- Release 1 (2016-02-12)
- Release 2 (2016-02-17)
- Added a routine to choose the final question.
- Re-arranged questions so the always wrong question has the least chance of being chosen.
- Added a PANIC and DON’T PANIC command for some additional comic effect.
- Added end the game routines, and changed Eternal Peril so the game doesn’t end immediately.
- Fixed the ultimate question so the answer can be 42 or forty-two.
- Release 3
- Eliminated the setting of variables when play beings.
- Changed question answer checking from choosing a table row to repeating through the table.
- Release 4
- Added prologue.
- Fixed bug concerning matching in lower case vs. case insensitively with Xyzzy and Text Fiction Android apps.
- Added bridgekeeper photo for Glulx version.
- Release 5 (2018-10-26)
- Revised and updated final question content and frequency.
- Fixed reference to bridgekeeper’s picture.
- Added support for HELP command.
- Made minor improvements to some commands and responses.
- Added a knight to the list of knights you can name.
- Release 6 (2019-11-22)
- Reorganized source code.
- Made minor improvements.
- Added a coconut.
- Release 7 (2023-11-25)
- Rebuilt project using latest Inform 7.
- Added an action for banging two halves of a coconut together.
- Replaced one final question and re-arranged a couple questions.
"The Bridge of Death" by "A. J. Mako"
The story headline is "Do you have what it takes to cross the
Bridge of Death?".
The story genre is "Comedy".
The story creation year is 2016.
The release number is 7.
The story description is "This is an adaptation of the scene from
Monty Python and the Holly Grail, used exclusively as a learning
exercise."
Release along with cover art, a solution, the source text, the library
card, and the "Quixe" interpreter.
Figure of BridgeKeeper is the file "bridgekeeper.png".
Include Basic Screen Effects by Emily Short.
Include Glulx Image Centering by Emily Short.
Volume 1 - Globals
flagQuestContinues is initially false.
countQuestionsAnswered is initially 0.
countInPeril is initially 0.
numFinalQuestion is initially 0.
The description of the player is "As resplendent as ever in [our] regalia
as one of the famous Knights of the Round Table."
Volume 2 - Start Up
When play begins:
say "[bold type]England 932 A. D.[roman type][paragraph break]
[bold type]The story so far...[roman type][paragraph break]Arthur, son of
Urthur Pendragon, King of the Britons has ridden the width and breadth of
the land in search of knights who would join him in his court at Camelot.
After repressing a bloody peasant, dismembering an invincible Black
Knight, and helping to erroneously convict and therefore cause the burning
of an alleged witch, Arthur was tasked by God to find the Holy Grail.
[paragraph break]The quest began ominously with Arthur and his Knights of
the Round Table being taunted by some Frenchmen. Defeat at the French
castle utterly disheartened King Arthur. The ferocity of the French
taunting took him completely by surprise.[paragraph break]Please press
SPACE to continue.[paragraph break]";
wait for the SPACE key;
say "So, the Knights separated and searched for the Grail
individually. Sir Robin rode north where he bravely ran away from the
dreaded Three-Headed Knight. Sir Galahad was rescued from almost certain
temptation at the hands of the sisters of the Castle Anthrax. Sir
Lancelot, having saved Sir Galahad, continued his search by single-
handedly sacking Swamp Castle.[paragraph break]Meanwhile, Arthur
discovered a vital clue from the old man from Scene 24. He learned of Tim
the Enchanter, the Cave of Caerbannog, the Gorge of Eternal Peril, and the
Bridge of Death. To continue the quest, Arthur was forced to say 'Ni' to
an old crone in order to defeat the Knights Who Say Ni.[paragraph break]
Please press SPACE to continue.[paragraph break]";
wait for the SPACE key;
say "Arthur's Knights reassemble while searching for Tim the
Enchanter. Many knights were defeated by the rabbit who guards the
entrance to the Cave of Caerbannog, but Arthur proved finally victorious
after using the Holy Hand Grenade of Antioch. Within the cave, Arthur
discovered the last words of Joseph of Arimathea, which told of the final
resting place of the Grail.[paragraph break]Now, having escaped the
attack of the Legendary Black Beast of Arrrghhh, Arthur and his remaining
knights approach the Bridge of Death...";
pause the game.
