Tuesday, November 6, 2012

Dragon Warrior Text Adventure

Often the question is asked: why did gamebooks decline as home video games were on the ascendant? Were their trajectories related? This item doesn't answer the question, but it does demonstrate that you can't hitch a ride up when you're on the way down. Since March/April of 1990, this little choose-your-own episode has languished without a machine-readable form. But could the world really do without Nintendo Power magazine's 4-page promotional gamebook for Enix's Dragon Warrior for the NES playable through your web browser? Well, probably. (Note: arrrrrrgh! I do my best to avoid reduplicating the labours of others, as the merit of someone converting one of these even once is debatable let alone twice... but as I started this one offline I failed to verify that no one else had transcribed the lousy thing yet! But mine has the original magazine illustrations -- lossy screenshots -- and is all laid out on a single page to justify itself. But I will be using Google more judiciously in the future before I undertake further conversions. Chee whiz, I bust my hump in an effort to provide Google spiders with exclusive content! My coffee break today could have been invested into marking up a totally unrepresented hypertext! Ah well, I'd better get over myself... but it always stings to be beaten to the draw by one of the cultural vanguard on a Tripod account.)

Dragon Warrior Text Adventure
Have you ever wondered how decisions are made in a Role Playing Game such as Dragon Warrior? In this text adventure you'll see how your choices lead to particular results. It's the same sort of process that's at work in the computer chips of your NES -- what we call "if, then" statements. This is also a good way to learn about the strategy of Dragon Warrior and have some fun.
Rules of the Game
As a warrior about to set out on a quest you have 10 Hit Points (HP), 0 Magic Points (MP) and 120 Gold. Read what happens in each frame, then either choose from the list of options or go to the frame number indicated if there is only one option. When attacked by monsters your HP will be reduced, and if it reaches 0, the game is over. Your success depends on how well you make decisions and how well you remember wrong turns and dead ends. There are many dangers, and the choice that works once may not work in a different situation.




.
As the descendant of Erdrick, a great warrior of old, you are about to set out on the first leg of a quest to defeat the Dragonlord who has taken over the Kingdom of Alefgard. You begin in Tantegel Castle and, as you stand at the gate, you must decide which direction to take.
. . .

Town of Brecconary: Buy a weapon and armor before setting out.
. . .

.
You are lost in a mountain cave. Suddenly a Drakee appears. What do you do?
. . .

Before you lies a great lake. As you draw near a Ghost appears.
. . .

Looking north you see rugged, impassable mountains. Which way do you go?
. . .

Proceeding to the West, a Red Slime appears. Do you . . . ?
. . .

You have come to the town of Brecconary. Pay 6 Gold and recover your strength at the Inn before moving on.
. . .

Before you waits a Slime, but it hasn't seen you. What action do you take?
. . .

After a strong attack you defeat the SLime and receive 2 Experience Points and 1 Gold. You set out, this time toward the...
. . .

Attacking with your bare hands wasn't such a good idea. You inflicted 1 damage point while you received 5 damage points from the monster. Now what?
. . .

.
You've escaped!
. . .

You are attacked before you even see the monster
. . .

.
Heading to the right you enter the forest where a Drakee appears, looking rather mean.
. . .

Going left brings you to a field. Which direction do you go now?
. . .

Luckily you've escaped, but you can't earn Experience Points of Gold by running away.
. . .

A Magician attacks using the Hurt spell. You respond by . . . ?
. . .

Seeing a cave to the North, you proceed to the ... ?
. . .

.
You've attacked an enemy before it was prepared and won a great victory, gaining 8 Experience and 10 Gold. You go up 1 Level and learn the spells of Heal and Hurt. Your HP is at 30 and your MP is at 16. Where do you go next?
. . .

Your attack inflicted 1 point of damage on the enemy while you received 5 points of damage. Your HP is at 2.
. . .

Good punch. You knocked down the enemy and gained 2 Experience Points and 1 Gold. Now let's go back to town.
. . .

A great blow! The enemy is defeated. It's time to go back to the town.
. . .

Crossing the bridge, you see a Magician.
. . .

A bridge lies to the South and some hills to the North. Where do you go?
. . .

You are inside Erdrick's Cave. With the torch lit, you discover a treasure chest. Inside is a tablet that tells of ancient deeds. It also tells you that you must find 3 special items to succeed in your quest. Where do you go from here?
. . .

The attack on the Magician leaves you with 10 points of damage form the Hurt spell and the Magician with only 3 points of damage.
. . .

You received 3 points of damage during the attack, but managed to run away. For protection you must use one of the items in the list.
. . .

In the hills a Drakee attacks!
. . .

Going North you reach the ocean. Where do you go next?
. . .

You spot a town ahead in the distance
. . .

Nothing happened after lighting the torch.
. . .

Sprinkling the Fairy Water all over you will keep the monsters away.
. . .

Herb heels your wounds and you recover your strength.
. . .

The Dragon's Scale doesn't do anything.
. . .

Once you've put on the wings they speed you back to the castle.
. . .

A Magician appears.
. . .

