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WHEEL OF FORTUNE

 

 

Professional, Originally Released On Cassette Only

 

Game Alias          : EPIC ADVENTURES #4

Game Type          : Text Adventure

Author             : Melvyn E. Wright & Dave M. Johnson

Standalone Release(s)   : 1984: WHEEL OF FORTUNE, Epic, £3.99

Compilation Release(s)   : None

Stated compatibility    : Electron

Actual compatibility    : Electron

Supplier            : EPIC, 10 Gladstone Street, Kibworth Beauchamp, LEICESTER

                    LE8 0HL

Disc compatibility     : ADFS 1D00, CDFS 1D00, DFS 1D00

 

 

Instructions

EPIC adventures are full-scale machine code adventure games. Sophisticated compression techniques have been use to provide a large number of locations and puzzles in each game. The adventures take place in a fantasy world which you must explore in order to find the solution to each game. You will require a combination of cunning, logic and magic, not only to complete your task but even to remain alive.

 

Each game is played by typing ordinary English sentences into the computer, which responds by describing your surroundings and telling you

what is happening. Full playing instructions are included in each game.

 

Each adventure has the following features:-

 

Approximately 230 fully described locations, ultra-fast response, fast save of partially completed game on tape, scoring, disk compatible.

 

You are about to set out on a full-scale adventure through a fantasy

world of magic and mystery.

 

You will meet a number of characters during your journey. These characters are capable of independent action and you will be able to talk to the more intelligent ones.

 

Can you unlock the secrets of THE WHEEL OF FORTUNE and return to

civilisation with enormous riches?

 

Walking through a lonely country lane one day, you notice a strange object lying by the side of the road.

 

On picking it up, you find that it consists of a number of silver discs pivoted together through the centre. A circle of brightly coloured jewels is set around the circumference of the outer disc.

 

The inner disc bears the legend: 'Spin me and I'll tell you true/What

the future holds for you.'

 

As you spin the wheel, you start to feel dizzy and collapse to the

ground.

 

When you regain your senses you find yourself amidst strange surroundings in a magical world. The Wheel of Fortune is gone and you can see an old beggar running away in the distance.

 

Your adventure starts here. You must find the Wheel of Fortune and use it to escape back to civilisation.

 

Any treasures that you find along the way are yours to keep.

 

 

Playing Instructions

The program is equipped with advanced language and speech interpreters, which enable you to type single or multiple sentences into the computer up to 254 characters in length.

 

Any number of different instructions may be included within the same command which should be phrased just as you would speak it.

 

In addition, it is possible to have one verb operating on a number of objects, and vice versa, eg:-

    PICK UP THE SAW, HAMMER, AXE, CHISEL AND SPADE THEN TAKE THE LAMP AND LIGHT IT

 

Here IT refers to the last object in the list, i.e.: LAMP.

 

The program remembers the direction in which the player last moved, so it would be able to make sense of a command similar to the following:

 

    GO NORTH INTO THE GARDEN, TAKE THE FORK AND SPADE, UNTIE THE HOSE THEN COME BACK AND CONNECT IT TO THE TAP AND TURN THE WATER ON. RETURN TO THE GARDEN AND FILL THE BOTTLE WITH WATER, DROP IT THEN WATER THE FLOWERS

 

Here are some further examples of valid commands. (These situations may not appear in this particular game.)

 

    PICK UP EVERYTHING ON THE GROUND EXCEPT THE BOTTLE

    DROP ALL OBJECTS HERE EXCEPT THE LAMP BUT SIT DOWN AND LIGHT THAT

    UNLOCK THE DOOR AND OPEN IT THEN ENTER THE BUILDING AND TELL ME WHAT I HAVE SCORED SO FAR

    GO NORTH AND GET THE BOTTLE THEN COME BACK AND FILL IT FROM THE TAP. I DON'T WANT A DRINK YET BUT I WILL HAVE A BITE TO EAT, THEN CONTINUE ALONG THIS ROAD

 

In general then, the program will understand most commands as long as you phrase them and spell them correctly. You can even tell it what NOT to do!

