "Adrift's mom lets him have a comp.")

Anyway I am announcing the first (and probably last) Christmas comp for Quest authors. I am calling it:

YULETIDE FROTH: CHRISTMAS QUEST COMP

So here are the rules:

1.)Write a new game in Quest. Make the damn thing short (10 rooms or less would be great but 15 is the absolute maximum number of locations).

2.) The game must carry a Christmas theme. (Feel free to twist "christmas theme" however you want. Wanna give ol' Frosty a machine gun... go right ahead). This must be a new, unreleased game.

3.) Email it to me at frothgames@yahoo.com. I'll get with Alex and see about posting them all up together after the deadline on textadventures.co.uk. The Deadline is: December 20th, 2007.

4.)For judging purposes we will have to be practical about this. Since there are less than ten of us, and only three of us might do this, and one of them will probably be me and my entry does not count beacuse I am running this, we will have allow the authors to vote on any game besides their own. PM your scores to me (1-10) and I'll tab them up and post the winners.

5.) Prizes: I have $50 bucks for the winner. I can not be the winner though I am going to write a game for this. If you have any questions, just respond to this post or send me a message. If you want to add a prize (hey Alex...how about adding a prize) respond to this post and I'll update it.




I know everyone is busy writing a text game longer than War and Peace but take a week off and do this. Do it for Quest. Do it for Christmas. Stop reading this and do it right now.

Also, do me a favor and respond to this post and let me know if what you think of this.

Alex
19 Nov 2007, 22:43
Excellent idea!

I'll give free upgrades to the runners-up (as long as your game doesn't painfully suck, mind :D ).

Elexxorine
20 Nov 2007, 11:10
Cool! I'll start working on a plot then. Is the scoring a simple overall score, or are you going to break it down into things such as plot, spelling, errors, etc. ?

Dr.Froth
20 Nov 2007, 17:33
Each Judge can use his/her own scoring system as long as they give the game a score between 1 (really sucks) and 10 (the most awesome game of all time).

Everyone can judge all the games except the one that they have made.


Can one of you moderators make this sticky or something so it stays at the top of the list until the end of the comp?

Elexxorine
20 Nov 2007, 18:50
Woo! I've come up with my game tonight, going to start programming it ASAP. It's a really good concept too, but I'm not saying anything! Btw, with size, you said no more than 15 rooms, how big a file or length of game play should it be, as my game with only have a few rooms but might take a while to play... Thanks. Don't worry it won't be an epic thing, I'd just like this clarified.

Alex, is the upgrade for the top umpteen people? If you get the $50, do you not get it?

What should we do once we have finished our game? And is only one entry allowed? (I'm only making the one, don't worry)

Dr.Froth
21 Nov 2007, 07:42
There is no limit on the size of the file or the length of time that it would take to play the game (though the shorter the better really). The only limit is the location (no more than 15).

When you are finished just email me the asl or the cas file at:
frothgames@yahoo.com

Alex will post the entries up on textadventures on the 21st. I'm thinking right now that votes will be due by the end of the year, but if we get a ton of entries (not likely) I'll extend that.

Votes should be sent to the same email: frothgames@yahoo.com

Elexxorine
21 Nov 2007, 10:06
Thanks, I've just started working on it now. No-one else seems to have shown interest, shall I get Tron and Steve to come have a look?

Elexxorine
21 Nov 2007, 14:09
I've just counted, I have 20 rooms! Oh no! I can't really get rid of any though, as they are needed! Is this still ok or you want me to try get rid of some? I mean one limit and I go past it!

I think Im Dead
21 Nov 2007, 20:27
Hmm... I'm not sure if anyone has heard of the game Mafia but my idea might be based around that.

Mafia is a role playing-ish game played at parties or on message boards where in a group of say 5-10 people are all members of a group/town/event most players are town citizens(or townies) while 1 or 2(typically) are mafia. The game starts with a fictional member of the group/town/event being killed, and the town members are left to figure out amongst themselves who the mafia members are while the mafia members attempt to keep their identities hidden and pick off town members at the end of each day within X amount of days to solve the scenario.

Days are ended when the town comes to a consensus on who to cast suspicion on as a mafia member, that person is lynched. If that person was mafia evidence is found on them, game over, if not then everyone goes to sleep and another corpse is found the next day narrowing the odds.

I'm not exactly how it will work with a bunch of NPC's, but I think it will be really fun ideally because I'll randomize the events/mafia/townies/clues/lore of the whole town each time it is played.

Consider me game for this competition.

paul_one
22 Nov 2007, 00:08
I would love to do this over the week I have up in London (3rd-7th) but I really won't be comfortable carrying alot up and back (not to mention I'm having a big booze-up right after I get off the train from coming back).

.. I'll see what I can do, a small mini game ehh...

Let's see, house=6 rooms.
garden and road=8.
attic=9


So roughly 10 rooms seems about right (with possibly 3 or 4 for another location).

Dec 20th - yay, my birfday!!

Dr.Froth
22 Nov 2007, 07:39
Do the best you can...

Try to keep it 15 or less. Perhaps you make one big room with seperete areas within that room and still call it one room. It worked for "Shade." I don't think I would have a problem with that.

Elexxorine
22 Nov 2007, 09:11
I have a house in my game, with two floors. 8 downstairs, 8 upstairs, 4 out in front, that's 20 and I wanted to have some more to have places around town. I can prolly get the house down to 15 or so if a sqeeze stuff in, but I'll still need bits of town (prolly going to do 2-6 of those)... With the house, the hall and landing are two rooms each, but do they count as one room?

Anyways I'll keep going with it as it is for now. Do you want me a map of something so you can decide if there's too many rooms?

I think Im Dead
22 Nov 2007, 18:49
I'll just bust out a coordinate based system and make a whole map contained in one room, alright? :P

davidw
22 Nov 2007, 20:40
elexxorine wrote:With the house, the hall and landing are two rooms each, but do they count as one room?


Do you really need a hall and landing? Can't you just get rid of them and do whatever happens in them in one of the rooms instead?

GameBoy
23 Nov 2007, 13:41
http://www.chronicalgames.com are willing to host any files

witch wyzwurd
23 Nov 2007, 17:27
When you say "Christmas," do you really mean "winter." Frosty has nothing to do with Christmas. And if you really do mean Christmas, then are you going to allow Hannakuh or any other holidays or traditions celebrating this time of year?

Elexxorine
23 Nov 2007, 19:31
Frosty is snow really.... But I think it's ment to be the whole thing that people do around Christmas really...

paul_one
23 Nov 2007, 23:40
davidw wrote:Do you really need a hall and landing? Can't you just get rid of them and do whatever happens in them in one of the rooms instead?

That's what I did with my room count:
upstairs=3(bedroom,bathroom, upstairs), down=3(hall,lounge,kitchen)

What benefit will you get from any more bedrooms or 'dining room' area's?

And when you're saying 'Frosty' I'm sure Froth is talking about that snowman who is in that "we're walking in the air' cartoon - which I'm sure has pixies, and reindeer and maybe Santa.

.. Plus - if Santa can be 'related' to xmas - then so can Frosty!

Elexxorine
23 Nov 2007, 23:42
Hmm... I'll have a rethink on the rooms I need and see if I can cut back on them... How's everybody's gawes coming along then, progress wise?

paul_one
23 Nov 2007, 23:50
0%!!

WOOOOO!

Won't get any done over the weekend either - seeing as how work had a disaster today and I have to put in some weekend time *sigh*.

Elexxorine
24 Nov 2007, 00:58
Plot: 100%
Maps: 50% (deescriptions to do)
Interactivity: 0%
Funness: 5%

Ish..

