| Examples in Numerical Order | ![]() |
Chapter 1: Welcome to Inform
| Example About the examplesAn explanation of the examples in this documentation, and the asterisks attached to them. Click the heading of the example, or the example number, to reveal the text. |
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Chapter 3: Things
| Example VerbosityMaking rooms give full descriptions each time we enter, even if we have visited before. |
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| ![]() Example Slightly WrongA room whose description changes slightly after our first visit there. |
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| Example Port Royal 1A partial implementation of Port Royal, Jamaica, set before the earthquake of 1692 demolished large portions of the city. |
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| ![]() Example Up and UpAdding a short message as the player approaches a room, before the room description itself appears. |
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| ![]() ![]() Example Starry VoidCreating a booth that can be seen from the outside, opened and closed, and entered as a separate room. |
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| Example Port Royal 2Another part of Port Royal, with less typical map connections. |
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| Example The Unbuttoned Elevator AffairA simple elevator connecting two floors which is operated simply by walking in and out, and has no buttons or fancy doors. |
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| Example Port Royal 3Division of Port Royal into regions. |
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| Example First Name BasisAllowing the player to use different synonyms to refer to something. |
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| Example Midsummer DayA few sentences laying out a garden together with some things which might be found in it. |
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| Example TamedExamples of a container and a supporter that can be entered, as well as nested rooms. |
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| Example Disenchantment Bay 1A running example in this chapter, Disenchantment Bay, involves chartering a boat. This is the first step: creating the cabin. |
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| Example ReplantingChanging the response when the player tries to take something that is scenery. |
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| Example Disenchantment Bay 2Disenchantment Bay: creating some of the objects in the cabin's description. |
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| Example Disenchantment Bay 3Disenchantment Bay: adding a view of the glacier. |
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| Example Disenchantment Bay 4Disenchantment Bay: fleshing out the descriptions of things on the boat. |
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| ![]() Example LauraSome general advice about creating objects with unusual or awkward names, and a discussion of the use of printed names. |
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| Example Disenchantment Bay 5Disenchantment Bay: adding the door and the deck to our charter boat. |
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| ![]() Example EscapeWindow that can be climbed through or looked through. |
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| ![]() ![]() Example Garibaldi 1Providing a security readout device by which the player can check on the status of all doors in the game. |
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| Example Disenchantment Bay 6Disenchantment Bay: locking up the charter boat's fishing rods. |
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| ![]() Example Neighborhood WatchA locked door that can be locked or unlocked without a key from one side, but not from the other. |
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| Example Disenchantment Bay 7Disenchantment Bay: making the radar and instruments switch on and off. |
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| ![]() Example Down BelowA light switch which makes the room it is in dark or light. |
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| Example PeugeotA journey from one room to another that requires the player to be on a vehicle. |
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| ![]() Example Disenchantment Bay 8Disenchantment Bay: a pushable chest of ice for the boat. |
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| ![]() ![]() Example HoverLetting the player see a modified room description when he's viewing the place from inside a vehicle. |
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| Example Disenchantment Bay 9Disenchantment Bay: enter the charter boat's Captain. |
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| Example BelfryYou can see a bat, a bell, some woodworm, William Snelson, the sexton's wife, a bellringer and your local vicar here. |
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| ![]() Example Gopher-woodChanging the name of a character in the middle of play, removing the article. |
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| Example Disenchantment Bay 10Disenchantment Bay: things for the player and the characters to wear and carry. |
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| Example Disenchantment Bay 11Disenchantment Bay: making a holdall of the backpack. |
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| ![]() ![]() Example BrownA red sticky label which can be attached to anything in the game, or removed again. |
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| ![]() ![]() ![]() Example Disenchantment Bay 12A final trip to Disenchantment Bay: the scenario turned into a somewhat fuller scene, with various features that have not yet been explained. |
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| ![]() ![]() Example Search and SeizureA smuggler who has items, some of which are hidden. |
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| ![]() Example Van HelsingA character who approaches the player, then follows him from room to room. |
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| ![]() Example Prisoner's DilemmaA button that causes a previously non-existent exit to come into being. |