 

Some words have a special purpose, these are listed below.

 

 

Directional Commands

NORTH, SOUTH, EAST, WEST, UP, DOWN, IN, OUT

These may be strung together, i.e. N,S,S,E,D,W,W,U,E

TAKE - To pick up an object

DROP - To drop an object

INVENTORY - To list your possessions

LOOK - To describe your surroundings

SCORE - To obtain your score

QUIT - To end the current game

SAVE - To save the current game on tape using your own filename

LOAD - To load back a SAVEd game

STORE - To store any sentence on one of the function keys. Ten sentences may be stored altogether, then recalled as required by simply pressing FUNC and the appropriate number key.

CONTINUE (or C) - This command will automatically move you in the direction in which you are travelling, until you can go no further in that direction. SHIFT/CTRL may be used to prevent the messages scrolling off the screen.

 

 

The Other Characters

The other characters in the adventure are programmed to act in an intelligent manner and their reactions towards you will depend upon the way in which you have previously treated them.

 

Each character is allocated an area in the game which he normally patrols, until something causes him to stop or leave that area. The areas for the characters may overlap, or even change at different stages

of the game.

 

In addition, the characters may walk at varying speeds or they may leave their areas if they are ordered to by the player, or by another character.

 

To speak to a character, enclose the speech in quotation marks: i.e.-

   "FOLLOW ME"

   "WHERE IS THE WHEEL OF FORTUNE?"

   "WHAT TIME IS THE NEXT BUS AND WHERE DOES IT STOP?"

 

You will sometimes be told what the other characters are doing even though they may not be with you. Do not be confused by this, it is to help you understand what is happening.

 

Also, they are programmed not to walk away from you, in case you wish to talk to them.

 

 

Helpsheet To WHEEL OF FORTUNE

This is an alphabetical list of all the locations, objects, characters and items referred to in WHEEL OF FORTUNE. The location and purpose of each item is given, and the information provided in one entry will usually lead you to other items in the list. If you cannot find the word you are looking for, it probably plays no significant part in the game.

 

It is up to you how you use these clues. You may want to read through them as you play the adventure, or you may prefer to use them only if you get stuck. In this case, a fair amount of will-power will be required to avoid reading entries that you do not wish to see!

 

Due to our policy of continually improving our products, there may be minor differences in detail between these clues and your version of the game.

 

 

Hints On Playing The Game

During your travels you will occasionally come to a stage of the game where you appear to have solved all of the available puzzles, yet still cannot progress forward in the adventure. When this happens, take the Wheel of Fortune into the hut and spin it. You may also be able to buy more objects from the vending machine at this point.

 

 

Character Behaviour And Movement

THE WHEEL OF FORTUNE contains characters which are programmed to interact with you, and each other, in an intelligent manner. Their actions depend upon the circumstances and moods prevailing at the time. Because of this, it is impossible to list every situation that may arise during the game. However, we have covered all the situations you are likely to encounter, and you should have no difficulty in completing the game if you follow these clues carefully.

 

As explained in the instructions, there is no random element involved in the movements of the other characters in the game. They each have their own predefined areas which they patrol, although these areas may change depending upon the circumstances. It is quite easy to plot the movements of a particular character. The simplest way is to walk alongside them until they disappear. This means that they have come to the end of their patrol area, and have reversed direction. Whenever you meet a character, that character will remain in position until you move away. This is deliberate, and allows you to interact with the characters without them ignorantly walking away from you. Therefore, if you want to get rid of someone, you will have to step sideways and back again. They should have walked on by then. This will also tell you in which direction they have gone (which is often useful). As an example, you must give the penny to the beggar when he has just passed the vending machine, and is walking away from it along Beggar's Walk. For why, see Matches. If you want someone to help you at a certain location, lead them there after getting them to follow you.

 

ANTIQUE PAINTING: See Painting.

AUTOMATIC VENDING MACHINE: See Vending Machine.

BANKNOTE: In the field. See Treasures.

BANKS: See Canal.

BAR: See Gold Bar.

