Milliways: the Restaurant at the End of the Universe

by Max Fog profile

Science fiction comedy
2023

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1 of 1 people found the following review helpful:
How I learned to Stop Worrying and Embrace the Zarf, January 6, 2024
by JJ McC
Related reviews: IFComp 2023

Here is my history with this very beloved property. I was introduced waay back in high school by a friend who had acquired cassette tapes of the original radio show. I DEVOURED them, instantly obsessed. Then I read the books, including Fish and later Harmless. Some time after that, I watched the BBC miniseries on PBS with the laughably endearing special effects. Then the big budget movie whose cast was insanely awesome, but the story suffered lack of breathing room. [sidebar: that is still the order I would rank the works in.] Is that all of it? Did I miss anything? Nope, I think that completely covers…

Uh, the game.

Due to an accident of history my interest in computer games had waned temporarily during the crucial window, and I somehow never got around to playing it. Years later (extending to present day) it was its reputation as an idiosyncratic brain burner that convinced me I needed to somehow steel myself for the experience and never quite got there. So for me, the timelines have just never lined up. Why not just jump into a fan-created sequel? asks IFCOMP23.

Douglas Adams brought an off-kilter, hyper logical, left field sensibility to his work. It’s like fractal humor. From the High Concept premises (many of which are just window dressing) down to the word-by-word phrasing all of it is of a piece - delighting with its insane, unique connections yet clicking together like precision engineering. So, a singular voice, a beloved property, a highly regarded milestone of IF. What an act to presume and follow! “Hold My Beer” doesn’t begin to cover it!

So how did the DICK MCBUTTS scale testicles fare in this effort? Better than you might expect. This game comes from the cruel design school, presumably aligned with its predecessor. That is decidedly not my favored slice of the spectrum, but I agreed to embrace and play the game on its terms.

The game opens with some Adams-tribute text and acquitted itself pretty ok. RE Marvin: “something bad to happen to himself, which it always does.” RE the Heart of Gold: “(which seems like quite an unlikely occurrence, considering the ship you are currently in is very likely to do unlikely things)”. I might eliminate the words “to himself” in the first one, but in the zone. I’m already on its side. Might’ve been worth an offhand mention that we are traveling with Arthur but I assumed. Let’s start exploring!

In early going, I died four times in 65 moves, topping out at a score of 5! This opening, I think, is kind of ingenious. I understood it was going to be cruel, but by opening with so many random deaths it really drove expectations home and kind of neutered whatever objections I might have. Undo/Save/Restore would be constant companions, understood game. No further questions.

Puzzle design, divorced from the mythology trappings, did not enthrall me in their inherent elegance. Buried details, arbitrary timer puzzles with incomplete UNDOs, unsolvable states (thankfully highlighted by the game, though letting you run on for some time before informing you of it). I kind of did enjoy the nonsensical maze that changed with every runthrough, mocking my map. I not even mad, game! (Spoiler - click to show)When hiding behind the Great Device, going one way seems to be soft fail of endless waiting, while the other does what lore had me expecting. In two hours I completed 3 puzzles - two via consulting walkthrough for nudges and one via my prior knowledge of the property and was maybe on my way to #4. (To be fair, at this point who is going to engage Milliways without some prior exposure?) 3 puzzles in two hours is low, like shockingly low.

Still not mad! Getting the opportunity to play in this familiar space, maybe a little diluted but unmistakably echoing Adams’ style, was just fun. Dying, resetting, retrying over and over - this is not a gameplay flavor I seek out but here it felt kinda smooth. Other games have failed to convince me of the value of this cruelty level but somehow Milliways did. Puzzles didn’t quite click together crisply enough to call it Engaging, but Sparks for sure.

It was with real disappointment I hit what appears to be a game breaking bug. In Milliways itself I could not reenter the kitchen without hanging the window. The third time I hit this bug my score had topped out at 80/400 at the 1:55 mark. Too late to consult the walkthrough for a workaround. I am given to understand that maybe this is fixed in subsequent releases, and since this SO impacted my enjoyment, am not including my rating in the average.

