Now Ain’t That Something…

Last night, and a mere twenty years after its original release, the Twentieth Anniversary edition of The Hitchhiker’s Guide to the Galaxy took the impressively heavy 2005 BAFTA Interactive award for Online Entertainment. For a computer game – a genre reknowned for having a shelf life of weeks rather than years, this is a unique achievement. It’s also a tribute to the principle that intelligent and engaging entertainment is timeless, no matter what the medium, and to the imagination, wit and humour of its authors. So congratulations are very much in order to the memory of Douglas Adams, to Steve Meretzky and to the BBC, Sean Sollé, Shimon Young and Rod Lord, who between them created the Twentieth Anniversary edition. The award itself is lovingly photographed here in the exotic surroundings of a Holborn Pizza restaurant, whose staff created an impromptu homage to the occasion by taking 7.5 million years to serve dinner.

Last Chance to See… …Just a bit more

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The Third Douglas Adams Memorial Lecture, in celebration of the life and universe of Douglas Adams.

Date: Thursday 10 March 2005
Venue: The Royal Institution, Albemarle Street, London W1
Time: Lecture begins at 7.30pm
Speaker: Mark Carwardine
Price: £20 for main auditorium with a drink beforehand £12 for gallery seating without a drink

For information including how to buy tickets please see

Lecture synopsis: Zoologist Mark Carwardine (co-author of Last Chance to See with Douglas Adams) spends more than half the year travelling the world in search of wildlife and exploring wild places.

In this highly entertaining lecture Mark describes some of his experiences and encounters with wild animals and even wilder people around the world – including some hilarious behind-the-scenes stories from Last Chance to See. And, inevitably, he has a thing or two to say about the state of the world.

The lecture will be followed by a fundraising auction, lots will include signed film memorabilia, VIP tickets to the film premier and signed copies of the Quintessential Phase: Mostly Harmless radio script.

BAFTA Interactive Awards 2005

The 2nd March 2005 sees the BAFTA Interactive Awards ceremony, in which the BBC’s Twentieth Anniversary presentation of the original Infocom Interactive Fiction game of the Hitchhiker’s Guide to the Galaxy is nominated in the Online Entertainment section. Having been responsible for the simple original online presentation of the game and been a past BAFTA juror, I’m keeping various bits of anatomy crossed for its success. Here’s hoping…

If you’ve arrived here from the BBC site, there’s a potted history of the Infocom game here, which includes never before seen scans of some of Douglas Adams and Steve Meretzky’s original notes and designs, photos taken during development of the game, the original ZIL code from the game development (of historical interest only unless you happen have a spare 1980s vintage DEC-10 computer lying around, but may contain some game spoilers) and extracts from various interviews that Steve has given about life, the game and working with Douglas.

Meretzky on Adams

In 1984, Steve Meretzky of Infocom collaborated with Douglas Adams to co-author one of the most successful and notoriously difficult computer games of all time – the interactive fiction of The Hitchhiker’s Guide to the Galaxy. In 1985, the game sold nearly half-a-million copies, making it a phenomenal success for the time, given the number of personal computers then in the world. This wasn’t long before graphic computer games took over, at which point companies like Infocom and Level 9, both of whom specialised in intelligent games of the imagination, went to the wall. It wasn’t really until we released Starship Titanic in 2000 that the art of the conversation engine as a user interface was significantly advanced over Infocom’s parser, itself derived from the original work by Crowther and Woods at MIT in the 1970s. I still fervently believe that a natural language interface is the future of interaction and that universal communication by e-mail and text messaging and the blogosphere represents a re-evolution of the word as a means of interaction. Returning hastily from that small contextual digression, here’s a compendium of Steve Meretzky’s thoughts on the original game, working with Douglas and the fate of the interactive fiction industry. Thanks to Steve for providing this and giving permission to publish it here.

What about Douglas Adams? Working with him was a good experience?