BASKET:   One of the main characters in the game. He starts the game at the crossroads, and regularly patrols the area from the north end of Beggar's Walk to the obelisk. You can talk to him, and get him to follow you. He will not help you in any way until you have given him a penny, whereupon he will stop begging. He will also stop begging if the policeman catches him and warns him. If this happens he will no longer accept the penny and you will not be able to complete the game. As soon as he has a penny, he will place it in the vending machine at his next visit. See Character Behaviour.

BEGGARS WALK: To the east of the crossroads.

BELL: In the china shop. Ring it. See Bull.

BIRD: On the road to the north of the field. See Music Box.

BOOT: Inside the vending machine. You do not need this, and should let the beggar buy it with his penny.

BOX: OF MATCHES: See Matches.

     MUSIC: See Music Box.

BRACELET: In front of the farmhouse. See Treasures.

BRASS:  FARTHING: Worthless.

       KEY: See Key.

BRIDGE: Over the canal. This is a single-span lifting bridge pivoted on the north bank. To lower the bridge you must get into the machinery housing on the north bank, oil the machinery, and pull the lever. You cannot operate the bridge, nor cross the river from the south bank. See Oil, Hairpin.

BROOCH: At the end of the south bank of the canal. See Treasures.

BUCKET: On top of the obelisk. You will need the ladder to reach this. Tie the bucket to the well rope and climb into it. See Handle, Well. The bucket is used again in the later stages of the game to carry water. See Underground Pool.

BULL: In the china shop, (ring the bell). You must find the farmer, tell him about the bull and lead him back to the shop. The shopkeeper will then give you another penny. See Farmer.

BULLET: To the south of the field. See Gun.

CANAL: To the west of the large cave. It runs due east-west, and there are north and south banks. The only means of crossing it is by the bridge near the east end. See Bridge.

CAVERN: See Troll's Cave.

CAVES:  DARK: These are to the north and south of the valley.

       FLY'S: To the south of the large cave.

       LARGE: Near the bottom of the well shaft. Winding tunnels lead in all directions.

       SPIDER'S: To the south of the large cave.

       TROLL'S: Enter it. Once you have reached here you can prevent the troll from returning by placing the basket and snake outside the entrance.

CHARACTER BEHAVIOUR: See Notes above.

CHARM: See Lucky Charm.

CHINA SHOP: To the north of the field. Enter it. See Bell.

CORONET: At the south end of the valley. See Treasures.

CROSSROADS: To the south of the well path.

CUP OF TEA: This is given to you by the beggar when you give him a penny. It contains another penny, but get it by pouring the tea out rather than drinking it, as it is poisonous. You will need the cup again to carry the oil.

DARK CAVES: See Caves.

DEEP PIT: See Pits.

DIAMOND BROOCH: See Brooch.

DOORS:  FARMHOUSE: You cannot open this. See Farmhouse.

       HUT: At the west end of the hut. Unlock this with the key and open it.

       MACHINERY HOUSING: On the north bank of the canal. See Hairpin.

       TRAP: In the hut. This is bolted from underneath and you cannot open it from inside the hut. Nor can you prevent it from closing again. From the top of the stone steps, unbolt then open it.

DRAGON: In the caves to the south of the valley. Throw water over it from the underground pool.

EMPTY BASKET: See Basket.

ENTRANCE: See Roads, Tunnels, Paths.

EXTENDING LADDER: See Ladder.

FARMER: He initially stands guard at the southern fence of the field. You cannot get past him at this point and if you are persistent you may regret it when you meet him again! Later on, he patrols the field until you tell him about his bull. (You must have actually seen the bull before doing this.) See Character Behaviour, Bull.

FARMHOUSE: To the west of the china shop. You cannot get into here, and it plays no part in the adventure, except to inform where the farmer may be found.

FARTHING: See Brass Farthing.

FENCE, WOODEN: See Wooden Fence.

FIELD: This is a square piece of land to the east of the large cave and to the south of the china shop. It is initially guarded by the farmer. You can get into it after spinning the Wheel of Fortune for the first time. See Farmer.

