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!AWOct94/Goodies/Adventure/!Help

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Archimedes World » AW-1994-10-Disc1.adf » Disk1Oct94
Filename: !AWOct94/Goodies/Adventure/!Help
Read OK:
File size: 248B bytes
Load address: 0000
Exec address: 0000
File contents
  GGG  OO  RRR  MM   MM
 G    O  O R  R M M M M
 G GG O  O RRR  M  M  M   by Chris Allen
 G  G O  O R  R M     M
  GG   OO  R  R M     M
       v. 1.40
-======================-

Gorm !Help file
---------------
Gorm is a complex text adventure comprising of well over 300 locations, spreading over 4 main 'zones', and has many tough puzzles. It has been written totally by hand rather than using a package that does it for you, for example ALPS. This means that it is no larger than it need be and is as efficient as possible. It also has one other massive advantage: it runs in the RISC OS environment, so is easy to understand and get working.
The game also boasts pictures, automatic map creation and over 100 possible actions.

Loading
--------
To start the program double-click on the Gorm icon and wait for the title window to appear. At this stage if not enough memory cannot be found to load up the pictures as well as the program, then the pictures are ignored and in the corner of the title window the words 'Without pictures' will appear.

On loading Gorm also checks to see if the module BorderUtils, needed for 3D icons, is present (this is loaded automatically by !NewLook). If so, Gorm will load up a set of 3D windows instead of the usual 'flatter' ones.

Once loaded the icon will appear on the iconbar. It may be useful to note at this stage that Gorm fully supports interactive help via the Help application from Apps Disc 1 or the Resources directory depending on which version of RISC OS you have. Using Help should get you to understand what most of the icons do without reading these instructions.

The main menu
--------------
To bring up the main menu click the menu button over the icon on the iconbar. This menu contains the essential Info and Quit entries, but also has a few other options inbetween.

The first option is 'Font'. This will lead to a submenu from where you can choose bewteen the system font or trinity (trinity will only be available if you have RISC OS 3 or use RISC OS 2 with the font already loaded). This font will control the text in the main adventure window, where the writing appears.

'Extras' is the next entry, this will lead to a submenu which contains the options to bring up the map window and the picture window (only if the pictures have been loaded). To open both windows at once click on the original entry, 'Extras', and they should both appear. (This has the same effect as clicking ADJUST on the iconbar icon.

'Panels' is the following entry, again it leads to a submenu. This contains an entry named 'Position' and should be ticked when first loaded. It corresponds with the panel joined to the main adventure window. Click on the entry to enable or disable it.

The next entry, 'Restart', has an obvious use, it restarts the Gorm game.

'Save' leads to another submenu, containing 'File' and 'Choices'. Clicking on 'Choices' will save your preferences to disc (as long as it is not still in an archive), for example your preferred font and the panels which you want on the window. This means that your choices will be enforced every time you load up the program. 'File' leads to a save box from which you can save the game. This is pretty much standard and follows the usual RISC OS rules, so you only need to drag the file to a filer window and the game will be saved. From this window you can also save the text which is in the main adventure window. To do this click on the text icon at the bottom of the save box and the sprite will change to an edit file. This can then be dragged away. It may be useful to save the writing for a variety of reasons, the most obvious being to save any puzzles or riddles so that you can print them out to think about. To make the sprite back into a game file just click on the game icon.

Saved games can be loaded into the program by dragging it into any of the program's windows or the actual icon itself. Also, if the saved game is double-clicked on, the game will be loaded up and if Gorm is not already loaded, it will be loaded too.

The main adventure window
--------------------------
The main adventure window can be opened by clicking SELECT on the icon on the iconbar. This window is quite wide and will probably have several panels on it. It is positioned in the optimum place to view both the text and pictures at the same time. The actual window itself will contain some black text, either in the system font or in trinity. When you enter any instructions yourself the writing will scroll up and your instructions will appear in red.

The panels
-----------
There will probably be two panels joined on to the main window, one inside the top of the window and one large one at the bottom of the window. The first one can be removed if neccessary via the main menu.

In the first panel there is just some text, the location that you are in and the year. You will start off in the market-place in the year 1794.