.
You've attacked the Drakee and both of you received 3 points of damage.
. . .

Running away from the enemy, you find yourself back at the castle.
. . .

Near a lake in the woods you come upon a Slime.
. . .

You have reached the town of Garinham and discovered that there is a locked door, behind which lies an important secret. You also learn that the princess is somewhere to the East. Where do you go?
. . .

Crossing the bridge you walk southward along the ocean shore where you see another bridge. Which direction do you go?
. . .

You really should go eastward.
. . .

Once you've crossed the bridge a Magidrakee appears, but it doesn't see you.
. . .

Heading West takes you into the Poisonous Swamp. With every step your HP goes down. What do you do?
. . .

Unfortunately, you haven't mastered the spell yet and you pass away in the bog. Alas.
. . .

In the eastern desert you encounter a Scorpion.
. . .

To the North you see a town. You head toward it, intending to rest at the Inn and restore your strength.
. . .

You are in the Poisoned Swamp. What should you do?
. . .

The Scorpion's attack inflicted 5 damage points while you gave it 8 damage points. What do you do now?
. . .

You are attacked and lose a great deal of HP. You need to return to the town and recover. Which direction do you go?
. . .

.
The Hurt spell is delivered and the enemy gets 10 damage points.
. . .

A Skeleton attacks before you reach the village.
. . .

You inflicted 5 points of damage and defeated the monster, but you need to recover HP at a town.
. . .

The Hurt spell inflicted 8 damage points.
. . .

Weakened from battle, you come upon a cave and, with a lit torch, enter. There a Druin attacks from the shadows. Your HP is down to 5. What do you do?
. . .

Your attack gave the monster 20 points of damage.
. . .

The attack on the Skeleton leaves you with only 6 HP and 0 MP. The Skeleton received 6 points of damage.
. . .

The enemy has cut off your retreat and attacks!
. . .

Your Hurt spell inflicted 8 points of damage while you received 10 damage points.
. . .

Your attack gave 7 points of damage to the enemy and you sustained 6 points of damage.
. . .

Using the Hurt spell you inflicted 10 points of damage, but received 6.
. . .

Alas, you have died without completing your quest.

. . .
You have escaped and, after recovering your strength at an Inn, you are ready to go.
. . .

Your attack using the Club defeats the enemy with 15 damage points. Your level goes up to 7. Your Maximum HP is 39, MP 26.
. . .

You cannot use the spell because your MP is 0.
. . .

Congratulations -- You have reached a village where people tell you to go South through the Poisoned Swamp to the town of Rimuldar. But first you should buy a Copper Sword, half plate armor and a small shield. Also stock up on Herb for the long journey.
You have succeeded in overcoming the early stages of Dragon Warrior, just as you would in the real game. Congratulations. It is a game of choices and strategy, as you can see, and the further you go in this world the more you are able to do. Items must be found and mysteries solved, but you must also continue gaining experience against the monsters ot the Dragonlord.

Saturday, November 3, 2012

Life on GUE Street

As mentioned in yesterday's post, this 2000 game by Chris Charla is in response to the previous year's Life on Beal Street, a very bottlenecked piece of superficially-randomized hyperfiction. I love its micro-blurb on this Tumblr! The basic form is very similar, except that all of the experiences the protagonist reflects on mirror puzzles, treasures, encounters and deaths from Infocom's Zork. Its author's notes also point to a preposterous number of potential configurations (why not 69,105?) but though its passages are randomly strung together, unlike its inspiration here their contents remain static. That means it's much easier for me to show you the complete contents of the game! That has meant imposing a bit of a fixed-rail track on which to cart you by all the set pieces. I hope you don't mind! If you like, you can experience the hyperfiction in its native Z-code medium, downloadable here and playable through your favorite Z-code interpreter.

. . .

Life on Gue Street.

(I highly suggest typing "About" if this is your first time playing this.)

. . .

The little, invaluable self-deceptions we allow ourselves. Sometimes they're the only things that make adventuring bearable. Today, for example, you're taking a walk on Gue Street beneath a cloudless summer sky. Not surprising; you've been adventuring around this neighborhood almost every day to enjoy the warm weather and plentiful treasure. You've walked down this street, and dozens identical to it all across Quendor, countless times, reveling in the little details, taking an adventurer's pleasure in noting how the whole architecture of the game seems to change based on what you type. The placement of a single "N" or "Kill Troll" or the calibrated timing of a child's laugh, the most random of events, combine like a catalyst with your emotions such that the street never appears quite the same. It is therefore completely plausible, you tell yourself repeatedly, that this is just another daily adventure, that there's no special reason why you turned down this tiny lane rather than the next one. The fact that the White House, the unjustly enticing old, boarded up, cozy, bungalow is just down the street is a mere coincidence, nothing more.

. . .

Wandering in the woods is always an introspective way to adventure, so you try it. Moving aside a pile of leaves (you vaguely recall jumping in leaves with Pat, but that was another time, another adventure), you find a grate. Locked. Useless. You consider counting the leaves, but distracted by the noise of a song bird you wander north. A tree, ripe for climbing, beckons, so you climb it, discovering a delicate mechanical egg. Now this is a treasure any adventurer could be proud of. You pocket it and shimmy down the tree.

