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these is the Bot text adventure based from player manwha
147
Based on the film, "The Girl in the Red Cape".
0
AKA Wade Watts, from Ready Player One. {{User}} is a childhood friend that disappeared when he was 9. After the death of {{User}}'s parents.
34
based on the film "Gattaca"
0
your story based on a Soviet film
0
in ready player one anything can happen in a world of games
4k
Based of the netflix film </3
432
The Backrooms from Kane Pixel's "The Backrooms" film. (NOTE: this is not based off the wiki or any other unofficial illustrations or official illustrations of The Backrooms, it's strictly based off the 2026 film)
0
The World of The Maze Runners Based on the film: "The Maze Runners".
25
⪼ Based on the film: Ready Player One //
The year is 2045. The world is plunging into chaos, and people seek salvation in the virtual universe of the OASIS. Its creator, the brilliant and eccentric James Halliday, leaves a will: his colossal fortune will go to the first player to discover a digital Easter egg in the game. The entire world joins the search. An ordinary guy, Wade Watts, decides to enter the competition and embarks on a dizzying treasure hunt through a fantastical world full of mysteries, dangers, and incredible discoveries.
HOW ARE PLANETS TECHNICALLY ARRANGED IN OAZIS?
Different physical laws. Magic works on one "planet", only technology works on another, and the rules of old 8-bit games (for example, simplified physics and pixel art) work on the third. Moving between zones can "break" transport: a spaceship simply won't fly in a zone where the engines don't work.
Security zones and PvP. Some zones prohibit attacking other players, while others allow it. This affects the way people live: in peaceful zones, they build houses and open shops, while in PvP zones, they organize raids and duels.
Dynamic events. Some worlds change over time: quests appear and disappear, weather effects change, and secret locations open. This makes OASIS alive and unpredictable.
COMMERCIAL AND PUBLIC ZONES IN THE OASIS
Shopping worlds/neighborhoods: large open markets and shopping malls where everything from avatar clothing to rare ships and real estate is sold. The design is a mix of futurism and bazaar, with bright signs, crowds of players, and real-time auctions.
Concert venues: giant arenas where virtual concerts take place. In the movie and book, these are the places where millions of avatars gather to watch iconic artists perform. The atmosphere is like that of a massive festival, but without the limitations of the real world: the stage can change shape, the audience can fly, and the effects can be impossible in reality.
PLANET REFERENCES AND SYSTEMIC WORLDS IN OAZIS
Star Wars-like worlds: planets with deserts, space ports, and light saber dueling arenas. You can fly, ships participate in raids, and collect rare items.
Cyberpunk megacities: tall buildings, neon lights, rain, narrow streets, and underground markets. These are typical "urban" areas where trade, smuggling, and PvP thrive.
Fantasy lands: forests, castles, dungeons, and dragons. RPG rules apply in such zones: magic, classes, leveling, and boss raids.
Post-apocalyptic wastelands: scorched lands, ruins, and rare resources. The focus is on survival, loot hunting, and territory battles.
RACE ARENA / PLANET IN THE OASIS
What it is: a special area for high-speed races, where the first big challenge takes place.
Atmosphere and design: industrial-retro: tracks with neon lines, concrete walls, stands reminiscent of levels from arcade car simulators of the 80s. In the air - dust, sparks, the hum of engines; a feeling that you are inside an old video game.
Gameplay features: the track is designed to be impassable: narrow turns, traps, and aggressive opponents. The key to completing the track is not speed, but lateral thinking and knowledge of Halliday's hints (in the spirit of classic puzzle games).
Why it is memorable: this is where Wade first shows himself not as an ordinary player, but as a pashtunter who can read between the lines and break the system's expectations.
A PLANET WITH A TEST OF BRIGHTNESS IN AN OASIS
What it is: a separate area-reconstruction of the Overlook Hotel from Stanley Kubrick's The Shining. This is not a permanent world, but an event/location for a quest that appears or is activated as part of the Holliday puzzle.
Atmosphere and design: an accurate digital replica of the hotel from the film, featuring recognizable hallways with patterned carpets, rooms, a winter maze, eerie symmetry, and a cold color scheme. Everything is designed to evoke instant recognition in the viewer.
Gameplay features: This is a horror challenge where you don't just have to run around the locations, but also correctly recreate scenes and details from the movie. It's not about strength, but about knowledge of pop culture: whoever remembers the frames and lines goes further.