The second panel is essential so there is not an option to remove it. This is the input panel, where you give the program the instructions. The icons along the top of the panel provide a quick way of entering some instructions, from left to right they are: go north, go east, go south, go west, go up, go down, look, inventory, exits and OK. OK will enter any instruction which is in the writable icon and clear it as well, although if clicked with ADJUST the writable icon will not be cleared. The actual writable icon appears at the bottom of the panel and here you can enter any instruction (for more details of instructions see further on in the file). To enter the instruction either click on OK or press return. The icon will be cleared for the next instruction.
At the right-hand end of this 'input panel' are three more icons, providing utilities rather than commands for the game. The first icon provides a quick way to open the pictures window (this icon will be faded out if the pictures have not been loaded) and the second provides a simple way to view the map.
The third provides a shortcut to save the game - one click will pop up the save window and allow you to drag the file away in the usual RISC OS manner. If you have already made a saved game then the window will not appear, instead the file will simply be updated without any intervention from the user. However if you click with adjust then the save window will appear regardless. 

The map
--------
The map appears in a window of its own, you can access it via the menu, the input panel or by clicking ADJUST over the icon on the iconbar. The actual map shows each room that you have visited, also showing if it has an exit north, south, east or west. To show if there is an exit up or down an arrow will also appear, facing up or down. Each room will be named and your position will be marked by a red spot. In later 'zones' a yellow spot will represent a moving enemy.

The pictures
-------------
The picture window can be brought up by the option in the menu, the input panel or by clicking with ADJUST over the iconbar icon. The picture shown will be the one most relevant to the adventure.

Entering instructions
----------------------
Gorm features over 100 actions so the ability to understand your instructions is very high. For example if you wanted to hurt someone you could hit, thump, whack, punch, kick, murder, stab, kill and so on, so you are usually understood without having to rephrase your instruction. You can do many sorts of things, for example you can look, get, examine, search, move, run, give, mould, put, smell, listen, drink, eat, grab, read, unlock, open, lock, close, swallow, drop, hit, kick, murder, inspect and so on.

To get anywhere important in the game you are going to have to converse with some of the characters. To do this you can either TELL them things or SAY things to them, however the best way is to ASK them about things. This instruction must follow the syntax;

Ask <person> about <subject>

For example: Ask stallholder about Gorm    or     Ask the vicar about the church.

It does not matter which case you use in instructions.

You can also string instructions together in quite a comprehensive way for example;

Go north then move se and ask the keymaker about the quest, then travel n,e,s, and west and then get everything, then examine the cheeseboard.

Hints
------
1. Don't cover up the main window, otherwise the text redrawing may be too flickery.
2. Examine most things to learn of their value.
3. Don't be in a hurry to get rid of objects - some have more than one use.
4. If you want to get/drop more than one thing then it saves time if you use: get/drop everything or get/drop all.
5. You may of noticed I haven't told you about your quest, or even what GORM stands for, you have to find this out for yourself and an easy way of doing this is to 'Ask <person> about gorm/quest/adventure etc..', someone in the town will eventually know.
6. If there is a moving enemy in the zone it helps if you listen carefully.
7. Use the map well, it becomes essential later on.
8. Save your game regularly, you may be caught out by surprise.
9. Don't swear at the program too much or talk about other computers - it doesn't like it.
10. Don't hurt or thieve, well not unless it may be fun or is just too tempting...
11. Some puzzles are timed so don't hang about.

