Don’t Panic: Infocom’s Hitchhiker’s Guide to the Galaxy at 40
Well! It turns out that this coming weekend is the 40th anniversary of Infocom’s Hitchhiker’s Guide to the Galaxy text adventure game by Douglas Adams and Steve Meretzky. I mentioned the game in passing back in July when talking about Salmon of Doubt, but I’ll take an excuse to talk about it more.
To recap: Hitchhiker started as a six-part radio show in 1978, which was a surprise hit, and was quickly followed by a second series, an album—which was a rewrite and re-record with the original cast instead of just being a straight release of the radio show—a 2-part book adaptation, a TV adaptation, and by 1984, a third book with a fourth on the way. Hitchhiker was a huge hit.
Somewhere in there, Adams discovered computers, and (so legend has it) also became a fan of Infocom’s style of literate Interactive Fiction. They were fans of his as well, and to say their respective fan-bases had a lot of overlap would be an understatement. A collaboration seemed obvious.
(For the details on how the game actually got made, I’ll point you at The Digital Antiquarian’s series of philosophical blockbusters Douglas Adams, The Computerized Hitchhiker’s, and Hitchhiking the Galaxy Infocom-Style.)
These are two of my absolute favorite things—Infocom games and Hitchhiker—so this should be a “two great tastes taste great together” situation, right? Well, unfortunately, it’s a little less “peanut butter cup” and a little more “orange juice on my corn chex.”
“Book adaptation” is the sort of thing that seemed like an obvious fit for Infocom, and they did several of them, and they were all aggressively mediocre. Either the adaptation sticks too close to the book, and you end up painfully recreating the source text, usually while you “wait” and let the book keep going until you have something to do, or you lean the other way and end up with something “inspired by” rather than “based on.” Hitchhiker, amusingly, manages to do both.
By this point Adams had well established his reputation for blowing deadlines (and loving “the whooshing noise they make as they go by”) so Infocom did the sane thing and teamed him up Steve Meretzky, who had just written the spectacular—and not terribly dissimilar from Hitchhiker—Planetfall, with the understanding that Meretzky would do the programming and if Adams flagged then Meretzky could step in and push the game over the finish line.
The game would cover roughly the start of the story; starting with Arthur’s house being knocked down, continuing through the Vogon ship, arriving on the Heart of Gold, and then ending as they land on Magrathea. So, depending on your point of view, about the first two episodes of the radio and TV versions, or the first half of the first book. This was Adams’ fourth revision of this same basic set of jokes, and one senses his enthusiasm waning.
You play as Arthur (mostly, but we’ll get to that,) and the game tracks very closely to the other versions up through Arthur and Ford getting picked up by the Heart of Gold. At that point, the game starts doing its own thing, and it’s hard not to wonder if that’s where Adams got bored and let Meretzky take over.
The game—or at least the first part—wants to be terribly meta and subversive about being a text adventure game, but more often than not offers up things that are joke-shaped, but are far more irritating than funny.
The first puzzle in the game is that it is dark, and you have to open your eyes. This is a little clever, since finding and maintaining light sources are a major theme in earlier Zork-style Infocom games, and here you don’t need a battery-powered brass lantern or a glowing elvish sword, you can just open your eyes! Haha, no grues in this game, chief! Then the second puzzle is where the game really shows its colors.
Because, you see, you’ve woken up with a hangover, and you need to find and take some painkillers. Again, this is a text adventure, so you need to actually type the names of anything you want to interact with. This is long before point-and-click interfaces, or even terminal-style tab-complete. Most text games tried to keep the names of nouns you need to interact with as short as possible for ergonomic reasons, so in a normal game, the painkillers would be “pills”, or “drugs”, or “tablets”, or some other short name. Bur no, in this game, the only phrase the game recognizes for the meds is “buffered analgesic”. And look, that’s the sort of think that I’m sure sounds funny ahead of time, but is just plain irritating to actually type. (Although, credit where credit is due, four decades later, I can still type “buffered analgesic” really fast.)
And for extra gear-griding, the verb you’d use in reglar speech to consume a “buffered analgesic” would be to “take” it, except that’s the verb Infocom games use to mean “pick something up and put it in your inventory” so then you get to do a little extra puzzle where you have to guess what other verb Adams used to mean put it in your mouth and swallow.
