[HN Gopher] 1982: The Hobbit
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       1982: The Hobbit
        
       Author : makaimc
       Score  : 181 points
       Date   : 2021-03-25 11:56 UTC (2 days ago)
        
 (HTM) web link (if50.substack.com)
 (TXT) w3m dump (if50.substack.com)
        
       | morsch wrote:
       | Another long article about this game:
       | https://www.filfre.net/2012/11/the-hobbit/
        
       | MarcScott wrote:
       | Wow, the nostalgia.
       | 
       | I never completed the Hobbit on the family BBC. My Dad did.
       | 
       | He'd stay up until the early hours of the morning, the floor of
       | the study littered with A3 hand drawn annotated maps of Middle
       | Earth that connected together, so that he could efficiently
       | replay when he died.
       | 
       | I don't remember too much of the game, other than:
       | 
       | "Ask Gandalf carry me"
       | 
       | And those bug eyes appearing in a forest and feeling a sting and
       | dieing.
        
         | momentoftop wrote:
         | I think that was when you were stuck in a prison with a high
         | window. The typical exchange was:                   # say to
         | Gandalf "carry me"         GANDALF says no.         GANDALF
         | goes east.         # wait         You wait. Time passes...
         | # wait         You wait. Time passes...
         | 
         | ...hoping that Gandalf would show up later and be in a more
         | cooperative mood.
         | 
         | Maybe I was just stuck in a mindset of adventure games having
         | exactly one solution. Reading about this game, The Hobbit seems
         | to be even more sophisticated than I'd assumed.
        
       | Jare wrote:
       | Wonderful story, such an amazing and inspiring game.
       | 
       | I was equally fascinated by the game itself, and the pixel
       | filling algorithm (a word I didn't even know as a 13yo heh). On
       | the other hand, I took the parser for granted - I had seen an
       | Eliza listing for Apple ][ BASIC and just imagined the parser as
       | a giant list of IFs.
        
       | elvis70 wrote:
       | > everything had to fit into those 48,000 bytes of RAM
       | 
       | 48K minus the 6K VRAM and system variables! It's actually more
       | like 41K.
        
         | varjag wrote:
         | Also, it's 49152.
         | 
         | System variables were irrelevant after loading if you never
         | called into ROM, but yes, that 6912 byte display block was
         | fundamental. However some games and demos did steal a kb or two
         | by using only a part of the screen and masking the rest with
         | black on black color attributes.
        
         | benttoothpaste wrote:
         | In addition the lower 16KB was much slower than the upper 32KB
         | since it was shared with ULA. So one had to make sure to place
         | the code that needs speed in the proper part of the memory.
        
       | crtasm wrote:
       | from "50 Years of Text Games" - an excellent ongoing series of
       | articles.
        
       | moonchild wrote:
       | > she realized the root of her boredom was [adventure]'s static,
       | unchanging structure: "It played the same way every time. Each
       | Non-Player Character (NPC) was tied to a single location, and
       | always did the same thing." She decided her game would be
       | different.
       | 
       | I think this is interesting, as it seems to have been a common
       | sentiment at the time. The OP mentions MUDs, but another response
       | in the same vein were the roguelikes, which largely pioneered
       | procedural generation.
        
       | thaumasiotes wrote:
       | > Megler for years was little aware of the game's success. After
       | graduating, Melbourne House offered her a full-time position, but
       | she was sick of assembler debugging and turned it down: "I have a
       | very low tolerance for doing the same thing over and over again."
       | 
       | > She accepted an entry-level job at IBM
       | 
       | What did _that_ involve? These seem hard to reconcile.
        
         | stevekemp wrote:
         | She's one of the few people I went out of my way to track down
         | and send an email to say
         | 
         | "Thanks for that thing you did many many years ago".
         | 
         | She seemed pretty mellow, and I got the impression this had
         | happened a lot to her.
        
         | fiftyacorn wrote:
         | There were a lot of students who wrote games during this time
         | to pay their way thru uni, then moved on
         | 
         | I think Megler is at Amazon now
        
           | vba wrote:
           | I was wondering where she is now - her LinkedIn says Amazon.
           | Looks like she went back into academia before that. Wonder if
           | she worked on any more projects like this during her 2nd
           | stint at university.
        
       | dwd wrote:
       | The nostalgia hit me like a wall.
       | 
       | For an instant I could smell the house I lived in during the mid
       | 80s and played The Hobbit.
        
         | christoph wrote:
         | Same. The amount this game got played when I was a child, on my
         | own, with my parents, with my grandparents, is crazy to think
         | about. They'd all sit and play it after I went to bed as well.
         | 
         | Still to this day, whenever anybody mentions the Hobbit, the
         | first image that comes to mind is the front cover box art of
         | the Spectrum game.
        
       | aphrax wrote:
       | I remember this, a particularly cool thing for the time is that
       | Thorin appeared to be doing his own thing, singing, going in and
       | out of the room, that kind of thing. For the time it seemed
       | incredible...
        
         | Angostura wrote:
         | But mainly singing about gold
        
       | klondike_klive wrote:
       | I never played the Hobbit but The Lord of the Rings game that
       | followed made a big impression on me. It came in an enormous box
       | with the Fellowship book and two cassette tapes for my Amstrad
       | 464. Something about the sparse graphics, the super-slow speed
       | and the fathomless Tolkien lore gripped my young imagination. I
       | never beat the game, but I still remember how gripped I was by
       | possibility.
        