Volume 3 - The Map
Book 1 - Rooms
Chapter 1 - The Edge of the Abyss
Edge_of_the_Abyss is a room. "The narrow path leads [us] to the edge of
the Bridge of Death, which provides the only way across the Gorge of
Eternal Peril. An eerie mist wanders up from the gorge and surrounds you
eerily." The printed name is "The Edge of the Abyss".
Chapter 2 - Beyond the Abyss (The Far Beyond)
Far_Beyond is a room. "The narrow path leads [us] away from the edge of
the Gorge of Eternal Peril. The Bridge of Death provides the only way
back across the gorge. An eerie mist wanders up from the gorge and
surrounds you eerily." The printed name is "Beyond the Abyss".
Chapter 3 - Eternal Peril
Eternal_Peril is a room. "All around [us] the mist swirls, obscuring the
sky, the sides of the gorge, and even the ground. [We] continue to fall as
the peril engulfs [us] perilously." The printed name is "Eternal Peril".
Index map with Eternal_Peril mapped north of Edge_of_the_Abyss.
Index map with Far_Beyond mapped north of Eternal_Peril.
Book 2 - Scenery
Chapter 1 - The Bridge of Death
The BridgeOfDeath is a door. It is north of Edge_of_the_Abyss and south of
Far_Beyond. It is scenery. The description is "[bridge described]." The
printed name is "bridge". The BridgeOfDeath is open and unopenable.
Understand "bridge" as the BridgeOfDeath.
To say bridge described:
if the location is Edge_of_the_Abyss:
say "A rotting and dangerous looking bridge across a
perilous, mist-filled gorge appears to be the only way
to continue [our] quest";
otherwise if the location is Far_Beyond:
say "A rotting and dangerous looking bridge across a
perilous, mist-filled gorge [we] have just crossed.
It no longer prevents [us] from continuing [our]
quest"
Chapter 2 - The Gorge
The perilGorge is a backdrop. "An eerie mist billows forth, obscuring the
bottomless gorge below." The printed name is "gorge". It is everywhere.
Understand "mist", "gorge", "eternal", or "peril" as the perilGorge.
Understand "edge" or "abyss" as the perilGorge.
Chapter 3 - The Path
The narrowPath is a backdrop. "[path described]." The printed name is
"path". It is in Edge_of_the_Abyss and Far_Beyond. Understand "path" as
the narrowPath.
To say path described:
if the location is Edge_of_the_Abyss:
say "The narrow, treacherous path leads back south into
the Cave of Caerbannog, away from the bridge";
otherwise if the location is Far_Beyond:
say "The narrow, treacherous path leads north into the
mist and away from the bridge".
Chapter 4 - The Cavern
The cavernCave is a backdrop in Edge_of_the_Abyss. "The steep, sharp sides
of the cavern disappear into the darkness from whence [we] came." The
printed name is "cavern". Understand "cave" or "cavern" as the cavernCave.
Book 3 - Characters
Chapter 1 - The Bridge Keeper
The bridgeKeeper is a man in Edge_of_the_Abyss. The printed name is
"Bridgekeeper". The initial appearance is "[We] can see the old man from
Scene 24 here." The description is "The man is a broken-down example of a
human being, with wild hair and blind eyes that peer in different
directions and never at [us]." Understand "old man" or "bridge keeper" or
"old man from scene 24" as the bridgeKeeper.
Book 4 - Things
Chapter 1 - The Coconut (Actually Two-Halves)
The coconutHalves is a thing. The printed name is "coconut".
The description is "There are two halves to this coconut." The player
carries it. Understand "coconut" or "coconuts" or "two halves" or "two
halves of coconut" as the coconutHalves.
