Start of a transcript of: Bad Beer An Interactive Adventure by Vivienne Dunstan Release 1 / Serial number 240729 / Inform 7 v10.1.1 Inform 7 v10.1.1 Identification number: //8EB3CF7D-61A6-4EA6-9231-F40A61DD5C09// Interpreter version 2.2.1 / VM 3.1.3 >help This is an interactive fiction game that responds to user input. Type commands then press enter to see what the game says in response. You can move around the world by typing things like NORTH, SOUTH, EAST, WEST, UP and DOWN. To interact with objects around you type EXAMINE and the object name, e.g. "EXAMINE SHELF". GET and DROP allow you to pick up and drop objects. This particular game has some support for conversations with other characters to find out information. Use ASK to ask them about specific things, e.g. "ASK JACK ABOUT BEER". Use the TOPICS command if you are stuck for things to ask about. For more information about the game and its background try commands ABOUT and CREDITS. >about This is a short parser interactive fiction game which sprang out of a game idea brainstormed while taking the Write Your First Adventure Workshop run by Storytelling Collective. That course was aimed at RPG scenario writers, but could be twisted to interactive fiction. Then the idea was put to one side, until it was rediscovered, perfect in scale and length for IFComp. Influences for this game include K.M. Peyton's book A Pattern of Roses, Helen Cresswell's book Moondial, Dee Cooke's PunyInform game Morris, and British TV series Sapphire & Steel. There are also elements inspired by my husband's home county Somerset, or, as I often like to think of it, Zummerzet. For thanks to playtesters etc. please use the CREDITS command. >x pint glass It is an empty pint glass, waiting to be filled with the pub's delicious beer. >talk to jack "Give me that glass and I'll show you what's wrong!" says Jack. Jack looks at you expectantly. >give glass to jack (first taking the pint glass) "Yes, let me show you," says Jack eagerly, taking the empty pint glass from you. He fills it carefully with beer, with a good head of froth on top. "There, try that!" he says, passing it back to you. >x beer This pint glass is full of rich coloured beer, with a good amount of froth on top. It looks delicious, as always, and your mouth waters in anticipation. >drink beer You raise the glass to your lips, and drink. But unlike the usual good drink here, this tastes like something really bad, rotten, just all wrong. You pull a face, and put the glass back down. "Aarr!" says Jack. "Now you see! It ain't right!" He takes the glass from you and empties it with disgust. "All our drinks taste like that now. I might as well shut up shop. I can't find anything wrongly set up. Can you check around the pub for me?" You nod, though uncertain what you will find. But Jack is just grateful, and shakes your hand warmly, before turning away, leaving you free to start exploring. >look Inside the Pub This is the main room of "The Dog and Duck", your local pub. You've spent many a happy night here. The room is quaint, with wooden beams. You feel the sense of history here. There are several tables and seats. To the south is the front door leading onto the street, and to the north is the area behind the bar. You can see Jack and some regulars here. >x tables There are various tables in the pub for customers to sit by. >x seats Various seats are scattered around the pub. You hear the chat of regulars, though a smaller number than the pub usually has. >n Behind the Bar This is the area behind the pub counter, where Jack and June often stand to serve the patrons, though they are not here right now. Rows of taps for pulling curiously titled beers and ciders run along the wooden counter top, delivering drinks from the kegs stored below. Behind the standing area are shelves holding glasses for the drinks. Exits go to the south, east and west from here. >x taps A row of taps for pulling beer and cider run along the wooden bar. Among them are the pub's most popular beers: Honeyed Badger, Golden Hare, and the one you tried just now, Stinky Ferret. Each tap has an ornate handle for pulling the beer. >x handles A row of taps for pulling beer and cider run along the wooden bar. Among them are the pub's most popular beers: Honeyed Badger, Golden Hare, and the one you tried just now, Stinky Ferret. Each tap has an ornate handle for pulling the beer. >e Kitchen This is the small but functional pub kitchen, east of the rest of the pub. A well lit room, filled with shelves of pots and pans, as well as a cooker, fridge freezer, and sink. This is mainly June's area, and she pops in and out during the pub's opening hours. June is indeed here, preparing the pub's meals. Sally is also here, chatting to her and helping. Both look up and smile as you enter. "Having a look around, are you love?" asks June. "Jack hoped you might help." You can see June and Sally here. >ask june about bad beer June looks puzzled. Perhaps you should ask her about something else. Try TOPICS for ideas. >topics The pub staff especially will be happy to answer your questions. Try asking them about topics like