. . .

You walk around the White House and let yourself in through an open window. A quick walk into the living room reveals a sword of apparent Elvish origin, and a great lamp. This walk on Gue street, which started out so introspectively, may already be paying off. In an contemplative mood, you examine the oriental rug in the living room to make sure it isn't the product of child labor. In doing so, while remembering your many adventures past, you discover a trap door. You are a self-respecting adventurer, despite what Pat said, so you open it and descend.

. . .

You enter a maze of twisty passages, all alike. Lucky for you, you paid attention during that "Advent" class you took last year. You slowly begin dropping items, then wandering lost until you find them again. Tedious. Not as tedious as those endless late night discussions with Pat about JC, or the meta-game nature of IF, but tedious nonetheless. Eventually you map and find your way out of the maze, but you could swear some of your stuff was moved, or went missing.

. . .

"Abandon every hope, all ye who enter here," reads the inscription above the gates to Hades. You should have abandoned all hope that Pat would come around, but you didn't, because you knew that Pat would come around someday. You knew it. It just wasn't true. Now you wonder if you are making the same mistake with JC. Ugh. You shouldn't torture yourself with these thoughts. They're distracting you from the task at hand. Shaking your head to clear it, you get out the candles and bell, and turn to page 569 in the big black book. Time to get down to business...

. . .

With flood control dams like this it's a wonder it isn't the great underwater empire, you think as you gaze wistfully at Flood Control Dam #3. You wonder if anyone threw anything interesting into the reservoir behind the dam. Maybe it's worth open the sluice gate, you decide, and head into the control room.

. . .

You enter a maze of twisty passages, all alike. Lucky for you, you paid attention during that "Advent" class you took last year. You slowly begin dropping items, then wandering lost until you find them again. Tedious. Not as tedious as those endless late night discussions with Pat about JC, or the meta-game nature of IF, but tedious nonetheless. Eventually you map and find your way out of the maze, but you could swear some of your stuff was moved, or went missing.

. . .

This room is very loud. It reminds you of an argument you had with Pat, where Pat was very loud, and kept bringing up your former adventure partner J.C. You look around. Look... Look... Look... Hmm... Hmmm... Hmm... You always say "echo" in a place that echoes, so you say it. And suddenly, the room is strangely quiet. You pick up the platinum bar and move on.

. . .

Oh, the egg had a little canary in it. How cute. You take a minute away from your typical self-absorption about the you-Pat-JC triangle and decide to show the little canary to the song bird. You climb the tree and are rewarded with a little brass bauble. Well, maybe the song bird just dropped it, but you'll take it!...The altar is intriguing, as is the prayer book. But what really interests you is the hole in the corner. You try to climb down, but you don't have a prayer of a chance, what with that gold coffin you snagged in that weird Egyptian room. At loose ends, you decide (as you did so many times during your and Pat's difficult breakup) to pray. It seems to have worked, because you suddenly find yourself in a forest near Gue street.

. . .

West! Oops! You meant to go north. Crap. Now you're back in that maze. Maybe you can use the skeleton key you got from the skeleton to get out of here. Mazes suck, you decide, as you begin venturing in random directions. And yet, both JC and Pat expressed an interest in them...

. . .

The little, invaluable self-deceptions we allow ourselves. Sometimes they're the only things that make adventuring bearable. Today, for example, you're taking a walk on Gue Street beneath a cloudless summer sky. Not surprising; you've been adventuring around this neighborhood almost every day to enjoy the warm weather and plentiful treasure. You've walked down this street, and dozens identical to it all across Quendor, countless times, reveling in the little details, taking an adventurer's pleasure in noting how the whole architecture of the game seems to change based on what you type. The placement of a single "N" or "Kill Troll" or the calibrated timing of a child's laugh, the most random of events, combine like a catalyst with your emotions such that the street never appears quite the same. It is therefore completely plausible, you tell yourself repeatedly, that this is just another daily adventure, that there's no special reason why you turned down this tiny lane rather than the next one. The fact that the White House, the unjustly enticing old, boarded up, cozy, bungalow is just down the street is a mere coincidence, nothing more.

. . .

Wandering in the woods is always an introspective way to adventure, so you try it. Moving aside a pile of leaves (you vaguely recall jumping in leaves with Pat, but that was another time, another adventure), you find a grate. Locked. Useless. You consider counting the leaves, but distracted by the noise of a song bird you wander north. A tree, ripe for climbing, beckons, so you climb it, discovering a delicate mechanical egg. Now this is a treasure any adventurer could be proud of. You pocket it and shimmy down the tree.

. . .

You walk around the White House and let yourself in through an open window. A quick walk into the living room reveals a sword of apparent Elvish origin, and a great lamp. This walk on Gue street, which started out so introspectively, may already be paying off. In an contemplative mood, you examine the oriental rug in the living room to make sure it isn't the product of child labor. In doing so, while remembering your many adventures past, you discover a trap door. You are a self-respecting adventurer, despite what Pat said, so you open it and descend.

