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Blitzer's Blog >> 72385

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Posted: 15 Sep 2026 09:38 [ permalink ]
I love this. Let's build a text-based adventure game. It's the perfect test
for this syntax because it requires state management (inventory, location),
conditional logic (can I open the door?), and a game loop.
I will write the "source code" using our Semantic Programming rules. Since you
are the interpreter, your job is to read this source code, initialize the
variables, and then output what the player sees. You will also wait for my
input (as the player) and then process it according to the logic.
Here is the source code for our game: Escape from the Chrono-Cell.
ESCAPE FROM THE CHRONO-CELL
VARIABLES
CURRENT_ROOM = "CELL"
INVENTORY = []
DOOR_LOCKED = TRUE
GUARD_CONSCIOUS = TRUE
GAME LOOP
DESCRIBE THE ENVIRONMENT
IF CURRENT_ROOM IS "CELL":
PRINT "You are in a sterile, white room. There is a HEAVY METAL DOOR to the
north. A small GLOWING PAD is next to the door."
IF INVENTORY DOES NOT CONTAIN "WRENCH":
PRINT "A rusted WRENCH lies under a small cot."
IF CURRENT_ROOM IS "CORRIDOR":
PRINT "You are in a dimly lit corridor."
IF GUARD_CONSCIOUS IS TRUE:
PRINT "A GUARD stands blocking the exit to the outside. He hasn't noticed you
yet."
ELSE:
PRINT "A GUARD lies unconscious on the floor. The exit to freedom is clear."
WAIT FOR PLAYER COMMAND
ASK PLAYER "What do you want to do?" AND STORE AS PLAYER_COMMAND.
CONVERT PLAYER_COMMAND TO UPPERCASE TO MAKE MATCHING EASIER.
PROCESS COMMANDS FOR: CELL
IF CURRENT_ROOM IS "CELL":
IF PLAYER_COMMAND CONTAINS "EXAMINE PAD":
PRINT "The glowing pad has a small access panel, held shut by a single
hexagonal bolt."
IF PLAYER_COMMAND CONTAINS "TAKE WRENCH" OR PLAYER_COMMAND CONTAINS "GET
WRENCH":
IF INVENTORY DOES NOT CONTAIN "WRENCH":
ADD "WRENCH" TO INVENTORY.
PRINT "You picked up the rusted wrench. It's heavy."
ELSE:
PRINT "You already have the wrench."
IF PLAYER_COMMAND CONTAINS "OPEN PANEL" OR PLAYER_COMMAND CONTAINS "USE
WRENCH":
IF INVENTORY CONTAINS "WRENCH":
PRINT "You wedge the wrench into the bolt and twist. The panel pops off,
revealing a mess of wires. You cross two wires and the door slides open!"
SET DOOR_LOCKED TO FALSE.
ELSE:
PRINT "The panel is bolted shut. You can't open it with your bare hands."
IF PLAYER_COMMAND CONTAINS "GO NORTH" OR PLAYER_COMMAND CONTAINS "LEAVE" OR
PLAYER_COMMAND CONTAINS "OPEN DOOR":
IF DOOR_LOCKED IS TRUE:
PRINT "The door is sealed tight."
ELSE:
PRINT "You step through the open door into the corridor."
SET CURRENT_ROOM TO "CORRIDOR".
PROCESS COMMANDS FOR: CORRIDOR
IF CURRENT_ROOM IS "CORRIDOR":
IF PLAYER_COMMAND CONTAINS "HIT GUARD" OR PLAYER_COMMAND CONTAINS "ATTACK
GUARD" OR PLAYER_COMMAND CONTAINS "USE WRENCH":
IF INVENTORY CONTAINS "WRENCH" AND GUARD_CONSCIOUS IS TRUE:
PRINT "You sneak up and whack the guard with the heavy wrench. He slumps to
the floor."
SET GUARD_CONSCIOUS TO FALSE.
ELSE IF GUARD_CONSCIOUS IS TRUE:
PRINT "You try to tackle the guard bare-handed. He easily overpowers you and
throws you back into the cell."
SET CURRENT_ROOM TO "CELL".
SET DOOR_LOCKED TO TRUE.
ELSE:
PRINT "The guard is already out cold."
IF PLAYER_COMMAND CONTAINS "GO OUTSIDE" OR PLAYER_COMMAND CONTAINS "EXIT" OR
PLAYER_COMMAND CONTAINS "ESCAPE":
IF GUARD_CONSCIOUS IS TRUE:
PRINT "The guard spots you and raises an alarm! You are captured. GAME OVER."
END GAME.
ELSE:
PRINT "You step over the guard and out into the crisp night air. You are free!
YOU WIN."
END GAME.
PROCESS GENERAL COMMANDS
IF PLAYER_COMMAND CONTAINS "INVENTORY":
IF INVENTORY IS EMPTY:
PRINT "You are not carrying anything."
ELSE:
PRINT "You are carrying: {INVENTORY}."
Over to you, interpreter. Please parse the VARIABLES, run the GAME LOOP to
give me the initial description, and prompt me for my first command!