Freak
25 Nov 2007, 03:34
Steven Saylor wrote a "Christmas story" that was actually about Saturnalia.

Dr.Froth
25 Nov 2007, 08:38
Christmas refers to any of the fun traditions. Religious or secular. We are talking about Santa, Raindeer, Baby Jesus, Rudolph, Partradiges in Pear Trees, The 3 wise men, Frosty the Snowman, Wreaths, Presents, Christmas Trees, Eggnog, etc.

Perhaps we can try the Hannakuh contest next year. But I'm going to keep this contest centered around Christmas. (I would apologize for offending any Jewish Quest users, but considering I own the most offensive T-Shirt store in the world, I doubt anybody would believe the sincerity of said apology).

If you have doubts on weather your theme is christmas or not, send me an email and we will discuss it.

Good Luck on your entires,

Dr. Froth

I think Im Dead
25 Nov 2007, 18:11
I'd say my progress is so-so.

Engine: ~35%
Design: ~15%
Story: ~90%

But the story really is just a murder-mystery in a small fictional village, with randomized characters and a random murderer and motive to be found for brutally slaying Christopher the Toy Maker.

Don't know how loosely that falls under Christmas, but the setting is snowy and the corpse has rosy cheeks a button nose and a belly that might have wiggled like a bowl full of jelly under better circumstances.

Dr.Froth
25 Nov 2007, 18:24
Sounds perfect. Good Luck.

steve the gaming guy
26 Nov 2007, 14:33
elexxorine wrote:Thanks, I've just started working on it now. No-one else seems to have shown interest, shall I get Tron and Steve to come have a look?


I missed this message the other day when I read through. I did see this and started working on one Friday. I had good intentions to work on it over the weekend but didn't get to it. It's a total of 9 rooms. The working title is Christmakwanzakkah. A happy little adventure where you get to fight the three warlocks of winter. Christmas Kevin, Kwanzaa Kenan and Hanukkah Hank. You do this all with Christmas joy. :D

Dr.Froth
26 Nov 2007, 18:10
Welcome aboard Steve. Glad you are planning to enter.

Elexxorine
26 Nov 2007, 21:02
My working title is 'Happy Holidays'. Yes I know I said I wasn't going to say anything on my game but everyone else is. The objective of the game is to make everyone have a happy Christmas, but it's not as easy as it sounds, Christmases have a way of getting ruined... *insert evil laugh*

I'm making the house smaller, rooms will come each other more rather than having a hall.

Progress so far:
Plot: 100%
Maps: 60%
Interactivity: 0%
Funness: 8%

You might've guessed I haven't worked on it much, been busy.... If you're wondering what 'interactivity' really means, I'm having a really nice AI in this game, and anything can happen (most things really).

Dr.Froth
26 Nov 2007, 22:39
Cool.

My game, though not enterable into the contest, is called:

Slay Ride.


You can probably figure it out from there. I'll post it up in time for Christmas, probably around the same time as your entries, though if I finish it earlier I'll stick it up sooner.

Good Luck on all your entries

paul_one
26 Nov 2007, 23:27
Froth - why aren't you enterable?
I think we can just use the polling system on these boards once we've played the games..

Either that or just trust you - which I have no problem with at all.
If things come to things, and I don't enter a game, I'm more then glad to take the votes.

The compo is yours in name because you 'founded' it - doesn't stop you from being able to win it :).

Dr.Froth
27 Nov 2007, 05:31
You know, I just can't enter my own creation and feel O.K. about it.

I do want to make a christmas game for the sake of doing it, but consider this contest my christmas gift to you guys on the forum.

Good Luck

Elexxorine
27 Nov 2007, 08:54
I can just see you handing yourself the prize money, and laughing to yourself...

Tron, I thought you were going to try this?

Dr.Froth
27 Nov 2007, 20:34
I would laugh about it which is why I am not going to do it.

You guys really need to do it though. I am excited to see new quest games that the authors actually cared about.

Good Luck to all entries.


Tron...(sorry... paulone,) you need to do this man. Make a little game and enter it. I know you can do it.

Elexxorine
28 Nov 2007, 11:06
You could still enter it and say that if you win, 2nd place will get the prize, kind of thing, just to see how your game fares against the rest?

Also insteed of sending you our scores privately, we should post them in a thread, or similar. Listing each game we've played and it's score. After the judging period is over, the totals are posted at the end of thread and it's closed (or edit the first post with the winner). That way you can't cheat with the voting, not that I'm accusing you of anything, but that way may make people feel better about the voting process.

paul_one
28 Nov 2007, 21:32
I'm having a little trouble at the moment - may be able to get past it: I have a rough idea.

The only problem is that work is VERY busy Thursday and Friday, Sat and Sunday I have to do stuff before I go up to london... the next week I'm in a hotel, doing a course and going out all week.. then the weekend after (8th/9th) recovering from the work's xmas party.. then after that is a week or two of work!!

I will try though.

Dr.Froth
29 Nov 2007, 07:40
Sounds good to me. We will make a thread when it is time for the posting of votes.

Elexxorine
29 Nov 2007, 10:04
Neat. Tron, instead of getting drunk each night you could work on it then?

paul_one
30 Nov 2007, 06:23
You mean the nights next week - mostly because I'll be in a hotel which is about 2-3 hours away from my house!?

I've done a little work on it, got a sort of storyline - but uncoded.
I have stuff to do today, and a fair amount over the weekend before next week.
(BTW, I've just been awoken by work's call-out and taken a break before going back to sleep, to post this)

Elexxorine
30 Nov 2007, 08:55
Poor you... Even if you can't make it before the deadline, make it anyways. Btw do you not have a laptop? A tablet one if I remember right, why not use that to programme on?

Anyway my game is slowly coming along, I'm into the horrible AI section now, the kind of boring progrmming... I estimate I'm about 1/3 through it though. I'll make sure the game has a list of all the stuff you can actually do in it...

steve the gaming guy
30 Nov 2007, 15:59
Yeah my game is only 9 rooms and I've spent all my time on the first 3 so I guess I'm about a 1/3 way there too. I've added a couple details in the next two rooms but they are not nearly done. I'm very relieved that I lessoned the size from my original concept of 16 rooms!
I've been doing some complicated stuff that probably most players won't recognize in the background. That's just me being an anal perfectionist though.

Elexxorine
30 Nov 2007, 16:37
Yeah, I'm trying to make a really complex AI for my game... I haven't done most room descriptions yet either but I'm redoing the rooms so there's less of them...

paul_one
02 Dec 2007, 12:01
Yeah, I'm just gonna take my £1000 laptop with my to London..

I think NOT!

I was thinking about my old-laptop, but even that one I'd rather just not use at all - especially since I'm having to go to a party right when I get back.

I might be able to write up the game a little as I'm taking a small book with me - then maybe write it up when I'm back.

Elexxorine
03 Dec 2007, 09:04
Write it on paper then!! And type it up super quick when you get back...

Elexxorine
05 Dec 2007, 11:14
Anyways, 2 weeks to go. Is every-one getting one nicely with their games? I'm making progress but I'm fearing not finishing it in time as school is getting worse (I have exams jsut after Christmas). I'm trying though. My to-do list looks like this:

People:
Done:
talk
compliment
insult
To-do:
sex
hug
attack
tickle
cook,
play charades with all
make out

Objects:
Done:
buy food
turn light on/off
buy petrol
drive
To-do:
cook
light fire
fire makes fire
clean
eat food
drink drinks
turn on/off tv
change channel
invite all to watch tv
put decroations up


The total number of rooms is now 12, so within limits. And all the descrpitions are done, got to put all the objects needed to do stuff (50% done) and make it so you can use them...

paul_one
05 Dec 2007, 13:26
Geeeerrrrr...

