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{March 03, 2005} Now Ain't That Something…
{March 01, 2005} BAFTA Interactive Awards 2005
{March 01, 2005} Meretzky on Adams
{February 23, 2005} The Archaeology of the Hitchhiker's Guide
{February 23, 2005} The Hitchhiker's Guide to the Galaxy: Infocom Interactive Fiction
{February 23, 2005} HHGG Game Help
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March 03, 2005

Now Ain't That Something…

Categories: Events News News The Game

hhgg_baftaLast night, and a mere twenty years after its original release, the Twentieth Anniversary edition of The Hitchhiker's Guide to the Galaxy took the impressively heavy 2005 BAFTA Interactive award for Online Entertainment. For a computer game – a genre reknowned for having a shelf life of weeks rather than years, this is a unique achievement. It's also a tribute to the principle that intelligent and engaging entertainment is timeless, no matter what the medium, and to the imagination, wit and humour of its authors. So congratulations are very much in order to the memory of Douglas Adams, to Steve Meretzky and to the BBC, Sean Sollé, Shimon Young and Rod Lord, who between them created the Twentieth Anniversary edition. The award itself is lovingly photographed here in the exotic surroundings of a Holborn Pizza restaurant, whose staff created an impromptu homage to the occasion by taking 7.5 million years to serve dinner.

Posted by Richard at 10:52 AM

March 01, 2005

BAFTA Interactive Awards 2005

Categories: Hitchhiker's Guide Industry News News The Game

The 2nd March 2005 sees the BAFTA Interactive Awards ceremony, in which the BBC's Twentieth Anniversary presentation of the original Infocom Interactive Fiction game of the Hitchhiker's Guide to the Galaxy is nominated in the Online Entertainment section. Having been responsible for the simple original online presentation of the game and been a past BAFTA juror, I'm keeping various bits of anatomy crossed for its success. Here's hoping…

If you've arrived here from the BBC site, there's a potted history of the Infocom game here, which includes never before seen scans of some of Douglas Adams and Steve Meretzky's original notes and designs, photos taken during development of the game, the original ZIL code from the game development (of historical interest only unless you happen have a spare 1980s vintage DEC-10 computer lying around, but may contain some game spoilers) and extracts from various interviews that Steve has given about life, the game and working with Douglas.

Posted by Richard at 07:46 PM

Meretzky on Adams

Categories: Hitchhiker's Guide The Game

In 1984, Steve Meretzky of Infocom collaborated with Douglas Adams to co-author one of the most successful and notoriously difficult computer games of all time – the interactive fiction of The Hitchhiker's Guide to the Galaxy. In 1985, the game sold nearly half-a-million copies, making it a phenomenal success for the time, given the number of personal computers then in the world. This wasn't long before graphic computer games took over, at which point companies like Infocom and Level 9, both of whom specialised in intelligent games of the imagination, went to the wall. It wasn't really until we released Starship Titanic in 2000 that the art of the conversation engine as a user interface was significantly advanced over Infocom's parser, itself derived from the original work by Crowther and Woods at MIT in the 1970s. I still fervently believe that a natural language interface is the future of interaction and that universal communication by e-mail and text messaging and the blogosphere represents a re-evolution of the word as a means of interaction. Returning hastily from that small contextual digression, here's a compendium of Steve Meretzky's thoughts on the original game, working with Douglas and the fate of the interactive fiction industry. Thanks to Steve for providing this and giving permission to publish it here.

What about Douglas Adams? Working with him was a good experience?

Working with Douglas was great. He had such a different perspective on things, and came up with puzzles and scenes that I'd never have thought of in a million years on my own - having the game lie to you, or using a parser failure as the words which fell through a wormhole in the universe and started an interstellar war, or having an object like "no tea". On the other hand, the man is the world's worst procrastinator! I had to practically camp out on his doorstep in England to get him to finish his stuff for the game.

How did you come to work with Douglas Adams?

