Woe to the poor gamer who slid the floppy for Infocom’s computer adventure game adaptation of Douglas Adams’ seminal book The Hitchhiker’s Guide to the Galaxy into their unsuspecting drive. Not because it was a bad game; it wasn’t. Unless you mean bad as evil. Then it was very, very bad, indeed.
Adams was an early technophile, quickly falling in love with the Apple II, and subsequently with Apple’s revolutionary Macintosh computer. He was also fond of Infocom’s adventure games, and signed a multi-game deal with the company in early 1984. Paired with famed Infocom game implementer Steve Meretzky, the two banged out the Hitchhiker’s game over a six month period; Adams writing passages in England and emailing them to Meretzky in Cambridge, MA. Meretzky ended up having to chase famous procrastinator Adams down to a remote British resort to finish work on the game.
Cover of Hitchhiker’s game, Atari 8-bit computers version
Upon release in late 1984, The Hitchhiker’s Guide to the Galaxy was a huge hit, moving over a quarter of a million copies. Breaking many cardinal rules then established in interactive fiction, it also caused a million hairs to be pulled out by frustrated gamers. Transgressions included outright lying to the player about available directions to travel in, and even what the player was able to see. It also often required players to have read the book to know what to do in certain situations. Perhaps worst of all, a favourite torture of Adams was to let you miss some critical piece of equipment during a scene that would cause the game to dead-end later, with no recourse but to reload a save or replay the game. At times it seemed that Hitchhiker’s was purposefully created as a ploy by Infocom to sell more of their Invisiclue hint books.
These brutalities aside, Hitchhiker’s is still an entertaining and interactive excursion through one of the greatest science fiction comedies of all time.
Another serving of Late to the Party, where that sweet, sweet retro gaming cake NEVER gets stale. Today Anthony joins me in continuing the higher-education hi-jinks of one Ernie Eaglebeak, where we visit the Sorcerer U. cafeteria, and the housemaster’s wife Hillary comes on to us:
The Party continues, long after everyone has stumbled drunkenly home and the confetti has been swept up. Today Tim Mack and I continue the game by attending a fascinating lecture on magical ethics, and take a whirl in the Simulation Chair.
Welcome back to Late to the Party, where procrastinating gamers get their decades old gaming fix. This episode, Tim Mack and I continue guiding Ernie Eaglebeak through his collegiate experience, having been previously rescued from his evil stepfather and enrolled in Sorcerer University.
Presenting our second instalment of Late to the Party, game playthroughs where we finally buy into the hype decades after a game’s release. This episode, Tim Mack joins me in continuing Steve Meretzky’s ribald 1990 text/graphic adventure game Spellcasting 101: Sorcerers Get All the Girls. Our collegiate hero registers for classes at vaunted Sorcerer U, and gets the lay of the land, so to speak.
Class is in session. Welcome to college, Mr. Eaglebeak!
Welcome to Late to the Party, where we hop onto a game’s bandwagon waaay too late. This premiere instalment starts Babarnicals and me off in Steve Meretzky’s 1990 risqué adventure game classic about an abused young man who’s only hope of escaping imprisonment by his evil relative is by attending wizard school. Similarities to a certain other young wannabe wizard are purely coincidental, of course.
Here is part one of our playthrough of Spellcasting 101: Sorcerers Get All the Girls: