Each example output is a snippet of program execution showing what happens when the program is in different states. Living room: actions Example ouput #1 Look at soil, game not won Room: Living room -------------- You're in the living room of the house. It's decorated in a tasteful yet eye-catching cyber- punk style. You see in this room: * A pot of soil * Stairs going up * A dark doorway * A ball of string Room actions 1: Look at the soil 2: Take the stairs going up 3: Go through the dark doorway 4: Pick up the ball of string Your selection: 1 The soil looks rather dry Example output #2 Picking up ball of string (because there is only one reference to it in the room description as well the option to pick it up vanishes) Room: Living room -------------- You're in the living room of the house. It's decorated in a tasteful yet eye-catching cyber- punk style. You see in this room: * A pot of soil * Stairs going up * A dark doorway * A ball of string Room actions 1: Look at the soil 2: Take the stairs going up 3: Go through the dark doorway 4: Pick up the ball of string Your selection: 4 You pick up the string Room: Living room -------------- You're in the living room of the house. It's decorated in a tasteful yet eye-catching cyber- punk style. You see in this room: * A pot of soil * Stairs going up * A dark doorway Room actions 1: Look at the soil 2: Take the stairs going up 3: Go through the dark doorway Your selection: Example output #3 After feeding cheese to mouse in the bedroom when you look at the soil you have won The mouse eats the cheese, it leaves and then lies back down in the bedroom Room: Bedroom room -------------- You're in the bedroom. It includes the usual furnishings such as a bed, dresser and so on. You see a mouse in front of a mouse hole. Room actions 1: Go back to the living room 2: Give some cheese to the mouse Your selection: 2 The mouse eats the cheese, it leaves and then lies back down Room: Bedroom room -------------- You're in the bedroom. It includes the usual furnishings such as a bed, dresser and so on. You see a mouse in front of a mouse hole. Room actions 1: Go back to the living room 2: Give some cheese to the mouse Your selection: 1 Room: Living room -------------- You're in the living room of the house. It's decorated in a tasteful yet eye-catching cyber- punk style. You see in this room: * A pot of soil * Stairs going up * A dark doorway Room actions 1: Look at the soil 2: Take the stairs going up 3: Go through the dark doorway Your selection: 1 The mouse has fertilized the soil and the magic beanstalk starts growing. It carries you up to paradise and you win the game! You won the game!!