Showing posts with label gamebook. Show all posts
Showing posts with label gamebook. Show all posts

Tuesday, November 2, 2010

A Dark And Deadly Path

This post's curiosity originated as the boilerplate choose-your-own-adventure included with mouser's Dark and Deadly Path prototype engine for audio-gamebooks. But how will deaf players ever be able to appreciate its ludicrous story? Looks like a job for... A_Gamebook_Fan!

A Dark And Deadly Path: choose the game to play using the cursor keys and hit [Enter] to begin.
[Ed. -- Actually, don't... just click on its link!]
DELLA: the test game.

...

One afternoon, on your way home from work you decided that you wanted to walk instead of taking the bus because it was a beautiful day. As you were walking you were humming to yourself and just enjoying the day. Suddenly, from out of nowhere, a little white bird flies toward your head. Press 1 to jump out of the way, or press 2 to stay because you are too stunned to move.

...

Whew! That was close! You take a moment to catch your breath and look around to see where the bird was going in such a hurry. You see him fly off into the woods. Then you notice a rabbit hopping by very quickly as well, and watch him also hurry off into the woods. This has you curious. Press 1 to follow the animals into the woods, or press 2 to turn around and keep walking home.

...

Hey, what the hell -- why not? You walk slowly into the woods looking and listening at any signs of what could be going on. Strangely however the only thing you hear is silence. You can no longer even hear the hustle and bustle of the city. You get a shiver down your spine. You begin to walk with even greater care into the depths of the woods. Hey, what's that over there? There was something sitting at the bottom of one of the trees, but you just couldn't quite see what it was. Press 1 to get closer to see what it is, or 2 -- keep walking.

...

As you approach the tree you can see that there is a man sitting under it. He sees you coming and he waves. On his shoulder you notice the same little white bird that had almost ran into you earlier. "Who are you?", you ask him. "Hi! I'm Mouser," he says. "Mouser? You mean you're that dude from donationcoder?" He smiled and nodded. Then you realise that the little white bird was Cody -- but who was the rabbit, you ask? Mouser went on to explain that Cody had been very popular amongst the animals these days, and cannot go anywhere without someone spotting him and wanting his autograph. You let out a giggle. So you and Mouser hang out under the tree for a little while, then you decide it's getting late and you'd better get home before your wife starts to wonder where you are. As you start heading back you suddenly have the strange feeling that you're not going in the same direction that you came in. You quickly turn to look around you, but all you can see is trees. You try to shake off this creepy feeling now brewing throughout your body. Oh my God, look out! Press 1 quickly to get out of the way. [Ed. -- a reflex test... if you'd rather fail it, you can go here.]

...

Damn, what the hell was that? Something reeeeally big just ran past you! Your heart starts racing in your chest! You hear a low growling coming from behind some bushes. Press 1 to go over and see what it is, or 2 to run like hell.

...

"Quick, quick, run away, run away!" you say to yourself, as your legs carry you deeper and deeper into the woods. You can hear the creature following close behind. Sweat is pouring off your head and your legs begin to feel like Jell-O. What do you do now? Press 1 to climb a tree and hope that the creature cannot climb, or press 2 to scream for help at the top of your lungs.

...

You scream and scream as loud as you can and thankfully that seems to have scared the creature away... at least for now. You sit on a tree stump and catch your breath. You wonder what the hell that was that just chased you through the woods. After a few minutes you stand up again and try to figure out where the hell you are, but still all you can see is trees. Press 1 to just keep wandering aimlessly, or press 2 to try to figure out where North is by looking at the stars.

...

You keep wandering and eventually run into an old abandoned shack. It looks very creepy and you can't shake off the feeling that you're still being watched. Press 1 to enter the shack or press 2 to keep wandering around.

...

The shack seems good enough to provide you shelter for the night. It has a fireplace and in the corner is a bed with some junk laying on top of it. If you clear off the junk it would make a somewhat decent place to sleep. You also notice a trap door in the floor. Press 1 to open the trap door and take a look to see what's in there, or number 2, go to bed.

...

