"Look, Take, Draw" by Michael Lin, Tiffany Lin, and Patrick Rodriguez Use no scoring. Use American Dialect. Release along with an interpreter. Release along with cover art. Release along with introductory booklet. Release along with the source text. Release along with a website. Release along with a solution. Chapter 0 - Introduction When play begins: now the time of day is 7 AM; say "[italic type]Disembarking from the stagecoach, you pause to breathe in the dry, sandy air, taking care not to think too hard. For the last two weeks, you've had constant visions of a deadly shootout in this town. In your visions, the conflict escalates, practically wiping the entire town off the map. You don't know how you have these visions or why, but you know that you must try and stop it. [paragraph break]It is now the morning before the shootout, which is happening at noon. You have traveled far to this town to save as many people as you can before time runs out, preserving the balance between feuding gunslingers [bold type]without[roman type][italic type] directly intervening in their conflict. [paragraph break][roman type]Navigate the town to try and change the outcome of the shootout. At any time, you may [bold type]FORESEE[roman type] the future in a vision to see the results of your actions. Whenever your actions influence the future, for better or for worse, your prophetic ability will react.[paragraph break]It is [time of day]. You have [time left] hours."; To say time left: let start time be the hours part of the time of day; let remaining time be 12 minus start time; say remaining time. Chapter 1 - World Section 1 - Places After printing the name of a container: omit contents in listing. After printing the name of a supporter: omit contents in listing. The describe what's on scenery supporters in room descriptions rule is not listed in any rulebook. For printing a locale paragraph about a supporter (called table-top-place) (this is the initial appearance on supporters rule): repeat with item running through not handled things on the table-top-place which provide the property initial appearance: now the item is mentioned; say initial appearance of the item[, paragraph break]; continue the activity; Town is a region. [Hotel Lobby,]Hotel Exterior, East Town, Fight and West Town [Room 1, Room 2, and Room 3] are rooms in Town. Wilderness is a region. Cabin Exterior is a room in Wilderness. Hotelle is a region. Hotel Lobby, Room 1, Room 2, and Room 3 are rooms in Hotelle. Room 1 is west of Hotel Lobby. Room 2 is north of Hotel Lobby. Room 3 is east of Hotel Lobby. Hotel Exterior is south of Hotel Lobby. West Town is west of Hotel Exterior. Cabin Exterior is west of West Town. East Town is east of Hotel Exterior. West Town is a room with description "On the western edge of town. You can see a cabin further west, just outside the town limits.". East Town is a room with description "On the eastern edge of town. Further east, you see a vast nothingness. [if the time of day is before 11 AM]To the north, in the distance, you can see a trio of gunslingers having a heated argument. You'd approach, but it doesn't look safe.[otherwise] To the north, there's a trio of gunslingers arguing. Their argument is reaching a head - they'll be splitting off soon to arm themselves and convene for the shootout.". Fight is a room. Fight is north of East Town. Instead of going nowhere from East Town, say "Only desert and death by dehydration lie that way. Better head back.". Instead of going north from East Town, say "It's too dangerous to interfere directly with their fight. Better to find another way of dealing with their conflict.". Hotel Exterior is a room with description "You are outside the hotel, on the main avenue of town. The street runs east and west. The hotel is in front of you, to the north."; [Attached to the west wall of the hotel, outside a window, is a flagpole sticking out of the wall. You can't see it clearly from here."] Cabin Exterior is a room with description "You stand outside the cabin on the outskirts of town. A nameplate reading [quotation mark]Paul Regret[quotation mark] is on the door. [if the time of day is before 8 AM]Paul Regret is visible through the window, asleep. [otherwise]Through the window, Paul Regret is visible, cleaning and loading his Winchester rifle.