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5 of 5 people found the following review helpful:
Funny, Hard, Canonical, July 26, 2023
by Drew Cook (Baton Rouge, Louisiana)

Just this morning, I witnessed two online conversants discuss the "overrated" nature of The Hitchhiker's Guide to the Galaxy. Typically, I interpret the term "overrated" as an oblique yet economical way of saying "most people like this more than I do."

Still, since it was Infocom's second best-selling game after Zork I, it could be both overrated and quite good all at the same time. For those who have never heard of this game, it is based on approximately half of the beloved Douglas Adams novel of the same name. While I think it is a commonly-held belief that Steve Meretzky performed most of the technical development while Adams was responsible for the text (and was a co-designer of puzzles, perhaps), most researchers today know better. In fact, we generally accept that the game is almost entirely Meretzky's design, barring the source text (all Adams, obviously) and some significant consultations.

Like all of Meretzky's Infocom games (we can debate Zork Zero some other time), it's a worthwhile play for anyone interested in 1980s interactive fiction. His humorous prose blends perfectly with parts written by Adams (whether original or taken from the novel). This is a very funny game as a result, and I would say the laughs alone are worth the price of admission.

However, from a historical perspective, there are interesting formal innovations that truly set it apart, content aside. First, it includes several metatextual features that playfully subvert what we then expected out of a narrator-player relationship. Additionally, it was Infocom's first modular design, featuring multiple, small maps and more than one playable character. These features would have felt quite new and exciting back in 1984, even if they were overshadowed by the game's signature elements: Douglas Adams as author, humor, and possibly unreasonable puzzle design.

What of puzzles? The Hitchhiker's Guide to the Galaxy is surprisingly difficult for a "Standard" difficulty game. In fact, the conventional wisdom is that it is "Standard" only because "Advanced" or "Expert" would have discouraged sales. I personally think it's harder than Starcross, that other difficult science fiction game. Players can easily lock themselves out of victory. In all honesty, they probably will. These conditions can feel quite cheap, as one can reach the penultimate move of the game, only to discover the impossibility of the situation.

What is comparable? The "flouresce" spell in Zork II, perhaps.

The Invisiclues are readily available online. Do yourself a favor and keep them close at hand. They are at least fun to read, written as they were by Steve Meretzky himself. If you are only interested in puzzles, or somehow dislike Adams or Meretzky, give this a pass. Otherwise, this is a very innovative game with Meretzky's best writing to-date. Highly recommended for players interested in 80s IF, Infocom, or the evolution of IF narrative stuctures. Alternately, just use the hints and laugh your way through.

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