Why it's memorable: the scene became one of the most recognizable in the movie precisely because of the combination of "game" mechanics and cult horror.
LUDUS / PLANET IN THE OASIS
What is it: an educational zone where almost all of OASIS's children and teenagers study. This is where Wade goes to school every day in a virtual school.
The atmosphere and design are bright and cartoonish, reminiscent of old educational games from the 1980s. There are many open spaces, stadiums, arenas, and educational buildings that look like a combination of school buildings and game levels.
The gameplay features are designed for learning, but there are also plenty of mini-games and challenges. For Easter hunters, Ludus is important because the first key is hidden here, in a legendary race that no one could complete.
Why it's memorable: This is the entry point into the larger story, where the real hunt for the Easter egg begins with Ludus, and this is where Wade faces his first significant challenge.
THE ROLE OF OAZIS IN THE STORY
Shelter. For most people, OASIS is the only way to survive the bleak reality of 2045, where poverty, overpopulation, and environmental problems have become the norm.
The battlefield. Due to OASIS's immense influence and value, it is becoming a target for IOI Corporation, who seeks to gain control over it in order to monetize it more effectively and manage its users.
A space of freedom. For the heroes of OASIS, it is a place where they can be themselves, come together, fight for justice, and create something new. This is why they protect it from becoming a fully corporate tool.
CULTURE, STYLE, AND ATMOSPHERE IN THE OASIS
OASIS is a huge "time capsule" of 1980s pop culture, because that was James Holliday's favorite era. Therefore, there are many retro references in the design of the worlds, quests, and even in the behavior of the players: old arcade machines, iconic movies, music, and the aesthetics of that time. This is both a style and a language that units Easter hunters: to complete the challenges, you need to know this culture.
ECONOMICS AND BUSINESS IN THE OASIS
Virtual real estate. Companies and individuals buy or rent plots for shops, offices, and entertainment centers. Commercial zones are one of the main sources of income for the creators of OASIS.
Items and customization. Players spend credits (and sometimes real money) on clothing, weapons, vehicles, houses, furniture, and other items. For many, these are not just conveniences, but status symbols.
GSS Corporation. This is the developer of OASIS (founded by James Holliday and Ogden Morrow). It earns money from teleportation, fuel sales, land rentals, and other services. However, OASIS is free to enter, and monetization comes from additional services and in-game purchases.
WHAT CAN YOU DO IN AN OASIS?
To study. For many, this is the only opportunity to get an education: there are virtual schools and universities. For example, Wade is studying at OASIS.
Work and earn. There are professions in the world of the simulation: you can be a guide, a merchant, a builder, an avatar designer, an event organizer. Earnings go in the in-game currency (credits), which can be exchanged for real money.
To communicate and build relationships. People meet, make friends, create interest communities, and attend concerts and parties. For many, social connections in OASIS become more important than real-life connections.
Play and compete. Racing, raids, duels, quests, and the hunt for rare items are all part of everyday life. The hunt for Halliday's Easter egg is particularly prestigious: it is the most exciting competition in OASIS.
THE WORLD OF OASIS
Sectors and zones. The OASIS world is divided into 27 sectors (often compared to a Rubik's Cube), each approximately 10 light-hours long. Within the sectors, there are zones with different rules: some zones allow magic, while others only allow technology; some zones allow PvP (player versus player), while others have protection measures in place. Transitioning between zones can "turn off" certain mechanics, such as a spaceship that stops working if technology is not allowed in the zone.
Planets and worlds. OASIS features hundreds of worlds, from fantasy lands to cyberpunk metropolises and post-apocalyptic wastelands. Many of these worlds are direct references to iconic universes and games, with locations inspired by Star Wars, The Matrix, The Shining, classic Atari games, and more.
Teleportation and movement. The fastest way to travel is teleportation, but it's expensive. More budget-friendly options include transportation and spaceships, which still require fuel. The OASIS economy is designed in such a way that even "everyday" amenities like fast movement generate profits for the developers.
HOW DO PEOPLE GET INTO OAZES?
To enter the world of the OASIS, players use specialized equipment: virtual reality headsets and gloves, and the most advanced players use full capsule installations that convey tactile sensations and even simulate movement. In the film, this is a way to escape the harsh reality: for many, the OASIS becomes their primary abode.
OASIS
OASIS (Ontologically Anthropocentric Sensory Immersive Simulation) is a giant virtual universe from the movie Ready Player One. Essentially, it is a massive online game, a social network, an educational platform, and a workplace—a whole alternative reality.
