If you really don't know how to play the game then maybe this could help:

The main Verbs in the game are
 LOOK ... Object  : He tells you what he sees
 TAKE ... Object  : He puts it into his bag
 GO ... Location  : Examp.: CORRIDOR, he goes there
 OPEN ... Object  : Mostly DOOR, or BOX
 CLOSE ... Object : the same
 TALK ... Person  : He talks with the person
 USE ... Object   : Universal, examp.: USE THE KEY TO UNLOCK (or OPEN) THE DOOR
  And there are about twenty more verbs, just try something, you will always get a comment

One of the most important things is to remeber this. To look into the inventory you must type this:

 LOOK INTO YOUR POCKET(S), or
 LOOK INTO YOUR BAG, or simply
 INVENTORY

To Quit Simply press Esc or type: QUIT
 

Hints:
In the first screen you should try to open one of the drawers of the gardrobe
Examine the seat very well
Try not to bump his head on the door too much, you can also simply OPEN it
You can go outside by unlocking the main door with the key that can be found in the 
 livingroom (in the little box)



 Something about this program:

This was my first atempt to make a game, and 'SmartGuy' was a kind of experiment just to see 
what is possible and what is impossible. The main engine was made in a couple of weeks, and
was made in only one SUB, later I made Subs like House etc..So all in one to make the story 
short: The code is very bad, there are improvisations at all places, the only thing that works
well is the concept of the game and that is:
 (Non- magic/medieval/princess rescue/Simon-type) ADVENTURE GAME with a Super Inteligent
 (Type-it-in) Gamer-Game interface
Why I went for that concept?:
 I have played many games like Doom, Quake, Unreal, but also games like Sonic/Mario/Crash, 
Fifa 99, NBA, Gran Turismo, all kinds of adventure games etc. And once I played a game
called 'Mad Dog Williams', and that game really changed my thinking about games: It was a poor
game with very poor graphics, but it was something totally different from all other games, it 
was more interactive and more intelligent than all other (adventure) games:
 You had to talk to the main character and tell him what to do and where to go, and once you
met other people you heard from them what was going on in the village, what the main problem
was etc., and as more people you met, as better clue you had of what was going on.

 Future for this game:
 
I'm not really planning to finish this game, there are too many bugs, the code is very bad,
the graphics must be done, there is no MIDI music until now. There is only one hope:
 I could use some help ESPECIALLY with the background graphics, but also with moving sprites,
Midi music and further making of the Screens. About the Code: I have made an engine that works
>10X better than the excisting one, so that's no problem (see Engine.bas). About the background
graphics: The best thing would be if someone could draw/paint some real drawings with oil color
or something and scan it, the resolution? 320X200 or 640X480 using a library are possibilities.


 Story:

 The main character of the game is Paul Sczjankowitz, a fifteen year old inhabitant of a little
scandinavian village. For him the day starts like every other day during a vacation, just
lazying around, playing poker with his friends in the lokal pub, doing nothing. During such a
day he finds out that there is something really happening in his village, something that could
only happen in a better episode of the X-files...


 The story line can be something like this:

First I want to say that I aimed to make a really realistic game, something that really could
happen, so to say a sim., so the game is happening somewhere in a Scandinavian country, the game
starts in Paul's room, first he can go everywhere through the house, look around and take some
objects. Once he's outside he can go through the village, which will be made of a couple of
houses, a pub, a shop, river, bridge etc. There he can talk to several people, for that part
of the game I wanted to make this kind of gameplay:
 Characters:
  A:  <= This means the mode: examp. mode A is when he knows nothing about what is happening,
                              mode B: when he talked to a couple of people that know some basic info
      			      mode C: next level of info
			      mode D: he gains more info... etc.

To gain mode B:

  Max(his best friend, who is fishing on the village's bridge)
       A: Max asks him if he knows where to find worms, he has no(you gain no further mode)
       A2: The conversation goes on about several not important things etc. (no mode)
        - You can gain mode B and C by giving him some worms which can be found in room of Paul's father
  Mode C is => Max's father has seen some strange lights, and he's now afraid those are UFOs
 
                OR

  To play a space-invaders game in the pub:
       A: If you put a quarter in the game, and play it, Max's little brother is going to
           tell you that much people in the village are talking about some kind of "Space invaders":
  Mode B is =>  Some people have seen weird lights and objects in the sky, and they think those are UFOs

                OR

  To scare some kids with an alien mask which can be found in a drawer in Paul's room(You gain B)


To gain mode C:

  Max: (see mode B)

    OR

  Max's father: he's going to complain about how his wife has forbiden him to smoke in the house
                so she sent him outside, but the problem is, he has no matches more, he just sits
     	 	there mad, and reads a magazine.
		-If you give him the matches (from the livingroom), he's going to tell you, that
 		he saw some kind of a UFO in his property outside the village, and he's willing to mark
   		it on a map(if you have one). => mode C


To gain mode D:

   Only by buying a map(in the shop), Max's father is going to point you where he saw the UFO,
    so you can go there.

There are also other objectives in the game:
   For example: Paul must buy a bike so he can go outside the village, to see people's farm's,
  and to search/hunt for the UFOs.
   To buy the bike from a local peasant, he must earn some money. Some ways to do so:

 1. Sell his dartboard to pub owner  = $ 30
 2. Give his father his lucky cards(he plays poker in the pub)= $ 50
 3. If you give the kids a chocolate, they will show you a strange object, which happens to be
     an old WW2 bomb, when you talk to the local policeman, he will reward you with $ 50, but
     that whole area is going to be sealed.
 4. You can help that man with his work: he will lower the price.
 5. Several other ways, examp. there is some money in Paul's seat

There will be much more interaction in the game, the only thing that I didn't desided yet, is
the ending: I hesitate between:
   1. He's not going to find a real UFO, and is going to go back home, and say: What a boring day! GAME OVER
   2. Yes, he's going to find a real UFO, and he's going to talk to some real Aliens, they are
       going to tell him that they are also an upcoming race, and that they have been testing
       their newest Spacecraft. And they landed on a life-providing planet, found some life
       and they are probably going to return when the Earth has found its peace, and is ready
       to join their Galactical Union. (or something like that!)

If you have any comments, or want to join the staff(?): Bih1@hotmail.com