Archive for the ‘hitch-hiker-computer-concepts’ Tag

Hitch-Hiker: Petunias in Space   8 comments

I’ve finished the game. My previous post is needed for context.

From the Museum of Computer Adventure Games.

This was mostly a matter of realizing the system this was going for, which is to use almost no verbs at all. The command list given in the game is essentially

GET, DROP, EXAMINE, INSERT (insert keys), SHOOT, READ

with a heavy, heavy reliance on DROP. DROP doubles as USE: it applies the object you put to whatever is nearby, and it may or may not display a helpful message as it does so.

The atmosphere is something a cross between Seek and Arkenstone. Seek in that having nearly everything happen with DROP (combined with sparse descriptions) makes for an almost board-game like feel, and Arkenstone in having all of the locations from the book jammed together in a way that doesn’t entirely make sense.

Continuing from last time, there was a warp transporter hanging out near Arthur Dent’s House that I was unable to activate with a crystal. Following my statement above, you just need to DROP the crystal and it works, but it works by opening a passage to the south with no fanfare.

This leads to a “Betelguese Spacedome” and I’ll mark the whole area in light purple. Not everything is accessible right away.

You’re first stopped by a “nutty Vogon guard” and you’re supposed to DROP some peanuts (ha ha, ha).

the Vogon jumps for joy and runs off
with a handful of peanuts

This is immediately adjacent to the Restaurant at the End of the Galaxy (see? it’s like Arkenstone geography) where you can buy a Pan-Galactic Gargle Blaster with money. (Or rather, you try to TAKE PAN, are told the bartender needs money, drop the right item, and then you are allowed to take the Gargle Blaster. Also, take the item you used to pay for it, since it just gets left right there.)

After that comes a fountain with a babel fish that is not cooperative about being picked up…

…and an “angry Arkelsiesure” blocking a hallway. (As usual, it isn’t clear the creature is blocking anything — you only find out after resolving the obstacle.)

Available also for nabbing are some matches, a Vogon mega-steak, and a galactic data card. There’s one locked door (keys are coming soon) and some whalemeat that you do nothing at all with.

We are on an undulating walkway

You can go North, East

That looks like
ten tons of whalemeat

Taking the matches, we can head back over to the hay monster that was stopping us before and set it on fire (again, DROP, not LIGHT MATCHES or anything like that). This opens up a Small Shop with a stun gun, which can then be toted over to the Vogon Captain and — astonishingly enough — used via the SHOOT verb rather than DROP. I guess here it seemed too implausible to activate a gun by dropping.

This opens up the third area, which is roughly “ship + outer space” but again things are very loosely connected to any real geography:

Some keys (told you they were coming) are easy to grab, as is a cheque signed by Zaphod Beeblebrox which is ripped directly from Supersoft Hitchhiker’s. Let’s save the cheque for now and go use the keys:

Poetry, my favorite, and it gets applied in exactly the same way as it does in the Supersoft game: to scare a way a tiger.

From here you can access a “beast of TRALL” who will take the mega-steak, opening passage to a white mouse that is too fast to take. Going east instead leads to an Engine Room described as having an improbable situation. I nabbed the Improbability Drive (just hanging out in town), plopped it down, and was mystified when nothing happened. This is the one part where EXAMINE was useful, as I could EXAMINE the engine.

Fortunately I had one of those; dropping both items activates the engine and new exits, leading to: a Vogon coin, a Vogon data machine, a robot control circuit, chocolates, the Hitch-Hiker’s Guide to the Galaxy, Deep Thought, and a mega-elephant blocking the way. Deep Thought is an item you can pick up and as far as I can tell (despite being the mega-computer that figured out “42” in the book) is entirely useless in the game.

To get past the mega-elephant, you need to go back to the market with the cheesecake, buy it with the Vogon coin, and drop it at the mouse, which suddenly gets described as sleepy. (There’s some text that doesn’t show in the game about it eating the cake up. The cake doesn’t actually disappear, though.) Then toting the mouse over to the elephant:

This opens up a Vortex where there’s a colorful poster; the poster is one of the artefacts. (We’ve already seen two other artefacts, the book of poetry and the Hitchhiker’s Guide. The only way to tell is to drop the items at the Inn and check if your score has increased.)