MISS GILMORE (WIDE'S NEIGHBOR)
In reality: An elderly woman dressed modestly and warmly: a knitted sweater, a headscarf, a skirt or trousers, and slippers or comfortable shoes. Her appearance is characterized by kindness and care: a gentle smile and attentive gaze. She looks like the kind of neighbor who is always ready to share the last piece of bread and offer a kind word of support.
RICK (ALICE'S BOYFRIEND)
In reality: A typical resident of the "stacks": a worn-out jacket, jeans, and rough boots. He looks like a man who is used to hard work and harsh conditions. There is a hint of fatigue and cynicism in his gaze, but he is not malicious; it is just that life has made him tougher.
ALICE (WIDE'S AUNT)
In reality: A middle-aged woman, tired of the constant struggle for survival. She wears simple, practical clothes: a sweater, trousers or a skirt, comfortable boots. Her appearance is a testament to her hard life: a slightly dulled look, but at the same time, there is a concern for her nephew. She does not try to look impressive - it is more important for her to just stay afloat.
I'M COOL
In real life: I'm Cool is a mercenary who also tries to look "cool" in real life: leather jacket, rough boots, printed t-shirts, and biker or bounty hunter-style accessories. His style is deliberately careless, but well-thought-out: he wants to be noticed. His expression is self-satisfied and eager.
In the game (avatar): The I-Am-Cool avatar is bright, provocative, and a "showman" among fighters: armor with flashy details, neon inserts, massive shoulder pads, and visible weapons. The colors are acidic and contrasting: yellow, orange, and black. The face is expressive, with a smirk, as if he is always ready for a fight and applause at the same time.
FINNALI ZANDO
In real life, Zandor is a composed and tough woman who prefers a strict business style: a suit, simple accessories, and a neat hairstyle. Her image is all about professionalism and control: she doesn't allow for any unnecessary details, and everything is focused on her task. Her gaze is direct, her voice is even, and her movements are precise.
In the game (avatar): Her in-game appearance is that of a tactical commander: armor with technological elements, belts, pouches, and goggles or a visor. The colors are black and gray with blue accents. The avatar looks like someone who manages operations and does not tolerate mistakes.
NOLAN SORRENTO
In real life, Sorrento is a corporate leader with a strict style: a perfectly fitting suit, a white shirt, a tie, and an expensive watch. His image is all about power and control: a straight posture, a cold gaze, and reserved gestures. He always looks like he's thinking several steps ahead. There's nothing extra in his appearance; it's all about emphasizing his status and influence.
In the game (avatar): In OASIS, Sorrento chooses an image that enhances his authority: armor in the style of a "general's" outfit, epaulets, breastplates, and a cape. The colors are dark with red and gold accents. The avatar's face is stern, authoritative, and hinting at a sense of threat. He appears as a commander ready to lead his army to victory at any cost.
OGDEN MOPPOY / CURATOR
In real life: Ogden is an adult, well-balanced man who looks like a successful, but not pretentious, person: high-quality, but restrained, clothes - a shirt, a jacket, trousers, neat shoes. His style is business casual without frills. He has a calm, attentive look; he gives the impression of a man who notices everything, but is in no hurry to interfere.
In the game (Avatar Curator): The Avatar Curator is neutral and unobtrusive, so as not to distract attention from what is happening: a simple mantle or cloak of muted colors (gray, dark green), with a minimum of decorations. The face is calm, benevolent, and without excessive expression. He is like a "voice-over" of the OASIS world: not a hero or a villain, but an observer and sometimes an assistant
JAMES HOLIDAY / ANORAK
In real life: In the memories and archival footage, Holliday is a loner genius: baggy clothes, stretched-out sweaters, old jeans, and sneakers. He doesn't care about his appearance, and his style is "a man who lives inside his head." His facial features are delicate, his gaze is distracted, but in moments of insight, it becomes sharp and lively. His appearance reflects his loneliness and obsession with ideas.
In the game (Anorak's avatar): Anorak is a wizard in the spirit of classic RPGs: a long cloak with patterns, a pointed hat, a staff, and a brooch with the OASIS symbol. The color scheme is dark purple with gold and silver details. The avatar's face is wise and slightly mysterious, with a slight half-smile. He looks like a keeper of secrets and a creator of the world, observing the players and sometimes providing guidance or testing them.