beer, the pub and its history, or parts of the pub. Then see what further topics their responses suggest you could ask about. For example ASK JACK ABOUT BEER. >ask june about beer "Oh Jack's so worried. The beer has been off for a while, and we can't find anything wrong with the setup," says June, shaking her head sadly. "Though it's not the only strange thing that's been going on here," she says, nodding to you significantly. June glances up at you as she works. >ask june about strange things "We've had so many strange things going on," says June. "Not just the beer, but also odd noises everywhere." "And cold spells too," adds Sally. "Especially on the stairs and in the cellar. I don't like going in there now." >ask june about cellar "Oh I don't go down there usually," says June, "and certainly not now. It gives me the creeps it does." >x freezer You open the fridge freezer. It is full of supplies for the pub. You are about to shut the door when it suddenly BANGS shut on you by itself. "There it's doing that again!" says Sally. "Gives me the creeps it does." June nods, adding, "It's been going on for a while." >ask june when strange things started I didn't understand that sentence. >ask june about when strange things happened June looks puzzled. Perhaps you should ask her about something else. Try TOPICS for ideas. >topics The pub staff especially will be happy to answer your questions. Try asking them about topics like beer, the pub and its history, or parts of the pub. Then see what further topics their responses suggest you could ask about. For example ASK JACK ABOUT BEER. >look Kitchen This is the small but functional pub kitchen, east of the rest of the pub. A well lit room, filled with shelves of pots and pans, as well as a cooker, fridge freezer, and sink. This is mainly June's area, and she pops in and out during the pub's opening hours. You can see June and Sally here. >x shelves The shelves have various things on them. >w Behind the Bar This is the area behind the pub counter, where Jack and June often stand to serve the patrons, though they are not here right now. Rows of taps for pulling curiously titled beers and ciders run along the wooden counter top, delivering drinks from the kegs stored below. Behind the standing area are shelves holding glasses for the drinks. Exits go to the south, east and west from here. >w Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. >down Down in the Pub's Cellar You step down towards the pub's cellar, turning on the light switch at the top of the steps as you start to go down. This small room stores the pub's spare kegs of beer, crates of bottles, and other bits and pieces. The lighting is poor, and you remember when Jack showed you down here that the light has a habit of flickering. >x light You see nothing special about the light switch. >x crates Various heavy crates of drink bottles are stored here. You notice something hidden behind the crates, but can't quite reach it. >move crates With an effort you move the crates slightly. There is something behind them, and you take it. You push the crates back in place. You look at the object in your hand. It is a small roughly carved figure, maybe a child's toy? As you ponder the light flickers suddenly then turns off. You feel a sense of dread, yet are unable to move. >turn on light You flick the switch, but the light won't turn back on. >look Down in the Pub's Cellar It's too dark in here to see anything much without the light on. This is silly, why are you so scared? Yet you are. >touch (the wooden figure) You feel nothing unexpected. Suddenly you hear a voice up above. It's Sally. "Is there someone down there?" You hear her flick the switch twice, and the light turns back on. "Come out of there! What were you doing?" You climb the steps, grateful to see her, and step out of the cold. "You daft thing!" says Sally, looking at you with concern. "Come through to the kitchen for a chat if you like." Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. >up Top of the Stairs This is the top of the stairs. You feel surprisingly high up here, almost vertiginous. Two bedrooms lead off to the west and south. The stairs lead back down to the pub. >down Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. >e Behind the Bar This is the area behind the pub counter, where Jack and June often stand to serve the patrons, though they are not here right now. Rows of taps for pulling curiously titled beers and ciders run along the wooden counter top, delivering drinks from the kegs stored below. Behind the standing area are shelves holding glasses for the drinks. Exits go to the south, east and west from here. >e Kitchen This is the small but functional pub kitchen, east of the rest of the pub. A well lit room, filled with shelves of pots and pans, as well as a cooker, fridge freezer, and sink. This is mainly June's area, and she pops in and out during the pub's opening hours. June sees the expression on your face. "Are you alright love?" she asks. You can see Sally and June here. >ask sally about flashlight Sally looks puzzled. Perhaps you should ask her about