Adventures

Volume 2

Number 4

June 1984

Alice through the VDU

The Hobbit has a new collection of problems

AT last The Hobbit has arrived from Melbourne House for the BBC Micro. Read the book which is included plus the instructions and, unlike Bilbo, you are raring to go.

First time in don't bother with a map because you have to get a feel for the problems you will meet.

The first one is that Gandalf is as thick as a brick because he can't read the map. The second problem is that the only dwarf in the game is Thorin, who's as thick as two planks.

Then there's Oakenshield, who was always the most bloody minded of the mob. However he is cheaper to feed and, once you can arm him with a sword, he can be quite useful against Smaug,

Of all the creatures you can meet, the obvious target is Gollum in the Goblin's Cave. Unfortunately you won't be able to stumble around in the dark, like Bilbo, and just find the ring.

However if you don't get it then Smaug is going to prove rather more than a bare handful to kill.

On the first, quick pass I went through Rivendell, where Elrond proved, as expected, more literate than Gandalf.

I picked up the golden key in the mountains, reprovisioned at Beorn's, had a quick sniff at the Goblin Cave, was captured by an elf in Mirkwood and got killed trying to escape through the beer cellar.

Now for a listing and — real problems - the program fills the machine. I did start to get some Basic on the screen but when I tried connecting the line printer I couldn't repeat the trick.

Still, who needs it? After all the book tells you what you have to do and it's quite fun to try things that you know you shouldn't, like KILL THORIN or, at least, try to — he's as mean and bad tempered as ever.

I long ago gave up trying to draw a map while playing because you always wander off the edge or become confused by twisty mazes. The best way is to recreate the two-dimensional array the authors used.

The Hobbit has 10 directions - N, S, E and W (all of which you can input with the arrow keys), NE, SE, SW, NW, U and D. Lay out a ruled sheet of paper numbered down the left hand side like this:

Alice-1.jpg

In this way you can track and backtrack almost any trail and draw a neat map later on.

Another useful trick is to verify if an object exists somewhere. For example, try TAKE RING at the very start.

If the program replies I DON'T SEE IT HERE then you can be fairly sure there is a ring somewhere.

Next try TAKE XXXXXX and if the program responds I DON'T UNDERSTAND then you can be certain a ring exists.

However these are old tricks and the Hobbit presents some new, original features and problems.

In this game you must get the help of some characters to solve some of the problems and sometimes they can refuse to cooperate.

For example, you can SAY TO ELROND "READ MAP" and he

might refuse, so just hit the @ key to repeat the command and Elrond et al should do what you want.

Gandalf is the most awkward because he does tend to wander off and Thorin, who tends to stick rather closer to you, won't carry him.

One of the game's attractions is that there is no unique solution because it changes every time you play it.

You first notice this when waiting to get the key off the rolls at the beginning and, later on, Elrond will read different hints from the map.

Also it is possible to get the congratulations message at the end of the game without scoring 100 per cent -rather similar to that last point in Colossal Cave.

The idea of characters with independence is also not entirely new. Recall the psychopathic, axe wielding dwarves in Colossal.

But it is now far more subtle because of INGLISH, which allows you to make quite complicated commands.

This is such an attractive development that the implementation is frequently disappointing. You are tempted to try things that are still beyond the program's capabilities - like TIE GANDALF TO TREE WITH ROPE to stop him wandering off.

To process such complex commands requires a program on a par with Terry Winograd's Block World Ph.D. project which he did some 10 years ago.

In Winograd's "game" there are (simulated) a number of coloured blocks, cones and boxes.

You could give commands like PUT THE BLOCK UNDER THE GREEN CONE IN THE RED BOX.

The program would then check the syntax of the command, then the semantics and then the feasibility of the command.

It may look simple but it isn't because what do you do if there are two blocks under green cones and a green cone already in the box?

The Hobbit has similar problems in that it has to do a lexical scan (recognise the words in the command), then a syntax check (roughly which words are verbs, objects, etc), then a semantic check (roughly, are the objects mentioned available and are the verbs applicable?) and then a feasibility check (can you put an elephant into a box? — it all depends).

These problems were very much in the field of Artificial Intelligence 10 years ago and are still only resolved in very limited, special cases.