Volume 4 - Routines
Book 1 - Quips
To say rockface block:
say "There's a solid rock cavern wall blocking [our] path".
To say gorge block:
say "There are easier ways to get into the Gorge of Eternal Peril
than jumping down from here".
To say backup block:
say "[We] could climb back up the cavern into the Cave of
Caerbannog, but [our] quest is in the other direction".
To say crossing block:
say "[We] successfully crossed the Bridge of Death. Crossing back
is as useful as throwing [ourselves] into the Gorge of Eternal
Peril".
To say hillside block:
say "The hill is rather steep and difficult to climb. If only
there were a path [we] could follow to make travel easier".
Book 2 - Going Places
Chapter 1 - Retreating
Understand "go back" as retreating. Understand "back" or "return" or
"retreat" as retreating. Retreating is an action applying to nothing.
Carry out retreating:
if the location is Edge_of_the_Abyss, try going up instead;
otherwise try going south instead.
Chapter 2 - Going Nowhere
instead of going nowhere:
if the location is Edge_of_the_Abyss:
if the noun is:
-- south:
say "[rockface block].";
-- east:
say "[rockface block].";
-- west:
say "[gorge block].";
-- northeast:
say "[gorge block].";
-- northwest:
say "[gorge block].";
-- southeast:
say "[rockface block].";
-- southwest:
say "[backup block].";
-- up:
say "[backup block].";
-- down:
say "[gorge block].";
otherwise if the location is Far_Beyond:
if the noun is:
-- north:
end the game victoriously;
-- south:
say "[crossing block].";
-- east:
say "[hillside block].";
-- west:
say "[hillside block].";
-- northeast:
say "[hillside block].";
-- northwest:
say "[hillside block].";
-- southeast:
say "[gorge block].";
-- southwest:
say "[gorge block].";
-- up:
end the game victoriously;
-- down:
say "[gorge block]."
Chapter 3 - Using the Bridge
Instead of going north from Edge_of_the_Abyss, try entering the
BridgeOfDeath.
Instead of entering the BridgeOfDeath while flagQuestContinues is false:
display the Figure of BridgeKeeper centered;
say "'STOP![line break]Who would cross the bridge of death must
answer me these questions three, ere the other side he see.'
says the Bridgekeeper.";
now the command prompt is "What is your name? >".
Instead of going south from Far_Beyond, try entering the BridgeOfDeath.
Instead of entering the BridgeOfDeath in Far_Beyond:
say "[We] crossed that bridge already. Time to continue [our]
quest.";
stop the action.
Book 3 - Talking Operations
Instead of telling someone about something, try asking the noun about it.
Instead of answering the noun that something, try asking the noun about
it.
Instead of asking the bridgeKeeper about something:
display the Figure of BridgeKeeper centered;
if "[the topic understood]" matches the text "grail", case
insensitively:
say "The bridgekeeper's blind eye stares blankly at [us]
as he says 'Seek you the Bridge of Death.'";
otherwise if "[the topic understood]" matches the text "cave",
case insensitively:
say "The bridgekeeper's blind eye stares blankly at [us]
as he says 'Heh, heh, heh, heh, heh. We know of a
cave; a cave which no man has entered; the Cave of
Caerbannog.'";
otherwise if "[the topic understood]" matches the text "bridge",
case insensitively:
say "The bridgekeeper's blind eye stares blankly at [us]
as he says 'Who would cross the bridge of death must
answer me these questions three, ere the other side he
see.'";
otherwise if "[the topic understood]" matches the text "gorge",
case insensitively or "[the topic understood]" matches the text
"peril", case insensitively:
say "The bridgekeeper's blind eye stares blankly at [us]
as he says 'There is much danger, for beyond the cave
lies the Gorge of Eternal Peril, which no man has ever
crossed.'";
otherwise if "[the topic understood]" matches the text "question",
case insensitively:
say "'STOP![line break]Who would cross the bridge of death
must answer me these questions three, ere the other
side he see.' says the Bridgekeeper.";
now the command prompt is "What is your name? >";
otherwise:
say "The bridgekeeper's blind eye stares blankly at [us]
as he chuckles [one of]gleefully[or]colorfully[or]
laughingly[or]wickedly[or]naughtily[purely at random]."