something else. Try TOPICS for ideas. >x shelves The shelves have various things on them. >ask june about flashlight June looks puzzled. Perhaps you should ask her about something else. Try TOPICS for ideas. >ask june about cellar light June looks puzzled. Perhaps you should ask her about something else. Try TOPICS for ideas. "It's been odd here lately, hasn't it?" says June, musing as she works. >ask june about cellar June has already told you that that the cellar gives her the creeps now. >i You are carrying: a wooden figure >x figure It is a small roughly carved figure, maybe a child's toy. Rather crudely carved, and simple in shape, but recognisable as a person. >show figure to june "What a curious figure!" June says, turning it over in her hands, before handing it back to you. >show figure to sally "Oh that gives me the creeps!" Sally says, handing it back to you. She shakes her hands, as if trying to get rid of the strange feeling. Sally wipes her head. "Oh, I'm tired!" she says, grinning at the same time. >w Behind the Bar This is the area behind the pub counter, where Jack and June often stand to serve the patrons, though they are not here right now. Rows of taps for pulling curiously titled beers and ciders run along the wooden counter top, delivering drinks from the kegs stored below. Behind the standing area are shelves holding glasses for the drinks. Exits go to the south, east and west from here. >s Inside the Pub This is the main room of "The Dog and Duck", your local pub. You've spent many a happy night here. The room is quaint, with wooden beams. You feel the sense of history here. There are several tables and seats. To the south is the front door leading onto the street, and to the north is the area behind the bar. You can see Jack and some regulars here. The room is filled with the pleasant sounds of people drinking. Though they don't seem to be enjoying the beer as much as usual. >talk to regulars They look at you blankly, then return to their drinks. I don't think you're going to get much information out of them. >look under tables You kneel down but find nothing of interest. >show figure to jack "That looks old," says Jack. You tell him where you found it, and he's puzzled, but knows nothing of its history. He hands it back. >x figure It is a small roughly carved figure, maybe a child's toy. Rather crudely carved, and simple in shape, but recognisable as a person. >s Outside the Pub This is the village street outside the pub which lies to the north. Above the door is the old pub sign. You can faintly hear happy voices of drinkers inside the pub. >x sign You look at the pub sign, which shows a black and white collie dog sitting beside a green and brown duck. Suddenly something catches your eye. At one of the pub's upper windows you see a face. Not one you recognise. You blink, and look again. They've gone. You hear the song of birds nearby. >n Inside the Pub This is the main room of "The Dog and Duck", your local pub. You've spent many a happy night here. The room is quaint, with wooden beams. You feel the sense of history here. There are several tables and seats. To the south is the front door leading onto the street, and to the north is the area behind the bar. You can see Jack and some regulars here. Jack comes over to you. "Ere, the Reverend wanted to show you something." You see a man approach, and recognise him as the village's vicar, Reverend Bottledale. "I found some papers that might help," says the vicar, handing some sheets of paper over to you. "It's about the pub's history," he adds. >read papers The papers are printouts of various notes about the pub and its history. Lots of small details, but not - at least yet - written up in a coherent history. You glance down the page and see details like: - The Dog and Duck dates from at least the early 1800s - Pub possibly under a different name before, but recorded under modern name back a long way - Publicans traced in census returns include Jacob Gudgeon, Arthur Pretty, George Sherry and Fred Sparks - Vague rumours of a tragic death here, maybe mid 1800s - Newspaper references to local pub games, other notable events, plus some dodgy drink selling and illegal gambling on site! You suddenly feel cold, and looking up from the papers see a pale, wispy figure standing. It looks like a young boy. He is pointing straight at you. Your chest clenches, and the view around you fades, before moments later you come to again ... Please press SPACE to continue. Inside the Pub This is a pub, with thick wooden beams, and lots of tables and chairs for people to sit in. It is a comfortable space. The area behind the bar is to the north and a door leads out to the south. You can see a landlord and some customers here. This looks so like the pub you know so well, similar layout, it feels familiar. But the decor and the people are like something from the past, in fact a really long time ago in the past. What just happened?! You look at yourself and you seem faint now. This just gets odder. >look Inside the Pub This is a pub, with thick wooden beams, and lots of tables and chairs for people