       | bunsenhoneydew wrote:
       | "You are lost in the misty mountains" seemed to be the only thing
       | on my dad's computer screen for a large part of my childhood
        
         | Angostura wrote:
         | On my Spectrum, I'm surprised 'Thorin sits down and sings about
         | gold' wasn't burned in to the screen of the living room TV
        
       | raleighm wrote:
       | Was unaware of this. Can't wait to play this with my kids this
       | weekend. We recently finished The Hobbit and have been reading
       | Choose Your Own Adventure books. They'll love this.
        
         | derriz wrote:
         | A warning before filling your kids with anticipation: I loved
         | The Hobbit and Choose Your Own Adventure books as a kid but I
         | remember being very disappointed with this game - maybe it
         | demanded more commitment but I gave up on it after a few days.
         | I found it inscrutable at the time - characters coming and
         | going at random, fighting with the parser trying to express my
         | intentions, unclear progression, not enough humor, etc.
         | 
         | I reckon later graphical adventures - the Lucasarts ones for
         | example, would provide a better shared experience. Can't wait
         | to try Monkey Island with mine when old enough.
        
       | Angostura wrote:
       | To think that the person who have me so much pleasure as a kid is
       | now priciple data scientist at AWS
        
       | quotha wrote:
       | Great game and it came with the book! Does anyone remember the
       | music that played in this? It is a classic song that I've been
       | trying to find out for years!
        
       | greedo wrote:
       | My first exposure to computers of any type was in early 1980. My
       | brother and I visited one of his friends who had an Apple ][ and
       | we played Adventure into the early hours of the morning. I was
       | enthralled.
        
       | TMWNN wrote:
       | Infocom's text adventures have a similarly sophisticated text
       | parser and are based on a far more flexible development language
       | (ZIL) and virtual architecture (Z-Machine). The early games have
       | the occasional randomly moving NPC (Example: The thief in _Zork
       | I_ ) or time limit, and such elements are more fleshed out in
       | later games, but there is never any potential for truly emergent
       | gameplay as in _The Hobbit_.
       | 
       | Infocom games' size require disk drives, something rare in
       | personal computers outside the US until the late 1980s. Megler,
       | in Australia, in any case came from the mainframe world and had
       | no exposure to microcomputers and thus microcomputer games other
       | than _Adventure_. If she had played Infocom games before
       | Melbourne House hired her, _The Hobbit_ 's parser would likely be
       | similar but I doubt that the other unique elements would be
       | present. Out of naivite and ignorance came greatness.
        
       | tluyben2 wrote:
       | Ha! I never knew this game changed on purpose after every new
       | run; I thought it was buggy as a kid.
        
       | divbzero wrote:
       | The article warns of spoilers at the top. Those wishing to
       | experience the game for themselves can try the emulator link [1]
       | at the bottom.
       | 
       | [1] http://torinak.com/qaop#!hobbit
        
       | Steve44 wrote:
       | I remember the Hobbit very well, it came in a large pack and
       | included a full copy of the book. It was great to play and the
       | language parsing felt way ahead of all the other games of the
       | time. Playing it, you got a real feel that you were inside a real
       | living environment, not just solving a sequence of steps to
       | complete it.
       | 
       | The illustrations were slow but comparable with the computer
       | speed and we marvelled at the sheer number of them in the game. I
       | think they used guts of an internal tool that later became
       | Melbourne Draw, also by Philip Mitchell, which was controlled by
       | commands rather than just storing a bitmap. This meant each image
       | could be stored in just a few bytes.
       | 
       | At one of the computer shows I went to, probably Earls Court in
       | 1984, Melbourne House had the animated film of the Hobbit
       | continually running in a 'tent' on one of their stands. It was
       | always packed in there and I'm fairly sure the air was thick with
       | rather aromatic smoke, this was back in the days when indoor
       | smoking was allowed.
       | 
       | Melbourne House set up a UK development team about that time
       | based in Richmond, West London. The Australian team were Beam
       | Software and the UK ones called Studio B, Melbourne House
       | remained the publisher.
       | 
       | In the article it talks about assembler as if it's some kind of
       | magic voodoo. It was cumbersome with few development tools and
       | very little in the way of real time debugging, but was very
       | satisfying producing not only the game but optimising for size
       | and speed. Almost all of the video games were written in
       | assembler back then. There were a few games written in BASIC but
       | it wasn't for a while before high level languages because
       | mainstream.
        
         | doublejay1999 wrote:
         | indistinguishable from magic, for this 11 year old boy.
        
       | anthk wrote:
       | I never played that, I mainly played Spanish for the ZX and
       | English/Spanish IF for the zmachine, because ZX Brit English
       | games tend to have a more difficult lexicon to me as a non
       | native.
       | 
       | Still, achieving that complex text adventure on a Spectrum it's a
       | brilliant task.
       | 
       | Sometimes I wish sp IF games got translated into eng, like El
       | Archipielago or the ZX Van Halen pentalogy. And the opposite, I'd
       | love a Spanish translation of Anchorhead.
        
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       (page generated 2021-03-27 23:03 UTC)