
βThe Hobbitβ was one of the first major games produced in Australia, and is considered a classic text adventure. In 1985, it was voted number 1 in Sinclair Userβs βTop 50 Spectrum Software Classicsβ.
To create the game Beamβs director Alfred Milgrom advertised on the bulletin board at Melbourne University hiring students Veronika Megler and Philip Mitchell. Originally tasked with making the βbest adventure game everβ. Β Milgrom secured a licence to use J.R.R Tolkienβs popular book the βThe Hobbitβ by using Melbourne Houseβs book publishing relationships, and promising that a copy of the book was to be included with the game. The inclusion of the book with the game was also valuable to the player, as knowledge of the story was needed to solve the challenges that Β Megler had designed.
βThe Hobbitβ was remarkable for both its sophisticated parser and creation of a world that appeared open β were time passed, objects had physics and characters autonomy.
The games interface, Philip Mitchellβs parser Inglish allowed for full sentences with adjectives, where previously most adventure games only allowed for simpler verb-noun combinations. The program was complex enough to intuitively understand pronouns, adverbs, punctuation and prepositions. This allowed players to interact with the games in a way never before possible. Commands could be strung together not just to control the actions of the player character but with the inclusion of βSAYβ directive could be issued to non player characters .
In designing the game world Megler wanted to create a place that felt more alive. Objects in the game are given a size and weight ratio which affects your ability to interact with them. You could place one object inside or on top of another. If your character was sitting on an object and that object was thrown, then your character would go with it. Another point of difference with this game and any previous text-based adventure game was that events happened in real time. If you walked away from the computer things would happen with out you. As you played each non-player character and monster had a turn when you did, Β meaning that many unforeseen events could occur, Elrond might kill the Warg making your journey less Β troublesome. Gandalf might get himself killed making that game more challenging. The set of characters actions were Β in part randomised but also affected by the actions of the player so attacking them was not a good idea. As was learnt by many players who Β became impatient with Thorin and his constant singing. At this time the expressionΒ βThorin sits down and starts singing about gold.β entered the popular culture of gamers.
Players found βThe Hobbitβ constantly appealing because non-player characters existed independently. They were able to roam freely through the game-world and would not necessarily do the same thing twice. This and the games text driven physics enabled the game to be repeated and played in different ways. Due to the openness of its world, βThe Hobbitβ was an early game to support βemergent gameplayβ.
βThe Hobbitβ was a challenging game to play requiring trail and error Β to progress and solve puzzles. Letters requesting assistance were sent to popular magazines who devoted columns to advising players. One player David Elkan wrote an entire guide to playing the game which he sent to Melbourne House who published it as book β A guide to playing The Hobbitβ (1984).
References: ACMIΒ Alfred Milgrom interview, 28 April 2006: Interview text provided by Alfred Milgrom 1st March 2013.Β , Maher, J, βThe Hobbitβ,Β The Digital Antiquarian,Β http://www.filfre.net/2012/11/the-hobbit/; Newman J, Simons, I (2007) 100 Videogames, BFI Screen Guides, BFI Publishing, London
Version Information
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer: Veronika Megler – Design, Programming
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer: Veronika Megler – Design, Programming
“I remember because I was going to work in the office, and I did work in the office all night that night… I started the compile before they started the yacht race and it was still going when Australia II had won the yacht race. The one compileβ¦ You couldn’t afford too many bugs in those days because youβd do a five hour compile …and yeah, … youβd have to start again. But I do remember that, because the final compile of the tape version took longer than it took the Americaβs Cup yacht race. And then you had Bob Hawke in the morning saying, you know, βAnybody β¦sacks somebody for not going to work is a bum,β or whatever, and I’d been working all night⦔
Developer:Β Gregg BarnettΒ – Port
Developer:Β Philip MitchellΒ – Design, Programming
Developer: Veronika Megler – Design, Programming
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer: Veronika Megler – Design, Programming
Beam’s Dragon game ports were done by Dieter (?)
Developer:Β Philip MitchellΒ – Design, Programming
Developer: Veronika Megler – Design, Programming
Developer:Β Veronika MeglerΒ – Design, Programming
Developer:Β Philip MitchellΒ – Design, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer: Neil Brennan – Music
Platform/s: Apple II
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer:Β Veronika MeglerΒ – Design, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer: Neil Brennan – Music
Platform/s: MSX
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer:Β Veronika MeglerΒ – Design, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer: Neil Brennan – Music
Platform/s: Macintosh
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer:Β Veronika MeglerΒ – Design, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer: Neil Brennan – Music
Platform/s: BBC Micro
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer:Β Veronika MeglerΒ – Design, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer: Neil Brennan – Music
Platform/s: DOS
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer: Neil Brennan – Music
Platform/s: PC
Developer:Β Philip MitchellΒ – Design, Port, Programming
Developer:Β Veronika MeglerΒ – Design, Programming
Developer:Β Russel ComteΒ – Graphics
Developer:Β Greg HollandΒ – Graphics
Developer:Β Neil BrennanΒ – Music
Game Meta
Other Names
Additional Creators
Value Chain
Screenshots
- Loading Screen,Tape, ZX Spectrum
- Screenshot, Tape, ZX Spectrum
- Screenshot, Tape, ZX Spectrum
- Screenshot, Tape, ZX Spectrum
- Screenshot, Tape, ZX Spectrum
- Screenshot, Tape, ZX Spectrum
- Screenshot, Disk Version, C64
- Title Page, Disk Version, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Wilderlands Places, Disk, C64
- Rivendell, Disk, C64
- River by Mountain, Disk, C64
- Sea, Disk Version, C64
- Secret back-door to Smaugs, C64
- Secret Valley, Disk, C64
- Spiders, Disk Version, C64
- Stream in Forest, Disk, C64
- The End, Disk, C64
- Thick Forest, Disk, C64
- Top of the Mountains, C64
- reasure, Disk Version, C64
- Trolls Cave, Disk, C64
- Trolls Clearing, Disk, C64
- Trolls Clearing, Disk, C64
- Water, Disk Version, C64
- Waterfall, Disk Version, C64
Box Art
- The Hobbit Spectrum 48k Tape and Manual
- The Hobbit Spectrum 48k Tape
- Tolkien Trilogy box front cover (C64)
- Tolkien Trilogy box back cover (C64)
- Original Packaging, Front, ZX Spectrum
- Original Packaging, Back, ZX Spectrum
- Cassette Inlay, ZX Spectrum
- Box Art, Front, Tape, Amstrad
- Box Art, Back, Tape, Amstrad
- Box Art, Front, Tape, C64
- Box Art, Back, Tape, C64
- Box Art, Front, Tape, BBC Micro
- Box Art, Back, Tape, BBC Micro
- Box Art, Front, Disc, Apple II
- Box Art, Back, Disc, Apple II
- Box Art, Front, MSX,
- Box Art, Back, MSX
- Box Art, Front, Oric
- Box Art, Back, Oric
- Box Art, Front, PC
- Box Art, Back, PC
Media
- Magazine, May 1984, p.56
- Review, Sinclair User, March 1983
- Sinclair User, August 1983
- Your Computer, January 1983, p.50
- Your Computer, January 1983, p.51
- Your Computer, January 1983, p.52
- Ad, Your Computer, Oct. 1983
- ZX Computing, April/May 1983 p.76
- ZX Computing, April/May 1983 p.77
- ZX Computing, April/May 1983 p.78
Manuals & Walkthroughs
Video
Commodore User
Issue 2 (Nov 83)
5/5
Your Commodore
Issue 1 (May 85)
75%
Zzap!
Issue 1 (May 85)
75%