Somehow Milliways dodged all the obvious ways to fail. It respectfully honored its inspirations. It ably paid tribute to Adams’ prose. It improbably got me to ENJOY its cruelty and embrace its puzzles. Passing all those daunting challenges, it feels heartbreaking and deeply unfair that it was brought down by something as mundane as a technical bug. A big, brutal, blocking technical bug. For sure worth revisiting once fixed.


Played: 11/5/23
Playtime: 1hr, 55min, hung for last time, score 80/400
Artistic/Technical ratings: Sparks of Joy, Unplayable
Would Play After Comp?: Once fixed, yeah, I think I will. After finally playing Hitchhikers


Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

Note: this rating is not included in the game's average.
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4 of 4 people found the following review helpful:
A lost sequel, December 26, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

One thing I’ve noticed when thinking back to my tween years, three decades on, is that things are either seared into my memory or complete blanks. I can still hear what it sounded like, for example, when we got back from a summer vacation to find that a brood of cicadas had hatched while we were gone and had decided to fill the night with a beautiful and threatening cacophony of chirping. And I can instantly recall the squirming, excited embarrassment I felt when the girl I had a crush on me called me one evening because I’d messed with her little brother the day before, telling him I’d found a long out-of-print Dragonlance gamebook that she coveted. On the other hand, I know I must have played months of basketball in eighth grade – I went to a tiny school, everybody was on every team – but I can’t summon up one reminiscence of anything that happened at a single game or practice.

So too it is with Douglas Adams: I was obsessed with him the summer I was 11, blazing through the then-four-part Hitchhiker’s Guide trilogy just as school ended and then chasing down the Dirk Gently books before embarking on a campaign of rereading those six books over and over until I got thoroughly sick of them, which took a while. The first book I remember pretty well, because it’s got most of the iconic moments; the third was my favorite so I reread it like once a week, and as a result I can still run down most of its cricket-based MacGuffin quest. So Long and Thanks for All the Fish, though, didn’t make much of an impression all these years on – the ending sticks, not so much the rest. And the second book, the Restaurant at the End of the Universe mentioned so prominently in this game’s subtitle? Um. I remember the gag about it being stuck in a manufactured time bubble so patrons can swig their martinis as they watch the heat death of all things, but I’m pretty sure that’s actually introduced in the first book. Like I said above: complete blank.

My other relevant Douglas Adams lacuna I can’t blame on advancing age: I’ve also never played Infocom’s Hitchhiker’s Guide to the Galaxy with any degree of assiduity (I think I poked at the BBC illustrated remake long enough to give up halfway into the babel fish puzzle). I suppose I should get around it one of these days, but its reputation as an unforgiving puzzle-gauntlet doesn’t do much to recommend it to my sensibilities. Sure, I remember liking Adams’ writing, but if I wanted to revisit it I’d much prefer to go back to the books than struggle through a style of IF that doesn’t do much for me.

All of this is to say that I am entirely the wrong audience for an impressively-robust fan-made sequel that appears to pick up immediately after the first game left off, and doesn’t provide anything by way of context or motivation. I wouldn’t say Milliways is explicitly nostalgia-bait; from my very vague understanding, it primarily visits situations and characters not covered in the first game (though I think some pieces may be part of the book plots that I’ve forgotten?), and while the troupe of familiar characters are present, they’re off getting hammered so are almost completely noninteractive. But it’s clearly the product of deep affection for the original – so much so that it’s written in the modern incarnation of the language the Infocom Imps used to make their games – and shorn of the pleasant sheen of remembrance, the game often just left me baffled.

The earliest example is maybe the most telling: the game doesn’t tell you who you are. I feel it’s safe to assume that you’re once again inhabiting British everyman Arthur Dent – the clearest clue is that you can find your dressing gown, which the game tells you you must have dropped in the previous game. But I don’t think ABOUT spells it out, there isn’t actually any intro text, and X ME just tells you “you see nothing special about you” (ouch). It also doesn’t tell you what you’re doing. You start out having just exited your spaceship and reached the surface of a planet called Magrathea (the name’s dimly familiar, no recall of the details); presumably you’re meant to explore, but there’s no narrative telling you that you’re there to look for anything in particular, and the cryptic stuff you find doesn’t retroactively explain why you might have come here in the first place, or what you think you’re doing. By the time I stopped my playthrough, about three hours in, I’d finally encountered the first indications of something like a plot, but it took a lot of unmotivated bumbling to get to that point.

