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Classic Games

The Hobbit

The revolutionary text adventure

Melbourne House's 1982 text adventure that pushed the genre forward with independent NPCs, a sophisticated parser, and a living world that changed whether you interacted with it or not.

sinclair-zx-spectrumcommodore-64cross-platform text-adventuretolkienmelbourne-houseparser 1982

Overview

The Hobbit was a 1982 text adventure from Melbourne House that revolutionised the genre with NPCs that acted independently, a sophisticated “Inglish” parser, and a world that continued whether the player acted or not. Based on Tolkien’s novel, it shipped with a copy of the book and sold over a million copies - remarkable for a text adventure. Gandalf wandering off on his own became legendary.

Fast Facts

  • Developer: Melbourne House (Beam Software)
  • Designer: Philip Mitchell, Veronika Megler
  • Released: 1982
  • Licence: Tolkien estate
  • Bundled: Paperback of the novel
  • Sales: Over 1 million copies

The Inglish Parser

Revolutionary natural language understanding:

FeatureCapability
Full sentences”Ask Gandalf about the curious map”
Pronouns”Pick it up” (remembered last noun)
Prepositions”Put the ring in the barrel”
Complex commandsMultiple verbs in one sentence

Far beyond two-word parsers of the era.

Independent NPCs

The groundbreaking system:

  • Characters moved without player action
  • Gandalf might wander off mid-conversation
  • Thorin could get captured by goblins
  • Enemies might find you
  • World felt alive

Infuriating when Thorin was “singing about gold” instead of helping, but revolutionary.

Time Passage

The world continued:

  • Events happened in real-time (game time)
  • Day/night cycles
  • NPCs had schedules
  • Missing events was possible
  • Created urgency and replayability

Technical Achievement

Fitting everything into 48KB:

ChallengeSolution
TextAggressive compression
GraphicsSimple line art illustrations
World modelEfficient object tracking
NPC AIGoal-directed behaviour

The Gandalf Problem

Most famous (and frustrating) feature:

“Gandalf is singing about gold.”

While you needed help, Gandalf might:

  • Wander into danger
  • Leave the party entirely
  • Get captured
  • Die

Realistic NPCs meant unreliable companions.

Multiple Solutions

Unlike linear adventures:

  • Various paths through the story
  • Different ways to solve puzzles
  • Emergent situations from NPC behaviour
  • High replayability
  • Some randomness (controversial)

Graphics

Included simple illustrations:

  • Line-drawn images
  • Loaded while text continued
  • Added atmosphere
  • Crude but effective for 1982

Cultural Impact

The Hobbit proved:

  • Licensed games could be quality
  • Text adventures could sell massively
  • NPCs could feel alive
  • Parser technology could advance
  • UK could compete in adventure games

Legacy

Influenced adventure design:

  • NPC independence became a goal
  • Parser sophistication increased
  • Living worlds became standard aspiration
  • UK adventure game scene flourished

See Also