"ld25" by mrwonko Release along with an interpreter, source text and cover art. Use no scoring. Chapter 1 - The Choice The Choice is a scene. The Choice begins when play begins. The Choice ends when becoming the villain. When The Choice begins: say "You either die a hero, or live long enough to see yourself become the villain."; now the time of day is 1:37 PM; move the player to The Point of Return. The Point of Return is a room. "This is your last chance. Die a hero or become the villain!" Commiting Suicide is an action applying to nothing. Understand "die" as Commiting Suicide. Understand "die a hero" as Commiting Suicide. Understand "commit suicide" as Commiting Suicide. Instead of Commiting Suicide during The Choice: end the story saying "You die a hero."; Instead of Commiting Suicide when The Choice has ended: say "You can't die a hero anymore, you've become the Villain!" Becoming the villain is an action applying to nothing. Understand "live" as becoming the villain. Understand "become a villain" as becoming the villain. Understand "become the villain" as becoming the villain. Instead of becoming the villain during The Choice: say "You become the Villain."; Instead of becoming the villain when The Choice has ended: say "You are the Villain!" Every turn during The Choice: if the time of day is at least 2:00 PM: say "You lived long enough."; try becoming the villain. Instead of kissing yourself during The Choice, say "You kiss yourself." Instead of kissing yourself, say "You're such a good-looking Villain." Instead of attacking yourself during The Choice, try commiting suicide. Instead of attacking yourself, say "You punch yourself. It hurts." Instead of swearing mildly or swearing obscenely during The Choice, say "A hero wouldn't say that! You must be close to becoming a villain." Instead of swearing mildly or swearing obscenely when The Choice has ended, say "You feel satisfyingly evil having said that - and a little immature." Chapter 2 - Finding Purpose Finding Purpose is a scene. Finding Purpose begins when The Choice ends. Finding Purpose ends when thinking. When Finding Purpose begins: Move the Player to the Plains. Instead of going somewhere during Finding Purpose, say "You're not moving until you've thought of an evil scheme." Instead of thinking during Finding Purpose, say "After thinking for a while, you come up with an ingenious plan for World Domination. You'll need a Death Laser on a satellite in space and a Computer with Internet access." Section 1 - Burn! A thing can be burnt. A thing is usually not burnt. A thing can be flammable. A thing is usually not flammable. A lighter is a kind of thing. [ Disable the burn-blocking rule. ] The block burning rule is not listed in the check burning rules. Check burning: unless player has lighter, say "You have no lighter." instead; unless the noun is flammable, say "That's inflammable." instead; if the noun is burnt, say "That's already burnt." instead; unless the player can touch the noun, say "You can't reach that." instead. Carry out burning the player: End the story saying "You've burnt to death. Nice job fixing it, villain!". Carry out burning something: now the noun is burnt. Report burning something: say "You burn [the noun]." After burning something for the first time, say "Burning [the noun] felt good, but you think a True Villain should do something more evil." The player is flammable. Some matches are a lighter. The description of some matches is "Can be used to burn stuff. Hehe." Understand "match" as matches. Instead of burning some matches, say "You light a match. It quickly burns down." Instead of attacking some matches, say "You snap a match. Luckily there are lots." Instead of waving some matches, say "You wave a match. They don't seem to work that way." Instead of touching some matches, say "The matches seem to be made of wood." Instead of smelling some matches, say "You inhale a match. Almost." Instead of tasting some matches, say "You try a match. It doesn't taste well." The Golden Lighter is a lighter. The description of Golden Lighter is "Can burn stuff and look nice. Like you!" Instead of rubbing the Golden Lighter, say "It's as shiny as it gets." Section 2 - The Plains The Plains is a room. "You stand on the plains. [if Grass is burnt]Only occasional patches of charred grass dot the scorched earth.[otherwise]The despicable green grass is unbearably soothing.[end if] To the east you see [if player was in Evil Lair]your Evil Lair[otherwise]a wooden shack[end if]. To the South there is a city. A road leads west." The grass is scenery in The Plains. The description of the Grass is "[if burnt]Burnt remains of grass.[otherwise]Despicable green grass.[end if]". The Grass is flammable. Instead of touching the Grass, say "[if burnt]You run your hand through the ashes.[otherwise]The grass is nice and soft.[end if]". Instead of climbing the Grass, say "You ascend the[if burnt] smoldering remains of the[end if] grass." Chapter 3 - Acquiring an Evil Lair, minions and a Death Laser Preparation is a scene. Preparation begins when Finding Purpose ends. Preparation ends when the cat is in the Evil Lair and the computer is switched on and the computer is on the table and the player is in the chair and the Death Laser is ready. A button is a kind of thing. It is usually fixed in place. A button can be pushed. Understand "use [a button]" as pushing. [ Changing behaviour of taking people (to allow taking the cat)] The can't take other people rule is not listed in the check taking rulebook. Check taking something(called the object): if the object is people and the object is no animal: say "You'd like some evil minions, but [the object] is not obedient enough." instead. Section 1 - The Shack The Outskirts is a region. It contains the Plains, the Abandoned Shack, the Road and the Launch Pad. The sky is a backdrop. It is in the Plains, the Abandoned Shack, the Road, the Town Center and the Launch Pad. The description of the Sky is "[if the time of day is after 7:00 AM and the time of day is before 7:00 PM]The sun is up in the blue sky.[otherwise]The stars are sparkling in the nightsky.[end if][if the Death Laser is ready] You can see a satellite bearing a Death Laser and feel proud.