to sit in. It is a comfortable space. The area behind the bar is to the north and a door leads out to the south. You can see a landlord and some customers here. >talk to landlord You try to get his attention, but he doesn't respond. In fact he doesn't seem to see or hear you at all. Some of the customers are laughing loudly, as one tells a risqué story. Then the landlord calls, "Will, can you go and fetch the plant pot from upstairs? I think it would do better down here." He is speaking to a young boy, maybe 14 or 15 years old, who you now notice standing beside the bar. A boy, you realise with a jolt, who is worryingly familiar. For a moment you remember the strange spectre you saw in your time. "Aye, sir," says Will, with a cheery voice, putting away a small wooden toy that he had been playing with. He walks round the bar and heads through to the back of the pub. Not knowing why, you follow him. No one notices as you pass them in the pub. In the hallway you see Will dart upstairs, sometimes two steps at a time. You follow, and see he dashes into one bedroom, then comes back out, holding a plant pot with a small leafy plant inside it. He steps back towards the stairs, then everything slows ... as you watch ... unable to act. Will catches his foot on the floor ... and with a strange, slow motion cry tumbles down the stairs ... the plant pot flying up into the air as he falls, only to land beside the boy's broken and bleeding body at the bottom of the stairs. The wooden toy he had been playing with also falls, rolling down towards the cellar. You know there is no hope. Your heart breaks. Shocked to the core, you suddenly feel light headed and pressed upon from all around. The room spins, and you find yourself ... Please press SPACE to continue. ... back in the old version of the pub. You shake your head in disbelief. You hear the same story that you heard a few minutes ago. Will is standing by the bar. What on earth is happening? Inside the Pub This is a pub, with thick wooden beams, and lots of tables and chairs for people to sit in. It is a comfortable space. The area behind the bar is to the north and a door leads out to the south. You can see Will, a landlord and some customers here. >n Behind the Bar This is the area behind the pub counter. Similar to what you remember, though somewhat simpler. Exits go to the south, east and west from here. >w Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. It feels virtually the same as you remember from your time. >w Down in the Pub's Cellar This is the pub's cellar, though with no modern electric light it is gloomy, and you decide against going into it properly. >up Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. It feels virtually the same as you remember from your time. >up Top of the Stairs This is the top of the stairs. As in your time you feel surprisingly high up here, almost vertiginous. Two bedrooms lead off to the west and south. The stairs lead back down to the pub. >w In one of the pub's bedrooms This is a small bedroom upstairs in the pub, with a small bed, plus a window. It looks much like in your time, but is more simply decorated. Back to the east are the stairs down to the main pub. >look under bed You kneel down but find nothing of interest. >x window You see nothing special about the window. >x bed You see nothing special about the bed. >e Top of the Stairs This is the top of the stairs. As in your time you feel surprisingly high up here, almost vertiginous. Two bedrooms lead off to the west and south. The stairs lead back down to the pub. You can see Will here. >talk to will For a moment it's as though Will can hear you. But then he looks away. You see Will vanish into one of the pub's bedrooms. >s In one of the pub's bedrooms This is a small bedroom upstairs in the pub, with a small bed, plus a window. It looks much like in your time, but is a lighter cream colour. Back to the north are the stairs down to the main pub. You can see Will and a plant pot here. >x plant The small plant pot has a small houseplant in it. Will spots what he is looking for, and picks up the plant pot. >take plant pot That seems to belong to Will. You can't take that. >look under bed You kneel down but find nothing of interest. Will leaves the bedroom. >x window You see nothing special about the window. >n Top of the Stairs This is the top of the stairs. As in your time you feel surprisingly high up here, almost vertiginous. Two bedrooms lead off to the west and south. The stairs lead back down to the pub. You can see Will here. To your horror the accident happens all over again. You didn't stop it. Suddenly you feel faint, and the world spins around you ... Please press SPACE to continue. ... and you find yourself back in the old version of the pub. You shake your head in disbelief. You hear the same story that you heard a few minutes ago. Will is again standing by the bar. Suddenly, and differently from last time, you hear a ghostly voice in your head say, "Just one last chance to save me. Please." Inside the Pub This is a pub, with thick wooden beams, and lots of tables and chairs for people