What was he like? Douglas was an Infocom player and fan, and so when he and his agent and his publisher began discussing the subject of a computer game adaptation of Hitchhiker's Guide, he was pretty adamant that it be with Infocom. Marc Blank suggested that I collaborate on the game with Douglas, partly due to fortunate timing (I had just completed Sorcerer), partly because many people had found Planetfall to be reminiscent of the humor of Hitchhiker's Guide, and partly because I was the only implementor who was as tall as Douglas. The best way to describe Douglas is that he's the ideal dinner companion. He can speak intelligently and with wit about almost any topic under the sun. Unfortunately, as a collaborator, he suffered from the fact that he was the world's worst procrastinator! I had to practically camp out on his doorstep in England to get him to finish his stuff for the game. Otherwise, working with him was great. He had such a different perspective on things, and came up with puzzles and scenes that I'd never have thought of in a million years on my own - having the game lie to you, or using a parser failure as the words which fell through a wormhole in the universe and started an interstellar war, or having an object like "no tea".

Continue reading "Meretzky on Adams"
Posted by Richard at 06:17 PM

February 23, 2005

The Archaeology of the Hitchhiker's Guide

Categories: Hitchhiker's Guide The Game

HHGG Game Cover

Author's February 2005 Note:

Back in 1998, I turned my wider interest in archaeology to something more specific to my profession: software archaeology. A long session of clambering and excavation in my attic revealed my 1985 copy (on floppy disk, yet) of one of the most compelling and insane frustrating computer games of the time, The Hitchhiker's Guide to the Galaxy. Under laboratory conditions, I then callously performed a dataectomy on it – extracting the game content from the enveloping application. The next step was to source Java interpreters that could run the extracted game data online, and on a variety of portable devices. The result is what first appeared on the TDV web site. I also ported it to the Palm and Newton, installing a copy on Douglas's own Newton when he wasn't looking – I'm not entirely sure if the subsequent exclamation was one of pleased surprise or historical pain.

I then, with permission from Activision, who'd taken over the code (but not script) rights when Infocom folded, used the game, in Java form, as part of the 1999 Comic Relief web site. Plans to release it formally as feeware on a variety of mobile platforms were put temporarily on hold when TDV was sold off, and things then lay quiet for several years. That was until 2004, when my erstwhile colleagues, Sean Sollé and Shimon Young, took the data file and, working with Rod Lord – the artist who created the graphics for the original BBC TV series – created a complete client-server implementation of the game, with a C++ application on the server and a very nice Flash-based browser interface. This has been released on the BBC's web site, where it has been a huge success, resulting in an Interactive BAFTA award and the latest version, the Twentieth Anniversary Edition.

So if you want to play the game, I'd very strongly recommend you do so on the BBC's web site, where you can make "Ooh" and "Aah" noises at the graphics and, usefully, save the game as well, something the original Java implementation couldn't do. That I've included here, for historical reasons, along with the 1999-2001 introduction and help information I wrote (itself now being used by the BBC).

Continue reading "The Archaeology of the Hitchhiker's Guide"
Posted by Richard at 10:00 PM

The Hitchhiker's Guide to the Galaxy: Infocom Interactive Fiction

Categories: Hitchhiker's Guide The Game

For your interest and amusement, click on the "Continue Reading" button to play my original Java port of the Infocom Hitchhiker's Guide to the Galaxy game. The game is Copyright © the estate of Douglas Adams . ZPLet Java Z interpreter courtesy of Matthew Russotto. Software archaeology by myself, Richard Harris at Two Worlds Research.

Continue reading "The Hitchhiker's Guide to the Galaxy: Infocom Interactive Fiction"
Posted by Richard at 09:00 PM

HHGG Game Help

Categories: The Game

The Basics :

To help you with the basics of playing the game, here's a few basic commands to get you started.

Commands are entered at the > prompt at the bottom of the screen. These are only a small part of what the game understands - try whatever English commands seem appropriate at any given point. Note that the game only recognises the first six characters of each word.

Continue reading "HHGG Game Help"
Posted by Richard at 08:00 PM
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