Of course, not every game needs to be Photopia and unmotivated bumbling can make for solidly entertaining gameplay, so long as solid writing and enjoyable puzzles are pulling the player along. Milliways gets mixed marks from me on this front. There are solidly Adams-aping gags sprinkled through the text, like this bit where you look up the eponymous eatery in the Hitchhiker’s Guide:

"It goes on to explain, in extremely vague then suddenly extremely detailed (and obviously copyrighted) paragraphs how Milliways, better known as the Restaurant at the End of the Universe, is the best restaurant you can ever visit."

There are also some good jokes embedded in the parser, like this exchange prompted by examining a painting:

"You look at the painting, which could have been done by yours truly (and I’m not even AI yet). It is of an old mouse wearing a monocle. At the bottom of the painting is a plaque, which reads:

"Reginald Markenplatt
Founder of Magrathea Corps.
86 standard yrs.

“Oh, you like it?” says Percy.

"> no
“Well that’s not very nice.”

While for much of my time with the game, I was basically keying in the walkthrough (more on that later, of course), I had a reasonable time doing so based on the charm of the prose and the efficiently-drawn situations. It’s certainly not laugh-a-minute funny the way that I recall Adams being (…probably best not to revisit and find out whether that impression holds up), but this all makes for an entertaining way to pass several hours.

I found the gameplay often made things much less entertaining, unfortunately. There are some quite good puzzles here, like camouflaging a drink to knock out someone whose keycard you need to steal and figuring out how to deal with a shape-changing alien, but many of them rely on frustrating mechanics – there’s a strict inventory limit, many instant-death timers that end the game if you don’t solve things fast enough, the mechanics for travelling between different areas appears to be largely random, and at least one place that will lock you out of victory if you don’t somehow know which objects will be plot-critical and which are red herrings. Compounding the challenge, I came across some notable bugs in the game; twice, an event was supposed to trigger after waiting for a reasonable number of turns, but both times 150-200 turns of waiting didn’t do the trick (the walkthrough offered a workaround for one, and I had a save that allowed me to replay and eventually get past the other, at least). And there’s a recurring puzzle that appears to quite literally involve guessing a verb at random (Spoiler - click to show)(I’m thinking of the different ways you can escape the Dark; trying to use the “missing” sense is nicely clued, but having learned that my sense of touch is going to be important, I’m was at a loss for how I was meant to go from TOUCH LUMP, learning only that it’s “warmish”, to PUSH LUMP other than just running through all the possible interactions). From inadequate clueing to disambiguation issues, it really feels like the game just needed a little more time in the oven.

With that said, as I hit what seems to be the halfway mark I was starting to get into more of a groove, though this could have been as much my increased readiness to consult the hints as anything else. And I did appreciate the moment when an NPC finally started explaining a bit of what was going on and why it was important. Sadly, almost immediately after that sequence a combination of those frustrating mechanics I mentioned above seem to have killed me – I needed to pick up an object, but I didn’t have the spare carrying capacity to do so, and as I futzed around with inventory a timer ended the game – and, facing the quickly-impending Comp deadline and realizing that a post-Comp, less buggy version, is likely to come out soon, I decided to bring my playthrough to an end.

I’ll repeat that Milliways doesn’t seem to me to be purely banking on nostalgia; there are novel ideas here, and the classic ethos seems to be a matter of intention rather than ignorance. And I can’t help but feel affection for something that’s so clearly the product of unbridled enthusiasm. But without much enthusiasm of my own for its antecedents, the game lives and dies by what it’s able to bring to the table on its own – which is currently a bit wonky and sometimes willfully obtuse. With that said, the experience was anything but forgettable; hopefully I’ll eventually get to finish Milliways, but in the meantime I definitely have a few fun new memories to rattle around in my increasingly-empty head.