to sit in. It is a comfortable space. The area behind the bar is to the north and a door leads out to the south. You can see Will, a landlord and some customers here. >n Behind the Bar This is the area behind the pub counter. Similar to what you remember, though somewhat simpler. Exits go to the south, east and west from here. >w Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. It feels virtually the same as you remember from your time. >up Top of the Stairs This is the top of the stairs. As in your time you feel surprisingly high up here, almost vertiginous. Two bedrooms lead off to the west and south. The stairs lead back down to the pub. >s In one of the pub's bedrooms This is a small bedroom upstairs in the pub, with a small bed, plus a window. It looks much like in your time, but is a lighter cream colour. Back to the north are the stairs down to the main pub. You can see a plant pot here. >take plant pot Taken. >n Top of the Stairs This is the top of the stairs. As in your time you feel surprisingly high up here, almost vertiginous. Two bedrooms lead off to the west and south. The stairs lead back down to the pub. >down Bottom of the Stairs This small hallway leads east to the bar area and up some stairs to the pub's bedrooms. An exit leads west and down into the pub's cellar. It feels virtually the same as you remember from your time. Will arrives from the main pub area. He looks so full of life, and steps up towards the stairs. >wait Time passes. >wait Time passes. Will suddenly seems to see you, spots the plant pot, and takes it from you, smiling. Will pauses, looking at what he is carrying. He grins, and turns round back towards the pub. >wait Time passes. >wait Time passes. You breathe a sigh of relief. He is safe. The accident hasn't happened. Suddenly you feel faint, and the world spins around you ... Please press SPACE to continue. Some time has passed, since your jaunt into the past. Today you are meeting Reverend Bottledale in the small churchyard some distance from the pub. He said he had something to show you. In a small country churchyard This is the village's old churchyard. A calm place, where old gravestones push up among wild flowers and grasses, with ancient trees leaning overhead, dappling the sunshine and providing shade. You can hear birds singing nearby. You can see Reverend Bottledale here. >talk to bottledale "Jack said you were looking into what's been going on," says the vicar quietly. "I hope you can find some answers." >x bottledale The local vicar is quiet, and quite shy. Not very tall, with balding hair and glasses. Though you recognise a sharp intelligence there. "I've been thinking about what you said, about what you saw in the past," says the vicar quietly. "And I think I've found Will's grave." He leads you over towards a small gravestone. There you can just make out the name Will Sharman. Your skin tingles. "See: he died in 1912," says the vicar. "He lived a long, and happy life. I find it hard to believe what you told me, but he did not die from an accident, and lived to a grand old age. And this is a beautiful spot," he says, gently touching the top of the gravestone. Beyond the gravestone among the trees you see a faint figure watching. It is Will, young again. He smiles, and waves, then vanishes. There have been no more strange occurrences at the pub. Even the beer tastes fine now. He is truly at peace. You place the small wooden toy that you found in the pub's cellar beside Will's grave. It is only a small token, but it feels like the right thing to do. You turn away, determined not to forget the boy. But first it's time for a proper drink. Jack promised you a glass of the pub's once again excellent beer this afternoon. You head off towards the pub, chatting to the vicar about Will as you walk. *** The End *** Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command or read an AFTERWORD? > afterword Thank you for playing my game! I hope that you enjoyed it. I want to thank again my testers (Amanda Walker, Jeffrey Elliott, Jkj, Mel Jason, Josh Grams, Martin Dunstan and Nick Marsh), who spotted so many things, and without whom this game would have been much poorer. This game came out of an original design written during a short RPG scenario writing course, although I was intentionally thinking of something that might work as parser interactive fiction. It was ages before I pulled out the design again and started coding it. The main literary inspiration was K.M. Peyton's book A Pattern of Roses. Other inspirations were Helen Cresswell's book Moondial, Dee Cooke's PunyInform game Morris, and British TV series Sapphire & Steel. There are also elements inspired by my husband's home county Somerset, or, as I often like to think of it, Zummerzet. I am not a great beer drinker myself, but love cider, thanks to my husband's Somerset background. I should probably have coded some bizarre cider names in the game as well, to go along with the beers Honeyed Badger, Golden Hare, and Stinky Ferret! Thank you again for playing. Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command or read an AFTERWORD? >