When you open the trap door you will see a ladder going down into what looks like a basement. It's very dark and you can't see anything. You look around in the junk and find an old oil lamp you light to descend down the ladder into the darkness. Down there you will find a small room with some strange objects. It has a human skull up on a shelf and a few old candles. You light one of the candles and notice a book on the desk. Press 1 to open the book and read it out loud, or press 2 to take the book with you.

...

You take the book with you, and after your discovery of the creepy room, you figure that this is definitely not a safe place to spend the night, and you continue outside to try and get yourself out of this mess. As you continue walking for a few miles you notice a faint light in the distance. Press 1 to follow the light or press 2 to keep wandering in another direction.

...

As you approach the light it becomes clear that it is streetlights of a road -- finally! you found some sign of civilization. You follow the road and as a car passes you hitch a ride to town. You go back home and, exhausted, you lie down on your bed and fall asleep instantly. When you wake up you remember the book you picked up at the shack. Do you: 1, open and read the book; or 2, forget about the book and go about your normal life?

...

You can't quite make out what the book is saying for it's in some strange language that you don't master. After some research and Googling you can't find out what the language is -- even Babel Fish doesn't know! Press 1 to take it to your creepy old aunt Grizelda, or 2, sell it at a flea market.

...

Your aunt Grizelda, whom you always throught was a bit crazy, tells you it's a magical book that can open a portal to the underworld. She says once someone has used it to summon a horrible monster to take revenge on someone else, but the monster ate the one who summoned it. It is said to be still wandering the forest and determined to stalk and kill whoever it encounters. Press 1 to tell your aunt you think you're being haunted by that monster, or press 2 to call the nutty farm to take your aunt Grizelda away, because obviously now she's lost it.

...

You are sure your aunt has lost it big time by now, and call the psychiatric institution to come pick her up. They take her away and you sign papers so they would take her out of society, since obviously such a person with such thoughts can't wander free in our perfect, sane and clean society. Later you go to bed and hear the deep growling again. Your heart pounds and you open your eyes to see a huge rabies-infected dog in your living room. You quick call the police and they take the dog away. You are so relieved that there are no monsters lurking in the woods, you decide to read the book you found, out loud, to your kids as a bedtime story. The next morning you are awoken, not by the sound of your alarm clock, but by a munching sound. You look next to you and see a zombie eating your wife. Maybe your aunt wasn't so crazy after all.

THE END.

...

The bird hits you in the eye and makes its way all the way to your brain and YOU DIE.

(Would you like to back up a step, or start over again?)

...

A comet hits your house and YOU DIE.

(Would you like to back up a step, or start over again?)

...

Eventually you get lost and YOU DIE of hunger.

(Would you like to back up a step, or start over again?)

...

You get eaten by some strange looking creature with biiiiig white teeth.

(Would you like to back up a step, or start over again?)

...

You're outta luck: it can climb. YOU'RE DEAD.

(Would you like to back up a step, or start over again?)

...

By looking up to the stars you forget to pay attention and the beast catches up with you and eats you. And YOU DIE.

(Would you like to back up a step, or start over again?)

...

You get lost in the woods and YOU DIE of hunger.

(Would you like to back up a step, or start over again?)

...

The creature eats you and YOU DIE.

(Would you like to back up a step, or start over again?)

...

It appears to have been a magical book. By reading out loud you opened a vortex into another dimension. Now evil skeletons and zombies are coming out through the portal and feasting on your flesh. Needless to say you are now very very dead, and so is the rest of humanity. Thanks!

(Would you like to back up a step, or start over again?)

...

You get lost and DIE of hunger.

(Would you like to back up a step, or start over again?)

...

The monster you encountered in the forest found its way to your house and you still get eaten.

(Would you like to back up a step, or start over again?)

...

Your aunt tells you to compose a potion from a few very strange ingredients to stop having the monster hunt you. You take the potion and drink it. Unfortunately, it appears to have been poisonous, and YOU DIE.

(Would you like to back up a step, or start over again?)

Tuesday, November 17, 2009

Fortress, Snowballs, Tangerine, Avocado

Today I take a crack at delivering the first game presentation on this blog! It's true, it's not just for lazy historicizing. (And what a week for its launch, with samizdat.cc/cyoa going live with its beautiful animated graphs and repost of Chris Boraski's browser-playable version of Zork gamebook number 3!)