. . .

What good is this coal, anyway? But, maybe, in the right place, with the right amount of time... you could produce a diamond... now, if you could only find some sort of machine that would put that lump of coal under that much pressure. Maybe if you wander back through that nondescript area of the coal mine, you'll find something...

. . .

Pat always complained the you were indecisive, and here in this round room, with so many passages to choose from, it's easy to see why. Finally, you steel yourself and decide to move west.

. . .

It was quite a trial, inflating the boat, but now you've entered it, and you feel confident that going down the river will lead you someplace wonderful. Someplace with more treasure for an ambitious adventurer. Oops, you hit a buoy. Well, you can check that out later, you think. You've got treasure to find! You continue on...

. . .

That didn't work. Shit. "Such language in a high-class establishment like this!," exclaims a disembodied voice. You look around, confused and nervous, and finally wander away. There's probably a better way to dig in the sand, anyway.

. . .

Ooh, a mirror. You approach it. Instinctively, you reach out to the mirror, and actually tough it. Things subtly shift. When you try to leave the room, you realize that all the exits now lead to different places. That mirror must have teleported you. Cool.

. . .

Wow, the view from the canyon was amazing. To think that you can see the Flathead mountains from here. Anyway, that scepter you found in the coffin seemed really useless. As useful as a rainbow is to an adventurer in search of treasure. Pat, now Pat never thought you were creative enough to make it as an adventurer. Well, you showed Pat. Waving that old scepter turned the rainbow into a rainbow bridge, and revealed that you were actually at the end of the rainbow. And just as it was supposed to, a pot of gold appeared.

. . .

Hairs on the back of your neck stand up as you encounter a skeleton. It looks like a not-so-lucky adventurer stopped here. His stay was both brief and permanent. Near him is a rusty knife. Wary, you pick it up, as well as snagging a bulging pouch of coins. You are careful not to touch the corpse, as you grab the rusty knife. That knife looks nasty.

. . .

The little, invaluable self-deceptions we allow ourselves. Sometimes they're the only things that make adventuring bearable. Today, for example, you're taking a walk on Gue Street beneath a cloudless summer sky. Not surprising; you've been adventuring around this neighborhood almost every day to enjoy the warm weather and plentiful treasure. You've walked down this street, and dozens identical to it all across Quendor, countless times, reveling in the little details, taking an adventurer's pleasure in noting how the whole architecture of the game seems to change based on what you type. The placement of a single "N" or "Kill Troll" or the calibrated timing of a child's laugh, the most random of events, combine like a catalyst with your emotions such that the street never appears quite the same. It is therefore completely plausible, you tell yourself repeatedly, that this is just another daily adventure, that there's no special reason why you turned down this tiny lane rather than the next one. The fact that the White House, the unjustly enticing old, boarded up, cozy, bungalow is just down the street is a mere coincidence, nothing more.

. . .

Wandering in the woods is always an introspective way to adventure, so you try it. Moving aside a pile of leaves (you vaguely recall jumping in leaves with Pat, but that was another time, another adventure), you find a grate. Locked. Useless. You consider counting the leaves, but distracted by the noise of a song bird you wander north. A tree, ripe for climbing, beckons, so you climb it, discovering a delicate mechanical egg. Now this is a treasure any adventurer could be proud of. You pocket it and shimmy down the tree.

. . .

You walk around the White House and let yourself in through an open window. A quick walk into the living room reveals a sword of apparent Elvish origin, and a great lamp. This walk on Gue street, which started out so introspectively, may already be paying off. In an contemplative mood, you examine the oriental rug in the living room to make sure it isn't the product of child labor. In doing so, while remembering your many adventures past, you discover a trap door. You are a self-respecting adventurer, despite what Pat said, so you open it and descend.

. . .

The sword begins to glow very with a faint blue glow. And suddenly, like a memory of Pat dropping unbidden into your head while you eat your Cheerios, you move north and there is a Troll. You kill the Troll [with the sword]. But you merely knock him into dreamland. You kill the Troll [with the sword] again, and this time, unable to defend himself, he dies. Almost as soon as he draws his last breath a sinister black fog envelops him. You pick up his axe and continue on.

. . .

A stranger wanders into the room. He's holding a sack, and it's clear you'll only get it over his dead body. Realizing that the better part of valor is discretion, you decide to take your adventuring elsewhere, and quickly exit the room.

. . .

This is easy, you think, as you tie the rope to the railing and let yourself down from the top of the "Dome Room" to the floor below.

. . .

A giant cyclops looms before you. Like the cyclops from that Greek book that you read in the "great adventurers in history" class you had with both Pat and JC. Was it Odysseus? Or Ulysses? You can't remember how to spell it in any event. What the...? Suddenly the cyclops run off, straight through the wall. You pause a moment to finish eating your pepper sandwich, and follow through the cyclops-shaped hole.

. . .

What is that squeaking sound? you wonder as you head north. Ahh! Bats! You mind flashes to another adventure – hunt, more like it – that you took just after you and Pat split up. The bats were both a danger then, and your salvation, and you will never forget the look in the Wumpus's eyes as you shimmied up the cave wall that day. Anyway, you're holding a clove of garlic and the bats keep their distance, enabling you to snag the exquisite jade figurine in the corner.