[end if][if mustang is tied]There is a mustang tied to a hitching post nearby. "; Hotel Lobby has description "Looks like there was quite a brawl here last night, as the place is a mess. You can see passageways to rooms 1, 2, and 3 in the west, north, and east walls, respectively. The exit is behind you, to the south." The player is in the Hotel Lobby. Room 1 has description "The room is pretty bare. An [unmade bed] lies against the back wall. The exit is to the east." Room 2 has description "The room is a horrific mess. A [ratty old bed] sits against the corner, its [sheets] strewn across in disarray. The exit is to the south." Room 3 has description "The room is eerily dark, and just as eerily neat. The exit is to the west." [Tequila Jim is a man in Hotel Lobby. Tequila Jim is scenery. The description is "Looks like he had a rough night. [paragraph break]". Instead of doing anything to Tequila Jim: say "[description of Tequila Jim]..better not disturb him.".] [Tequila Jim sits in one corner - dazed, pantsless, and reeking of whiskey.] Traveling to is an action applying to one thing. Understand "go to [any room]" as traveling. Check traveling to when noun is not a room: instead say "That's not a place you can go." Check traveling to when noun is not visited and noun is not regionally in Hotelle: instead say "You don't know how to get there." Carry out traveling to: truncate Route to the first 0 entries; if location is not noun: travel to noun; remove entry 1 from Route; say "You arrive at [location][if Route is not empty], passing through [Route][end if]."; try looking; otherwise: say "You're already here." Understand "tequila jim's room", "tequila's room", "jim's room" as Room 1. Understand "room1" as room 1. Understand "room2" as room 2. Understand "room3" as room 3. Route is a list of rooms that varies. To travel to (destination - a room): if location is not destination: add location to Route; let new direction be the best route from location to noun; try silently going new direction; travel to destination. Does the player mean traveling to hotel exterior: it is unlikely. Section 2- Concierge and Conversation [[After describing the Hotel Lobby for the first time, say "(Try TALKing to the concierge.)";] The block asking rule is not listed in the report asking it about rulebook. Talking to is an action applying to one thing. Understand "talk [something]" or "talk to [something]" as talking to. Check talking to when the noun is not a person: instead say "You get no response." Report talking to the concierge for the first time: say "To ask about a specific topic, use the command 'ask about [bracket]something[close bracket]'.". Check talking to when the noun is the concierge: say "He turns from his newspaper and gives you an annoyed look, 'Can I help you?'[paragraph break]"; say "(If you're new to Interactive Fiction, ask about HELP. You can also ask him about ROOMS.)[paragraph break]". Instead of asking about "Rooms": say "The concierge narrows his eyes at you. [paragraph break][quotation mark]Hmph. Tequila Jim is staying in Room 1, Tame Jesse is staying in Room 2, and Billy the Post-Adolescent is staying in Room 3. Not that it[']s any of your business.[quotation mark][line break]". Instead of asking about "Help": say "The concierge puts his newspaper down and sighs rather loudly in exasperation.[paragraph break][quotation mark]You can LOOK around, LOOK at an object, OPEN/CLOSE things, TAKE or DROP items, or GO from one place to another. There[']s also a couple of other available commands based on context - if you want to take an action, try it out.[quotation mark][line break]"; Rule for supplying a missing noun when asking something about: now the noun is the concierge. Askingnothing is an action applying to one topic. Understand "ask about [text]" as askingnothing. Instead of askingnothing: try asking the concierge about the topic understood. The concierge is a man in Hotel Lobby. The description of the concierge is "A disgruntled-looking man, reading a newspaper and occasionally glancing over at you. He seems to be silently hoping you don't bother him."] Helping is an action applying to nothing. Understand "Help", "help me", "What do i do", "What now" as helping. Carry out helping: say "You can LOOK around, EXAMINE an object, OPEN/CLOSE things, TAKE or DROP items, or GO from one place to another. You also have the ability to FORESEE the future, which will help you make sure the shootout ends so that none of the gunslingers have a clear advantage. [paragraph break]There are also a couple of other available commands based on context - if you want to take an action, try it out." Chapter 2 - Objects