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1 of 1 people found the following review helpful:
Ambitious sequel to Infocom's Hitchhiker's Guide to the Galaxy game, December 19, 2023
by Vivienne Dunstan (Dundee, Scotland)

(Note: this review was based on the mid competition version of the game. Some issues it refers to may have been since ironed out in the latest release.)

Ok my longest game played yet in the competition. This is an old style parser game, that’s a direct sequel to Infocom’s Hitchhiker’s Guide to the Galaxy game, which I know well. I’m not sure how well this game would work for people unfamiliar with the Hitchhiker’s universe, but would be interested to hear!

I played for two hours and nearly got to the end, but ran into a bug with an object that kept disappearing ((Spoiler - click to show)the heatproof tray has a horrible habit of disappearing at times after you’ve got it) so couldn’t finish it. The game has some bugs, over and above it being traditional old style. To be fair it would be an almighty task for playtesters to work through thoroughly! And I do admire how so much has been coded by a modern author in ZIL.

However ... I was wowed by the imagination, and the use of Hitchhiker’s locations, and characters, and jokes. And I just had a very happy two hours of play time. Again I’m not sure how well this would work for someone unfamiliar with the Hitchhiker’s world. But this Hitchhiker’s fan was very happy. I also liked the hub like structure based on a classic Infocom puzzle, which was rather forgiving, albeit with so many more spokes than in the original Infocom game that sometimes it could take you a while to get to where you might need to go next, and you could be cycling through a lot.

The game has a comprehensive walkthrough which I peeked at at times, especially one place where I was ridiculously stuck ((Spoiler - click to show)the philosophical word), but wanted to play on. And in game hints, which are appreciated. You also have the Guide that you can look things up in mid game, which is a lot of fun, and like Infocom’s game.

I’d like to see a polished version of the game produced in future that irons out some of the bugs and also adds a little better object handling re disambiguation. But this is very good.

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5 of 5 people found the following review helpful:
Let's follow a tough act!, November 23, 2023
by Johnnywz00 (St. Louis, Missouri)

This is my first IFDB review, and I don't consider myself gifted at writing reviews in an insightful way. But, as a new author myself, I just want to do my part towards giving authors more feedback on how their hard work was received.

I have only beta tested this game, so am perhaps not aware of all the features and content of the game in its presently downloadable form. My first and only game was written for a rather specific audience, and I feel that this one is as well. But if you fall within that audience, I think that you will find this is a strong work worthy of recognition.

I will start with a few provisos: this game is "cruel" on the player difficulty scale, and I believe that that is intentional. But it may also mean that if you're not looking to relive a certain period of the IF past, you will find aspects of the game frustrating. If you love a challenge and want to prove your mettle, you may find it that much more rewarding.
The other proviso: if you have no conversance with the original Hitchhiker's Guide to the Galaxy universe, you may find yourself at an utter loss. It was unfortunate for me that I had not previously played H2G2 when I tested this game, and I knew nothing of the Douglas Adams ethos. Many places and people were mentioned which seemed to carry implication of the player's understanding, but without background, I often felt at a loss for what I was trying to accomplish.

But with those provisos out of the way, I will say that there is a lot of good work in this game. I *think* we are also supposed to understand that this game is not trying to resurrect the voice of Douglas Adams, per se, and should not be measured by whether the game seems like it could have been written by him. But the game is quite witty and perky in its own right. Many of the puzzles are wacky and amusing in a way that I believe is representative of the original H2G2 world. There is a great deal of technical intricacy behind the curtains, and it is very impressive what the author was able to accomplish with the dated ZIL language and at such a young age.

Go ahead and unwind, and let your imagination have a heyday in the wacky world of Milliways!

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3 of 3 people found the following review helpful:
Unofficial sequel to Hitchhiker's Guide to the Galaxy, November 22, 2023
by MathBrush
Related reviews: more than 10 hours

I beta tested this game a couple of times, although I only did a part at a time and never completed it, while on the other hand the author did a lot of testing for me, so I definitely owe him a lot!