I almost didn't get out the house to get up here.. I've had REALLY bad food poisoning since Sunday afternoon (6pm-ish?).

It's Wednesday and it's still hanging about a bit, so I'm not eating much.

Let's see how I do when I get back home eh?

Dr.Froth
15 Dec 2007, 18:47
The end is getting near...

Is everyone getting along well with their projects?

Elexxorine
15 Dec 2007, 19:59
Badly. No where near finished, think I tried to do too much for the time I had.

I think Im Dead
15 Dec 2007, 22:09
Gah, I totally put this off in favor of trying to finish a website and pay my two-weeks late rent.

Also, what ugly forums these have become, yeesh.

Elexxorine
15 Dec 2007, 23:45
Agreed, I preferred it before.

paul_one
16 Dec 2007, 17:01
I haven't touched it in almost a month now..

Sorry - but as predicted I haven't been able to finish it off.

witch wyzwurd
16 Dec 2007, 19:50
I never even got started. Thought of some ideas though. Maybe you can start a competition for next year. 2 months is a pretty short amount of time to code a game I think.

I think Im Dead
17 Dec 2007, 01:57
So can I cram mine in tonight, submit it, and blame the lateness on timezones for a sweet fiddy bux via paypal.

j/k

steve the gaming guy
17 Dec 2007, 15:54
Oh poo... the 20th is the deadline. I MIGHT be able to pull it off. I thought I would have it done sooner because my boss is on vacation for the last 2 weeks and I was supposed to be bored but I had a tub of work dumped on me so I've been pretty busy.

Merrie
19 Dec 2007, 19:59
I'll have to catch the next contest as I just came back to the site after a bit of time away. :cry:

steve the gaming guy
19 Dec 2007, 20:32
Just make it one room long. lol
I still have about 4 rooms left. Will I make it? Time will tell.

Dr.Froth
19 Dec 2007, 22:00
You can make a good one room game in Quest. I entered one into the one room comp this year. (Judging ends in 3 days on that and then I'll put in textadventures.)

Good Luck to all of you on your entries.

steve the gaming guy
20 Dec 2007, 23:12
This should work. Most of the game, I did today. Talk about crunch time. Anyway. Hopefully this works for you guys. I just played to its completion moments ago. Don't try to "kill" anything or "unlock" anything. Just USE objects on other things and LOOK at things. That should do it. ENJOY!
Also, I had more practice in the past on Quest 3.53 so hopefully it should still work on 4.2 or whatever.

FOR THOSE OF YOU WHO DO NOT KNOW HOW TO CONVERT THIS... copy the code and save it in Notepad, change the extension to .asl and you should be able to play it.

EDIT
Ok, I had another brief minute to play through the game and sort of beta test it. I am not going to change the code as I have already pasted it. I don't think it would be fair. I will give you another couple of errors I noticed in my haste to finish the game for today's entry.
Be aware of the right panel as you play. Certain objects and exits become available without the room description telling you so. Here are some things to be aware of.
- In the toy room after you look at the certain objects in the room, weapons appear. When you "take all", the only response it gives you is that you can't pick up the shelf or the chest or the bag. It does not tell you that you actually picked up the weapons. Double check your inventory afterwards by typing "i" or "inventory"
- In Christmas Kevin's room, there is a southern exit that is not mentioned. There is a keyhole that must be dealt with to continue south.
- In Hanukkah Hank's room after you defeat him, the description ends with "press any key" but nothing else happens. But in fact, the EAST door becomes available. Just go east after you beat him.

I will give a simple tutorial soon after you have a chance to play it. There are fun extras in the first 3 or 4 rooms of the game so look at everything and use every object on every other object.

' "ChristmaKwanzakkah"
' Created with QDK 3.53 - UNREGISTERED VERSION

define game <ChristmaKwanzakkah>
asl-version <350>
gametype singleplayer
start <holiday bathroom>
game author <Steve the gaming guy>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
startscript {
do <Intro>
msg <It's that time of year again. A time for crunching through the crowds and spreading Christmas cheer. Work your way through the trials of the season and destroy the bosses of Christmas to reach your goal.... but what is your goal?|n>
flag off <shelf look>
flag off <chest open>
flag off <bag look>
}
command <take all> {
for each object in <#quest.currentroom#> {
if property <#quest.thing#; stay> then msg <You can't pick up the #@quest.thing#!>
if property <#quest.thing#; take> then give <#quest.thing#>
}
if got <#quest.thing#> then msg <You've already taken every visible item!>
}
command <get all> for each object in <#quest.currentroom#> if property <#quest.thing#; stay> then msg <You can't pick up the #quest.thing#!> else {if exists <#quest.thing#> then give <#quest.thing#>}
command <open #@thing#> msg <Nothing in this game needs to be opened or closed. If it does, just look at it and it should open. But don't close it. Not even the #thing#.>
command <close #@thing#> msg <Nothing in this game needs to be opened or closed. If it does, just look at it and it should open. But don't close it. Not even the #thing#.>
command <eat #@object#> msg <You attempt to eat the #object# but your jaw pops loudly and you cry like a little girl.>
command <eat the #@object#> msg <You attempt to eat the #object# but your jaw pops loudly and you cry like a little girl.>
command <hint> msg <Hint? You want a hint!!! HAHAHAHA...|nWell, I don't think I'll have time to put in a full blown hint system but here's a couple pointers.|n|nYou can type "get all" or "take all" and it will pick up all VISIBLE takeable items in the room. There are things that can be taken that you can't see.|n|nYou need to scare away the crowd somehow.|n|nYou need to unlock doors and fight someone after every door to advance. |n|nThere are items that become available that allow you to unlock the doors.>
define variable <Kevin>
type numeric
value <6>
onchange {
msg <Christmas Kevin roars in pain...that must mean he lost some hit points!>
if ( %Kevin% = 5 ) or ( %Kevin% = 4 ) then msg <Kevin yells, "You will never defeat me, mortal. I will kill Santa as he tries to delivers packages to good girls and boys.">
}
end define
define variable <Kenan>
type numeric
value <10>
onchange {
msg <Kwanzaa Kenan roars in pain...that must mean he lost some hit points!>
if ( %Kenan% = 8 ) or ( %Kenan% = 7 ) or ( %Kenan% = 6 ) then msg <Kenan yells, "You will never defeat me, mortal. I will kill Santa as he tries to delivers packages to good girls and boys.">
}
end define
define variable <Hank>
type numeric
value <20>
onchange {
msg <Hanukkah Hank roars in pain...that must mean he lost some hit points!>
if ( %Hank% = 15 ) or ( %Hank% = 14 ) or ( %Hank% = 13 ) and ( %Hank% = 12 ) then msg <Hank yells, "You will never defeat me, mortal. I will kill Santa as he tries to delivers packages to good girls and boys.">
}
end define
end define

define synonyms
end define

define room <holiday bathroom>
prefix <the>
east {
msg <You fling your body through the magical doorway into the next room.>
wait <Press any key...>
goto <toy room>
}
description {
msg <#quest.lookdesc#>
msg <You're wasting time in the holiday bathroom. There's a magical doorway to the east.|n>
}

define object <magical doorway>
alt <magic doorway; magical doorway; doorway; door>
look <This is just your average doorway. It's not really magical. Just type "east" or "e" and you can pass through it.>
take msg <Yeah, I see that happening. I really see you yanking up the door by its hinges and carrying it with you.>
speak <Don't talk to doors.>
prefix <the>
article <it>
gender <it>
invisible
end define

