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further info on Philip Mitchell. Misc.corrections.
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Megler [1] recruited a partner to work with her on the game, Philip Mitchell [2], a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom [2][3] himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

]entirely] entirely
while theThe
itself
, though
[1] Veronika Megler, then a student in her final year as an undergraduate with an interest in database design. Personal page: http://web.cecs.pdx.edu/~vmegler/ [April 2002 Interview](http://www.avventuretestuali.com/interviste/megler-eng/)

[2] Philip Mitchell, recuited for [Melbourne House](http://en.wikipedia.org/wiki/Melbourne_House) by Veronika Megler in 1982. Also worked with Megler on [Penetrator](http://en.wikipedia.org/wiki/Penetrator_(video_game)) (1983). Continued to write games for Melbourne House/Beam Software until 2000. Further info: http://playitagainproject.org/creators/philip-mitchell/

[3] Alfred Milgrom, founder of [Melbourne House]House/Beam Software](http://en.wikipedia.org/wiki/Melbourne_House) (together with Naomi Besen). He hired Veronika Megler to “Make"Make the best adventure game ever. Period." Further info: [Australian Gaming Database](http://www.retrogamingaus.com/wiki/index.php?title=Alfred_Milgrom)

Megler [1] recruited a partner to work with her on the game, Philip Mitchell, a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom [2] himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

]entirely
while the
itself
[1] Veronika Megler, then a student in her final year as an undergraduate with an interest in database design. Personal page: http://web.cecs.pdx.edu/~vmegler/ [April 2002 Interview](http://www.avventuretestuali.com/interviste/megler-eng/)

[2] Alfred Milgrom, founder of [Melbourne House](http://en.wikipedia.org/wiki/Melbourne_House) (together with Naomi Besen). He hired Veronika Megler to “Make the best adventure game ever. Period. Further info: [Australian Gaming Database](http://www.retrogamingaus.com/wiki/index.php?title=Alfred_Milgrom)

Megler [1] recruited a partner to work with her on the game, Philip Mitchell [2], a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom [3] himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

] entirely
The
, though
[1] Veronika Megler, then a student in her final year as an undergraduate with an interest in database design. Personal page: http://web.cecs.pdx.edu/~vmegler/ [April 2002 Interview](http://www.avventuretestuali.com/interviste/megler-eng/)

[2] Philip Mitchell, recuited for [Melbourne House](http://en.wikipedia.org/wiki/Melbourne_House) by Veronika Megler in 1982. Also worked with Megler on [Penetrator](http://en.wikipedia.org/wiki/Penetrator_(video_game)) (1983). Continued to write games for Melbourne House/Beam Software until 2000. Further info: http://playitagainproject.org/creators/philip-mitchell/

[3] Alfred Milgrom, founder of [Melbourne House/Beam Software](http://en.wikipedia.org/wiki/Melbourne_House) (together with Naomi Besen). He hired Veronika Megler to "Make the best adventure game ever. Period." Further info: [Australian Gaming Database](http://www.retrogamingaus.com/wiki/index.php?title=Alfred_Milgrom)
Addtional Info on Megler and Milgrom. Real-time capabilities.
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[Veronika] Megler [1] recruited a partner to work with her on the game, Philip Mitchell, a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom [2] himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

parser was also a real-time capable, even if the player didn't enter commands, the story would move on:

Unlike other works of interactive fiction, the game was also in real time - if you left the keyboard for too long, events continued without you by automatically entering the "WAIT" command with the response "You wait - time passes". If you had to leave the keyboard for a short time, there was a "PAUSE" command which would stop all events until a key was pressed.


This was neccessary since the game's NPCs(Non-Player-Characters) and monsters were> [...]entirely independent of the player and bound to precisely the same
rules. They had loyalties, strengths and personalities that affected their behaviour and could not always be predicted. The character of Gandalf, for example, roamed freely around the game world(some fifty locations), picking up objects, getting into fights and being captured.
The game
(forfor
)
[1] Veronika Megler, then a student in her final year as an undergraduate with an interest in database design. Personal page: http://web.cecs.pdx.edu/~vmegler/ [April 2002 Interview](http://www.avventuretestuali.com/interviste/megler-eng/)