For various reasons (more lazy historicizing?), this game is not as much fun as The Caverns of Doom, but it does have a more academically distinguished pedigree. To get things off with a bang here, I wanted to share with you all a foundational work of hyperfiction; however, a clickable version of Borges' The Garden of Forking Paths already exists (hmm -- at least, it did before Geocities went belly-up!), Cortázar's Hopscotch is too substantial a work to casually convert (or casually pirate, for that matter), and Raymond Queneau's renowned A Story As You Like It is already up in browser-navigable form both in English and in its original French as Un conte à votre façon.

What I have prepared for you, then, is a homage to that last work, written by author Daniel Godston for the 2006 issue #8 of the Drunken Boat online journal of art and literature with its focus on works by the Oulipo (Ouvroir de littérature potentielle). In a curious editorial decision, it was originally posted online as an un-hyper-text; I have taken the liberty of modifying this sister text to include functional navigational links.

...

1. Would you like to hear the story about the fortress of goons? 2. Would you like to hear the story about the snowballs in the valley? 3. Would you prefer to hear the story about the tangerine and the avocado? 4. Once upon a time there was a fortress of goons in a kingdom on a distant continent. Surrounding the fortress was lush vegetation and ropy vines that draped under a canopy of trees. The king goon swam in a mud pit and sometimes gargled mud. One day a huddle of henchgoons told the king goon a yarn about how a creature in a distant kingdom was planning to invade their kingdom.
  • a. If you would like to hear a different exposition, go to 9.
  • b. If this exposition suits you, go to 5.
5. The king goon invited his henchgoons to jump into the mud pit for a swim.
  • a. If you prefer that they go for a swim, go to 6.
  • b. If you prefer that the king goon get out of the mud pit and towel off, go to 7.
6. They all dove into the mud pit and swam until the mud thinned and became a mountain spring.
  • a. If you want to know where they swam, go to 11.
  • b. If you don’t care about it, go to 7.
7. The goons were taken away by the mountain spring, and they were never heard from again.
  • a. If you would like to hear another development, go to 8.
  • b. If you like this development, go to 10.
8. The goons were taken away by the mountain spring, and the current took them to a blue cavern that opened up to the ocean.
  • a. If you prefer that they end up somewhere else, go to 7.
  • b. If this destination suits you, go to 10.
9. Once upon a time there was a fortress of goons in a kingdom on a distant planet. In the morning the goons would connect at the fingertips to share magnetic forces. 10. The creatures inhabiting that kingdom had experienced this kind of thing before, and this occurrence provided them with an opportunity to re-imagine what their government could become.11. The creatures of this kingdom dreamed up new colors, tastes, sensations, and imptr sounds. 12. The rivers that webbed across the kingdom flowed quietly, and some flowed around the crystal mountain.
  • a. If you would like to find out more about these rivers, go to 15.
  • b. If you would like to find out more about the crystal mountain, go to 13.
13. Silver fish darted up and down the rivers, around the boulders.
  • a. If you would like to know what the fish eat, go to 14.
  • b. If you would like to find out more about the boulders, go to 14 anyway.

14. The fish made patterns around the boulders. There were so many of them and they moved so quickly that the boulders weren’t troublesome obstacles. Sunlight danced on the fish’s scales.
  • a. If you wish to find out more about the patterns, go to 15.
  • b. If you want to find out more about the sunlight, go to 15 anyway.
15. Their patterns were elliptical and curlicued, and they looked like Full Carrick Bends.
  • a. If you wish to know more about the curlicues, go to 16.
  • b. If you do not want to know, go to 21.
16. They were swift and glittery. 17. The tangerine and the avocado mapped out their journey.
  • a. If the tangerine and the avocado displease you, go to 21.
  • b. If they suit you, go to 18.
18. They smackled and undulorbled.
  • a. If you wish to know what they did after that, go to 19.
  • b. If you do not want to know, go to 21.
19. They gliglistened and wananeded.
  • a. If you wish to know the rest, go to 20.
  • b. If you do not wish to know, go to 21.
20. There is no rest and the story is finished.