end define

define room <toy room>
look <It's a beautiful thing going on in this room. There's a large sign overhead with the words "Toy Room" glistening in a shiny gold trim. Instead of toys, this room seems to be loaded with all sorts of various weapons.>
south {
msg <You pick up your body and throw it through the doorway.>
wait <Press any key...>
goto <small hall>
}
east {
msg <You pick up your body and throw it through the doorway.>
wait <Press any key...>
goto <corner room>
}
west {
if flag <took exit> then msg <You can't go there anymore, remember? You wanted to take the entrance.> else {
msg <You pick up your body and throw it through the doorway.>
wait <Press any key...>
goto <holiday bathroom>
}
}
description {
msg <#quest.lookdesc#>
if flag <shelf look> then msg <There is a shelf here that you already looked at.> else msg <There is a fancy shelf that you might want to look at.>
if flag <chest open> then msg <There is a weapon chest that has been opened.> else msg <There is a weapon chest that catches your eye.>
if flag <bag look> then msg <There is an open bag sitting on the floor.> else msg <There is a bag on the floor just waiting to be opened.>
msg <To the west is the Holiday bathroom. To the east is a corner room. To the south is hallway of sorts.>
}

define object <weapon shelf>
alt <shelf; gun rack; rack>
look {
if flag <shelf look> then msg <Stop looking at the shelf. There's nothing more to see.> else {
msg <You take a closer look at the weapon shelf and see a small gun, pistol, rubberband gun and a sniper rifle.>
flag on <shelf look>
show <small gun>
show <pistol>
show <rubberband gun>
show <sniper rifle>
reveal <small gun>
reveal <pistol>
reveal <rubberband gun>
reveal <sniper rifle>
}
}
take msg <It would be easier to just take the guns that this shelf holds AFTER you look at the shelf. Otherwise, you can't see the guns. Deal with it, that's the way it is.|nAnd besides, this shelf doesn't move so stop trying.>
speak <Asking the shelf to reveal its weapons is no way to approach this.>
examine {
if flag <shelf look> then msg <Stop looking at the shelf. There's nothing more to see.> else {
msg <You take a closer look at the weapon shelf and see a small gun, pistol, rubberband gun and a sniper rifle.>
flag on <shelf look>
show <small gun>
show <pistol>
show <rubberband gun>
show <sniper rifle>
reveal <small gun>
reveal <pistol>
reveal <rubberband gun>
reveal <sniper rifle>
}
}
prefix <the>
displaytype <Holding unit>
article <it>
gender <it>
properties <stay>
end define

define object <weapon chest>
alt <chest; box>
look if flag <chest open> then msg <There's nothing of further interest in the chest unless you jump in it... but don't.> else {
flag on <chest open>
msg <You open the box and a leprechaun jumps out... just kidding. You open the box to reveal a flame thrower and a rocket launcher!>
show <flame thrower>
show <rocket launcher>
reveal <flame thrower>
reveal <rocket launcher>
}
take msg <Just look at it, don't take it.>
speak <You scream wildly into the chest but you only hear the pitiful echo of your own voice.>
examine if flag <chest open> then msg <There's nothing of further interest in the chest unless you jump in it... but don't.> else {
flag on <chest open>
msg <You open the box and a leprechaun jumps out... just kidding. You open the box to reveal a flame thrower and a rocket launcher!>
show <flame thrower>
show <rocket launcher>
reveal <flame thrower>
reveal <rocket launcher>
}
prefix <the>
displaytype <Weapon holder>
article <it>
gender <it>
properties <stay>
end define

define object <weapon paper bag>
alt <paper bag; paperbag; bag; sack>
look if flag <bag look> then msg <There's nothing of further interest in the bag aside from that shrunken head.> else {
flag on <bag look>
msg <You look in the bag and squeal for joy when you see a rusty hand grenade.>
show <hand grenade>
reveal <hand grenade>
}
take msg <Just look at it, don't take it.>
speak <You put the bag to your mouth and inhale and exhale a few times. You feel less stressed out now.>
examine if flag <bag look> then msg <There's nothing of further interest in the bag aside from that shrunken head.> else {
flag on <bag look>
msg <You look in the bag and squeal for joy when you see a rusty hand grenade.>
show <hand grenade>
reveal <hand grenade>
}
prefix <the>
displaytype <weapon bag>
article <it>
gender <it>
properties <stay>
end define

define object <small gun>
alt <gun>
look <This weapon wouldn't hurt a fly. Well that's not true. It would kill it. Let's say this gun wouldn't hurt a dungeon troll unless it was at point blank.>
take <You take the gun and feel happy.>
speak <Hi gun, how are you?>
prefix <the>
displaytype <little weapon>
article <it>
gender <it>
hidden
invisible
use on <magical doorway> msg <There is already a hole there. There is no need to shoot through it.>
use on <weapon shelf> msg <Isn't that like biting the hand that feeds you?>
use on <weapon chest> msg <You shoot it right in the chest...and nothing happens.>
use on <weapon paper bag> msg <You shoot the bag with the satisfaction that you shot a hole in a paperbag. Your mum must be proud!>
use on <pistol> msg <That will not make a bigger gun.>
use on <sniper rifle> msg <That will not make a bigger gun.>
use on <flame thrower> msg <That would only melt the gun in your hand.>
use on <rocket launcher> msg <That would blow you into pieces.>
use on <hand grenade> msg <That will blow you into tiny chunks.>
use on <block> msg <If you shoot a hole in the block that would hinder your progress of this game.>
use on <Christmakwanzakkah Tree> msg <Nice way to kill a tree.>
properties <weapon=1>
end define

define object <pistol>
look <This gun is larger than the small gun and it has bigger bullets.>
take <You grab the pistol and cram it in your holster.>
speak <Stop talking to your weapons.>
prefix <the>
displaytype <medium sized gun>
article <it>
gender <it>
hidden
invisible
properties <weapon=1>
end define

define object <rubberband gun>
look <This rubberband gun magically has an endless supply of rubberbands.>
take <You put the rubberbandary into your pocket.>
speak <Stop talking to your weapons.>
prefix <the>
displaytype <rubber weaponary>
article <it>
gender <it>
hidden
invisible
use anything msg <You take the rubberband off the gun and wrap it on your index finger and thumb. Then you set the #@quest.use.object.name# in it and launch it from your hand. It bounces off a wall and lands back in your inventory so you put the rubberband back on the gun as if nothing happened. Wow, that was unexpected!>
properties <weapon=1>
end define

define object <sniper rifle>
alt <rifle; sniper>
look <This is a slick piece of killing equipment. It zooms in just like a first person shooter and blows away your foe.>
take <You pick up the sniper rifle and shove it down your pants.>
speak <STOP TALKING TO YOUR WEAPONS!>
prefix <the>
displaytype <long range gunnery>
article <it>
gender <it>
hidden
invisible
use on <Christmas Kevin> {
msg <Even though Christmas Kevin's room is not much bigger than an average living room, you feel the need to look through the scope of the sniper rifle and blast away like a hunter...>
wait <Press any key...>
msg <It worked... you hit him!>
wait <Press any key...>
dec <Kevin; 2>
}
use on <Kwanzaa Kenan> {
msg <Even though Kwanzaa Kenan's room is not much bigger than an average living room, you feel the need to look through the scope of the sniper rifle and blast away like a hunter...>
wait <Press any key...>
msg <It worked... you hit him!>
wait <Press any key...>
dec <Kenan; 2>
}
use on <Hanukkah Hank> {
msg <Even though Hanukkah Hank's room is not much bigger than an average living room, you feel the need to look through the scope of the sniper rifle and blast away like a hunter...>
wait <Press any key...>
msg <It worked... you hit him!>
wait <Press any key...>
dec <Hank; 2>
}
properties <weapon=2>
end define