Toting the chocolate back over to the babel fish — look, this was just something you did in the Supersoft game, I have no idea what the motivation would be here — you can drop it, and the fish will eat the chocolate and get drunk, allowing you to pick it up and get the language-understanding from the book.

If you use the cheque (from way back a bit when we found keys) you can buy the Gargle Blaster and deliver it to the Arkleseizure; as long as you’re wearing the babel fish you will find out exits you can take. Again, this is entirely a ripoff of the Supersoft game, including the softlock that happens if you hand over the drink before wearing the babel fish.

In the original he said to go west.

This opens passages to a dirty towel (not a treasure), a bowel of petunias (treasure), Slartibartfast (who you can pick up for some reason), and Marvin the depressed robot.

Dropping the circuit board from back in the Vogon/space area over here doesn’t seem to work, but it’s just the game’s code being weird; once you have dropped the board, you are allowed to take Marvin, and the board will come along with him.

There’s a third game this all reminds me of, and that’s Eldorado Gold. That was a game which took a different game (Lost Dutchman’s Mine) and did sort of a parody version but was otherwise ripped quite directly, including I expect the code.

Here, there doesn’t seem to be any parody going on: this is just the author apparently being a fan of the Supersoft game and doing their own remix, including stolen puzzles. It still counts as its own game and the extra bugs (and intentional red herrings) mean you can have very strange object lists.

According to the walkthrough on CASA, there’s some unused text:

“The barman won’t let us”
“The barman says THAT’LL DO NICELY”
“The mouse swallows the cheesecake,burps and falls asleep”
“Marvin says LIFE’S TOTALLY BORING and wanders off”
“Great Idea Guys-nothing happened”
“Whoops!! A nasty Vogon just spotted us”
“Vogon has disintegrated us”
“Great Idea Guys,maybe the Megadonkey cancarry some stuff”
“jumping Gargle Blasters,the Megadonkey kicked everything off
and bolted”

which suggests the author got up to the point where the game was “working” and then decided it was good enough to put onto tape. Is Marvin wandering off a softlock or was there meant to be a mechanic where we can follow him around? Was the Vogon meant to be more aggressive? What was the real plan with the Megadonkey? The inventory limit is 3, so an increased capacity would have been welcome. Funnily enough, the presence of the Megadonkey means this game could even have gone to the same source as Eldorado Gold (Lost Dutchman’s Mine) as that game has a mule that you can use to carry inventory, and it isn’t a common attribute in games of this era at all.

Peter Smith will return soon with a Dr. Who-themed game. For now, coming up: two short games, and then the sequel to one of the most difficult games from 1981.

One exit will either send you to a random close-by room if you’re holding the Hitch-Hiker’s Guide, or send you into space if you’re not. I have no idea if there was some plot or puzzle this was supposed to lead to that the author simply forgot about.

Posted February 14, 2025 by Jason Dyer in Interactive Fiction, Video Games

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Hitch-Hiker (1982)   5 comments

In the early 80s, Computer Concepts was a BBC Micro-focused company in the UK mostly known for applications and graphics software, like a Graphics Extension ROM and a LOGO package (LOGO being a beginner language specifically for making computer graphics).

However, just like any company getting their footing at the time, they threw out lots of products; this October 1982 ad emphasizes a word processor (Wordwise, we’ll come back to it) but also five games: Asteroid Belt, Chase, Chess, Reversi, and what the ad calls Hitch-Hiker’s Guide although the cassette box from the Museum of Computer Adventure Games just says Hitch-Hiker.

An adventure based on the characters of the book ‘Hitchhikers Guide to the Galaxy’. The aim of the game is to collect five specific objects that are located in such places as the ‘Restaurant at the End of the Universe’, Arthur Dent’s house and Betelgeuse Spacedome. The computer can understand plain English commands such as North, Shoot and Get. Clues (sometimes very subtle) are given that indicate the whereabouts of these objects or the method of getting to new areas or locations in the game.

Only £5.80 plus VAT!

You might think this is another one of those companies that’s disappeared after producing a handful of dodgy games, but no, they actually did quite well for themselves because of Wordwise. A 1984 ad that mentions a change of address:

That second address is not a normal house. It is a full estate, one built between 1768 and 1773 that has its own Wikipedia page and was used as the set for movies. It was bought by (and still owned by) Charles Moir, who became very rich from his company.