This game is wildly ambitious in its concept: take the work of Douglas Adams (one of the best humorists of all time) and the work of Infocom (one of the best group of IF writers of all time) and write a sequel to their works with a lot of original synthesis and do it all in ZIL (one of the less-known IF languages) and make it roughly comparable in scope to the original (within an order of magnitude).

Oh, and do it as your first game.

To produce anything in this scenario would be a feat. I think that the end result is much more than ‘anything’.

You start this game right where the old one leaves off, on the planet of Magrathea, with the other ship members from the Heart of Gold. Your end goal is…hmm, I’m not quite sure. Explore? In the end it involves a lot of exploring Milliways and trying to gain access to a fancy ship.

In the meantime, the game is centered on a hub-spoke structure, with a central ‘darkness’ room imitating the first game, where different senses lead to different areas.

The game is intentionally hard. In another thread, the author laid down the following rules:

*NPCs are hard to get right, include less of them but make them worth it.
*Story comes after puzzles. That’s how my cookie crumbles.
*DEFINITELY make the game cruel. It’s more interesting that way.
Randomisation? Obviously! Otherwise it becomes a follow-the-walkthrough-if-you-get-stuck kind of game with no brain involved. I usually end up becoming that kind of person.

This game features all of these things, although it actually has several NPCs. The game is quite cruel, and has many randomised codes and things that make a straightforward walkthrough impossible. Just about every area has some kind of randomization, from randomized exits in a small maze to a game of hide and seek with a randomized shapeshifter.

The most frequent way this shows up is the darkness thing. I never figured it out while beta testing, just flailing around until I got out of the darkness, and then with the walkthrough playing today I realized that you have to wait a bit first and then perform the appropriate action, but was frustrated when I kept getting sent to the same area over and over (due to randomization). I finally realized that you can just ‘wait’ until you get the area you want.

For me what shines the most are the settings and the big set-piece puzzles. The settings include Milliway’s itself, Dirk Gently’s office, and other areas from Adams’ writing. The game of hide and seek I mentioned earlier was a lot of fun, as were some of the interactions around disguising yourself and walking around Milliways.

There is some trouble; my game very frequently crashed, often after examining something, when using the Gargoyle interpreter. I took some notes at first but it was so frequent that I just started saving a lot. I’m sure it’s something ZIL related, as I have almost never had Inform games crash. It could be due to window size or something. Edit: No one else seems to be reporting this, so I believe it may be an interpreter issue.

Other than that, the main thing I would have liked more of was a guided conversation system that suggested things to talk about.

Overall, this is much better than it could have been. I remember someone entered a text port of one of the graphical Infocom adventures into IFcomp many years ago and it was a real slog to get through. Pretty much most of the unofficial sequels to Infocom games I’ve played have been bland, outside of some highlights like Scroll Thief. So to see a game that is vibrant with interesting puzzles and which follow in the first games footsteps in many ways is quite impressive. I don’t think it achieves the heights of the first game in terms of polish or writing, but that’s like saying that my work as a mathematician didn’t achieve the heights of Newton or Gauss. This game aimed high, and so I’m impressed where it landed. I look forward to any future work.

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2 of 2 people found the following review helpful:
Insane feat for a first game!, November 13, 2023
by manonamora
Related reviews: ifcomp

M:REU is a large parser game, reminiscent of the old Infocom era, and very much a love letter to the original HHGG game and the HHGG lore. The story follows the event of the second book of the HHGG series, in which the protagonist makes their way towards Milliways, the restaurant at the end of the universe. It combines puzzles and exploration, and includes hints and a walkthrough.

It can't be completed in 2h. I did not reach the end.

When starting the game, I knew I would not be able to finish it within the 2h mark (I remember the beta call mentioning a 8h-long playthrough...), nor would I have been able to go through the different parts without losing/dying (its difficulty being cruel, one wrong move and you die). But I did not expect the quality of the game to be this impressive, considering this is the first game of this author and the fact that the game had been re-coded a few months prior to the comp.