Section 1 - All Rooms A dresser is a kind of container. A dresser is usually closed and openable and fixed in place. The description is usually "A large dresser for holding clothes.". A heater is a kind of container. A heater is usually closed and openable and fixed in place. The description is usually "A hefty cast-iron heater. It's large enough to accomodate coals or embers for heating, but it's currently empty.". A nightstand is a kind of supporter. A nightstand is usually fixed in place. The description is usually "A single-drawer wooden nightstand. Useful for holding important items while you sleep." A drawer is a kind of container. A drawer is usually fixed in place, closed and openable. A drawer is a part of every nightstand. The description is usually "It[']s a drawer. It[']s not that complicated.". Instead of opening a nightstand: try opening a random visible drawer. Instead of inserting anything into a nightstand: try inserting the noun into a random visible drawer. A bed is a kind of supporter. A bed is usually scenery. The description is usually "A cheap hotel bed." A window is a kind of container. A window is always fixed in place. A window is usually openable. The desk is a supporter in the Hotel Lobby. The desk is fixed in place. The description of the desk is "A worn wooden hotel desk." The register is a thing with description "[line break][fixed letter spacing]TEQUILA JIM --------------------- ROOM 1[line break]TAME JESSE ---------------------- ROOM 2[line break]BILLY THE POST-ADOLESCENT ------- ROOM 3[variable letter spacing]". The register is on the desk. Section 2 - Room 1 There is a nightstand in Room 1. There is a heater called an iron heater in Room 1. A large wooden dresser is a dresser in Room 1. There is a pair of pants in the large wooden dresser. The pair of pants has description "A pair of slightly tacky denim jeans." Understand "jeans" as pants. A pile of sheets is scenery in Room 1. The description is "I wouldn't want to sleep in those." Some pillows are scenery in Room 1. The description is "I wouldn't want to sleep in those." Understand "sheet" as the sheets. Understand "pillow" as the pillows. Instead of taking the sheets: say "You shouldn't move the bedlinens, or Tequila Jim will know someone was here. There's no maid service here." Instead of taking the pillows: say "You shouldn't move the bedlinens, or Tequila Jim will know someone was here. There's no maid service here." Instead of wearing the pants: say "Those aren't your size!" There is a bed called an unmade bed in Room 1. The description of the unmade bed is "The sheets and pillows are in disarray. If your mother saw this, she would whip you but good." [A large window is a closed window in Room 1. The description is "You can see a flagpole just outside the window." There is a supporter called flagpole in Room 1. It is fixed in place and undescribed. The description is "A pole for holding flags, fixed to the wall just within reach outside the window." [It currently bears the Australian flag, for no apparent reason."] Instead of entering the flagpole: say "That's not a good idea." Instead of putting anything on the flagpole when the noun is not the pair of pants: say "That doesn't seem safe..." Check examining the flagpole when the large window is closed: say "You can't get a good look from here." instead. Instead of inserting anything into the large window: say "You shouldn't throw things out of windows." instead.] The pair of pants can be placed correctly or not placed correctly. The pair of pants is not placed correctly. After doing anything to the pair of pants [other than examining the pair of pants]: If the pair of pants is not in Room 1 and the pair of pants is not enclosed by anything in Room 1[the dresser in Room 1 and the pair of pants is not in the heater in Room 1 and the pair of pants is not in the drawer in Room 1]: now the pants are placed correctly; otherwise: now the pants are not placed correctly; If the pair of pants is held, now the pants are not placed correctly; continue the action. Section 3 - Room 2 A gun is a kind of thing. A gun can be loaded or unloaded. A gun is usually unloaded. A ratty old bed is a bed in Room 2. The description is "It's worn with age and use. You wouldn't want to sleep in it for fear of it collapsing." Understand "bedsheets/sheets/folds" as the ratty old bed. Some bullets are a thing on the ratty old bed. The initial appearance of bullets is "A small glint of light catches your eye from within the folds of the bedsheets." Understand "small/glint/light" as the bullets. The description of the bullets is "[one of]Looks like Tame Jesse left his bullets here. His gun is probably around here somewhere, too[or]Shiny yet deadly[stopping]." There is a nightstand called an old nightstand in Room 2. There are a heater and a dresser in Room 2. The description of the old nightstand is "A single-drawer wooden nightstand. Useful for holding important items while you sleep." In the old nightstand's drawer is a gun called a revolver. The description of the revolver is "A shiny new revolver. [if revolver is loaded]Looks like it could be dangerous.