Good luck and keep persevering,

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00000040  4d 20 20 4d 20 20 4d 20  20 20 62 79 20 43 68 72  |M  M  M   by Chr|
00000050  69 73 20 41 6c 6c 65 6e  0a 20 47 20 20 47 20 4f  |is Allen. G  G O|
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00000090  76 2e 20 31 2e 34 30 0a  2d 3d 3d 3d 3d 3d 3d 3d  |v. 1.40.-=======|
000000a0  3d 3d 3d 3d 3d 3d 3d 3d  3d 3d 3d 3d 3d 3d 3d 2d  |===============-|
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00001990  20 54 68 65 20 61 63 74  75 61 6c 20 6d 61 70 20  | The actual map |
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00001bd0  6f 6e 73 0a 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |ons.------------|
00001be0  2d 2d 2d 2d 2d 2d 2d 2d  2d 2d 0a 47 6f 72 6d 20  |----------.Gorm |
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00001df0  20 61 6e 79 77 68 65 72  65 20 69 6d 70 6f 72 74  | anywhere import|
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00001ea0  74 20 77 61 79 20 69 73  20 74 6f 20 41 53 4b 20  |t way is to ASK |
00001eb0  74 68 65 6d 20 61 62 6f  75 74 20 74 68 69 6e 67  |them about thing|
00001ec0  73 2e 20 54 68 69 73 20  69 6e 73 74 72 75 63 74  |s. This instruct|
00001ed0  69 6f 6e 20 6d 75 73 74  20 66 6f 6c 6c 6f 77 20  |ion must follow |
00001ee0  74 68 65 20 73 79 6e 74  61 78 3b 0a 0a 41 73 6b  |the syntax;..Ask|
00001ef0  20 3c 70 65 72 73 6f 6e  3e 20 61 62 6f 75 74 20  | <person> about |
00001f00  3c 73 75 62 6a 65 63 74  3e 0a 0a 46 6f 72 20 65  |<subject>..For e|
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00001f30  72 6d 20 20 20 20 6f 72  20 20 20 20 20 41 73 6b  |rm    or     Ask|
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00001f60  20 64 6f 65 73 20 6e 6f  74 20 6d 61 74 74 65 72  | does not matter|
00001f70  20 77 68 69 63 68 20 63  61 73 65 20 79 6f 75 20  | which case you |
00001f80  75 73 65 20 69 6e 20 69  6e 73 74 72 75 63 74 69  |use in instructi|
00001f90  6f 6e 73 2e 0a 0a 59 6f  75 20 63 61 6e 20 61 6c  |ons...You can al|
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00001fc0  69 6e 20 71 75 69 74 65  20 61 20 63 6f 6d 70 72  |in quite a compr|
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00002010  6d 61 6b 65 72 20 61 62  6f 75 74 20 74 68 65 20  |maker about the |
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00002080  0a 2d 2d 2d 2d 2d 2d 0a  31 2e 20 44 6f 6e 27 74  |.------.1. Don't|
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00002130  66 20 6f 62 6a 65 63 74  73 20 2d 20 73 6f 6d 65  |f objects - some|
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000021e0  64 20 49 20 68 61 76 65  6e 27 74 20 74 6f 6c 64  |d I haven't told|
000021f0  20 79 6f 75 20 61 62 6f  75 74 20 79 6f 75 72 20  | you about your |
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00002240  6f 72 20 79 6f 75 72 73  65 6c 66 20 61 6e 64 20  |or yourself and |
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00002330  65 63 6f 6d 65 73 20 65  73 73 65 6e 74 69 61 6c  |ecomes essential|
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00002360  75 6c 61 72 6c 79 2c 20  79 6f 75 20 6d 61 79 20  |ularly, you may |
00002370  62 65 20 63 61 75 67 68  74 20 6f 75 74 20 62 79  |be caught out by|
00002380  20 73 75 72 70 72 69 73  65 2e 0a 39 2e 20 44 6f  | surprise..9. Do|
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000023a0  20 70 72 6f 67 72 61 6d  20 74 6f 6f 20 6d 75 63  | program too muc|
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000023d0  2d 20 69 74 20 64 6f 65  73 6e 27 74 20 6c 69 6b  |- it doesn't lik|
000023e0  65 20 69 74 2e 0a 31 30  2e 20 44 6f 6e 27 74 20  |e it..10. Don't |
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00002400  77 65 6c 6c 20 6e 6f 74  20 75 6e 6c 65 73 73 20  |well not unless |
00002410  69 74 20 6d 61 79 20 62  65 20 66 75 6e 20 6f 72  |it may be fun or|
00002420  20 69 73 20 6a 75 73 74  20 74 6f 6f 20 74 65 6d  | is just too tem|
00002430  70 74 69 6e 67 2e 2e 2e  0a 31 31 2e 20 53 6f 6d  |pting....11. Som|
00002440  65 20 70 75 7a 7a 6c 65  73 20 61 72 65 20 74 69  |e puzzles are ti|
00002450  6d 65 64 20 73 6f 20 64  6f 6e 27 74 20 68 61 6e  |med so don't han|
00002460  67 20 61 62 6f 75 74 2e  0a 0a 47 6f 6f 64 20 6c  |g about...Good l|
00002470  75 63 6b 20 61 6e 64 20  6b 65 65 70 20 70 65 72  |uck and keep per|
00002480  73 65 76 65 72 69 6e 67  2c 0a 0a                 |severing,..|
0000248b