The really famous puzzle shows up a little later: the Babel Fish. This seems to be the one that most people gave up at, and there was a stretch where Infocom was selling t-shirts that read “I got the Babel Fish!”
The setup is this: You, as Arthur, have hitchhiked on to the Vogon ship with Ford. The ship has a Babel Fish dispenser (an idea taken from the TV version, as opposed to earlier iterations where Ford was just carrying a spare.) You need to get the Babel fish into your ear so that it’ll start translating for you and you can understand what the Vogons yell at you when they show up to throw you off the ship in a little bit. So, you press the button on the machine, and a fish flies out and vanishes into a crack in the wall.
What follows is a pretty solid early-80s adventure game puzzle. You hang your bathrobe over the crack, press the button again, and then the fish hits the bathrobe, slides down, and falls into a grate on the floor. And so on, and you build out a Rube Goldberg–style solution to catch the fish. The 80s-style difficulty is that there are only a few fish in the dispenser, and when you run out you have to reload your game to before you started trying to dispense fish. This, from the era where game length was extended by making you sit and wait for your five-inch floppy drive to grind through another game load.
Everything you need to solve the puzzle is in the room, except one: the last thing you need to get the fish is the pile of junk mail from Arthur’s front porch, which you needed to have picked up on your way to lie in front of the bulldozer way back a the start of the game. No one thinks to do this the first time, or even first dozen times, and so you end up endlessly replaying the first hour of the game, trying to find what you missed.
(The Babel Fish isn’t called out by name in Why Adventure Games Suck, but one suspects it was top of Ron Gilbert’s mind when he wrote out his manifesto for Monkey Island four years later.)
The usual reaction, upon learning that the missing element was the junk mail, and coming after the thing with the eyes and the “buffered analgesic” is to mutter, screw this and stop playing.
There’s also a bit right after that where the parser starts lying to you and you have to argue with it to tell you what’s in a room, which is also the kind of joke that only sounds funny if you’re not playing the game, and probably accounted for the rest of the people throwing their hands up in the air and doing literally anything else with their time.
Which is a terrible shame, because just after that, you end up on the Heart of Gold and the game stops painfully rewriting the book or trying to be arch about being a game. Fairly quickly, Ford, Zaphod, and Trillian go hang out in the HoG’s sauna, leaving you to do your own thing. Your own thing ends up being using the backup Improbability Generator to teleport yourself around the galaxy, either as yourself or “quantum leap-style” jumping into other people. You play out sequences as all of Ford, Zaphod, and Trillian, and end up in places the main characters never end up in any of the other versions—on board the battlefleet that Arthur’s careless coment sets in motion, inside the whale, outside the lair of the Ravenous Bugblatter Beast of Traal. The various locations can be played in any order, and like an RPG from fifteen years later, the thing you need to beat the game has one piece in each location.
This is where the game settles in and turns into an actual adventure game instead of a retelling of the same half-dozen skits. And, more to the point, this is where the game starts doing interesting riffs on the source material instead of just recreating it.
As an example, at one point, you end up outside the cave of the Ravenenous Bugblatter Beast of Traal, and the way you keep it from eating you is by carving your name on the memorial to the Beast’s victims, so that it thinks it has already eaten you. This is a solid spin on the book’s joke that the Beast is so dumb that it thinks that if you can’t see it, it can’t see you, but manges to make having read the book a bonus but not a requirement.
As in the book, to make the backup Improbability Drive work you need a source of Brownian Motion, like a cup of hot liquid. At first, you get a cup of Advanced Tea Substitute from the Nutrimat—the thing that’s almost, but not quite, entirely unlike tea. Later, after some puzzles and the missile attack, you can get a cup of real tea to plug into the drive, which allows it work better and makes it possible to choose your destination instead of it being random. Again, that’s three different jokes from the source material mashed together in an interesting and new way.
There’s a bit towards the end where you need to prove to Marvin that you’re intelligent, and the way you do that is by holding “tea” and “no tea” at the same time. The way you do that is by using the backup Improbably Drive to teleport into your own brain and removing your common sense particle, which is a really solid Hitchhiker joke that only appears in the game.