. . .

The Flatheads were rumored to be great patrons of the arts, and you suppose this studio proves it. You decide to shimmy up the chimney and end up back in the kitchen of the white house. That was kind of neat. It took your mind off things for a bit.

. . .

Well. That's that, you think, as you put the platinum bar in the case. What's that? A parchment appears that you didn't see before. You look at it. A barrow? Where? You head outside, back towards Gue street, to look for the entrance to the barrow, and your next adventure...
    Thank you for taking a walk on Gue Street.

. . .

Wow, this room smells. Good thing you have your torch here to burn off the fouler odors. You head down the staircase carefully. And explode, as your torch ignites the coal gas that fills the room.

You have died.

    Thank you for taking a walk on Gue Street.
  • Try again?

. . .

Man. You knew you should have remembered to turn out the lamp when you were wandering around in the forest and by the river. You just thought it would get dimmer though, not go out. Wow. It smells like grue scat around here. You didn't really notice the smell in the light, but now that it's pitch black, your senses must have heightened or something. Tentatively, you go north. Right, unfortunately, into the slavering fangs of a lurking grue!

You have died.

    Thank you for taking a walk on Gue Street.
  • Try again?

. . .

The preceding brings you to a halt. Your old, parser-free adventures. You grimace in frustration. Will you never be able to enter a new adventure without that old verb-noun specter floating up again? You don't want to face the Great Underground Empire with that on your mind, but now of course the vision refuses to fade. Your mood darkened, you turn around and squeeze into a small passage leading up, away from Gue Street. Perhaps when you're in a better mood, when bad parsers agree to stay out of your mind for the evening, you'll return. Perhaps not.
    Thank you for taking a walk on Gue Street.
  • Try again?

. . .

This is not Interactive Fiction. Terribly sorry, but you have to know the truth sometime. Well, I hear you asking, is it an Adventure Game? That's trickier. Adventure, yes, certainly, it's all about getting treasures and exploring. A game? Yes... but to a limited degree.It is my belief that we adventurers are influenced drastically by the thousand, minuscule, random events that occur each day. As they say, a Grue flaps its lips in Quendor and the weather changes in the Eastlands. The same occurs on a much more personal scale. Our attitudes can range over a vast spectrum between hope and despair, joy and sadness, treasure and slag, triggered by such inconsequential and unpredictable forces as our lantern not working, or a trying to open an ornate egg without the requisite skills. This piece demonstrates that.

This piece tells a story of a person exploring a great, underground empire, but it is never the same twice. Random forces, like the ones we face in real adventures, change the story every time it is read. All in all there are over 1023 possible stories that can occur. Some are completely different from others, while some stories only differ from the rest by a single, crucial paragraph. But the stories are all created by the same, not-quite-random Random() function.

So where do you, the adventurer come into this? Just as in life, through unpredictable events around us may shape our existence, so too does personal choice. In this piece the adventurer is limited to one choice: to continue adventuring, or to turn back. Simple as this is, it is the key to the whole adventure, and one that lies completely in your hands as the player. You may adventure on, or you may turn back. And when you have reached the end of the street you can return to the beginning and see how the story is changed the next time through.

That's basically it as far as interaction. There are some additional commands you can enter. You can't save or restore or undo or anything the Inform Libraries would normally let you do (I didn't use any of the libraries).

Also, if you reach a paragraph that you have seen too often or you simply dislike you can type "no" and will be offered an alternate interpretation of that moment. For once, you are given the god-like power to refuse reality in lieu of something else.

I'd like to extend thanks to my boss for putting my new project on hold, giving me the time to waste to make a parody of "Beale Street." I actually kind of liked "Beale Street" for what it was. But it wasn't Interactive Fiction by any stretch of the imagination. I still like to think of Interactive Fiction as "adventure games" – I think beating puzzles (good ones anyway) is fun (I even like making maps) – and after playing "Beale Street," I just couldn't resist the urge to meld today's "cutting edge" IF with a classic adventure game.

Anyway, if anyone is offended, sorry. I was just trying to be funny.

Thursday, November 1, 2012

Life On Beal Street

This one looked like an easy mark, one where I could just duck in, copy and paste all the text, get out and make a post, continuing my "spree". The story's structure is superficially straightforward -- like the Zork gamebooks, it is just a brief chain of proceed-or-don't binary choices four links long. But unbeknownst to me, the text passages are dynamically generated -- a given telling of the story is brief, but as its ABOUT message reveals, "All in all there are over 780 possible stories that can occur." That makes re-presenting the game's complete content a stiffer proposition than I'd originally intended. Thus, here I present to you -- only a couple of Beal Street's curious possibilities.

