Uses the new MRPGI features (room names/enter prose, exit_flags, points, kills, consumes, visible_flag/hidden_by_flag). Golden path re-verified: 250/250 and the win; gate tests cover all four locked exits, the kebab death, and the improvised-words Becky-grue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
53 lines
2.3 KiB
Markdown
53 lines
2.3 KiB
Markdown
# MORPQUEST: Record Store Day
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A Sierra-AGI-style graphical adventure for the [MRPGI engine](https://monsterrobot.games/engine/manual.html),
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adapted from the **Beyond Morp** text adventure. Fourteen EGA screens, one day,
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five words, one white label.
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> Record Store Day. You're meant to be doing a quick cat-food run; Uncle's list
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> is in the glovebox, and the cat can smell weakness. Something is wrong at the
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> shop today. Morp itself can feel it.
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## Play it
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From the MRPGI repo:
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```sh
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cargo run -p mrpgi --release -- --game /path/to/morpquest # the GUI
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mrpgi-headless --game /path/to/morpquest # JSONL repl
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mrpgi-headless --serve 127.0.0.1:7777 --game /path/to/morpquest # HTTP + frame.png
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```
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Arrows (or click) walk. Verbs: `look take use talk drop inventory help`, plus
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`climb wipe play pay post give fix …` — the parser is generous. The BeckyWall
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will not move for you. Documents move it. There is a true ending; the walls of
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the toilet know the shape of it.
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**Score: 0 of 250** when you start, Sierra-style. There are two ways to die:
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one is in your car, clearly labelled, and you will eat it anyway; the other is
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improvising sacred words at a hive of possessed superfans. Death restarts the
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day. Morp is not cruel; Morp is accurate.
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## What's here
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- `game.json`, `rooms/room0..13.json` — the whole game: art stamps, walkability,
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objects, flags, dialogue. Hand-authored, engine-validated, fully winnable
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(see `tools/playtest.jsonl` — the scripted golden path — and
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`tools/gatetest.jsonl` — proof the locks lock).
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- `sprites/` — 14 backgrounds + 6 NPCs generated with nano banana
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(`google/gemini-3.1-flash-image` via OpenRouter), squeezed to the engine's
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160×168 double-wide-pixel frame and EGA-quantized by the engine on load;
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tiny item sprites are hand-placed pixels (`tools/gen_items.py`).
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- `tools/gen_art.py` + `tools/art_manifest.py` — the whole art pipeline,
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re-runnable (deletes nothing, regenerates only what's missing; `-f` forces).
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- `art/raw/` — original generations, kept for archaeology.
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- `DESIGN.md` — the map, the flag chains, the voice rules.
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## Provenance
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Story, puzzles, characters, and most of the best lines are adapted from the
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Beyond Morp design corpus (RSD storyline). The tone bible rule that matters:
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Morp is not cruel; Morp is accurate.
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