The game was a huge success at the time, but the general consensus seemed to be that it was very funny but very hard. You got the sense that a very small percentage of the people who played the game beat it, even grading on the curve of Infocom’s usual DNF rate. You also got the sense that there were a whole lot of people for whom HHGG was both their first and last Infocom game. Like Myst a decade later, it seemed to be the kind of game people who didn’t play games got bought for them, and didn’t convert a lot of people.
In retrospect, it’s baffling that Infocom would allow what was sure to be their best-selling game amongst new customers to be so obtuse and off-putting. It’s wild that HHGG came out the same year as Seastalker, their science fiction–themed game designed for “junior level” difficulty, and was followed by the brilliant jewel of Wishbringer, their “Introductory” game which was an absolute clinic in teaching people how to play text adventure games. Hitchhiker sold more than twice those two games combined.
(For fun, See Infocom Sales Figures, 1981-1986 | Jason Scott | Flickr)
Infocom made great art, but was not a company overly-burdened by business acumen. The company was run by people who thought of games as a way to bootstrap the company, with the intent to eventually graduate to “real” business software. The next year they “finally” released Cornerstone—their relational database product that was going to get them to the big leagues. It did not; sales were disastrous compared to the amount of money spent on development, the year after that, Infocom would sell itself to Activision; Activision would shut them down completely in 1989.
Cornerstone was a huge, self-inflicted wound, but it’s hard not to look at those sales figures, with Hitchhiker wildly outstripping everything else other than Zork I, and wonder what would have happened if Hitchhiker had left new players eager for more instead of trying to remember how to spell “analgesic.”
As Infocom recedes into the past and the memories of old people and enthusiasts, Hitchhiker maintains it’s name recognition. People who never would have heard the name “Zork” stumble across the game as the other, other, other version of Hitchhiker Adams worked on.
And so, the reality is that nowadays HHGG is likely to be most people’s first—and only—encounter with an Infocom game, and that’s too bad, because it’s really not a good example of what their games were actually like. If you’re looking for recommendation, scare up a copy of Enchanter. I’d recommend that, Wishbringer, Planetfall, and Zork II long before getting to Hitchhiker. (Zork is the famous game with the name recognition, but the second one is by far the best of the five games with “Zork” in the title.)
BBC Radio 4 did a 30th anniversary web version some years ago, which added graphics in the same style as the guide entries from the TV show, done by the same people, which feels like a re-release Infocom would have done in the late 80s if the company hadn’t been busy drowning in consequences of their bad decisions.
It’s still fun, taken on its own terms. I’d recommend the game to any fan of the other iterations of the Guide, with the caveat that it should be played with a cup of tea in one hand and a walkthrough within easy reach of the other.
All that said, it’s easy to sit here in the future and be too hard on it. The Secret of Monkey Island was a conceptual thermocline for adventure games as a genre, it’s so well designed, and it’s design philosophy is so well expressed in that design, that once you’ve played it it’s incredibly obvious what every game before it did wrong.
As a kid, though, this game fascinated me. It was baffling, and seemingly impossible, but I kept plowing at it. I loved Hitchhiker, still do, and there I was, playing Arthur Dent, looking things up in my copy of the Guide and figuring out how to make the Improbability Drive work. It wasn’t great, it wasn’t amazing, it was amazingly amazing. At one point I printed out all the Guide entries from the game and made a physical Guide out of cardboard?
As an adult, what irritates me is that the game’s “questionable” design means that it’s impossible to share that magic from when I was 10. There are plenty of other things I loved at that time I can show people now, and the magic still works—Star Wars, Earthsea, Monkey Island, the other iterations of Hitchhiker, other Infocom games. This game, though, is lost. It was too much of its exact time, and while you can still play it, it’s impossible to recreate what it was like to realize you can pick up the junk mail. Not all magic lasts. Normally, this is where I’d type something like “and that’s okay”, but in this particular case, I wish they’d tried to make it last a little harder.
As a postscript, Meretzky was something of a packrat, and it turns out he saved everything. He donated his “Infocom Cabinet” to the Internet Archive, and it’s an absolute treasure trove of behind-the-scenes information, memos, designs, artwork. The Hitchhiker material is here: Infocom Cabinet: Hitchhikers Guide to the Galaxy : Steve Meretzky and Douglas Adams