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Chapter 4: Kinds
| ![]() Example VouvrayAdding synonyms to an entire kind of thing. |
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| Example OdinReplacing "You see nothing special..." with a different default message for looking at something nondescript. |
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| Example Something NarstyA staircase always open and never openable. |
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| ![]() ![]() Example Get Me to the Church on TimeUsing kinds of clothing to prevent the player from wearing several pairs of trousers at the same time. |
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| ![]() ![]() Example Early ChildhoodA child's set of building blocks, which come in three different colours - red, green and blue - but which can be repainted during play. |
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| Example Being PreparedA kind for jackets, which always includes a container called a pocket. |
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| ![]() Example Model ShopAn "on/off button" which controls whatever device it is part of. |
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| ![]() ![]() Example The Night BeforeInstructing Inform to prefer different interpretations of EXAMINE NOSE, depending on whether the player is alone, in company, or with Rudolph the Red-nosed Reindeer. |
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| ![]() ![]() Example U-Stor-ItA "chest" kind which consists of a container which has a lid as a supporter. |
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| ![]() Example Change of BasisImplementing sleeping and wakeful states. |
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| Example Would you...?Adding new properties to objects, and checking for their presence. |
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| ![]() Example Straw BoaterUsing text properties that apply only to some things and are not defined for others. |
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| Example The UndertombA small map of dead ends, in which the sound of an underground river has different strengths in different caves. |
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| ![]() ![]() Example The Crane's Leg 1A description text that automatically highlights the ways in which the object differs from a standard member of its kind. |
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| ![]() ![]() Example Signs and PortentsSignpost that points to various destinations, depending on how the player has turned it. |
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| ![]() ![]() Example Real Adventurers Need No HelpAllowing the player to turn off all access to hints for the duration of a game, in order to avoid the temptation to rely on them overmuch. |
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| Example BicTesting to make sure that all objects have been given descriptions. |
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Chapter 5: Text
| ![]() ![]() Example BallparkA new "to say" definition which allows the author to say "[a number in round numbers]" and get verbal descriptions like "a couple of" or "a few" as a result. |
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| Example Control CenterObjects which automatically include a description of their component parts whenever they are examined. |
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| ![]() Example Tiny GardenA lawn made up of several rooms, with part of the description written automatically. |
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| Example When?A door whose description says "...leads east" in one place and "...leads west" in the other. |
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| ![]() ![]() Example PersephoneSeparate the player's inventory listing into two parts, so that it says "you are carrying..." and then (if the player is wearing anything) "You are also wearing...". |
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| ![]() ![]() Example Whence?A kind of door that always automatically describes the direction it opens and what lies on the far side (if that other room has been visited). |
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| Example Radio DazeA radio that produces a cycle of output using varying text. |
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| ![]() Example Camp BethelCreating characters who change their behavior from turn to turn, and a survey of other common uses for alternative texts. |
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| ![]() Example Beekeeper's ApprenticeMaking the SEARCH command examine all the scenery in the current location. |
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| Example Garibaldi 2Adding coloured text to the example of door-status readouts. |
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| Example Fifty Ways to Leave Your LarvaUsing text substitution to make characters reply differently under the same circumstances. |
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| ![]() ![]() Example Fifty Times Fifty WaysWriting your own rules for how to carry out substitutions. |
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| ![]() ![]() Example The Über-complète clavierThis example provides a fairly stringent test of exotic lettering. |
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Chapter 6: Descriptions
| Example Finishing SchoolThe "another" adjective for rules such as "in the presence of another person". |
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| ![]() ![]() Example Lean and HungryA thief who will identify and take any valuable thing lying around that he is able to touch. |
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| Example Mistress of AnimalsA person who moves randomly between rooms of the map. |
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| Example All Roads Lead to MarsLayout where the player is allowed to wander any direction he likes, and the map will arrange itself in order so that he finds the correct "next" location. |
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| ![]() Example Hotel StechelbergSignposts such as those provided on hiking paths in the Swiss Alps, which show the correct direction and hiking time to all other locations. |
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