The unique feature of the Hobbit is that it is based on the 1937 book by J.R. Tolkien. In fact this is my biggest criticism, because it really isn't a very good book - the only interesting characters are Bilbo and Gollum and their meeting is the only memorable part of the story.

Obviously the game is aimed - and very successfully - at children. It has already sold about 100,000 copies. But note that the next product from Melbourne House will be a Sherlock Holmes puzzle where you, the great detective, with the aid of a bumbling Dr Watson, will have to convince Inspector Lestrade - who will be even dimmer than Gandalf - who the murderer is and then catch the villain.

This sounds a lot more interesting to the more mature among us. But the idea of basing an adventure on characters in books has only just begun to be exploited.

I would like to see a black magic adventure requiring rather more know-how than hammering stakes into vampires.

The best book in this genre is "The Devil Rides Out" by Dennis Wheatley, recently shown on television in a film version that missed out most of the interesting details.

The book is concerned with finding the Talisman of Set, an extremely potent object whose origin is not to be explained in front of the children.

The plot includes some very detailed journeys and a great deal of specific manipulation and incantation.

The hero would have to be the Due de Richelieu but woe betide him - and you - if he doesn't know the last two lines of the Sussamma Ritual.

The appeal to me is that these lines are not given in the book because they can only be said when "the very soul is in peril".

One of the biggest problems of trying to implement book plots is what to do when the characters cannot, or do not, behave as they did in the original fixed story.

It is in this area that I found The Hobbit the most intersting. Every time you try an alternative to the book you are obviously taking a risk which will almost certainly (to make things easy) get you) killed - try going through Mirkwood to the south of Beorn's house.

Nevertheless, with a bit of luck your demise is not always certain - there are two ways into Goblins Cave - and the story can take on a new dimension depending on the adventure writer's imagination.

Unfortunately, and probably because The Hobbit promises so many new, pioneering features, I found the game and implemention rather disappointing.

The characters are wooden, the commands still restrictive and the options still limited. Good ideas, but very difficult to implement satisfactorily.

One way of overcoming some of the problems is the MUD (Multi User Dungeons) concept which is only available, so far, in places which have a number of terminals linked to a large mainframe computer.

In this adventure system the people you meet are real but still as likely to mug and kill you.

An excellent account was published recently by Richard Bartle of Essex University. He describes a number of new features like extra rooms which can be added "on the run", so theoretically you can step from one adventure into another without realising it.

One of the interesting problems posed by this facility is the preservation of objects and characteristics you possess. At the moment all you can transfer is your knowledge of "magic" words.

This, although restricting, is totally impossible on micros until a master-slave operating system is available, but the concept should be a winner in micro computer clubs in a few years' time.

What you will be then able to do is really give vent to your murderous and/or amorous instincts. Computer dating should blossom as you, the frog, really do get to meet the sympathetic princess after the game.

The character that you develop in MUD is rather smililar to the D&D games - you can be weakened by hunger, fighting or have had too little sleep, but the longer you last then the more you know and the more powerful you become.

One of the ploys, according to Bartle, is to reach Wizard status and then pretend, you are weak and ignorant.

When a novice attacks you, just blast him with a magic word. American hustlers will enjoy the practice.

Like Super User in UNIX - who can look at everyone's files, change them and even logout users - the Wizards can snoop on the other players, give them rubbish to carry, drop them into swamps and generally play havoc with the tinys.

It reminds me of the Magic Mode in Colossal Cave (not available in the micro version) when I could break their Ming vases, turn off the lamp and dump them in the Pirate's Maze.

After a hard day looking after the users it should be good therapy for responsible systems programmers.

Another possibility, which can now be exploited on a micro, is to build up a character through one adventure which can be saved, together with certain objects, strength, knowledge, etc, to attempt the next adventure in a series.

So far only the passwords - which are too easy to extract - have been used to go onto another adventure. But there are endless ways for the creators of these games to boldy entice you to buy the next episode.

Also this year you should be seeing the new generation of laser disc games where the (currently) crude graphics will be replaced by animated film clips.

However back to the present and The Hobbit. Full marks for ideas. It is full of Eastern promise and great for the kids, but if you are over 15 I suggest that you wait for Sherlock Holmes and mug up on Professor Moriarty.

Incidentally Holmes never did say, "Elementary, my dear Watson". But I'm sure the next program will understand.

Alice