FIGURINE: In the dark caves to the north of the valley. See Treasures.

FINE SWORD: See Sword.

FLY: In the fly's cave. When you encounter it you must keep moving, otherwise it will get you. Lead it to the spider.

FLY'S CAVE: See Caves.

GEMSTONE: In the dark caves to the south of the valley. See Treasures.

GIANT:  FLY: See Fly.

       SPIDER: See Spider.

GILDED TRUNCHEON: See Truncheon.

GOLD: BAR: On the south bank of the canal.

      PURSE: See Purse.

GUN: Inside the vending machine. Load this with the silver bullet and use it to shoot the werewolf.

HAIRPIN: In the troll's cave. Use it to pick the lock of the machinery housing door. This will need several attempts so watch out for policeman 2. See Character Behaviour, Bridge.

HANDLE: On the well windlass. Winding it will raise or lower the bucket.

HOUSE: See Farmhouse.

HUT: To the west of the crossroads. If you leave the ladder, watch, or truncheon lying about when you go down the well, they may be stolen so leave them here for safe keeping. See Doors, Wheel Drawing.

INDIAN PIPE: Inside the vending machine. Play it to charm the snake into the basket.

JAIL: You may get put in here by either of the policemen. See Policemen for the reasons why, and also for their patrol areas. If this happens you cannot escape, so type Load or Quit.

JEWELLED BRACELET: See Bracelet.

JUNCTION: See Roads, Tunnels, Paths.

KEY: On Beggars Walk. Use it to unlock the hut door. The beggar may pick this up if he sees it first. If this happens you will not get it back unless you kill him, but then he won't be able to help you! Therefore, you are advised to get the key as soon as possible. See Treasures.

LADDER: In the hut. You must extend it before using it. You will need to prop it up the obelisk in order to reach the bucket. It is also used to bridge the deep pit. It is automatically retracted whenever you pick it up. See Obelisk, Hut.

LAMP: In the hut. You need the matches to light this. You cannot refill it if it runs out. Remember that the lamp burns in real-time, even while you are thinking, so switch it off or save your position. See Small Pit.

LARGE CAVE: See Caves.

LEVER: In the machinery housing. Pull it, but see Oil.

LIFTING BRIDGE: See Bridge.

LONG SCREWDRIVER: See Screwdriver.

LUCKY CHARM: To the north of the canal. See Treasures.

LUMP OF ORE: See Ore.

MACHINE: See Vending Machine.

MACHINERY HOUSING: On the north bank of the canal. See Bridge.

MATCHES: Inside the vending machine. You will need these to light the lamp. The beggar may get these first if you mis-time the moment when you give him the penny. If this happens you will not be able to get them back. See Character Behaviour.

MEDAL: To the north of the large cave. See Treasures.

MUSIC BOX: At the end of the road, south of the field. Play this to get rid of the bird. See Treasures.

NARROW PATH: See Roads, Tunnels, Paths.

NECKLACE: On the south bank of the canal. See Treasures.

OBELISK: On the path to the south of the crossroads. You can climb this with the ladder, but if the beggar sees you he may knock you off if you have not given him a penny.

OIL: On the south bank of the canal. Carry it in the cup. You will need the oil to lubricate the bridge mechanism. See Cup of Tea.

OIL LAMP: See Lamp.

OLD: BANKNOTE: See Banknote.

     BOOT: See Boot.

     OIL LAMP: See Lamp.

OPENING: See Roads, Tunnels, Paths.

ORE: In the field. See Treasures.

ORNAMENTAL FIGURINE: See Figurine.

PAINTING: To the west of the large cave. See Treasures.

PASSAGE: See Roads, Tunnels, Paths.

PATH: See Roads, Tunnels, Paths.

PEARL NECKLACE: See Necklace.

PENDANT: In the large cave. See Treasures.

PENNIES: There are four pennies in the game altogether. You cannot get any pennies back off the beggar; he will spend them at the machine at his next visit. See also Vending Machine.

     1) Obtained by kicking the vending machine. You must give it to the beggar but make sure you time this correctly. See Character Behaviour.

