@~This review first appeared in Red Herring CAW - Creative Adventure Writer (Adventure Writing utility for ST (v2.7 on SynTax PD 660) and PC (v1.2 on SynTax PD 661) Reviewed by Sue There are a lot of text adventure creators available for the PC as PD and shareware. AGT and TADS get the most mentions but there's also GAGS, CAT, Adventure Writer, Adventure Compiler, ADVSYS, Adventure Maker, Gamescape, Gamescape Lite, Levy Adventure System, Figment and HIF. Now there's another one for budding adventure writers - CAW: Creative Adventure Writer, which is available for the PC and ST. It was programmed by Red Herring reader Richard North and he kindly sent copies in for the SynTax library, together with some sample adventures which he has written using the system. This review covers the PC version which was written using MicroSoft's Quickbasic 4.5 but the PC and ST versions are 100% compatible. The ST version can also have a window display and the addition of graphics in the form of compressed STOS screens. The author has based CAW on a program called Imagen which was written by Peter Voke for the BBC and it is intended to be used to produce small, simple adventures - the sort that would take about 30 minutes to complete and would be ideal for the PD market. Essentially, it uses the concept of 'triggers', where a command or phrase is used to carry out an action eg opening a door or getting an item. More on triggers in a moment. When using CAW, you can switch between normal (play) mode and edit mode by typing the word edit. You can then add a new room, exits, objects and triggers, or edit data which has already been entered. This means it is easy to test out the game while writing it - no need to wait while it complies and so forth. Incidentally, you can also create a CAW adventure in ASCII format with a word processor, which explains its portability between the two systems. All rooms are numbered and a new location is added in two parts by inputting !edit; type in the location description (the program takes care of the formatting), press ENTER, then add objects and triggers. These are in the form (Object 1:Object 2:Description 1:Description 2)Trigger 1:Trigger 2(End Game Object:End Game Message). Objects can be prefixed with the symbols & ^ # or @. Each of these gives a different effect eg #object means the object will be picked up automatically after the trigger, ^object results in the object being picked up automatically when the player enters the location. Okay, let's look an example from one of the sample games given on the disk, Crown. The location description for the first room is: You are in King George's throne room. He asks you to accept his offer of a reward if you find his crown. The trigger string for this location is: (@offer:#permit:#You are in King George's throne room. The king is here.:)accept offer`He thanks you and hands you a permit:@get permit(:) Calm down! It isn't as complicated as it looks, honest! In the above string there are two objects (offer and permit), one description (a replacement location description), an empty description slot (signified by the :) and two triggers. The final bracket is empty showing that this isn't the end of the game ... lucky really, as it's the first location! The @ prefix means an object is invisible. So in that room, the parser knows the noun 'offer' even though there's no such object mentioned in the text. If the player types 'accept offer', there's a short message (the ` in front of the text causes it to be printed on the screen), the permit is put in the room and the room description is changed to take away the bit about the King asking you to accept the offer. The player can then 'get permit'. Exits are added using the commands !n or !s etc when in edit mode. You're then prompted for the (1) destination room number and (2) exit type - normal, visible, hidden, revealed after one or two triggers etc ... 10 types in all, each of which has a number eg a normal, visible exit is 0 and a normal, hidden exit is 5. There are other commands such as !go (jump to a location), !wipe (erase a location) and !bring or !remove (an object). There are limits of 200 movable objects and up to 200 locations depending on available memory. Prefixes are also allowed with triggers; in the above example 'get permit' will only be allowed after you 'accept offer'. There are a few drawbacks with the system. You can't amend text. It's necessary to check it very carefully before pressing ENTER as, if you make a mistake, you'll have to retype the whole thing. You can only have two objects, descriptions and triggers per location so the system isn't suitable for a complex game. Generally you can also only carry out commands once as well. There's a good manual on the disk, almost 20K in length, though I would have preferred more examples for some aspects of the program. All in all, though, CAW is a neat little program and ideal for the smaller, less complex adventure and, using it, you can certainly see your adventure taking shape quickly. The ease of testing is a bonus too. - o -