define object <flame thrower>
alt <thrower; flame; fire gun; fire>
look <The very idea of the flame thrower proves that someone somewhere said, "You know, I want to set that person on fire over there but I'm just too far away to do it.">
take <You grab a nice piece of fire and stick it in your pocket.>
speak <You talk to the flame thrower and it spits fire on your tongue.>
prefix <the>
displaytype <hot weapon>
article <it>
gender <it>
hidden
invisible
use on <Christmas Kevin> {
msg <You believe Christmas Kevin is flammable so you set him ablaze with your flame launcher.>
dec <Kevin; 3>
}
use on <Kwanzaa Kenan> {
msg <You believe Kwanzaa Kenan is flammable so you set him ablaze with your flame launcher.>
dec <Kenan; 3>
}
use on <Hanukkah Hank> {
msg <You believe Hanukkah Hank is flammable so you set him ablaze with your flame launcher.>
dec <Hank; 3>
}
properties <weapon=3>
end define

define object <rocket launcher>
alt <rocket; launcher>
look <This is a brand new X3100 Rocket Launcher just like Santa carries in his sleigh.>
take <You put the highly sensitive exploding device down the back of your underwear where it will be safe.>
speak <You put a rocket in your mouth and suddenly feel gay so you take it out. That will teach you to talk to your weapons.>
prefix <the>
displaytype <exploding device>
article <it>
gender <it>
hidden
invisible
use on <Christmas Kevin> {
msg <You fire a well aimed rocket at the chest of the mighty Christmas Kevin and he flies back into the wall. He utters a quiet hint of pain. You must be winning!>
dec <Kevin; 4>
}
use on <Kwanzaa Kenan> {
msg <You fire a well aimed rocket at the chest of the mighty Kwanzaa Kenan and he flies back into the wall. He utters a quiet hint of pain. You must be winning!>
dec <Kenan; 4>
}
use on <Hanukkah Hank> {
msg <You fire a well aimed rocket at the chest of the mighty Hanukkah Hank and he flies back into the wall. He utters a quiet hint of pain. You must be winning!>
dec <Hank; 4>
}
properties <weapon=4>
end define

define object <hand grenade>
alt <grenade; rusty hand grenade; rusty grenade>
look <This hand grenade has a lovely pin in it. I wonder what it does.>
take <You fit the hand grenade in your pocket.>
speak <You can fit the hand grenade in your mouth but it doesn't understand a word you are saying.>
prefix <the>
displaytype <handheld explosive>
article <it>
gender <it>
hidden
invisible
use on <Christmas Kevin> {
msg <You toss the hand grenade at Christmas Kevin and he catches it in his teeth...>
wait <Press any key...>
msg <He then realizes it was a mistake as it explodes his teeth outward... you dodge the flying teeth just like Neo in the Matrix dodging bullets.>
dec <Kevin; 3>
move <hand grenade; inven>
}
use on <Kwanzaa Kenan> {
msg <You toss the hand grenade at Kwanzaa Kenan and he catches it in his teeth...>
wait <Press any key...>
msg <He realizes the mistake when he swallows it and prays for mercy. You hear an explosion and he yells out that his hitpoints decreased.>
dec <Kenan; 3>
move <hand grenade; inven>
}
use on <Hanukkah Hank> {
msg <You toss the hand grenade at Hanukkah Hank and he catches it in his teeth...>
wait <Press any key...>
msg <His eyes bug out when it explodes and you can hear hitpoints decreasing.>
dec <Hank; 3>
move <hand grenade; inven>
}
properties <weapon=3>
end define

define object <sign>
alt <sign; large sign; words; word; trim; gold trim; sparkling gold trim; shiny gold trim; shiny gold>
look <The large sign overhead is sparkling in gold trim and clearly says "Toy Room". It is almost like a Room Title in an IF adventure game.>
take msg <If you took the sign, you would forget what room you were in. Leave it.>
speak <[sung to 'Oh Holy Night'] "Oh holy sign, your words are sparkling lightly...">
prefix <the>
article <it>
gender <it>
invisible
properties <take>
end define

define object <Hol bathroom>
alias <Holiday Bathroom entrance>
alt <holiday bathroom; bathroom; exit; bathroom exit; entrance; bathroom entrance; holiday bathroom exit; holiday bathroom entrance>
look <Just go that direction. I'll give you a hint.... it's to the west.>
take {
msg <You must be drunk on eggnog.>
wait <Press any key...>
msg <But you know what, you caught me in a good mood.>
wait <Press any key...>
msg <Take it. Just take it. I would never think you'd try to take an entrance/exit to a room but here... TAKE IT!>
wait <Press any key...>
reveal <Hol bathroom>
give <Hol bathroom>
msg <You take the bathroom... well the entry to it... I guess you can't go there anymore.>
flag on <took exit>
}
speak <Do you normally talk to rooms?>
prefix <the>
article <it>
gender <it>
invisible
drop nowhere <Nope. You took it, you can't drop it now! Have fun with your bathroom entrance!>
end define

end define

define room <corner room>
look <You have wandered into the corner room. The author of the game gave that title to this room because on his grid, this is the uppermost room to the right (or the east).>
west {
msg <The chilling scenery in this room is too much to bear so you hurdle through the doorway into the toy room.>
wait <Press any key...>
goto <toy room>
}
description {
msg <#quest.lookdesc#>
if here <crowd> then msg <The happy Christmas crowd rumbles about the room looking for things to buy (but they can't because this room was not designed to have stores in it!).>
if not here <crowd> and not here <block> then msg <|bThere is nothing more to see or do in here. Stop loitering and move on!|xb>
}
afterturn {
if here <crowd> or here <big crowd> or here <bigger crowd> or here <biggest crowd> then msg <The noise from the crowd grates on you eardrums like scraping a fork on a brick.> else {
reveal <block>
show <block>
}
if exists <block> and here <block> then msg <|nNow that the crowd is gone...a small block in the shape of an arch is sitting on the ground here. GET IT!>
}

define object <crowd>
look <The crowd of store-goers are all over the place and they are in your way!>
speak <They are too busy to talk to you.>
prefix <the>
displaytype <pushy people>
article <them>
gender <they>
use anything if ( #(quest.use.object.name):weapon# > 0 ) then {
msg <You wave the #quest.use.object.name# in the air like a wild ape and the crowd runs in terror!>
move <crowd; inven>
}
else msg <The crowd ignores you completely.>
properties <scared; stay>
end define

define object <big crowd>
look <The crowd of store-goers are all over the place and they are in your way!>
speak <They are too busy to talk to you.>
prefix <the>
displaytype <pushy people>
article <them>
gender <they>
use anything if ( #(quest.use.object.name):weapon# > 1 ) then {
msg <You wave the #quest.use.object.name# in the air like a wild ape and the big crowd runs in terror!>
move <big crowd; inven>
}
else msg <The crowd ignores you completely.>
properties <scared; stay>
end define

define object <bigger crowd>
look <The crowd of store-goers are all over the place and they are in your way!>
speak <They are too busy to talk to you.>
prefix <the>
displaytype <pushy people>
article <them>
gender <they>
use anything if ( #(quest.use.object.name):weapon# > 2 ) then {
msg <You wave the #quest.use.object.name# in the air like a wild ape and the bigger crowd runs in terror!>
move <bigger crowd; inven>
}
else msg <The crowd ignores you completely.>
properties <scared; stay>
end define

define object <biggest crowd>
look <The crowd of store-goers are all over the place and they are in your way!>
speak <They are too busy to talk to you.>
prefix <the>
displaytype <pushy people>
article <them>
gender <they>
use anything if ( #(quest.use.object.name):weapon# > 3 ) then {
msg <You wave the #quest.use.object.name# in the air like a wild ape and the biggest crowd runs in terror!>
move <biggest crowd; inven>
}
else msg <The crowd ignores you completely.>
properties <scared; stay>
end define