      2)     Inside the cup of tea. Put it in the vending machine to get  matches.

     3) Inside the fly's cave. Put it in the vending machine to get indian pipe.

     4) Given to you by the shopkeeper. Put it in the vending machine to get the gun.

PIPE: See Indian Pipe.

PITS: DEEP: In the dark caves to the north of the valley. See Ladder.

      SMALL: In the large cave. You will fall down here if your lamp is not lit.

POCKET WATCH: See Watch.

POLICEMAN: 1) He initially patrols the area around the hut. When you enter the hut he changes his beat to Beggars Walk. This will usually give rise to some interaction with the beggar. He will put you in jail if he catches you with the truncheon or the sword, or if you try to bribe him! See Jail, Character Behaviour.

           2) He patrols the north bank of the canal. He will put you in jail if he sees you with the truncheon or sword, or if you try to bribe him, or if he catches you picking the lock on the machinery housing door. See Jail, Character Behaviour.

POOL: See Underground Pool.

POOL OF OIL: See Oil.

PORTRAIT: In the field. See Treasures.

PRICELESS PORTRAIT: See Portrait.

PURSE: Next to the underground pool. See Treasures.

RARE GEMSTONE: See Gemstone.

ROADS, TUNNELS, PATHS, ETC:   These are not individually described. See the entry for the nearest landmark.

ROPE: Coiled around the windlass. Attempting to climb down the rope will eventually snap it. See Well for how to get down.

RUBY PENDANT: See Pendant.

SAPPHIRE: Just off the well shaft. See Treasures.

SCORING: You will score points for solving the various puzzles, and also for putting the treasures in the troll's cave. You will need to have scored at least 8500 points before spinning the Wheel for the last time. See Treasures.

SCREWDRIVER: To the south of the crossroads. See also Bull.

SHOP: See China Shop.

SHOPKEEPER: In the china shop, (ring the bell). See also Bull.

SILVER:   BULLET: See Bullet.

        MEDAL: See Medal.

        TRAY: See Tray.

SMALL:  CORONET: See Coronet.

       GUN: See Gun.

       PIT: See Pits

       STATUETTE: See Statuette.

SNAKE: On the road to the west of the china shop. See Basket.

SPIDER:   In the spider's cave. You cannot obtain the Wheel until you have got rid of the spider. See Fly.

SPIDER'S CAVE: See Caves.

STATUETTE: On the north bank of the canal. See Treasures.

STEEP VALLEY: See Valley.

STEPS:  Underneath the trap door, to the south of the large cave. Climb them.

STONE STEPS: See Steps.

STREAM: Alongside the road to the north of the canal. For atmosphere only.

SWORD: In the troll's cave. Not used. See Policeman.

TEA: See Cup of Tea.

TIARA: In the field. See Treasures.

TRANSPORT MECHANISM: See Wheel of Fortune.

TRAP DOOR: See Doors.

TRAY: To the east of the large cave. See Treasures.

TREASURES: The following objects are treasures: Gold bar, pearl necklace, diamond brooch, key, watch, painting, medal, tray, bracelet, truncheon, gemstone, trinket, music box, sapphire, pendant, banknote, portrait, ore, purse, tiara, coronet, figurine, lucky charm, statuette. See Scoring.

TRINKET: On the road adjoining the north bank of the canal. See treasures.

TROLL:  On the south bank of the river. Frighten him away by charming the snake in front of him. See Troll's Cave.

TROLL'S CAVE: See Caves.

TRUNCHEON: On Beggars Walk. The beggar or policeman may pick this up if either sees it on the ground. The game can be completed without it, although it is a treasure. It can be used for hitting people on the head, including you! If either policeman catches you with it, you will be put in jail. See Treasures, Hut.

TUNNEL: See Roads, Tunnels, Paths.

UNDERGROUND POOL:  In the dark caves to the south of the valley. Use the bucket to carry water from here. (You will have to untie it from the well.)

VALLEY: Cut into the rocks around the dark caves.

VALUABLE: TRINKET: See Trinket.