This work of hyperfiction was submitted by author Ian Finley anonymously in the 1999 instalment of the annual r.a.i.f. IF competition, where it placed poorly -- 26th of 37 entries. (Another of his games that year, the more conventional Exhibition, placed 5th.) If you'd like to play it in its original programmatic glory, you can find a download link here and run it through a TADS interpreter. Apparently it was parodied the following year with "Life on GUE Street", a Zorkian "Fortress, Snowballs, Tangerine, Avocado" to its "A Story As You Like It" ... and perhaps lending future grist for the mill here.


. . .

Twilight on Beal Street

tadsr - A text-only TADS 2.5.14 Interpreter.
Copyright (c) 1993, 2007 by Michael J. Roberts.
Life on Beal Street
I highly suggest typing "About" if this is your first time playing this.

. . .

The little, invaluable self-deceptions we allow ourselves. Sometimes they're the only things that make life bearable. Tonight, for example, you're taking a walk on Beal Street beneath a cloudless summer sky. Not surprising; you walk down the hill through this neighborhood almost every night to enjoy the warm twilight. You've walked down this street, and dozens identical to it, countless times, reveling in the little details, taking an academic pleasure in noting how the whole architecture of the street seems to change to reflect your mood. The placement of a single beam of fading sunlight or the calibrated timing of a child's laugh, the most random of events, combine like a catalyst with your emotions such that the static street never appears quite the same. It is therefore completely plausible, you tell yourself repeatedly, that this is just another evening jaunt, that there's no special reason why you turned down this tiny lane rather than the next one. The fact that KC, the unjustly beautiful young person who you took to dinner last week, lives in the cozy bungalow just down the street is a mere coincidence, nothing more.

. . .

This is not a game. Terribly sorry, but you have to know the truth sometime. Well, I hear you asking, is it Interactive Fiction? That's trickier. Fiction yes, certainly, it's all about telling a story. Interactive? Yes... but to a limited degree.

It is my belief that we are influenced drastically by the thousand, minuscule, random events that occur each day. As they say, if a butterfly flaps its wings in China, the weather systems change in New York. The same applies on a much more personal scale. Our attitudes can range over a vast spectrum between hope and despair, joy and sadness, triggered by such inconsequential and unpredictable forces as your car not working or a bird singing at just the right moment. This piece demonstrates that.

The piece tells a story of a person walking down a street, but it is never the same twice. Random forces, like the ones we face in real life, change the story every time it is read. All in all there are over 780 possible stories that can occur. Some are completely different from the others, while some stories only differ from the rest by a single, crucial paragraph. But the stories are all created by the same random, often unseen happenings.

So where do you, the player, come into this? Just as in life, though unpredictable events around us may shape our existence, so too does personal choice. In this piece the protagonist is limited to one choice: to continue walking down the street or to turn back. Simple as this is, it is the key to the whole story, and one that lies completely in your hands as the player. Your may go forward, or you can turn back. And when you have reached the end of the street you can return to the beginning and see how the story is changed the next time through.

That's basically it as far as interaction. There are some additional commands you can enter; you can SAVE and RESTORE, UNDO, and, of course, QUIT. Also, if you reach a paragraph in the story that you have seen too often or simply dislike, you can type NO and will be offered an alternate interpretation of that moment. For once, you are given the god-like power to refuse reality in lieu of something else.

I'd like to extend my thanks to Lucian P. Smith, Marnie Parker, and the Imperturbable TenthStone, my wonderful testing group, as well as Mark J. Musante for his wonderful Choose-Your-Own-Adventure library. And finally, thanks to all my players; I hope you enjoy your walk on Beal Street.

. . .

The houses on this street are older; the steeply gabled cottages of the turn of the century, when the University at the top of the hill was still comparatively small, when people built here for the beautiful view of the city glistening below them. The houses have as much identity as the people within them, in some cases maybe even more. You spy a beautiful, pine-paneled library behind a rippled pane of ancient glass. It is comforting and easy to picture yourself in that library, decades in the future, with Auden and Tolstoy. You may be young yet, but your taste has always run to the mature. You feel, instinctively, that the wrinkles of age will fit you better than the blemishes of youth. You wonder about KC, and the date. Beautiful, certainly, and witty, and intelligent enough not just to keep up with you, but to outpace you. But that maturity was lacking, KC's tastes ran towards the juvenile. You shudder to think what the waiter must have thought when he saw the two of you balancing spoons on your noses, though you have to admit it was funny. You wonder why you're bothering to head towards the house now. Certainly, KC's nothing compared to Shawn. Then again, how could you compare anyone to Shawn?

. . .

At every step doubt begins to color your mind. It would hardly be decent of you to barge in on KC without even calling and to just walk by would do more to frustrate than satisfy. There will be other nights, when you are better prepared. You slowly turn and head down a side alley away from Beal Street. Who knows where it will take you?

  • Thank you for taking a walk on Beal Street.

. . .