Through my limited playthrough (I managed to get to the 4th location?), it is clear this was a labour of love for the old Infocom games, and the HHGG universe. The game manages to encapsulate the wittiness of the books so well, from the description of your actions, to the error messages, or the in-game hints. I gladly tried to die, just to see the funny messages, and the game calling me a noob for being a bad player (only saying the truth there...).

Some of the puzzles seem a bit obtuse, and require either knowledge of the story or some trial an error (thank you, walkthrough for the help). They are definitely not meant for first-time parser players. Even trying to understand the hints, or follow the walkthrough, it is pretty easy to make an error and see your progress blocked completely.

Close to the 2h-mark, I stumbled into the Milliways kitchen, tried (and failed) to wrangle with the cupboard and my inventory. At some point, the cupboard just refused to open, and the timer rang. I still tried to play a tiny bit more, undoing previous actions and redo the puzzle, but alas, I could not get it past (it was a bug, it turns out).

Honestly, from the little I played, it is really impressive, and could pass for an official game.
Maybe I'll restart it later and try to play it fully.

[Originally played on 2-Oct during the IFComp]

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1 of 1 people found the following review helpful:
Infocom sequel, October 3, 2023
by Victor Gijsbers (The Netherlands)

Max Fog's Milliways: the Restaurant at the End of the Universe is an old-school parser puzzler, and an explicit homage to the Infocom games of yore. Not only does it bill itself as a sequel to The Hitchhiker's Guide to the Galaxy, it is also written in ZIL, the programming language used by Infocom. This makes it a little bit awkward to review, at least for me. On the one hand, there are certain design decisions which I personally think we're better off without, including the inventory limit and the fact that you can easily put the game in an unwinnable state. On the other hand, it makes absolute perfect sense to make those decisions when you're explicitly positioning yourself in the tradition of Infocom games. So let's let all of that slide.

Milliways puts us in the shoes of... well, I think it's strongly implied that these are the shoes of Arthur Dent, hapless earthling, as he is travelling space and time with his 'friends' Ford, Beeblebrox, Marvin and Trillian. The game explains almost nothing about its setting and characters, and prior knowledge of Douglas Adams's books is almost necessary to not feel completely lost. Perhaps it also helps to have played the Infocom game; I can't say, because I haven't played it. Descriptions in the game tend to be very short and/or non-existent, or even downright unhelpful:


> x television
What did you expect? It’s a TV.

although sometimes it's possible to consult the Hitchhiker's Guide to the Galaxy for more information.

Even with this background knowledge, though, setting and plot feel extremely arbitrary. At no point do we have any bigger motivation for pursuing certain goals. We're just dropped in an environment, or rather, in a whole sequence of environments, and then we have to do things because they can be done. There's a car park that you can only enter with an access card? Better go to extreme lengths to get that access card, even though there is literally no reason for you to want to go to the car park. There is a sense in which this is acceptable adventure game logic, but even Infocom had moved beyond this... well, from the beginning, I think. Zork's treasure hunt isn't much of an internal justification for exploring every nook and cranny of the world, but it's something, and it's more than Milliways gives us. When little plot lines do spring up -- you team up with Marvin, you're trying to escape from some mice -- they invariably end very soon afterwards, because the game has a tendency to randomly change from one environment to another with little or no justification.

So, you're going to be playing this for the puzzles. Those are quite varied and while they're not easy, they also don't seem to be unfair, at least as far as I've seen the game. (I ended my 2 hours with 155 of 400 points.) The implementation also seems solid. I ran into one game-breaking but apparently very rare bug, but otherwise Milliways seems well-tested. So if you like pure puzzle games where the reward for a puzzle is the next puzzle; and if you enjoy dynamic but not-too-coherent romps through space and time; then this might be a very fine game to check out. I personally prefer my parser games with more of a coherent character, motivation, and plot. But it's certainly possible that Max Fog's game actually fits the original Adams & Meretzky vibe better.

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