define object <block>
alt <arch block; arch>
look <This strange little block is in the shape of an arch and you get the feeling it might open a door somehow.>
take {
msg <You grasp the block firmly in your sweaty hands and stuff it quickly in your pants.>
give <block>
}
speak <Don't talk to the block.>
prefix <the>
suffix <of doom>
displaytype <block key>
article <it>
gender <it>
hidden
invisible
end define

define object <store>
alt <stores; store>
look <No... I said there are NO stores designed in this room. It's not important. You have no money and you can't buy anything.>
take msg <You want me to kick you in the head, don't you? There are NO stores here! You can't take things that aren't here!>
speak <Don't talk to things that aren't here.>
prefix <the>
article <it>
gender <it>
invisible
properties <stay>
end define

end define

define room <Kevin's room>
alias <Kevin's room>
look <You are now in the room west of the small hall. It reeks of sarcastic Christmas cheer. Old, moldy tinsel hangs from the ceiling and the smell of burnt Christmas lights assault your nostrils.>
south msg <You jiggle the handle (on the door, not a toilet) and the door does not seem to open. I wonder if this arch-shaped indention on the door has anything to do with it.>
east if here <Christmas Kevin> then msg <You can't run away, little prince. You must deal with Christmas Kevin first!> else {
msg <You trip over your shoelace and fly into the next room.>
goto <small hall>
}
script if exists <Christmas Kevin> then {
msg <You take one step into the room into a pile of dog mess.>
wait <press any key...>
msg <You pause the game and run to the outside hose to clean off your shoe and then run back to the computer and unpause...>
wait <press any key...>
msg <Before you can get a grip on what your thoughts and fears, something unexpected happens...>
wait <press any key...>
msg <ENTER CHRISTMAS KEVIN>
move <Christmas Kevin; Kevin's room>
wait <press any key...>
msg <A menacing, but cheery-looking figure looms before you and he shouts, "Bow down before me, mortal! There will be no Happy Holidays!">
wait <press any key...>
msg <You quickly faint and just as quickly recover and then began your next strategy...>
}
description {
msg <#quest.lookdesc#>
if here <cross block> then msg <There is a cross-shaped block sitting idly on the floor.>
}
afterturn if ( %Kevin% < 1 ) and here <Christmas Kevin> then {
msg <The final blow takes Christmas Kevin by surprise and he squeals like a wounded pig and slumps to the floor... then he evaporates! Congratulations!>
move <Christmas Kevin; inven>
hide <Christmas Kevin>
wait <Press any key...>
msg <When Kevin evaporates, he leaves behind a cross-shaped block.>
show <cross block>
reveal <cross block>
create exit east <Kevin's room; small hall>
}

define object <cross block>
alt <cross; block>
look <This is a block shaped key.>
take <You pick it up happily.>
speak <Don't talk to it.>
prefix <the>
displaytype <block key>
article <it>
gender <it>
hidden
invisible
end define

define object <cheer>
alt <sarcastic cheer; sarcastic christmas cheer; christmas cheer>
look <This is just an odor. The odor of Sarcastic Christmas cheer. It's like burnt bacon and salted lime.>
speak <You can't speek to cheer.>
prefix <the>
article <it>
gender <it>
invisible
end define

define object <tinsel>
properties <stay>
end define

define object <block3>
alias <wiggly keyhole>
alt <keyhole; wiggly keyhole; wiggly>
look if not flag <look wiggly> then {
msg <This wiggly-shaped keyhole makes you feel like putting a wiggly-shaped block into it. It's just the urge it gives you. Do you have a wiggly-shaped block? Well, do ya?>
flag on <look wiggly>
}
else msg <Quit looking at the keyhole. It's still wiggly-shaped. Do you have the block that fits it or not?>
speak <You begin to sing to the wiggly-shaped dent in the door and it kicks you in the shin. where did that foot come from?>
examine if not flag <look wiggly> then {
msg <This wiggly-shaped keyhole makes you feel like putting a wiggly-shaped block into it. It's just the urge it gives you. Do you have a wiggly-shaped block? Well, do ya?>
flag on <look wiggly>
}
else msg <Quit looking at the keyhole. It's still wiggly-shaped. Do you have the block that fits it or not?>
prefix <the>
displaytype <keyhole>
article <it>
gender <it>
use <block4> {
msg <You palms become sweaty as you put the block towards the keyhole...>
wait <Press any key...>
msg <The block connects into the keyhole and...>
wait <Press any key...>
msg <You feel some churning in your stomach like bad chili but then...>
wait <Press any key...>
msg <The wiggly-shaped block fits squarely into the wiggly-shaped dent in the door and vanishes for some reason. You can hear gears crunching and turning and with a loud eerie squeak, the south door opens. You are now free to travel that direction.>
move <block4; inven>
create exit south <Kevin's room; first hall>
}
properties <stay>
end define

end define

define room <small hall>
prefix <the>
look <This is a small hall. It's even called the small hall. You know this because the words "small hall" is imprinted on the floor. On the east wall, there is a door with a strange cross-shaped indention. On the west wall, there is a door with an arch-shaped indention.>
north {
msg <You meander to the north.>
goto <toy room>
}
east msg <You jiggle the handle (on the door, not a toilet) and the door does not seem to open. I wonder if this cross-shaped indention on the door has anything to do with it.>
west msg <You jiggle the handle (on the door, not a toilet) and the door does not seem to open. I wonder if this arch-shaped indention on the door has anything to do with it.>
description {
msg <#quest.lookdesc#>
msg <The toy room is to the north.>
}

define object <cross door>
alt <door; east door>
look <This door is on the east wall and it has an indention in the shape of a cross. Not like the holy cross, just a blocky cross-shaped hole. You think it's a keyhole of some sort.>
speak <This won't open it.>
prefix <the>
article <it>
gender <it>
invisible
use anything msg <Just make use of the keyhole, not the door.>
properties <stay>
end define

define object <arch door>
alt <door; west door>
look <This door is on the west wall and it has an indention in the shape of a arch. Not like the McDonald's arch, just an arch-shaped hole. You think it's a keyhole of some sort.>
speak <This won't open it.>
prefix <the>
article <it>
gender <it>
invisible
use anything msg <Just make use of the keyhole, not the door.>
properties <stay>
end define

define object <arch>
alias <arch keyhole>
alt <keyhole; arch keyhole>
look if not flag <look arch> then {
msg <This arch-shaped keyhole makes you feel like putting an arch-shaped block into it. It's just the urge it gives you. Do you have an arch-shaped block? Well, do ya?>
flag on <look arch>
}
else msg <Quit looking at the keyhole. It's still arch-shaped. Do you have the block that fits it or not?>
speak <You begin to sing to the arch-shaped dent in the door and it kicks you in the shin. where did that foot come from?>
examine if not flag <look arch> then {
msg <This arch-shaped keyhole makes you feel like putting an arch-shaped block into it. It's just the urge it gives you. Do you have an arch-shaped block? Well, do ya?>
flag on <look arch>
}
else msg <Quit looking at the keyhole. It's still arch-shaped. Do you have the block that fits it or not?>
prefix <the>
displaytype <keyhole>
article <it>
gender <it>
use <block> {
msg <You palms become sweaty as you put the block towards the keyhole...>
wait <Press any key...>
msg <The block connects into the keyhole and...>
wait <Press any key...>
msg <You mess your pants. But then...>
wait <Press any key...>
msg <The arch-shaped block fits squarely into the arch-shaped dent in the door and vanishes for some reason. You can hear gears crunching and turning and with a loud eerie squeak, the west door opens. You are now free to travel that direction.>
move <block; inven>
create exit west <small hall; Kevin's room>
}
properties <stay>
end define