[otherwise] Good thing it isn[']t loaded." Understand "gun" as the revolver. Loading the gun is an action applying to one thing. Understand "load [something]"[, "put bullets in [something]"] as loading the gun. Check loading the gun when the noun is not the revolver and the noun is not bullets: instead say "You can't load that." Check loading the gun when the bullets are not held: say "You need some bullets to do that." instead. Check loading the gun when the revolver is not held: say "You need a gun to do that." instead. Instead of inserting bullets into the revolver, try loading the gun. Rule for supplying a missing noun while loading the gun: if the revolver is held and the bullets are held: now the noun is revolver; otherwise: say "What are you loading, and does it want to be loaded?". Carry out loading the gun: now the bullets are off-stage; now the revolver is loaded; say "You load the revolver." Instead of going anywhere when revolver is held: say "You should probably put that gun back where you found it before the gunslinger comes back." instead. The revolver can be placed correctly or not placed correctly. The revolver is not placed correctly. After doing anything to the revolver: if the revolver is loaded and the location of the revolver is Room 2 and the revolver is not held: now the revolver is placed correctly; otherwise: now the revolver is not placed correctly; continue the action. Some empty bottles and dirty plates are scenery in Room 2. The description of the empty bottles is "Some of the bottles are broken. Better not touch them to avoid broken glass." The description of the plates is "They're encrusted with day-old who-knows-what. You shouldn't touch that." Instead of taking the bottles: say "[the description of noun][line break]". Instead of taking the plates: say "[the description of noun][line break]". Section 4 - Room 3 There are a heater and a dresser in Room 3. A simple nightstand is a nightstand in Room 3. On the simple nightstand is a note. The description of the note is "[paragraph break][fixed letter spacing]Message received. I will arrive early and take out the opposition as agreed. If you need me, you can find me in the cabin on the western outskirts of town. [paragraph break] - Paul Regret, Mercenaries Local 139[variable letter spacing]". A horse is a kind of thing. A horse can be tied or untied. A horse is usually tied. Instead of taking a horse, say "It's too dangerous to get close to it.". The mustang is a horse. The mustang is scenery. The mustang has description "A large black mustang, with fiery eyes and a wild mane. [if mustang is tied]It's tied up at the moment.[end if][if mustang is untied]It's now on the loose, kicking and neighing. It's only a matter of time before Regret comes out to investigate." Understand "horse" as mustang. The mustang is in Cabin Exterior. Untying is an action applying to one thing. Understand "untie [something]", "release [something]" as untying. Check untying when the noun is not a horse: say "You can't untie that." instead. Check untying the mustang when the mustang is untied: say "It's already loose, and a bit dangerous." instead. Check untying the mustang when the mustang is not visible: say "What mustang?" instead. Carry out untying the mustang: now the mustang is untied; say "The mustang is now untied. It prances and bucks wildly, and nearly kicks you in the head." A neat bed is a bed in Room 3. The description is "The bed is fastidiously made. Whoever made this seems like the kind of person who[']d plan very far ahead." [A horse blanket is scenery in Room 3. The description is "It covers the only window. Light peeks through the edges, but it's still pretty dark in here."] [Understand "gunslinger", "Billy the Post-Adolescent", and "Billy" as the occupied bed.] [A covered window is undescribed scenery in Room 3. The