text: > Look around
  Roller Coaster, in the car
  
  The breath is swept from your lungs as the car begins diving, seemingly straight downward. You rise from the seat as the ground rushes closer! At the last moment, the car swings upward, and your stomach settles in your ankles.
  
  > wait awhile
  Time passes...
  
  The car zips through a series of wild turns and sharp drops. Wooden roller coaster supports whiz past, inches from your head!
  
  > Wait
  Time passes...
  
  This section of track is shaped like a corkscrew, and as the car hurtles forward it turns upside down almost every second. It is impossible to tell up from down, as the ground seems to spin around you.
  
  > wait for a while
  Time passes...
  
  The car shoots into a rapid climb, which gets progressively slower and steeper. Your heart beats wildly as the track begins to swing back above you, and you realize that you are entering a giant loop!
  
  > Wait
  Time passes...
  
  As you reach the highest point of the loop, you hang completely upside-down for a brief moment. The blood rushes to your head as the ground suspended "above" you like a canopy. Then, you hurtle down the far side of the loop with breakneck speed!
  
  > wait
  Time passes...
  
  The roller coaster speeds out of the loop and into a tunnel, which seems to run through the middle of a haunted house! Wispy ghosts and ghoulish skeletons brush past you.
  
  > Wait
  Time passes...
  
  The car zooms out into daylight, and glides to a stop at the boarding platform.
  
  > Go south
  This is a huge tent filled with hectic noise, blinking lights, and the smell of frying food. Near the exit is a game booth lined with prizes. The concept of the game seems to be bashing cute little mechanical bunnies with a rubber ball as they hop around a little artificial meadow.
  A hawker stands within the booth, studying you through half-closed eyes.
  "C'mon, pal!" cries the hawker from the game booth. "Try your luck!" He holds the ball out toward you.
  
  > enter the booth
  The hawker pushes you away.
  
  > throw the ball at the bunny
  Your throw is way off! This game is harder than it looks. The hawker, leering, retrieves the ball.
  "C'mon, pal!" cries the hawker from the game booth. "Try your luck!" He holds the ball out toward you.
  
  > go north
  The hawker yells after you, "Hey buddy, come back with that ball!"
  
  Entrances lead north, west and south, and the rest of the midway lies to the east.
  
  > go to the west
  This is a large, plush room, slightly neglected.
  Standing on one side of the room is an odd machine, with a three-section display and a large lever on the side.
  
  > pull the lever
  Ping!
  A clove of garlic appears in the first section of the display.
  Ping!
  A hot pepper sandwich appears in the second section of the display. Ping!
  A pot of gold appears in the third section of the display.
  
  > pull the lever
  Ping!
  A noisome stew appears in the first section of the display.
  Ping!
  A hot pepper sandwich appears in the second section of the display. Ping!
  A pot of gold appears in the third section of the display.
  
  > pull lever
  Ping!
  A clove of garlic appears in the first section of the display.
  Ping!
  A hot pepper sandwich appears in the second section of the display. Ping!
  A clove of garlic appears in the third section of the display.
  
  > read the book
  The meef spell (cause plants to wilt).
  The gaspar spell (provide for your own resurrection).
  The gnusto spell (write a magic spell into a spell book).
  The vezza spell (view the future).
  The pulver spell (cause liquids to become dry).
  The izyuk spell (fly like a bird).
  The yomin spell (mind probe).
  The rezrov spell (open even locked or enchanted objects).
  The frotz spell (cause something to give off light).
  
  > learn the vezza
  Using your best study habits, you learn the vezza spell.
  
  > Vezza
  You see a pile of pure-white blocks, engraved with runes of power. Each block has a word written on it. A moment later, the vision fades.
  
  > Go east
  Entrances lead north, west and south, and the rest of the midway lies to the east.
  
  You are beginning to tire.
  
  > learn the pulver
  Using your best study habits, you learn the pulver spell.
  
  > Pulver flume
  In order to prevent damage to public life and property, flumes are protected against this sort of prank.
  
  > go south
  This is a huge tent filled with hectic noise, blinking lights, and the smell of frying food. Near the exit is a game booth lined with prizes. The concept of the game seems to be bashing cute little mechanical bunnies with a rubber ball as they hop around a little artificial meadow.
  A hawker stands within the booth, studying you through half-closed eyes.
  
  > learn the yomin
  Using your best study habits, you learn the yomin spell.
  
  You are feeling tired.
  
  > Yomin hawker
  The hawker is thinking about finding a good stogie, whatever that is.
  
  > go north
  The hawker yells after you, "Hey buddy, come back with that ball!"
  
  Entrances lead north, west and south, and the rest of the midway lies to the east.
  
  > go to the west
  This is a large, plush room, slightly neglected.
  Standing on one side of the room is an odd machine, with a three-section display and a large lever on the side.
  
  > pull lever
  Ping!
  A clove of garlic appears in the first section of the display.
  Ping!
  A pot of gold appears in the second section of the display.
  Ping!
  A pot of gold appears in the third section of the display.
  
  > pull the lever
  Ping!
  A pot of gold appears in the first section of the display.
  Ping!
  A pot of gold appears in the second section of the display.
  Ping!
  A pot of gold appears in the third section of the display.
  Ping! Ping! Ping! Ping! Ping! Ping!
  An unbelievable torrent of zorkmid coins pours out of the machine -- far more than the machine could possibly contain! You are buried and crushed under the huge mass of coins.
  
  " he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...
  
  You are standing on the drawbridge of a ruined castle which lies to your east. The wood of the bridge looks severely rotted and creaks ominously beneath you. The moat, although an easy dive from here, looks dangerous, full of sinister shapes beneath the surface of the water. To the west is a wide field.
  
  You are getting more and more tired.
  
  > check your inventory
  You are carrying:
  a rubber ball
  an indigo vial
  an issue of Popular Enchanting
  an orange vial
  a magic amulet (being worn)
  a calendar (providing light)
  an ochre vial
  a spell book (providing light)
  With a scream of splintering wood, part of the drawbridge collapses and spills you into the moat. You are immediately set upon by alligators and piranhas.
  
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