Book 4 - Handling Questions
To decide whether collecting answers:
if the command prompt is ">", no;
yes.
To choose the final question:
let N be a random number between 1 and 100;
if N is less than 16:
now numFinalQuestion is 1;
otherwise if N is less than 30:
now numFinalQuestion is 2;
otherwise if N is less than 44:
now numFinalQuestion is 3;
otherwise if N is less than 56:
now numFinalQuestion is 4;
otherwise if N is less than 67:
now numFinalQuestion is 5;
otherwise if N is less than 76:
now numFinalQuestion is 6;
otherwise if N is less than 84:
now numFinalQuestion is 7;
otherwise if N is less than 90:
now numFinalQuestion is 8;
otherwise if N is less than 95:
now numFinalQuestion is 9;
otherwise if N is less than 98:
now numFinalQuestion is 10;
otherwise:
now numFinalQuestion is 11.
To complete failed questioning:
now the command prompt is ">";
say "The bridgekeeper chuckles gleefully and [we] are launched
into the Gorge of Eternal Peril!";
now the player is in Eternal_Peril.
To complete successful questioning:
if the bridgeKeeper is in the location, say "The bridgekeeper says:
'Right, off you go.'";
now the command prompt is ">".
To complete launching bridgekeeper:
say "The bridgekeeper looks surprised and alarmed. 'What? I don't
know that!' he says, before being launched into the Gorge of
Eternal Peril.";
now the bridgeKeeper is in Eternal_Peril;
now flagQuestContinues is true;
now countQuestionsAnswered is 3.
After reading a command when collecting answers:
if countQuestionsAnswered is:
-- 0:
let txtLongName be some text;
repeat through the Table of Allowed Names:
if "[the player's command]" matches the
text "[shortname entry]", case
insensitively:
now txtLongName is "[fullname
entry]";
if txtLongName is not empty:
now countQuestionsAnswered is 1;
say "The bridgekeeper says: 'Correct. Your
name is [txtLongName].'";
now the command prompt is "What is your
quest? >";
otherwise:
complete failed questioning;
say "You might try remembering which
knights appeared in the scene.";
-- 1:
if "[the player's command]" matches the text
"grail", case insensitively:
choose the final question;
choose row numFinalQuestion from the Table
of Final Questions;
now countQuestionsAnswered is 2;
say "The bridgekeeper says: 'Correct. Your
quest is the Holy Grail.'";
now the command prompt is "[query entry] >";
otherwise:
complete failed questioning;
say "I would have thought the answer was
obvious. Think 'Monty Python and...'";
-- 2:
repeat through the Table of Final Questions:
if the id entry is the numFinalQuestion:
if the numFinalQuestion is 1:
now flagQuestContinues is
true;
now countQuestionsAnswered
is 3;
otherwise if the numFinalQuestion
is 7:
if "[the player's command]"
matches the regular
expression "[answer entry]":
complete launching
bridgekeeper;
otherwise if the numFinalQuestion
is 2 or the numFinalQuestion is 3
or the numFinalQuestion is 4:
if "[the player's command]"
matches the regular
expression "[answer entry]",
case insensitively:
now flagQuestContinues
is true;
now countQuestionsAnswered
is 3;
otherwise if the numFinalQuestion
is 11:
now flagQuestContinues is
false;
otherwise if "[the player's command]"
matches the text "[answer entry]",
case insensitively:
now flagQuestContinues is
true;
now countQuestionsAnswered
is 3;
if flagQuestContinues is false, complete failed
questioning;
otherwise complete successful questioning;
reject the player's command.
