VERION 2.5/3.0 (1995/08/17) | VERSION
4.1 (1995/09/27) |
RUFFINI'S NOTES ON VER 2.5/3.0 | ||||||||||||||||
The Orrery is a system of planets on levers and rods. The model is used to display the solar system in a three dimension representation. Now that the player knows the symbol correlation between the spirits and their planets (they are seen in the flames and revealed by the spirits), the player may align the Orrery to open the portals. | The Orrery is a system of planets on levers and rods. The model is used to display the solar system in a three dimension representation. Now that the player knows the symbolcorrelation between the spirits and their-planets (they are seen in the flames and revealed by the spirits), the player may align the Orrery to open the portals. | If anything in the orrery is meant to be a visual representation of the Zork world, it would perhaps be appropriate to replace it with a flat disc to represent the world, assuming the world is at the center. The other celestial bodies could very realistically be spheres - no other Zork sources have commented on this. | ||||||||||||||||
9.01 The Orrery Room The Orrery room is located beneath the glass dome behind the altar. Hanging on mechanical arms in the center of the room is the Orrery. Directly opposite the entry door is a grayish rectangle. |
9.01 The Orrery Room The Orrery room is located beneath the glass dome behind the altar. Hanging on mechanical arms in the center of the room is the Orrery. Directly opposite the entry door is a grayish rectangle. |
|||||||||||||||||
9.02 The Zork Orrery The Orrery contains 7 arms showing 7 planets (Jupiter, Saturn, Uranus, Earth, Mars, Venus, Mercury). Isolating a planet on one side of the Orrery using the cranks at the foot of the orrery steps opens the portals to the alchemists' worlds.. As listed before, the relationships are:
The arms of each of the planets are [animation_actors] and by clicking on the crank device in the orrery room the player may rotate the planets to different positions. They only rotate counter-clockwise and ratchet like clicking (slightly different for each) is heard during movement [audio_actor]. Nothing will happen, however, until the unit is activated with the gold sphere. The player notices that there is no sun in the center of the Orrery. However, there is a space for something to be placed. Clicking on the center of the Orrery will case a mechanical arms to extend from the center of the Orrery. If the player is carrying the gold sphere, the hand on the end of the arm grabs the sphere and places it in the empty center for the machine [animation_actor]. A fanfare plays [audio_actor] and a beam of light extends out of the ball, creating a cone of light towards the gray rectangle [animation_actor]. The gray rectangle begins to ripple. Below the orrery mechanism is a pool of water which reflects the planets above it. As soon as the player places the orb in the arm, the arm retracts, and the water drains from the pool [animation_actor] The Orrery opens a portal when one of the four planets corresponding to one of the alchemists is positioned into the light. The largest planet in the light is the active one if more than two are in the light beam. (Thus, Jupiter > Saturn > Uranus > Earth > Mars > Venus > Mercury.) Once the orrery is set properly, the water drains from the orrery room in a vortex to reveal the bottom half of a glass dome. The player falls into the dome as the water drains then she warps to the appropriate portal world. Once through, the player is now in the Act II portion of the story. If she gets stuck, the portal remains open, and she may return to the Orrery and access another land or consult the Venus painting. |
9.02 The Zork Orrery The Orrery contains 7 arms showing 7 planets (Jupiter, Saturn, Uranus, Earth, Mars, Venus, Mercury). Isolating a planet on one side of the Orrery using the cranks at the foot of the orrery steps opens the portals to the alchemists' worlds.. As listed before, the relationships are:
The arms of each of the planets are [animation_actors] and by clicking on the crank device in the orrery room the player may rotate the planets to different positions. They only rotate counterclockwise and ratchet like clicking (slightly different for each) is heard during movement [audio_actor]. Nothing will happen, however, until the unit is activated with the gold sphere. The player notices that there is no sun in the center of the Orrery. However, there is a space for something to be placed. Two levers are on pedestals. The left is in a T-slot and is used to manipulate an arm hanging from the center of the orrery. The player can move the arm so it is reaching out to the player. If the player is carrying the gold sphere, the hand on the end of the arm grabs the sphere and places it in the empty center for the machine [animation_actor]. A fanfare plays [audio_actor] and a beam of light extends out of the ball, creating a cone of light towards the side of the room [animation_actor]. Below the orrery mechanism is a pool of water which reflects the planets above it. The Orrery opens a portal when one of the four planets corresponding to one of the alchemists is positioned into the light. The largest planet in the light is the active one if more than two are in the light beam. (Thus, Jupiter > Saturn > Uranus > Earth > Mars > Venus > Mercury.) The right lever rotates in a circle and controls the orrery orientation. When any of the four key planets is eclipsing the sun beams, the water drains from the orrery room in a vortex to reveal the bottom half of a glass dome. The player falls into the dome as the water drains then she warps to the appropriate portal world. Once through, the player is now in the Act II portion of the story. If she gets stuck, the portal remains open, and she may return to the Orrery and access another land or consult the Venus painting. |