Slightly Wrong
A fairly common effect in interactive fiction is a room which is described differently on the first visit than on subsequent visits. We can produce this effect as follows:
Test me with "look / s / look".
A tan awning is stretched on tent poles over the dig-site, providing a little shade to the workers here; you are at the bottom of a square twenty feet on a side, marked out with pegs and lines of string. Uncovered in the south face of this square is an awkward opening into the earth.
>(Testing.)
>[1] look
Awning
A tan awning is stretched on tent poles over the dig-site, providing a little shade to the workers here; you are at the bottom of a square twenty feet on a side, marked out with pegs and lines of string. Uncovered in the south face of this square is an awkward opening into the earth.
>[2] s
Slightly Wrong Chamber
When you first step into the room, you are bothered by the sense that something is not quite right: perhaps the lighting, perhaps the angle of the walls. A mural on the far wall depicts a woman with a staff, tipped with a pine-cone. She appears to be watching you.
>[3] look
Slightly Wrong Chamber
A mural on the far wall depicts a woman with a staff, tipped with a pine-cone. She appears to be watching you.
Note the "[if unvisited]…" in the description of the Slightly Wrong Chamber. A room is considered to be "unvisited" until after the player has seen its description for the first time.
The bracketed text creates a special rule for printing; we will learn more about these in the sections on text with variations and text with substitutions.
Some further fine print: we might write our condition as "if unvisited", "if the location is unvisited", or "if the Chamber is unvisited" -- all of these constructions would be acceptable, but in the absence of more specifics, the condition is understood to apply to the object whose description it is.