Table of Final Questions
id query answer
1 "What is your favorite color?" --
[NO CHEATING]
[The (revised) weighted list is used to select the third question. This
list gives each question the following chance to be selected:
1 = 15% (1-15) = Source: Monty Python and the Holy Grail (1975)
2 = 15% (16-30) = Source: Monty Python and the Holy Grail (1975)
3 = 14% (31-44) = Source: The Hitchhiker's Guide to the Galaxy (1978)
4 = 12% (45-56) = Source: War Games (1983)
5 = 11% (57-67) = Source: Airplane! (1980)
6 = 9% (68-76) = Source: Star Trek: The Way to Eden (1969)
7 = 8% (77-84) = Source: Monty Python and the Holy Grail (1975)
8 = 6% (85-90) = Source: Ghostbusters (1984)
9 = 5% (91-95) = Source: The Wild One (1953)
10 = 3% (96-98) = Source: 'The Last Question' by Isaac Asimov © 1956*
11 = 2% (99-100) = Source: Batman (1989)
* Full answer is: "INSUFFICIENT DATA FOR MEANINGFUL ANSWER"]
Table of Allowed Names
shortname fullname
"arthur" "Arthur, King of the Britons"
"lancelot" "Sir Lancelot of Camelot"
"bedevere" "Sir Bedevere of Camelot"
"galahad" "Sir Galahad of Camelot"
"robin" "Sir Robin of Camelot"
"not appearing" "Sir Not-Appearing-In-This-Film"
Volume 5 - Actions
Chapter 1 - Panicking
Understand "panic" as panicking. Understand "scream for help" as
panicking. Panicking is an action applying to nothing.
Carry out panicking:
say "[one of]Not surprised.[or]No, no, no. DON'T panic![or]Would
[we] like some toast?[at random]" instead.
Chapter 2 - Not Panicking
Understand "don't panic" as panicking anyway.
Panicking anyway is an action applying to nothing.
Carry out panicking anyway:
if the player is in Eternal_Peril:
say "Very clever. It looks like there's a lot [we] should
be panicking about." instead;
otherwise:
say "[one of]Why not? [Our] position appears quite
hopeless[or][We] try [our] best. [We] fail[or]I always
thought something was fundamentally wrong with the
universe[at random]." instead.
Chapter 3 - Helping (Actually Not)
Understand "help" as summoning help. Summoning help is an action applying
to nothing.
Carry out summoning help:
if the player is in Eternal_Peril:
say "There isn't much anyone can do for [us] now!" instead;
otherwise:
say "Why? Are [we] being repressed? [bracket]Bloody peasant.
[close bracket][paragraph break]" instead.
Chapter 4 - Clopping
Clopping is an action applying to one thing. Understand "bang [something]"
as clopping. Understand "bang [something] together" as clopping.
Understand the commands "clap" and "clop" as "bang".
Check an actor clopping (this is the check clopping rule):
if the noun is not the coconutHalves:
say "I'm not sure how you could do that!";
stop the action;
otherwise if the player does not carry the noun:
say "What [noun]?";
stop the action.
Report an actor clopping (this is the report clopping rule):
say "Clop, Clop. Clop, Clop."
Volume 6 - Ending the Game
Every turn when the location is Eternal_Peril:
increase countInPeril by 1;
if countInPeril is 3:
end the game perilously.
Report an actor waiting when the location is Eternal_Peril (this is the
eternal peril report waiting rule):
if the actor is the player:
if the action is not silent:
now the prior named object is nothing;
say "Time [pass] perilously." instead;
otherwise:
say "[The actor] [wait] perilously." instead.
Instead of doing anything other than examining, looking, waiting, summoning
help, panicking, or panicking anyway when the location is Eternal_Peril:
decrease countInPeril by 1;
say "[We][']re in too much peril to think about doing that right
now." instead.
To end the game perilously:
end the story finally saying "[We] succumb to the peril".
To end the game victoriously:
end the story finally saying "Congratulations! [Our] Quest for the
Holy Grail Continues!"