Ah, Shawn. Body sculpted like some Renaissance wet dream, and with a heart as cold and stony as marble. Where KC may have a certain youthful, innocent charm, Shawn displayed the opposite attraction, the self-aware sensuousness of the long-lashed wink and the muscular thigh. You suppose it was foolish to ever expect anything lasting from someone that beautiful and that icy. It did surprise you, and it did hurt you to get that phone call last May–from Paris, collect, as if your then-lover was deliberately trying to add insult to injury–but, looking back, all in all, now that you've had a chance to think it through, and all the other cliches, you've decided you're glad that it's over. Shawn was a dead-end romantically, you're aware enough to see that now. The brain was there, and the body, and the sex–oh, God was the sex good–but you found it hard to believe that your lover was actually a person and not some esoteric concept or possession to consider and examine. At least the superficiality of the relationship was mutual. You showed off Shawn and Shawn showed off you, depending on whose friends were in the room. But eventually it became tiring being a trophy.

. . .

At every step doubt begins to color your mind. It would hardly be decent of you to barge in on KC without even calling and to just walk by would do more to frustrate than satisfy. There will be other nights, when you are better prepared. You slowly turn and head down a side alley away from Beal Street. Who knows where it will take you?

    Thank you for taking a walk on Beal Street.

. . .

But why linger in the past? Good riddance to bad rubbish, as your venerable grandmother always said, and how much truer could a cliche be? You strut down the street, breathing confidence in with every step. In the clarity of hindsight, you realize that the relationship was doomed from the beginning. In fact, at the heart of it, Shawn never deserved you. You were meant for someone much more? well, more worthy. Someone like KC. You imagine Shawn seeing the two of you together now, laughing and enjoying yourselves; that icy complexion growing as green as sour grapes with envy. True, KC's not perfect, but by God you'll show your old lover how foolish it was to leave you and how happy you can be now that the affair is over. Determination strides forward, brushing aside lesser emotions. That old bravado kicks in. You'll charm KC if it's the last thing you do and you'll be happy if it kills you. A tiny voice inside points out that you're not competing with Shawn, that it really is over for good, but the voice is easily ignored. You simply hate to lose. You approach the low gate of KC's little garden. You've got good looks, intelligence, and sex appeal in your hand, trump cards in this old game. All you have to do is play it right.

. . .

So why, you ask yourself, are you doing it again? And with so much less a prize. Oh, sure, you'd wow KC's friends, but it'd almost be an embarrassment to introduce so intrinsically dull a person to your friends as your new lover, especially after Shawn. They'd see it as an act of desperation, and you will not allow that. You aren't desperate. Defiantly, you turn down a side alley and walk away from Beal Street.

  • Thank you for taking a walk on Beal Street.

. . .

Unsure but willing, you screw your courage to the sticking place, throw open the gate and stride through the garden to the door. Without hesitation, you reach up and bang the sturdy brass knocker. Then silence. Not the creak of footsteps on the stairs, not the shuffle of feet on the carpet. Just silence. You wait, though patience has never been one of the virtues you've prided yourself on. Finally, you knock again, harder. This time you get results. Almost instantly the door swings open and KC stands in the hall, but there is little resemblance between this creature and the person you took to dinner. The clear blue eyes are now swollen and red with tears and volcanic rage disfigures the supple lips, shouting furiously at you.

"I told you to get out, asshole. If you don't I'm going–" The tirade stops as quickly as it started. The eyes narrow. "Oh, it's you," KC says at last, calmer, but still hardly hospitable. "Listen, I just got... I've not had the best night. I'd like to be alone right now. I'm sorry. I'll try and call some time." And the door is shut. You didn't even have time to open your mouth. Stunned and confused, completely ignorant of what must have happened before your arrival, you stumble back through the garden and around the corner onto the next street. You stiffen your chin and walk down the avenue.

    Thank you for taking a walk on Beal Street.
  • Do you wish to do it again?

. . .

Bitter realization hits your first. What if you don't play it right? Doubt floods your limbs and you feel your body grow heavy with its weight. You could completely spoil this chance if you just barge in there, guns blazing. No, this sort of conquest requires strategy and planning. Casanova and Napoleon had more in common than either was aware of. You turn the corner and head down the next avenue, away from Beal Street. You'll give this proper consideration, probably buy some flowers, and come back when the time right. No need to push it. Pace yourself.

    Thank you for taking a walk on Beal Street.

. . .

The little, invaluable self-deceptions we allow ourselves. Sometimes they're the only things that make life bearable. Tonight, for example, you're taking a walk on Beal Street beneath a cloudless summer sky. Not surprising; you walk down the hill through this neighborhood almost every night to enjoy the warm twilight. You've walked down this street, and dozens identical to it, countless times, reveling in the little details, taking an academic pleasure in noting how the whole architecture of the street seems to change to reflect your mood. The placement of a single beam of fading sunlight or the calibrated timing of a child's laugh, the most random of events, combine like a catalyst with your emotions such that the static street never appears quite the same. It is therefore completely plausible, you tell yourself repeatedly, that this is just another evening jaunt, that there's no special reason why you turned down this tiny lane rather than the next one. The fact that KC, the unjustly beautiful young person who you took to dinner last week, lives in the cozy bungalow just down the street is a mere coincidence, nothing more.

. . .

