Everything you need to start, and nothing that would spoil the rest.
You play John Carter. You type what he does; the story answers. If you have never
played a parser adventure before, the only thing you have to know is that the game is
listening for plain instructions — look at the bench, talk to
tars tarkas, go up — and that it will tell you when it does not
understand.
The story opens at the bottom of the world with a fifteen-foot green man in it who has been here eleven days longer than you have.
EXITS lists what is open; the panel on the right
has a button for each.Type HINT. Ask once for a nudge, twice for a clear direction, and a third
time for the exact command. It costs nothing and is not counted against you. There are 23
hint ladders and every room in the game has one, so you will never be left without an
answer.
If a command is not understood, the game says so and suggests something close. Nothing is ever lost by trying.
Beyond the usual ones, this story understands eight verbs of its own. They are on the
buttons under the command line as well, so there is nothing to memorise. TELL
is the important one: it is how John Carter takes a religion apart, and it only works on
something you have witnessed yourself, so it rewards reading everything.
| TELL | TELL |
|---|---|
| FEIGN | FEIGN - put on what you are carrying and be taken for something you are not. |
| CLIMB | CLIMB - go up something that was not meant to be gone up. |
| DIVE | DIVE - go into water, from a height, deliberately. |
| SWEAR | SWEAR - give your word, or take somebody else's. |
| FREE | FREE |
| CHALLENGE | CHALLENGE - say it to their face, in front of everybody. |
| SIGNAL | SIGNAL - make yourself understood at a distance. |
There are 150 points: 8 objectives worth fifteen each, one optional objective worth ten, and four keepsakes worth five each. A complete game runs about 73 moves. Taking only what you must takes about 55.
Four commands will get Tara killed. Each one is warned in the room text before you can
reach it, and RESTORE or RESTART always works afterwards. The
game will not let you make it unwinnable by accident.
| SAVE 1 | Save to slot 1. Three slots, kept in this browser. |
|---|---|
| RESTORE 1 | Go back to it. |
| SCORE | Points so far and what is still unclaimed. |
| QUESTS | What has been asked of you. |
| SETTINGS | Accessibility profile, text size, motion, captions, sound, narration. |
| HELP | All of it, in the game. |
Press Escape at any time to put the cursor back in the command line, and use the up and down arrows to walk back through what you have already typed.
Everything above in one place, for looking up rather than reading.
| How to begin | Open index.html, then choose
Enter the story on the cover screen. Audio and narration are separate optional
buttons; neither is needed to finish. You start in the Valley Dor with Tars Tarkas. |
|---|---|
| Controls | Type a command and press Enter, or use the buttons under the command line, which cover every verb the game knows. ↑ and ↓ walk back through what you have typed. Esc returns focus to the command line. Tab reaches every control. No mouse is required, and no keyboard is required either. |
| Turn order | You act, then the story answers. One command is one
turn. LOOK, HINT, SCORE and the other
housekeeping commands are free and do not consume a turn. Nothing in this game happens
on a clock, so thinking, reading and asking cost you nothing at all. |
| Movement | The compass directions N NE E SE S SW W NW
plus UP DOWN IN OUT. EXITS lists what is open from where you
are, and the Ways on panel has a button for each. Some ways are closed until you have a
reason to use them; the game says so rather than pretending they are not there. |
| Scoring | One hundred and fifty points. Fifteen for each of eight objectives, ten for one optional objective, and five each for four keepsakes that are easy to walk past. There is no combat to resolve: this is a story about testimony, and the sword is the least useful thing you pick up. |
| Winning | Take the whole machine apart, get the third alcove open,
and reach the Temple of the Sun. The ending is the one Burroughs wrote in 1913, and the
last thing you do is WAIT. |
| Losing | Four commands end the story in John Carter's death. Each
is warned in the room text before you can reach it, and none can be stumbled into while
doing something sensible. Death is never final: RESTORE and
RESTART always work, and the game cannot be made unwinnable by
accident. |
| Saving and restarting | SAVE 1, SAVE 2,
SAVE 3 and RESTORE 1-3, or the buttons in the Save and restore
panel. Saves are kept in this browser on this machine only and nothing is uploaded.
RESTART begins again from the Valley Dor without touching your saves. |