description is "It's covered by a horse blanket."] [Instead of doing anything other than examining, looking, traveling to, going or foreseeing when the location is Room 3: say "You don't want to wake Billy the Post-Adolescent. You should just try looking and not touching."] Section 5 - Cabin Exterior Tying is an action applying to one thing. Understand "tie [something]", "tie up [something]" as tying. Instead of tying the mustang when the mustang is tied: say "It's already tied up." Instead of tying the mustang when the mustang is untied: say "It's too late to do that..." Instead of tying something: say "You're not good enough with a rope to do that." The Winchester rifle and Paul Regret are scenery in Cabin Exterior. A cabin window is an undescribed window in Cabin Exterior. The cabin window is not openable. The description of the cabin window is "You can see Paul Regret from here. [if the time of day is before 8 AM]He's sleeping with his eyes open. Kind of creepy, actually.[otherwise]He looks like he's preparing for something." The cabin door is scenery in Cabin Exterior. The cabin building is scenery in Cabin Exterior. The description of the cabin building is "A small wooden building. Home to Mr. Regret and his mustang." The cabin building is privately-named. Understand "cabin" as the cabin building. Does the player mean doing something with the cabin window: it is unlikely. Does the player mean doing something with the cabin door: it is unlikely. Instead of doing anything to the cabin door: say "Mr. Regret doesn't look like someone you want to bother. Besides, soliciting is statutory in this county." Instead of doing anything to Paul Regret: say "Mr. Regret doesn't look like a guy worth angering." Instead of doing anything other than examining the cabin building: say "Mr. Regret doesn't look like a guy worth angering. Better not get too close." The description of the Winchester rifle is "Looks deadly." Chapter 3 - Logic To say head tingles: say "You feel a dull tingling sensation near the front of your head, not unlike a headache..." Foreseeing is an action applying to nothing. Understand "Foresee" as foreseeing. After examining the note: now the note is handled. To say Paul Regret: if the note is handled or Cabin Exterior is visited: say "Paul Regret"; otherwise: say "The mercenary". To decide which number is the ending: if pair of pants is held: decide on 9; otherwise if the revolver is held by the player: decide on 10; otherwise if revolver is placed correctly and mustang is untied and the pair of pants is placed correctly: decide on 1; otherwise if revolver is placed correctly and mustang is untied and the pair of pants is not placed correctly: decide on 2; otherwise if revolver is placed correctly and mustang is tied and the pair of pants is placed correctly: decide on 3; otherwise if revolver is placed correctly and mustang is tied and pair of pants is not placed correctly: decide on 4; otherwise if revolver is not placed correctly and mustang is untied and the pair of pants is placed correctly: decide on 5; otherwise if revolver is not placed correctly and mustang is untied and pair of pants is not placed correctly: decide on 6; otherwise if revolver is not placed correctly and mustang is tied and the pair of pants is placed correctly: decide on 7; otherwise if revolver is not placed correctly and mustang is tied and pair of pants is not placed correctly: decide on 8; Check foreseeing when the pair of pants is held: say "While wandering around town en route to the shootout, Tequila Jim sees you carrying his pants and guns you down. Best get rid of the evidence somehow. There must be someplace you can put them."; Check foreseeing when the revolver is held by the player: [say "You should probably put that gun back where you found it before the gunslinger comes back." instead.] instead say "Tequila Jim and Billy the Post-Adolescent gun down Tame Jesse as he tries to flee the town. Tame Jesse[']s holster is empty; his gun must have gone missing. Hmm..."; Carry out foreseeing: if ending is 1: say "[paragraph break]Tequila Jim arrives on time...[paragraph break]Tame Jesse[']s gun is loaded...[paragraph break][Paul Regret] does not arrive, having been hospitalized for a concussion after being kicked by his horse, causing Billy the Post-Adolescent to arrive without backup...[paragraph break] They draw simultaneously, and as no gunslinger has a clear advantage, they wait in a Mexican Standoff.