There's a low hedge growing next to the sidewalk. It's not special in any sense, in the day you would see nothing more than a clump of dry, needly branches and leaves and a few pale, not quite withered flowers. Twilight however is a fairy godmother, and the alchemical blend of the last beams of golden sun and the first glow of the silvery moon transform the dowdy bush into something royal. The yellow flowers shimmer like platinum in the blue light of the evening and the dry leaves form themselves into a delicate filigree of jade and shadows. Surely this is all you really need in life, this natural beauty that presents itself around you in full abundance. Nature offers all freely, there is no need to impress or woo. Why not become like Thoreau, give up the labyrinthine traps of human relationships and study the calm seclusion of nature? You have always been the solitary type, the cool intellectual. Perhaps it would be best, though you are young yet, to simply embrace that intellectualism, rather than degrading it by chasing after some non-existent Grail of a relationship. Accept your one date as enough and move on. Your experience with Shawn didn't work out; why pursue another failure with KC?

. . .

Ah, Shawn. Funny that the memory should return now. That chapter in your life is closed, over, finished completely. It had been made very, very clear to you in that phone call last May that your then-lover was moving on with life and that it would be for the best if you moved on too. The stunning accuracy and speed with which the bond between you was severed, a bond you assumed to be forged of steel and platinum, left you in physical shock. You had read somewhere that people can actually die from shock, even if it is caused by a superficial wound. You are certain that some form of death did indeed accompany that loss. Yes, funny that the memory should return now, as you approach KC's house. Funny ironic, but not funny surprising. Thoughts of Shawn have ceased to surprise you at all, given the regularity with which they materialize in your mind. Pining, you think it's called, though haunting would be a more apt phrase, for at every turn you are sure you see the specter of your sensuous, regal ex-lover. Of course, you never admit the longing to yourself. Again, it's the tiny self-deceptions which make life bearable.

. . .

The thought calms you and you turn away from KC's house and Beal Street, heading down a little alley overgrown with gray-green ferns. You are in control of your own life. This silent, uncompromising beauty is all the companionship you really need. Smiling, and not even aware of your loneliness, you amble down the alley into the sunset.

    Thank you for taking a walk on Beal Street.

. . .

But all that is over, in as much as anything is ever over. Shawn is gone, and now who do you have? Nobody, that's who. You walk down the street beneath the stained-glass awning of leaves and turn the phrase over and over on your tongue. Nobody, that's who. And for some reason, it doesn't sound so bad. You think of Shawn and all the trouble that caused (though you have to admit the good times were very, very good) and wonder if you want to face all that again. Why voluntarily subject yourself to that sort of turmoil? Perhaps you are just hungry out of habit, seeking new companionship in place of the old simply because that's what is expected of you. The more you consider it, the more reasonable it becomes, the easier to believe that you aren't just rationalizing your reclusiveness, making excuses for being anti-social. You've always been fine company for yourself; it's ridiculous to believe that, because society tells you to, you should go out of your way to impress some insignificant acquaintance just so you have someone new to talk to. You square your shoulders and breathe deeply into your chest, drawing a sort of strength from the far off taste of woodsmoke in the air. You don't need anyone else; you are confident and happy on your own. It is therefore with some surprise that you find you have involuntarily stopped in front of KC's little house.

. . .

As you run this through your mind, you become aware of a certain masochism you live with. You are aware that relationships lead only to loss and heartache, yet here you are, pursuing another one. Will you never learn? Your pace slows and you resolutely turn around. Those who do not learn from the past are condemned to repeat it. At least you've learned your lesson. Confident at last, you turn down a narrow alley and head away from Beal Street.

    Thank you for taking a walk on Beal Street.

. . .

Unsure but willing, you screw your courage to the sticking place, throw open the gate and stride through the garden to the door. Without hesitation, you reach up and bang the sturdy brass knocker. Then silence. Not the creak of footsteps on the stairs, not the shuffle of feet on the carpet. Just silence. You wait, though patience has never been one of the virtues you've prided yourself on. Finally, you knock again, harder. This time you get results. Almost instantly the door swings open and KC stands in the hall, but there is little resemblance between this creature and the person you took to dinner. The clear blue eyes are now swollen and red with tears and volcanic rage disfigures the supple lips, shouting furiously at you.

"I told you to get out, asshole. If you don't I'm going–" The tirade stops as quickly as it started. The eyes narrow. "Oh, it's you," KC says at last, calmer, but still hardly hospitable. "Listen, I just got... I've not had the best night. I'd like to be alone right now. I'm sorry. I'll try and call some time." And the door is shut. You didn't even have time to open your mouth. Stunned and confused, completely ignorant of what must have happened before your arrival, you stumble back through the garden and around the corner onto the next street. You stiffen your chin and walk down the avenue.

    Thank you for taking a walk on Beal Street.
  • Do you wish to do it again?
  • . . .

    You run your gaze over the all too quaint house, pause for a few moments, then start walking again. Nobody, that's who. You turn the corner and head down the avenue, away from Beal Street, soaking in the jeweled light of the city below you in the valley. As you stride into the shadows it is almost possible to believe what you tell yourself. You don't need anyone. You have your books and your writing and your long, solitary walks. What more perfect companionship is there?

      Thank you for taking a walk on Beal Street.