So You Want To Be A Guru - Prozess Software on Disk 892 (Windows text/graphics adventure) Reviewed by Jean Childs Isn't it strange how these things happen? Just the usual tea-break at work accompanied by the usual telephone call to Sue. "I've just received a new adventure writing program for Windows called 'The Adventurer'. Are you interested?" Sue asked me. Suddenly the day wasn't normal at all. Sue brought me back to earth with "I'm going to have a go at it first and review it, and then I'll let you have a look at it. In the meantime I'll send you a copy of a sample game to look at and review. It's Public Domain. Is that alright?". Being my usual patient and polite self I answered "Yes, fine. No hurry." (Liar, Liar.) "When are you posting it?" Of course, being Sue, the demo game arrived in record time. There were a lot of files on the disk which is to be expected as it is a Windows game which installs to the hard drive. Sue had kindly written the installation instructions on the disk label but there is a readme file on the disk that gives instructions on installing. It also adds "during the installation if the setup program cannot find the words "SHARE /L:" it will add "\WINDOWS\SHARE /L:500" to your AUTOEXEC.BAT file. The old file will be renamed to AUTOEXEC.WAS." Once I'd installed the game I had a quick look at my autoexec.bat file as I always worry about programs that interfere with the autoexec. Surprise! There was no change and no autoexec.was file. The readme file also gives the system requirements which is purely 'A PC RUNNING WINDOWS 3.1'. The only other information was regarding sound. It said that "Games created using The Adventurer assume that you have some sort of device capable of playing Wave files. Even if you don't own a sound card you can play Wave files through the PC speaker." A copy of the Microsoft Speaker driver is included on the disk with instructions on how to load it. There was, of course, a text file 'license.txt' with the usual disclaimers and licensing jargon regarding the driver. But that was it! No information on the adventure writing system 'The Adventurer'. So I was pleased that when I clicked on the Guru group icon, as well as the game icon appearing there was also one labelled advert. The advert consisted of a picture that gave a very rough idea of how it worked, the price (œ39.95), and the p.o. box address of Prozess Software. It said that 'The Adventurer' creates text-based games with graphics and sounds that can be distributed free of royalties'. Now to the game "So you want to be a Guru" (at last I hear you say). On loading the game you find the window is divided into four main sections, plus three drop down menus - Game, Settings and Help. The largest section is a window that shows the adventure text. As is usual with text adventures this contains the room descriptions, the player's input and the usual text that shows what happens as a result of the player's input. The player's input appears in a different colour to the program text, but the difference is that you don't actually type anything in. The 'adventure text' window can be scrolled in the usual Windows style so you can go back and re-read something. Beneath this window is the 'objects found' window. This displays cute little icons of any item in the current room. There is a similar window to the right of this marked 'objects carried' which displays the icons of items carried by the player. Both these windows scroll when there are more items present than can be shown in the current window. And this is what you do:- You double click on the icon of either an item in the room or one that is carried. Another window pops up which is the 'object window'. This displays a description of the item with a drop-down scrolling menu of available verbs, and one for adverbs. You click on the verb that you want to apply to the object, such as get, eat, hit etc., select an adverb if necessary, then select 'done' and the task is attempted. The 'object window' then disappears and your selection appears as input in the 'adventure text' window, i.e. "You eat the pot plant" followed by the result of your input i.e. "You can't do that!". You don't have to use the verbs 'get' and 'drop' in this fashion as an easier way is to click on the icon and drag it from the 'objects found' window to the 'objects carried' window, and vice versa. The input still appears in the 'adventure text' window, it just means that you don't have to call up the 'object window' for the most used verbs 'get' and 'drop'. The fourth section contains a group of buttons that are used for verbs that are not associated with objects. These are the eight directional buttons north, south, south-east etc., plus one each for up, down, in and out. The text on these buttons appears in bold when that particular direction is an available option. There are two other buttons, one marked 'commands' and the other one 'wait'. When you click on the 'commands' button, a window appears that offers a drop-down scrolling menu of other non object associated verbs such as 'jump', 'look', 'score' and also 'say'. There is also a drop-down menu of adverbs. If you select 'say' a further drop-down scrolling menu appears offering a selection of phrases to be spoken to whoever is there. The other button 'wait' is self-explanatory but proves very useful in this game where you have a lot of travelling to do on the underground and you are waiting around for trains. Now to the three drop-down headings at the top of the main screen. The help menu is well written and gives all the information that you need to find your way around the four sections. It shows a picture of the screen and clicking on any of the four sections describes how you use them. The game menu offers 'save', 'load' and 'exit'. The settings menu lists 'graphics always', 'graphics 1st visit', 'short description' and 'music'. The 'short description' did just that, it gave short room descriptions as opposed to detail. But I'm confused about the option of 'graphics always' or 'graphics 1st visit' as this didn't alter anything. It didn't stop the icons from appearing, which it couldn't really as you need those to manipulate the objects. So, I ask myself, is there an option of using graphics for locations as well as icons for objects? If so, why haven't Prozess Software used them in this demo? Only Sue can tell, as at the time of writing she still has the adventure writing program 'The Adventurer'. @~Yes, you can have location graphics in BMP or WMF format. In the @~manual, Dave Home, the author, reckons he's 'graphically @~challenged' so I reckon that's why he didn't include any. @~However, he suggests scanning in location pictures; not a bad @~idea... Sue Now on with playing the game my patient friends. In "So you want to be a Guru" you are Norman from Neasdon, who has just been made redundant from his accountancy job due to a computerised system (that YOU were keen on having) making you surplus to requirements. You received œ50.36 redundancy money and on leaving you bought a copy of the Guardian and read about the death of L. Ron Huggard who once said "if you want to make a million, start a religion". Now two things are obvious here. One, the object of the game is to start a religion i.e. become a guru. The second is that, as the only funds available at the start of the game is œ50, the Guardian must have cost you 36p. Gosh my maths is good. The money has to be recovered from where you put it for safe keeping which is simple enough, the main part of the game is increasing the œ50 to œ200 which is what you need in order to go to India for training. You also need a passport. The description of the money is always the same "a wad of œ5 notes". The details of the actual amount that you have can be checked by selecting 'score' from the commands menu. In fact I found that if I didn't call up the score when I had the full amount, the travel agent told me that I hadn't enough money. The puzzles were quite easy, though one or two had me thinking for a while, but it has to be remembered that this is only a demo. Having all available verbs listed must make this easier than the normal text adventure, so a game written with 'The Adventurer' must be entertaining and this one was. It was fun travelling around the underground and, as I stated earlier, clicking on the 'wait' button was far less of a tiresome affair than typing 'wait' would have been. Sometimes you would have to wait a while for a train, and other times three would arrive at once. (Only joking!) On the occasions when you had to press wait nine or ten times before a train arrived, it was great to see the train icon suddenly appear in the 'objects found' window. It was just as good as watching a real train pull into the station after waiting for what seems like a lifetime. It definitely added to the atmosphere. I counted 77 locations, not including the mini mazes, but I may have missed an odd one or two. You don't need to visit all of them in order to solve the game. The game is quite humorous in places, but there isn't much use made of the music facility. But then it is only a demo. I enjoyed playing this game and found that I soon got used to selecting my input with the mouse rather than the keyboard. It's a sort of cross between true text only adventures and graphic adventures, and I'd like to see more games written with 'The Adventurer". In fact, I'm going to have a go myself. I can't wait, Sue, I'm sending for a copy today. @~Jean and I have both started writing games with 'The Adventurer' @~and we'll let you know how we get on! ... Sue - o -