          ORE: See Ore.

VENDING MACHINE:   At the south end of Beggars Walk. You can buy objects from this machine by placing a penny in the slot. The objects are always offered in the following sequence: A penny (when kicked), a box of matches, an old boot, an indian pipe, a small gun. You require all of these except the boot, which you must allow the beggar to buy. See Pennies.

WATCH: On the well path. Not used. See Treasures, Hut.

WEB: In the spider's cave. For atmosphere only.

WELL: At the north end of the well path. To get down it, climb into the bucket and ask the beggar to lower you down. Warning: The beggar may let you down badly if you have not given him a penny! See Character Behaviour, Rope, Bucket, Beggar. There is no need to type anything during your descent into the well, until you see the recess to the west. Then type West.

WEREWOLF: On the road leading to the north canal bank. See Gun.

WHEEL DRAWING: In the hut. This is where to spin the Wheel of Fortune.

WHEEL OF FORTUNE:  The beggar throws this down the well at the start of the game but the spider takes it to its cave. This is where you will find it. As well as being the subject of the game, it also provides a transport mechanism. In accordance with the legend inscribed on it, it actually transports you forward through the game. You must spin it three times altogether, to take you to the following locations: 1) North of the field, 2) Into the dark caves, 3) To the end of the game. See Wheel Drawing, Scoring.

WINDLASS: The part of the well on which the rope is coiled.

WOODEN:   BUCKET: See Bucket.

        BUILDING: See Hut.

        FENCE: Surrounding the field.

YE OLDE CHINA SHOPPE: See China Shop.

 

 

Instructions' Source   : WHEEL OF FORTUNE (Epic Adventures) Inlay & Helpsheet

 

Review (ELBUG)

Adventure games have something of a cult following amongst micro enthusiasts. This excellent adventure from Epic contains some of the most advanced features first seen in The Hobbit from Melbourne House.

 

The aim in this adventure is to find the WHEEL OF FORTUNE and escape the mystical world into which you have been plunged. There are some 'intelligent' characters in the game who help (or hinder) your progress. Be careful how you treat these as they have varying moods, and will do their best to kill you or lock you up in jail if you ill treat them. You have been warned!

 

Complex commands of up to 254 characters are allowed. You can talk to the more intelligent characters, but they tend to be a bit deaf and not very helpful. The function keys can be defined to store the more common instructions to speed your progress through the game. There is also a very fast 'Save game' facility, so you don't have to work your way through the initial stages of the game every time you play.

 

Overall this is an excellent adventure, which will prove satisfying to the novice adventurer, yet still be challenging to the more experienced player. Rating: ****

John Walker, ELBUG 1.10

 

 

Review (Electron User)

This is yet another superb adventure from Epic but one with a difference. For it includes multiple statement commands and characters you can talk to!


One day you find a wheel with the words "Spin me and I'll tell you true, what the future holds for you" written on the hub. When you spin the wheel, you lose consciousness and, on awakening, glimpse a beggar disappearing into the distance with the wheel clutched under his arm.


You soon realise you are in a new and mysterious world. Your task is to recover the wheel and use it to return to your own world. Of course, on the way you collect as much treasure as you can carry.


You start your quest above ground where you discover some of the novel features of this adventure. The characters you meet move completely - well almost completely - independently of you or your actions. You find that you can talk to them and sometimes even get a helpful reply!


A useful keyword not usually found in adventures in CONTINUE, abbreviated to C. This moves you as far as possible in a given direction or repeats a given action. For instance, E, C means East, Continue. I considered the adventure to be harder than the previous ones from Epic, though this could be because of the added difficulty brought in by having to talk to the characters and to time your moves to coincide with theirs (hint!).


I shan't give away too much away though making peace with the beggar is an absolute must if you want to progress.


I must confess I haven't managed to get very far myself. So if you get a fair way through, or even finish it, please send me some clues!

 

This is an exciting new adventure with some novel features. It's not for the novice but is excellent value for money for anyone else. The definitive Electron adventure. Highly recommended.

Merlin, ELECTRON USER 1.10