Working with Douglas was great. He had such a different perspective on things, and came up with puzzles and scenes that I’d never have thought of in a million years on my own – having the game lie to you, or using a parser failure as the words which fell through a wormhole in the universe and started an interstellar war, or having an object like “no tea”. On the other hand, the man is the world’s worst procrastinator! I had to practically camp out on his doorstep in England to get him to finish his stuff for the game.

How did you come to work with Douglas Adams?

What was he like? Douglas was an Infocom player and fan, and so when he and his agent and his publisher began discussing the subject of a computer game adaptation of Hitchhiker’s Guide, he was pretty adamant that it be with Infocom. Marc Blank suggested that I collaborate on the game with Douglas, partly due to fortunate timing (I had just completed Sorcerer), partly because many people had found Planetfall to be reminiscent of the humor of Hitchhiker’s Guide, and partly because I was the only implementor who was as tall as Douglas. The best way to describe Douglas is that he’s the ideal dinner companion. He can speak intelligently and with wit about almost any topic under the sun. Unfortunately, as a collaborator, he suffered from the fact that he was the world’s worst procrastinator! I had to practically camp out on his doorstep in England to get him to finish his stuff for the game. Otherwise, working with him was great. He had such a different perspective on things, and came up with puzzles and scenes that I’d never have thought of in a million years on my own – having the game lie to you, or using a parser failure as the words which fell through a wormhole in the universe and started an interstellar war, or having an object like “no tea”.

Continue reading Meretzky on Adams

The Archaeology of the Hitchhiker’s Guide

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Author’s February 2005 Note:

Back in 1998, I turned my wider interest in archaeology to something more specific to my profession: software archaeology. A long session of clambering and excavation in my attic revealed my 1985 copy (on floppy disk, yet) of one of the most compelling and insane frustrating computer games of the time, The Hitchhiker’s Guide to the Galaxy. Under laboratory conditions, I then callously performed a dataectomy on it – extracting the game content from the enveloping application. The next step was to source Java interpreters that could run the extracted game data online, and on a variety of portable devices. The result is what first appeared on the TDV web site. I also ported it to the Palm and Newton, installing a copy on Douglas’s own Newton when he wasn’t looking – I’m not entirely sure if the subsequent exclamation was one of pleased surprise or historical pain.

I then, with permission from Activision, who’d taken over the code (but not script) rights when Infocom folded, used the game, in Java form, as part of the 1999 Comic Relief web site. Plans to release it formally as feeware on a variety of mobile platforms were put temporarily on hold when TDV was sold off, and things then lay quiet for several years. That was until 2004, when my erstwhile colleagues, Sean Sollé and Shimon Young, took the data file and, working with Rod Lord – the artist who created the graphics for the original BBC TV series – created a complete client-server implementation of the game, with a C++ application on the server and a very nice Flash-based browser interface. This has been released on the BBC’s web site, where it has been a huge success, resulting in an Interactive BAFTA award and the latest version, the Twentieth Anniversary Edition.

So if you want to play the game, I’d very strongly recommend you do so on the BBC’s web site, where you can make “Ooh” and “Aah” noises at the graphics and, usefully, save the game as well, something the original Java implementation couldn’t do. That I’ve included here, for historical reasons, along with the 1999-2001 introduction and help information I wrote (itself now being used by the BBC).

Continue reading The Archaeology of the Hitchhiker’s Guide

The Hitchhiker’s Guide to the Galaxy: Infocom Interactive Fiction

For your interest and amusement, click on the “Continue Reading” button to play my original Java port of the Infocom Hitchhiker’s Guide to the Galaxy game. The game is Copyright © the estate of Douglas Adams . ZPLet Java Z interpreter courtesy of Matthew Russotto. Software archaeology by myself, Richard Harris at <a href="” title=”Home page”>Two Worlds Research.

Continue reading The Hitchhiker’s Guide to the Galaxy: Infocom Interactive Fiction

HHGG Game Help

The Basics :

To help you with the basics of playing the game, here’s a few basic commands to get you started.