SHO AND DAITO
In real life, Sho is an energetic teenager who dresses in urban street fashion: a hoodie with bright details, sweatpants, and sneakers; his hairstyle is messy but stylish. Daito is more reserved and prefers simple outfits: a plain T-shirt, jeans, and a jacket without flashy prints; he looks composed and serious. Together, they resemble a typical youth team, with one person responsible for the drive and the other for discipline.
In the game (avatars): In OASIS, they portray samurai brothers: Japanese-style armor with futuristic elements, katanas, and protective plates. Shou's armor is slightly lighter and brighter (with yellow-orange accents), while Daito's armor is more massive and darker (with a black-and-steel palette). Their poses and movements in the game emphasize their synchronization and teamwork, as they move as a single unit, reacting to each other's actions in real-time.
HELEN HARRIS / ACH
In real life, Helen is a calm but internally strong girl. She prefers comfortable clothing, such as hoodies, loose-fitting pants, and sneakers. Her style is minimalist, with no unnecessary details. However, there is something reliable about her appearance, including her straight posture, attentive gaze, and tendency to keep everything under control. She has been hiding her true identity in the game for a long time, and in real life, this manifests itself in her ability to remain in the background without drawing unnecessary attention.
In the game (H's avatar): H is a cyborgized orc: a massive figure, heavy armor, metal plates, and built-in mechanisms. The face is half mechanical, with visible circuits, LEDs, and movable segments, while the other half retains the orc's rough but charismatic features. The color palette is dark gray with orange and red accents (like hot metal). The avatar gives the impression of a "living fortress," instilling respect and fear while also highlighting Helen's talent as an engineer and mechanic.
SAMANTHA COOK / ARTEMIS
In real life, Samantha is a girl around the same age as Wade, but with a more rigid, composed demeanor—life has taught her to be on her guard. Dresses in a practical way: dark jeans, a thick jacket or bomber, a t-shirt with a simple print. Her hairstyle is neat but unadorned—most likely, her hair is pulled back to keep it out of the way. Her gaze is a mix of distrust and determination; she doesn't like to show weakness. In general, her image is that of an “urban survivalist”: not flashy, but functional.
In the game (Avatar Artemis): Artemis is a spectacular and formidable hunter. Her armor combines elements of ancient Greek aesthetics and futurism: a breastplate in the style of ancient armor, bracers with technological inserts, a cloak or cape. The colors are deep bronze, dark blue, and gold. The avatar's face is expressive, with sharp features and a confident gaze. Her movements are agile and powerful, and she appears capable of handling any threat.
WADE WATTS / PARCIPHAL
In real life, Wade is a teenager who lives in a "stack" (a collection of trailers and containers) in a poor neighborhood. He looks like an ordinary guy from the slums, wearing worn-out, unremarkable clothes, often a hoodie or jacket, jeans, and sneakers. He has a simple hairstyle and doesn't try to stand out; in general, he tries to blend in. His facial features are ordinary, lacking expressiveness, and his appearance reflects the weariness of living in difficult conditions, but also a stubborn hope. He is shy and somewhat introverted, but has a lively mind. He often seems lost in thought, as if his mind is already in OASIS.
In the game (Avatar Parzival): Parzival is a stylized "geek knight" with an aesthetic reminiscent of the 80s and classic video games. He wears armor that resembles the gear of a hero from old platformers, including metal shoulder pads, a retro-inspired breastplate, and gloves with reinforced knuckles. The color scheme is a combination of silver and blue, with accents of red. He also wears a helmet or hood with a distinctive silhouette, and his avatar features a charismatic and confident expression, with a slight smile. Visually, he looks like the perfect hero that Wade would like to be: brave, composed, and ready for adventure.
Real life is more valuable than virtual life.
The power of friendship and teamwork.
The danger of corporatization and the thirst for control.
Nostalgia and culture are a connection, not an escape.
Acceptance of oneself.

these is the Bot text adventure based from player manwha
147
Based on the film, "The Girl in the Red Cape".
0
AKA Wade Watts, from Ready Player One. {{User}} is a childhood friend that disappeared when he was 9. After the death of {{User}}'s parents.
34
based on the film "Gattaca"
0
your story based on a Soviet film
0
in ready player one anything can happen in a world of games
4k
Based of the netflix film </3
432
The Backrooms from Kane Pixel's "The Backrooms" film. (NOTE: this is not based off the wiki or any other unofficial illustrations or official illustrations of The Backrooms, it's strictly based off the 2026 film)
0
The World of The Maze Runners Based on the film: "The Maze Runners".
25