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type-two e391417cf9 Web + music: chiptune soundtrack, browser shell, one-command deploy
- tools/gen_music.py: pure-stdlib 8-bit synth -> music/{calm,eerie,tense,
  jolly,spooky}.wav, five loop-clean mood tracks (the shop floor gets a
  four-on-the-floor house groove, obviously). Engine plays them per room;
  web build serves them next to the wasm.
- web/index.html: MORPQUEST page shell (EGA palette, README tab, no
  account chrome).
- deploy.sh: builds the wasm via MRPGI/web/build.sh with this game baked
  in and swaps it into forum-nginx:/usr/share/nginx/html/morpquest/,
  right next door to /beyondmorp/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 15:53:06 +10:00
art MORPQUEST: Record Store Day — a Beyond Morp graphical adaptation 2026-07-05 14:56:30 +10:00
music Web + music: chiptune soundtrack, browser shell, one-command deploy 2026-07-05 15:53:06 +10:00
rooms Sierra soul: 250-point scoring, real gated exits, two deaths, vanishing Beckies 2026-07-05 15:15:54 +10:00
sprites MORPQUEST: Record Store Day — a Beyond Morp graphical adaptation 2026-07-05 14:56:30 +10:00
tools Web + music: chiptune soundtrack, browser shell, one-command deploy 2026-07-05 15:53:06 +10:00
web Web + music: chiptune soundtrack, browser shell, one-command deploy 2026-07-05 15:53:06 +10:00
.gitignore MORPQUEST: Record Store Day — a Beyond Morp graphical adaptation 2026-07-05 14:56:30 +10:00
deploy.sh Web + music: chiptune soundtrack, browser shell, one-command deploy 2026-07-05 15:53:06 +10:00
DESIGN.md Sierra soul: 250-point scoring, real gated exits, two deaths, vanishing Beckies 2026-07-05 15:15:54 +10:00
game.json Sierra soul: 250-point scoring, real gated exits, two deaths, vanishing Beckies 2026-07-05 15:15:54 +10:00
README.md Sierra soul: 250-point scoring, real gated exits, two deaths, vanishing Beckies 2026-07-05 15:15:54 +10:00

MORPQUEST: Record Store Day

A Sierra-AGI-style graphical adventure for the MRPGI engine, adapted from the Beyond Morp text adventure. Fourteen EGA screens, one day, five words, one white label.

Record Store Day. You're meant to be doing a quick cat-food run; Uncle's list is in the glovebox, and the cat can smell weakness. Something is wrong at the shop today. Morp itself can feel it.

all fourteen rooms

Play it

From the MRPGI repo:

cargo run -p mrpgi --release -- --game /path/to/morpquest        # the GUI
mrpgi-headless --game /path/to/morpquest                          # JSONL repl
mrpgi-headless --serve 127.0.0.1:7777 --game /path/to/morpquest   # HTTP + frame.png

Arrows (or click) walk. Verbs: look take use talk drop inventory help, plus climb wipe play pay post give fix … — the parser is generous. The BeckyWall will not move for you. Documents move it. There is a true ending; the walls of the toilet know the shape of it.

Score: 0 of 250 when you start, Sierra-style. There are two ways to die: one is in your car, clearly labelled, and you will eat it anyway; the other is improvising sacred words at a hive of possessed superfans. Death restarts the day. Morp is not cruel; Morp is accurate.

What's here

  • game.json, rooms/room0..13.json — the whole game: art stamps, walkability, objects, flags, dialogue. Hand-authored, engine-validated, fully winnable (see tools/playtest.jsonl — the scripted golden path — and tools/gatetest.jsonl — proof the locks lock).
  • sprites/ — 14 backgrounds + 6 NPCs generated with nano banana (google/gemini-3.1-flash-image via OpenRouter), squeezed to the engine's 160×168 double-wide-pixel frame and EGA-quantized by the engine on load; tiny item sprites are hand-placed pixels (tools/gen_items.py).
  • tools/gen_art.py + tools/art_manifest.py — the whole art pipeline, re-runnable (deletes nothing, regenerates only what's missing; -f forces).
  • art/raw/ — original generations, kept for archaeology.
  • DESIGN.md — the map, the flag chains, the voice rules.

Provenance

Story, puzzles, characters, and most of the best lines are adapted from the Beyond Morp design corpus (RSD storyline). The tone bible rule that matters: Morp is not cruel; Morp is accurate.