21. There is nothing left, and the story is likewise finished.

Through this convenient diagram (the renowned "bifurcating graph representing the structure of Raymond Queneau's A Story as You Like It" from Lettres Nouvelles, July–September 1967), one can observe that the structure of Fortress, Snowballs, Tangerine, Avocado is identical to that of its parent work, making for two congruent hypertexts whose contents are entirely different. Food for thought!

Monday, November 9, 2009

Hello, world!

I'm a(n anonymous) child of the '80s ('79 to be precise) and like many of my cohort whiled away many a bemused hour in my childhood with whole hands of fingers jammed into Bantam's "Choose Your Own Adventure" interactive novellas as impromptu bookmarks so as to better keep track of plot forks and branches to return to sometime later.  As I grew and "matured" (nominally) I took up where my babysitter left off and plunged into the Fighting Fantasy gamebook series (after mistaking City of Thieves for the recommended-by-a-friend Thieves' World collection).  The advanced game mechanics were appreciated if typically ignored.

During this period, I was hopelessly devoted to a series of gutless home (micro)computers, though I was always thrilled to scope out the Tower of Babel computing profusion of the mid'80s and investigate how my friend's mom's Mac Classic sized up against my TRS-80 CoCo and the Commodore 64s in the school computer lab - all different machines doing what amounted to the same job in different (and mutually unintelligible) ways.  And as with the books I sandwiched my fingers in, selecting options from menus was a perfectly acceptable convention in this entertaining context also, a streamlining convenience keeping one from having to painstakingly peruse BASIC code listings or memorize byzantine directory structures in order to figure out how to run this week's hot new game.  As a normalized interface convention, it was also perfectly kosher as a game interface mechanism, and during the shareware revolution many programming-poor but narrative-rich would-be auteurs took advantage of various commercial and homebrew systems to share their stories with the world, or at least the sneakernet and their local BBS file areas.

The GUI revolution (let's face it, they were revolting times) made simple menus the order of the day, but along the way eschewed confusing words in favor of simplified icons.  The advent of the internet, a new and exciting medium, heralded the advent of the literary genre for the new millennium: hyperfiction! ... but those of us with paper cut callouses knew better, and watched with dismay as it collapsed at launch into a flaming wreck of academic obscurity.  (In Japan the visual novel arrived as a medium held in similar esteem for entirely different reasons.) Now that hypertext was the order of the day, something used by people who had never waited for a program to load off of cassette tape or stuck their fingers into any kind of publication, we must have assumed that the counterpoint to the rapidly dwindling gamebook publishing industry would be an explosion of the material casually strewn throughout the information superhighway.

But instead we got banner ads.  While gamebook-style interactive reads weren't unknown in this strange new world, amateur hour meant the death of the system that had professional writers and illustrators working beneath trained editors to publish tested material... all of which presupposes a certain profit motive largely absent in this Wild West bordertown.  Instead, people who arranged paragraphs for the love of the game and got their dog-walker to look over it once released their cocktail-napkin gamebooks in whatever medium they had available -- often Microsoft Word DOCs -- and watched them sink out of sight.

Sometimes this was a loss that no one, not even the dog-walker, would mourn, while othertimes -- who knows? -- hitherto unknown and underappreciated gems of the fin-de-siecle never reached their audience because the free webhost went under, or the work was saved in a file format Google didn't at that time index, or the author didn't bother to (or know how to) actually embed links and targets within their document to make it convenient to navigate... or the technological tides shifted and epic works gathered dust in Hypercard vaults or bitrotting on 5¼-inch floppy diskettes nobody had the equipment or knowhow to liberate them from.  Maybe they were languishing in a proprietary data file no one had thought or known to hexedit.  And maybe the publisher went under, leaving the books forevermore out-of-print, consigning the works (often interrupted mid-series) to a kind of limbo existing only in the memories of their onetime players and occasional used bookstore inventory-takers.

I aim to use this blog to give a few of these dusty no hope cases a few more hours in the sun after all these years, presenting the full text (with original illustrations, where possible) of these forgotten interactive stories in a hypertext-navigable Web-browser-playable form in many cases for the first time, ever, with a spot of context besides!  They may not all be winners, but the web is big enough to sustain a bit more nostalgia-bloat, and if people are playing the Atari 2600 E.T. game through emulation today it certainly has nothing in terms of compelling plot and gameplay that even the weakest of these lack.