Commands are entered at the > prompt at the bottom of the screen. These are only a small part of what the game understands – try whatever English commands seem appropriate at any given point. Note that the game only recognises the first six characters of each word.

Continue reading HHGG Game Help

Two Worlds Web

Well, it’s here: after far too long an embarrassing silence, I’ve finally taken the Two Worlds web site into the technology and presentation that matches my thinking and working practice – while I can argue that I’ve been too busy with vision, engagement and strategy for clients to have time to address my own, that would be but a small part of the truth. Finally though, pragma and need have coincided, so here is the first public iteration of the Two Worlds site. It’s new, it’s but as yet sparsely populated, so please do come back regularly as I develop the social, commercial and technological thought themes behind my business, add current and historical information around the Ubiquity model of the enabled society and then leaven the whole with a little humour, technocracy and random digression. Alternatively, subscribe to any of the site’s XML feeds (see pretty buttons to the right) to be kept informed of changes and updates.

Continue reading Two Worlds Web

Browsers and Brain cells

Here’s an opinion: The Web is about being accessible to all –  it is not, nor should it be, the domain of any one operating system, organisation or web browser. There are a good set of international standards which determine how information is delivered to and presented by browsers. Most – no, make that, “nearly all” –  browsers are compliant with those standards, within a few degrees of buggishness and interpretation. So making a site work with these is a matter of tweaking by degree, not kind. There is of course one notable exception, and that (again, “of course”) is Microsoft. And here we do appear to have a combination of conspiracy AND cock-up: Microsoft are trying to drive/keep the industry in thrall to a proprietary browser and the related server architecture. They are also guilty of producing a product that, in terms of compliance to standards, is full of bugs, ommissions and misinterpretations of best practice. Whether those are driven by corporate decision, gratuitous disregard or blind ignorance is another matter. By whatever means though, its browsers display a moderately cavalier disregard for standards and are of such a bug-ridden nature that making a site work consistently requires delving into an underworld of hacks, tweaks and rewrites that are sufficient to cause apoplexy or death-by-boredom in any thinking organism. Approximately 40% of the development time for this site has been spent in trying to implement fixes and work-arounds for Microsoft’s browsers. In comparison, tweaking for all other browsers has been, in most cases, a matter of minutes.

In order to tread the fine line of compromise between high-handed disregard for poor design and monopolistic practice and preventing the many users of such products from actually accessing these sites, we’ve gone for the “greatest good of the greatest number” and made everything work with W3C DOM-based browsers and the later versions of Internet Explorer, on Windows and Mac. But please do consider this, by preference, an ABM site: Anything But Microsoft. If they ever learn and decide to create standards-compliant browsers, then that’s just fine and dandy. In the meantime, I look forward to the day when the world’s web designers bring a class action against them, to claim for the time, brain cells and money lost in trying to make their bloody browsers work. Me, I’m off to ride my motorcycle.

Continue reading Browsers and Brain cells

Movable Type : Machine Translation

Our core web technology platform (the Two Worlds vServer) is aimed at communities and enterprises which require universal content and collaboration services that can be updated and managed in multiple ways, from mobile devices and in strange and exotic places where bandwidth and means of access may be decidedly limited. Many users have English (if at all) as their second language, so I want them to be able to both post in their own language, for those posts to be avaible in other languages and to all users with direct translations of any site content. Here I call in the excellent service at, which it is possible to call directly from a web page to carry out a machine translation of that page. In fact, if you subscribe to their Platinum service, at an astonishly reasonable $3.95 a year, you a) encourage them to keep going and b) get the facility to refine the dictionary for informal language and automatically follow links in the target language once you’ve translated the first page. So…

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I’m Richard Harris, tech entrepreneur, technology, strategy & organisational consultant, writer and photographer. This is the site for my AR/AI-focussed consultancy and mentoring work.