[paragraph break][paragraph break]Several hours later, no one having made a move, they call a truce and go home peacefully."; end the game in victory; stop the action; if ending is 2: say "[Paul Regret] does not arrive, having been hospitalized for a concussion after being kicked by his horse, causing Billy the Post-Adolescent to arrive without backup. Tequila Jim arrives early and hides in a nearby building. When Tame Jesse and 3 arrive, Tequila Jim takes them both out quickly. He is later lynched by Tame Jesse[']s family."; otherwise if ending is 3: say "[Paul Regret] arrives early and hides in a nearby building. All three arrive at the same time. [Paul Regret] kills Tame Jesse, then Billy the Post-Adolescent is killed by Tequila Jim. As a matter of pride, [Paul Regret] kills Tequila Jim."; otherwise if ending is 4: say "Tequila Jim arrives early and hides in a nearby building. [Paul Regret] also arrives early and hides in another nearby building. When Tame Jesse and Billy the Post-Adolescent arrive at the same time, Tequila Jim kills Billy the Post-Adolescent and [Paul Regret] kills Tame Jesse. [Paul Regret] then spots Tequila Jim, and kills him as well."; otherwise if ending is 5: say "[Paul Regret] does not arrive, having been hospitalized for a concussion after being kicked by his horse, causing Billy the Post-Adolescent to arrive without backup. Tequila Jim, Tame Jesse, and Billy the Post-Adolescent arrive at the same time. As Tame Jesse frantically tries to load his gun, he gets killed by Tequila Jim, who is promptly dispatched by Billy the Post-Adolescent."; otherwise if ending is 6: say "[Paul Regret] does not arrive, having been hospitalized for a concussion after being kicked by his horse, causing Billy the Post-Adolescent to arrive without backup. Tequila Jim arrives early and hides in a nearby building. Tame Jesse and Billy the Post-Adolescent arrive on time. While Tame Jesse tries to load his gun, Billy the Post-Adolescent kills him, then starts looking for Tequila Jim, who takes this opportunity to kill him from afar. Tequila Jim is later lynched by Billy the Post-Adolescent[']s family."; otherwise if ending is 7: say "[Paul Regret] arrives early and hides in a nearby building. Tequila Jim, Tame Jesse, and Billy the Post-Adolescent arrive at the same time. While Tame Jesse tries to load his gun, he is killed by Billy the Post-Adolescent, who is killed by Tequila Jim, who is killed by [Paul Regret]."; otherwise if ending is 8: say "[Paul Regret] arrives early and hides in a nearby building. Tequila Jim arrives early and hides in another nearby building. Tame Jesse and Billy the Post-Adolescent arrive at the same time. While Tame Jesse tries to load his gun, he is killed by Billy the Post-Adolescent. Billy the Post-Adolescent is then killed by Tequila Jim. [Paul Regret], noticing where the shot came from, kills Tequila Jim."; Report foreseeing: say "Looks like there's still more work to do..." Understand "forsee" as foreseeing. Ending1 and Ending2 are numbers that vary. Before doing anything: now ending1 is ending. Every turn: now ending2 is ending; if ending1 is not ending2: say "[head tingles]". Chapter 4 - Timer The fast time rule is listed instead of the advance time rule in the turn sequence rules. This is the fast time rule: increment the turn count; increase the time of day by 2 minutes. Foreseen is a truth state that varies. Foreseen is false. After foreseeing for the first time: now foreseen is true. Every turn: if the minutes part of the time of day is 58: say "[If the location is in the Hotelle]Outside, you hear the town clock chime [otherwise if the location is in Town]The clock tower loudly chimes [otherwise if the location is in Wilderness]Off in the distance, the town clock chimes [end if][hours part of time of day to the nearest 5 minutes in words] times."; if foreseen is false: say "Perhaps you should use your psychic ability to FORESEE." When play begins: now the right hand status line is "[time of day]". [When play begins: now the time of day is 7:00 AM.] [Time of day set is moved to before introductory paragraph to ensure accurate time description in intro] [[testing time]When play begins: now the time of day is 10:56 AM.] At 10:00 AM: say "You'd better hurry. Although the shootout happens at noon, some of the gunslingers may have other ideas in mind."; At 11:30 AM: if ending is 1: try foreseeing; end the game in victory; otherwise: end the game saying "You have run out of time. The gunslingers are already moving to the meeting spot.";