define object <foot>
look <There's not really a foot.>
speak <It's not really there. It was a joke so you can't speak to it.>
prefix <the>
article <it>
gender <it>
invisible
properties <stay>
end define

define object <block2>
alias <cross keyhole>
alt <keyhole; cross keyhole; cross>
look if not flag <look block> then {
msg <This cross-shaped keyhole makes you feel like putting a cross-shaped block into it. It's just the urge it gives you. Do you have a cross-shaped block? Well, do ya?>
flag on <look block>
}
else msg <Quit looking at the keyhole. It's still cross-shaped. Do you have the block that fits it or not?>
speak <You begin to sing to the block-shaped dent in the door and it kicks you in the shin. where did that foot come from?>
examine if not flag <look block> then {
msg <This cross-shaped keyhole makes you feel like putting a cross-shaped block into it. It's just the urge it gives you. Do you have a cross-shaped block? Well, do ya?>
flag on <look block>
}
else msg <Quit looking at the keyhole. It's still cross-shaped. Do you have the block that fits it or not?>
prefix <the>
displaytype <keyhole>
article <it>
gender <it>
use <cross block> {
msg <You palms become sweaty as you put the block towards the keyhole...>
wait <Press any key...>
msg <The block connects into the keyhole and...>
wait <Press any key...>
msg <You get a flashback of a kitten you once saw eating a cactus. But then...>
wait <Press any key...>
msg <The cross-shaped block fits squarely into the cross-shaped dent in the door and vanishes for some reason. You can hear gears crunching and turning and with a loud eerie squeak, the east door opens. You are now free to travel that direction.>
move <cross block; inven>
create exit east <small hall; Kenan's Korner>
}
properties <stay>
end define

define object <floor>
alt <small hall; hall; small; floor>
look <The floor says "small hall" right there in the center of the room. It doesn't mean anything. It's just the title of the room.>
speak msg <Quit speaking to the #@quest.lastobject#.>
prefix <the>
article <it>
gender <it>
invisible
properties <stay>
end define

define object <toilet>
look <There's not really a toilet here. It was a joke.>
take msg <It's not really HERE!>
speak <It's not here... besides, why would you talk to a toilet? Are you trying to drink out of it?>
prefix <the>
article <it>
gender <it>
invisible
properties <stay>
end define

end define

define room <Kenan's Korner>
look <This is Kenan's Korner. Grammatically incorrect but a cute name for a room. There is nothing cute about the room however. There are piles of bones scattered about the room. A mess of fresh flesh (read that outloud) sitting in a pile in one corner.>
west if here <Kwanzaa Kenan> then msg <You can't run away, little prince. You must deal with Kwanzaa Kenan first!> else {
msg <You look in the wrong direction and stumble into the next room.>
goto <small hall>
}
script if exists <Kwanzaa Kenan> then {
msg <You take one step into the room into a puddle of hot boiling magma. Not really...>
wait <press any key...>
msg <You think about the humor of the game's author and realize what a comedic genius he is and then...>
wait <press any key...>
msg <Before you can get a grip on what your thoughts and fears, something unexpected happens...>
wait <press any key...>
msg <ENTER KWANZAA KENAN!>
move <Kwanzaa Kenan; Kenan's Korner>
wait <press any key...>
msg <A scary dude with brightly colored robes looms before you and he shouts, "Bow down before me, mortal! There will be no Happy Holidays!">
wait <press any key...>
msg <You stare at the ceiling for a moment forgetting where you are... then realize you're about to be toasted... what do you do now?>
}
description msg <#quest.lookdesc#>
afterturn if ( %Kenan% < 1 ) and here <Kwanzaa Kenan> then {
msg <The final blow takes Kwanzaa Kenan by surprise and he squeals like an injured puppy and slumps to the floor... then he evaporates! Congratulations!>
move <Kwanzaa Kenan; inven>
hide <Kwanzaa Kenan>
wait <Press any key...>
msg <When Kenan evaporates, he leaves behind a wiggly-shaped block.>
show <block4>
reveal <block4>
create exit west <Kenan's Korner; small hall>
}

define object <block4>
alias <wiggly block>
alt <wiggly block; wiggly; block>
look <This strange little block is in the shape of a wiggly thing and you get the feeling it might open a door somehow.>
take <You pick it up and grin.>
speak <Don't talk to the block.>
prefix <the>
suffix <of doom>
displaytype <block key>
article <it>
gender <it>
hidden
invisible
end define

end define

define room <first hall>
look <In this room, there is not much to see because today is 12/20/07 and it is the deadline for creating and sending in this game. So deal with it. Nothing more to see here.>
east {
msg <Since there were only three unlocking blocks made, the author left this door wide open to face your doom...so you walk through.>
goto <Hank's Hall>
}
description {
msg <You are elegantly standing in what the author calls the "first hall". Why did he call it that? I couldn't tell you.>
msg <#quest.lookdesc#>
}
end define

define room <Hank's Hall>
look <This room smells like the 2nd to last room of the game. There's not much more here.>
script if exists <Hanukkah Hank> then {
msg <You take one step into the room and fall asleep...>
wait <press any key...>
msg <You wake up quickly and look around...>
wait <press any key...>
msg <Before you can get a grip on what your thoughts and fears, something unexpected happens...>
wait <press any key...>
msg <ENTER HANUKKAH HANK!>
move <Hanukkah Hank; Hank's Hall>
wait <press any key...>
msg <A scary dude with a yarmukah shouts, "Bow down before me, mortal! There will be no Happy Holidays!">
wait <press any key...>
msg <You realize you're close to the end of the game but what do you do now?>
}
description {
msg <#quest.lookdesc#>
if here <Hanukkah Hank> then msg <The Jewish Bossman of this game is charging at you with nostrils flaring!>
}
afterturn if ( %Hank% < 1 ) and here <Hanukkah Hank> then {
msg <The final blow takes Hanukkah Hank by surprise and he squeals like an injured puppy and slumps to the floor... then he evaporates! Congratulations!>
move <Hanukkah Hank; inven>
hide <Hanukkah Hank>
wait <Press any key...>
create exit east <Hank's Hall; End Room>
}
end define

define room <End Room>
west msg <There's no need to leave now. This is the end of the game.>
script {
msg <At long last, you stumble into the last room of the game and get suddenly get sucked into a vortex into another game...>
wait <Press any key...>
msg <A story was once told about a young girl who longed for her prince to arrive on a grand white horse and carry her off in the distance...|n>
wait <press any key...>
msg <...this is not that story...>
wait <press any key...>
msg <You, playing the part of yourself, will be embarking on an epic quest...|n|nI'm sorry. Not quite an epic quest. As a matter of fact, it might be an all too familiar adventure of getting out of a house. |n|n"What? Is this a remake?", you might say. Maybe it is. Maybe I as the author went to great lengths to broaden the world of this game and add new puzzles and tweak the gameplay just a little bit...|n>
wait <press any key...>
msg <You find yourself sitting on a couch...>
wait <press any key...>
msg <STOP... I'm totally screwing with you now. You are still in the last room of Christmakwanzakkah. A Christmakwanzakkah Tree looms before you. Do you wanna do something with it?>
}
description msg <#quest.lookdesc#>

define object <Christmakwanzakkah Tree>
alt <tree; christmas tree; hanukkah tree; kwanzaa tree>
look <What a beautiful tree! Covered with hundreds of shimmering lights and a pretty gold star on top.>
take playerwin
speak <"Oh Christmas Tree, oh Christmas Tree... why do I even talk to thee?">
prefix <the>
displaytype <Decorative Holiday Plant>
article <it>
gender <it>
end define