[2] Alfred Milgrom, founder of [Melbourne House](http://en.wikipedia.org/wiki/Melbourne_House) (together with Naomi Besen). He hired Veronika Megler to “Make the best adventure game ever. Period.” Further info: [Australian Gaming Database](http://www.retrogamingaus.com/wiki/index.php?title=Alfred_Milgrom)

[Veronika] Megler recruited a partner to work with her on the game, Philip Mitchell, a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

(for
)

Megler [1] recruited a partner to work with her on the game, Philip Mitchell, a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom [2] himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.

parser was also a real-time capable, even if the player didn't enter commands, the story would move on:

Unlike other works of interactive fiction, the game was also in real time - if you left the keyboard for too long, events continued without you by automatically entering the "WAIT" command with the response "You wait - time passes". If you had to leave the keyboard for a short time, there was a "PAUSE" command which would stop all events until a key was pressed.


This was neccessary since the game's NPCs(Non-Player-Characters) and monsters were> [...]entirely independent of the player and bound to precisely the same
rules. They had loyalties, strengths and personalities that affected their behaviour and could not always be predicted. The character of Gandalf, for example, roamed freely around the game world(some fifty locations), picking up objects, getting into fights and being captured.
The game
for
[1] Veronika Megler, then a student in her final year as an undergraduate with an interest in database design. Personal page: http://web.cecs.pdx.edu/~vmegler/ [April 2002 Interview](http://www.avventuretestuali.com/interviste/megler-eng/)

[2] Alfred Milgrom, founder of [Melbourne House](http://en.wikipedia.org/wiki/Melbourne_House) (together with Naomi Besen). He hired Veronika Megler to “Make the best adventure game ever. Period.” Further info: [Australian Gaming Database](http://www.retrogamingaus.com/wiki/index.php?title=Alfred_Milgrom)
Added vocabulary and link to game manual.
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The game manual([Part 1](http://www.textfiles.com/apple/DOCUMENTATION/hobbit.1.of.2) & [Part 2](http://www.textfiles.com/apple/DOCUMENTATION/hobbit.2.of.2)) states that:

[the parser] knows over 500 words and can perform over 50 different actions (combining verbs and prepositions)"


while the available vocabulary itself is quite small:
THE INGLISH VOCABULARY: Movements: NORTH (N) NORTHEAST (NE) SOUTH (S) NORTHWEST (NW) EAST (E) SOUTHEAST (SE) WEST (W) SOUTHWEST (SW) UP (U) DOWN (D) Action Verbs: BREAK FILL SAY CLIMB FOLLOW SHOOT CLOSE GIVE SWIM CROSS GO TAKE DIG KILL THROW DRINK LOCK TIE DROP PICK TURN EAT PUT UNLOCK EMPTY OPEN UNTIE ENTER RUN WEAR Special Commands: EXAMINE LOOK (L) QUIT HELP NOPRINT SAVE INVENTORY (I) PAUSE SCORE LOAD PRINT WAIT Prepositions: ACROSS INTO THROUGH AT OFF TO FROM ON UP IN OUT WITH Adverbs: CAREFULLY QUICKLY SOFTLY VICIOUSLY 

The game manual([Part 1](http://www.textfiles.com/apple/DOCUMENTATION/hobbit.1.of.2) & [Part 2](http://www.textfiles.com/apple/DOCUMENTATION/hobbit.2.of.2)) states that:

[the parser] knows over 500 words and can perform over 50 different actions (combining verbs and prepositions)"


while the available vocabulary itself is quite small:
THE INGLISH VOCABULARY: Movements: NORTH (N) NORTHEAST (NE) SOUTH (S) NORTHWEST (NW) EAST (E) SOUTHEAST (SE) WEST (W) SOUTHWEST (SW) UP (U) DOWN (D) Action Verbs: BREAK FILL SAY CLIMB FOLLOW SHOOT CLOSE GIVE SWIM CROSS GO TAKE DIG KILL THROW DRINK LOCK TIE DROP PICK TURN EAT PUT UNLOCK EMPTY OPEN UNTIE ENTER RUN WEAR Special Commands: EXAMINE LOOK (L) QUIT HELP NOPRINT SAVE INVENTORY (I) PAUSE SCORE LOAD PRINT WAIT Prepositions: ACROSS INTO THROUGH AT OFF TO FROM ON UP IN OUT WITH Adverbs: CAREFULLY QUICKLY SOFTLY VICIOUSLY 

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