Before Computer Concepts, Moir had been interested in electronics and he’d belonged to computer clubs. After he had finished school, he avoided university and was tinkering with his dad’s business instead. But aged 17 fate took a hand: Moir met Acorn founders Hermann Hauser and Chris Curry. By the age of 21 he’d written Wordwise programming in his bedroom.

Demand for those early machines exceeded expectations and sometimes supply: the BBC’s target for the BBC Micro, for example, was 12,000 units but in the end 1.5 million went to eager young geeks. BBC Micros sat in 85 per cent of British schools.

Moir tells us: “The BBC Micro became huge and the product I did, Wordwise, became very popular on the back of that. All of a sudden I was making a fortune much to the amazement of my parents, because I was 21.”

The company is still around as Xara and owned by a German company.

As far as the author of today’s game goes, Peter Smith, I haven’t found any evidence he had a special relationship with Computer Concepts. He was a math teacher who eventually went full time into software development. His other 1982 text adventure which we will be getting to (Time Traveler) was published by an entirely different company, Software For All. He later did children’s software through BBC Soft (the BBC’s own software house), with titles like Picture Craft, Maths With a Story and Through the Dragon’s Eye.

All this (from two people who either create or land with very respectable companies) makes the content of Hitch-Hiker even more puzzling, as this not only is it a unlicensed product of the Douglas Adams book, it rips in a minor way of a different company’s version of Hitchhiker’s! (This is still two years away from Infocom’s game.)

To back up and explain, we’ve had so far a 1980 version of Hitchhiker’s with the serial numbers crossed out (Galactic Hitchhiker) but for the obscure UK101 where it wouldn’t cause a fuss. We also had a made-with-permission-from-Pan-Books 1981 text adventure by Bob Chappell and published by Supersoft. Supersoft made the mistake of trying to republish the game in 1983 when people were paying more attention to these “electronic game” things, getting themselves a knock on the door from literary agent Ed Victor and a lawsuit. It was settled out of court (despite the letter giving permission) and Supersoft had to rename their game Cosmic Capers.

You might think that a company with deep pockets would also be a target, but Computer Concepts seemed to shy away from games when 1983 rolled around and the sweet word processor money started to pour in, so nobody paid their game much attention. (Compare with how the VisiCalc folks initially published Zork.) The game seems to be rather rare besides.

Supersoft didn’t make a fuss either, even though the opening room seems to be taken directly from their game:

The Five Artefacts Inn is not some sort of Hitchhiker’s lore, but rather simply the location the treasures go in Bob Chappell’s game. (It had an interesting take on “treasure” in the Hitchhiker-verse; a high-value check was not considered a treasure, but a towel was.) There’s also a “rubbish tip” early which shows up in the Chappell game…

…but that’s it. Things go in rather a different direction. For example, the Vogon is not actively trying to kill you. You can try to GET him and the game will say “I’m not getting that villian.I’d shoot him” but there’s nothing in the starting locations that suggests a weapon:

While Supersoft Hitchhiker’s was weirdly laid out I still got the impression of different specific zones; here I have no idea why we’d start next to a small dog, improbability drive, cut price cheese-cake at a intergalactic market, sparkling crystal, strong cup of tea, and pack of galactic peanuts. The level of surrealism isn’t quite up to Fantasyland but it’s nearing that level.

The only real obstacles are a “horrible hay monster” (GET MONSTER: “Sorry I’ve gotten hay fever”) and a warp transporter which says it uses crystals. That means, you would think, the crystal would apply for teleport (and maybe get this game kicked off but I’ve tried many, many verbs with no luck.

USE CRYSTAL, ENTER TRANSPORTER, POWER WARP, ENTER WARP, BEAM UP, THROW CRYSTAL, INSERT CRYSTAL, PLACE CRYSTAL, etc.

INSERT CRYSTAL at least has a prompt about what I want to insert, but typing CRYSTAL just gives no reaction. The game takes the standpoint of simply refreshing the room description if a command isn’t understood, with no hint if it was a verb problem, noun problem, or it just is deciding to be fussy.

I do think this parser has more chinks in the armor than Windmere Estate did so I expect to be able to break through for my next post.

Posted February 13, 2025 by Jason Dyer in Interactive Fiction, Video Games

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