end define

define room <inven>

define object <Kwanzaa Kenan>
alt <kwanzaa; kenan>
look <Kenan looks angry that you are here!>
take msg <Take him...on a date?>
speak <He doesn't want to talk. He wants to kill you.>
suffix <of Kwanzaa>
displaytype <Boss>
gender <he>
use anything if ( #(quest.use.object.name):weapon# < 2 ) then msg <You threaten Kwanzaa Kenan with the #quest.use.object.name# and he laughs heartily and smacks you in the head.>
end define

define object <Christmas Kevin>
alt <Kevin>
look <He looks like he wants to eat you. His fake beard creeps you out too.>
take msg <Try that... on second thought, don't.>
speak <He would rather eat you than talk to you.>
displaytype <Boss>
article <him>
gender <he>
use anything if ( #(quest.use.object.name):weapon# < 2 ) then msg <You threaten Christmas Kevin with the #quest.use.object.name# and he laughs heartily and smacks you in the head.>
end define

define object <Hanukkah Hank>
alt <Hank>
look <His yarmukah swings wildly (and menacingly) as he dances around.>
take msg <You pull on his beard and he pokes you in the eye.>
speak <He yells "worship me or die!" over and over until it just annoys you.>
displaytype <Boss>
article <him>
gender <he>
end define

end define

define procedure <Intro>
msg <There you were, standing in the midst of confusion in December 2007 with no hope of playing any Christmas type text games until...|n>
wait <Press any key...>
msg <|b|s30|crC|cgh|crr|cgi|crs|cgt|crm|cga|crk|cgw|cra|cgn|crz|cga|crk|cgk|cru|cgh|cr! |s0 |cb |xb>
wait <Press any key...>
end define

define text <intro>
There are some rusty parts of this game due to the time I had left to make it. But in the "toy room", just look at everything and type "get all" or "take all" to get all the weapons at once. Ignore the bold statement in the corner room with the crowds. It tells you that there's nothing else to do even if the crowds are still there. I didn't have time to fix it.
Other than that, have fun!
end define

define text <win>
You got the tree and won! Game over... play again. Try crazy things. Use the weapons on everything this time and each other. (specifically near the beginning of the game which was where I had more time to make the added features. Look at every detail you can) Thanks for playing!
end define

define text <lose>

end define

Alex
21 Dec 2007, 10:28
You should be able to attach games to forum posts now - use the "Upload attachment" tab underneath the Save/Preview/Submit buttons.

steve the gaming guy
21 Dec 2007, 15:28
Oh... sorry about that. All this modern technology!
I see the tab now. Here is the attachment.... except the .asl extension is not allowed?

The extension asl is not allowed.


I'll change it to .txt first. So everyone, save this with an .asl extension.
And now...

The extension txt is not allowed.



So what am I doing wrong?

Alex
21 Dec 2007, 15:45
Ah, I'll need to play with the attachment settings to allow ASL and CAS files.

In the meantime it looks like you should be able to upload ZIP files though.

Dr.Froth
22 Dec 2007, 18:03
Wow...one entry.

I guess this makes the voting easy.

steve the gaming guy
24 Dec 2007, 05:34
It's like I won AND lost. But if I'm the winner and the loser, does that cancel each other out? :P

Cryophile
25 Dec 2007, 12:04
I just read about this whole thing NOW...

Can we have another one? :(

Elexxorine
25 Dec 2007, 12:54
Perhaps an Easter one? Then much later a Hallowe'en one... Muhahahahahha! (That's my birthday)

Dr.Froth
28 Dec 2007, 22:21
Wow...what an amazing turn out for my comp.

I guess since I have allowed enough time for voting (of which none was really needed) I can announce the winner as:

Steve...Yaaaaah.

Congrats Steve. PM me your contact info and I will get your prize out to you this coming week.


I would say that we would try this again next year but I would have to really think about that.

Thanks to all who entered (that means you Steve).

steve the gaming guy
02 Jan 2008, 15:56
I think I speak on behalf of everyone who entered when I say "Wow, thanks! I really wasn't expecting to get anything!"

Honestly, I was hoping to see some other entries. Maybe next time.

Elexxorine
03 Jan 2008, 10:52
Perhaps a little more warning for the next competition... A month isn't really that long when you have things like work/school and also Christmas presents to buy, etc...

davidw
03 Jan 2008, 13:42
I'd have said a month was more than long enough to write a small game, which is what this comp is aimed at.

Out of all the people who said they were definitely going to enter and failed to do so, how many have ever actually released a game full stop?

paul_one
03 Jan 2008, 16:31
Yyyup, about 2 maybe?

I said I'd try - I don't think I typed "definitely".

I'm gonna write an easter one and try to get that out..

steve the gaming guy
07 Jan 2008, 17:35
Just now getting back to trying this again, folks. For all who care to try the game out in its original state... Then I'll post it in the archive after I clean it up a smidge and work out a couple quick bugs. Nothing major.

And here is a copy of my original helpful tips when I first put up the game:
The thing I said wrote:This should work. Most of the game, I did today. Talk about crunch time. Anyway. Hopefully this works for you guys. I just played to its completion moments ago. Don't try to "kill" anything or "unlock" anything. Just USE objects on other things and LOOK at things. That should do it. ENJOY!
Also, I had more practice in the past on Quest 3.53 so hopefully it should still work on 4.2 or whatever.

FOR THOSE OF YOU WHO DO NOT KNOW HOW TO CONVERT THIS... copy the code and save it in Notepad, change the extension to .asl and you should be able to play it.

EDIT
Ok, I had another brief minute to play through the game and sort of beta test it. I am not going to change the code as I have already pasted it. I don't think it would be fair. I will give you another couple of errors I noticed in my haste to finish the game for today's entry.
Be aware of the right panel as you play. Certain objects and exits become available without the room description telling you so. Here are some things to be aware of.
- In the toy room after you look at the certain objects in the room, weapons appear. When you "take all", the only response it gives you is that you can't pick up the shelf or the chest or the bag. It does not tell you that you actually picked up the weapons. Double check your inventory afterwards by typing "i" or "inventory"
- In Christmas Kevin's room, there is a southern exit that is not mentioned. There is a keyhole that must be dealt with to continue south.
- In Hanukkah Hank's room after you defeat him, the description ends with "press any key" but nothing else happens. But in fact, the EAST door becomes available. Just go east after you beat him.

I will give a simple tutorial soon after you have a chance to play it. There are fun extras in the first 3 or 4 rooms of the game so look at everything and use every object on every other object.

Michael The Gamer
16 Jan 2008, 11:07
Review by Michael the gamer_______________________________________

16 Jan 2008

This is a nice Christmas theme game
It has guns bosses and weird keyholes
Too bad its short
and its very funny too

Rating:

steve the gaming guy
16 Jan 2008, 16:02
I'm glad you liked it. It's Steve Lingle (not Lingue) by the way.
Did you get to the end? Play it again and try extra things. Try using the weapons on each other. I had fun with that. In the descriptions, try looking at different things that you normally wouldn't look at. Like the doors or signs or stores, etc... I spent some time creating the extra fun stuff.

Michael The Gamer
17 Jan 2008, 10:57
steve the gaming guy wrote:I'm glad you liked it. It's Steve Lingle (not Lingue) by the way.
Did you get to the end? Play it again and try extra things. Try using the weapons on each other. I had fun with that. In the descriptions, try looking at different things that you normally wouldn't look at. Like the doors or signs or stores, etc... I spent some time creating the extra fun stuff.


wooops... :?
anyway did the review look like a review at textadventures?