The Adventurer - author Prozess Software, RRP œ39.95 Reviewed by Sue This text adventure writing utility, mentioned in Jean's review of 'Guru' last issue, is a commercial program. However, the games that you can write with it may be distributed royalty free, eg as shareware or public domain, though a mention to The Adventurer would obviously be appreciated. The program is nicely presented in a plastic flip open box (kinda like a video box, only bigger) containing two disks (the utility itself and a sample game) and a 42 page A5 manual which is clearly written and laid out with screenshots for illustrating certain processes. There are two important things that you should know initially about the program. One is that it runs under Windows. This is unusual because most adventure writing utilities are DOS-based. The second is that games written with it require no keyboard input from the player; all verbs and nouns are actioned by selecting them from a list using the mouse. This may, at first sight, appear rather restrictive but just think for a moment about graphic adventures. Many of these use a limited number of icons for different commands and yet these games can still be quite tricky and it is possible to get completely stuck. The only disadvantage is that you can't sneak a tricky input past a player, all possible inputs are always there for him or her to see. However, this theoretically makes the game more user-friendly as you'll never be stuck for the right input. We've probably all been frustrated at times when playing a text adventure, thinking, I know WHAT I want to do but I can't work out what wording the author wants me to use. The sample game provided in the package, "So You Want to be a Guru?" - reviewed by Jean in Issue 39 - is used as an example in the tutorial provided in the manual which takes you through the first few locations, objects and puzzles. Games written with The Adventurer have a very neat display - a window with a slide bar for location descriptions, messages etc, much like a normal text adventure. However there are also several buttons at the top right corner covering directional movements, Command and Wait. The letters (N, SE etc) on the direction buttons are greyed out if there isn't an exit in that direction. Selecting Command brings up a selection box with options for verb and adverb. Clicking the arrow on the Verb box drops a list of possibilities - in the case of "Guru" this is busk, help, jump, knock, look, say, score and wait. Adverbs lets you choose between gently, quickly and slowly. Obviously, you can add your own choices when you write your own game. Another way that The Adventurer differs from other games is that it has two more boxes on the screen for objects found and objects carried. All items are shown graphically using Windows icons, and the program Iconworks is provided for you to create your own. If you double click on an item in either box, it brings up a window connected with that object. This gives its description and two more drop down selection boxes for verb and adverb to use to react with it. These verbs are the same for all items. All items have their name underneath them, just as a Windows icon does normally, some may have an extra adjective in brackets - eg worn. Worn items' names are in green, other items in yellow. Picking up objects is very easy. Just drag the icon into your inventory, or vice versa to drop something. You can also have location graphics in BMP or WMF format and sound effects! Using The Adventurer to write a game is very easy. There are 7 drop down menus. These are: file, edit, elements, vocab, action, game and help. File is pretty self explanatory but it also allows you to compact the adventure, repair it in the horrible event of a computer crash, and extract object icons or print some of the adventure files. Edit contains the usual cut, copy and paste options we're all familiar with from other Windows programs. Elements lets you add and edit the locations, objects, messages, timers, counters and sounds in the game. Vocab does the same for verbs, adverbs and phrases. Action copes with selecting and editing commands used by the player and precommand functions used by the program. Finally the Game Menu lets you run and test your game, change fonts, add icons and so forth. Adding a new location is very simple. A box opens into which you add its reference (a short name such as home1), its short description and long description. Buttons along the bottom of the screen allow you to add the movement directions using a similar compass arrangement of buttons. In many cases, whenever you add something new, a selection box will open so you can easily select your choice from previous inputs. For example, if you fill in 3 location descriptions, when you go to add movement from one to another, all those locations will be listed and you can click on the one you want. Very neat. Movements can be made conditional at this point too, by using a counter. Another button lets you add a location graphic. Defining objects uses a similar system - write a short and long description, add an icon, add its start location and weight. Messages are very easy, just a text description and a reference so you can identify the message. Sounds also have a reference name and can be a WAV sound file or MIDI music file. Timers, counters and vocabulary are also easy to add. Timers can be used to notify a player about things that are happening. In "Guru", the player can enter a wardrobe and after 5 moves will be warned that the air is stale, firing a message called 'cough'. Counters can be used, for example, when opening and closing the aforementioned wardrobe which is jammed. A counter is linked to the wardrobe and shows whether it is open or closed. Verbs can be linked to an object, general (not connected with an object), or linked to a phrase. The most tricky part of writing any adventure (apart from thinking up a good plot!) is sorting out the commands and their actions. The Adventurer makes this as painless as possible by its intuitive system. Select a verb and according to whether it's an object, general or phrase verb, other buttons may be activated. Further information is added on a Define Action window in the form of conditions and actions. A good range of conditions and actions are supported. Conditions include Absent (object), Carried (object), Location Is (location), Counter > (counter number) and Random > (number). Actions include Get (object), Describe, Destroy (object), End Game, Move (object) (location) and Swap (object) (object). All of these are very logical and self-explanatory. You can test the game at any time from within The Adventurer. Debug mode lets you check counters, timers and action. Some changes can be made during testing which is a nice touch. Two more neat ideas are being easily able to change the start location so you can check sections of the game and being able to spellcheck all the text in the program by printing an ASCII file to disk which can be loaded into a WP. This is version 1 of The Adventurer. One nice addition to future versions of the program would be the ability to link a verb with one particular object so that it only appeared in the verb list when that object was selected. Some verbs could be a real giveaway for forthcoming objects if you saw them listed. It's fun to be able to sneak something up on the player occasionally! It would also be good to be able to type in commands to the selection area, not restrict the player to accessing the built-in commands. This would get rid of any arguments about restrictions in the system. I only crashed it once, by trying to insert a new action before the currently selected action when there wasn't one there! Dave Home, author of The Adventurer, is a professional programmer. He started writing the program 2 years ago when he realised there wasn't anything similar to Gilsoft's old text adventure utility The Quill, with which he'd first written "Guru", in Windows. As far as I'm concerned he can give himself a huge thump on the back for a job well done. I am very impressed with The Adventurer which neatly fills a gap in the market and will enable even more of us to create our own adventures. The RRP of The Adventurer is œ39.95 which I would say is very reasonable. I would highly recommend the utility to all budding adventure authors. Jean and I are both hard at work programming games with it and thoroughly enjoying ourselves! Prozess Software can be contacted at PO Box 51, Manchester M14 6NF - o -