[end if]". East of the Plains is an Abandoned Shack. The description of the Abandoned Shack is "You stand at a wooden shack. To the west are the Plains." West of the Plains is the Road. West of the Road is Launch Pad. The Wooden Door is a door. It is locked. The printed name is "[if open]open[otherwise]closed[end if] simple wooden door[if not locked] with a broken lock[end if]". It is inside from the Abandoned Shack. Instead of pushing the Wooden Door the first time: say "You give the door a strong push. The lock breaks and it swings open."; now the Wooden Door is unlocked; now the Wooden door is open. Instead of attacking the Wooden Door the first time: try pushing the Wooden Door. Before going to Your Evil Lair the first time: say "You enter the wooden shack. It appears to be empty. You decide to turn it into your evil lair."; now the printed name of the Abandoned Shack is "Outside your Evil Lair"; now the description of the Abandoned Shack is "Before you towers your Evil Lair. To the west are the Plains."; now the printed name of the Wooden Door is "[if open]open[otherwise]closed[end if] intimidating door to your lair"; now the description of the Wooden Door is "A mighty door to keep those pesky heroes out of your fortress."; continue the action. Your Evil Lair is inside from the Wooden Door. "Your sanctum. Fit for a True Villain, you're sure of it." A comfy chair and a table are in your lair. The table is a supporter and fixed in place. The chair is a supporter and fixed in place. The matches are on the table. The chair can be entered. The power outlet is in the Evil Lair. It is fixed in place. The description is "It doesn't look like the creator had had the time to actually power this power outlet. Your plans are doomed!" The description of the table is "What superficially looks like a simple rectangular wooden table is actually where evil plans are made, negotiations are held and grand feasts are devoured." The description of the chair is "It might look like a wooden stool to a foolish mortal, but since this is your Evil Lair it's naturally actually a comfy armchair worthy of a True Villain." Instead of pushing the comfy chair: say "You rearrange your furniture." Instead of pushing the table: say "You rearrange your furniture." Check burning something: if the noun is the chair, say "That's your comfy chair! You're not setting that on fire, were would you sit if you did?" instead; if the noun is the table, say "Being burned is not a worthy way for a table to end. You should smash it during a fight with a hero or something along these lines." instead. Section 2 - The Cat and the Laser The City is a region. It contains the Town Center, the Dark Alley, the Research Facility and the Shop. The Town Center is south of The Plains. The description is "You stand in the center of the City, with a shop to the south and a dark alley to the east. To the north are the Plains." The Death Laser is a device. It is on the Metal Table. The Metal Table is in the Research Facility. The description of the Laser is "[if switched on]A Death Laser. It emits a deadly particle beam.[otherwise]A death laser. Quite lethal.[end if]". The Death Laser can be ready. The Death Laser is not ready. [ready meaning: on the satellite, in the atmosphere] The Research Facility is a room. The description is "Hidden below a dark alley, this must be a secret research facility by the government. Everything is made from shiny metal and several doors suggest it's much bigger, but red lights indicate they're all locked." The Dark Alley is east of the Town Center. The cat is an animal. It is in the Dark Alley. The description is "It is black and a little shaggy." Before taking the cat for the first time, say "After chasing the cat for a while, you manage to grab it. It will make you look much more evil. All True Villains have a cat." Below the Dark Alley is a manhole. The manhole is a door. Below the manhole is the Research Facility. Understand "entrance" as Manhole. The manhole is closed and unlocked. The printed name is "[if player was in Research Facility or the player is in Research Facility]secret entrance to the Research Facility[otherwise]conspicuously inconspicuous manhole.[end if]" Section 3 - The Rocket The description of the Launch Pad is "Rockets start here, or would, if the creator had had the time to build any. A road leads to the east." The description of the Road is "You're on a road going from the Plains in the east to the Launch Pad in the west." Section 4 - The Computer The Shop is south of the Town Center. The description is "A simple shop carrying various things. The exit to the town center is to the north." The Golden Lighter is in the shop. After taking the Golden Lighter for the first time, say "When the Clerk isn't looking you stealthily snatch the Golden Lighter." The Clerk is a man. He is in the shop. Instead of burning the Clerk: say "The Clerk resists your attempts to burn him." The Computer is a device. It is in the Shop. The description of the Computer is "An ancient-looking grey computer with blinking lights and a big power button. It appears to be capable of video calls though, and through some black magic it even has a permanent Internet connection." The Computer can be powered. The computer is not powered. Some blinking lights are a part of the computer. The description of the blinking lights is "Their blinking is fascinating." The power button is a part of the computer. "A big round button for turning the computer on and off." The power button is a button. A power cord is part of the computer. The Power Cord can be plugged in. It is not plugged in. Instead of pushing the Power Button: if the computer is switched on: try switching off the computer; else: try switching on the computer. Check Switching On the Computer: unless the Computer is powered: say "It has no power." instead. [TODO: computer power] [TODO: clerk logic (if computer is missing, attacks the player if he stays for more than 1 turn)] [TODO: using the computer (if not at home or no cat or no rocket in space yet: refuse)] Chapter 4 - Holding the World Hostage Negotiations is a scene. Negotiations begins when Preparation ends. Chapter 5 - Ruling the World World Domination is a scene. World Domination begins when Negotiations ends. World Domination ends when World Domination begins. When World Domination begins, end the story saying "You now dominate the world! Gratz!"