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* PressXToDie: It is not a good idea to type "escape" when you are imprisoned, strapped down or lost in the dark. It works!... fatally.

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* PressXToDie: PressXToDie:
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It is not a good idea to type "escape" when you are imprisoned, strapped down or lost in the dark. It works!... fatally.fatally.
** Typing "kill self" and the like does exactly that, with the game itself saying nothing more than a "Done." about it.
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A 1984 [[InteractiveFiction text-based adventure game]] published by Creator/{{Infocom}} and yet another spinoff of that wholly remarkable franchise ''Franchise/TheHitchhikersGuideToTheGalaxy''. The game was co-written by Creator/DouglasAdams and SteveMeretzky.

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A 1984 [[InteractiveFiction text-based adventure game]] published by Creator/{{Infocom}} and yet another spinoff of that wholly remarkable franchise ''Franchise/TheHitchhikersGuideToTheGalaxy''. The game was co-written by Creator/DouglasAdams and SteveMeretzky.
Creator/SteveMeretzky.
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* HubLevel: When you reach the heart of gold, you should have the equipment to visit each other location in the game. After completing those locations, you will return to the Heart of Gold.


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* OneTimeDungeon: Once you complete the sublocations, revisiting them generally causes an insta-kill that sends you back to the Heart of Gold.

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* LostForever: Easy to do, and usually fatal.

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* LostForever: LostForever: Easy to do, and usually fatal.



** In the event that the player types things perfectly, the game will still take a specific phrase in order to advance the plot. Potential candidates include "plug plug in plotter", or "put dangly bit in tea".



## There are about a dozen tools hidden throughout the game, ''two'' of which are in your soon-to-be-demolished house at the beginning (don't worry; if you take every item you see in the house before leaving, you'll have both). Near the very end of the game, Marvin will need just one of these tools to save you. Unless you use the psychic plant, the game will deliberately pick one that you don't have. (And you can't just bring them all because it's too crowded, and the floor is a grill that lets any dropped tools slip away.)

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## There are about a dozen tools hidden throughout the game, ''two'' and Marvin will need one of which these tools to help you. ''Two'' of these tools are in your soon-to-be-demolished house at the beginning (don't worry; if you take every item you see in the house before leaving, you'll have both). Near both). You can only bring one tool to the very end necessary location because of the game, Marvin will need just one of these tools to save you. Unless you use the psychic plant, tight space, and the game will deliberately randomly pick the one that you don't have. (And have. Even if you can't just bring them all because it's too crowded, and use the floor plant to pre-determine which tool is a grill that lets any dropped tools slip away.)necessary, the game will still prioritize inaccessible tools.
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* PornStash: There's nothing useful under the bed, but there is something that can't be described in a family-friendly game.
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It's notorious for being maddeningly difficult and very funny, and stays close to the other versions of ''The Hitchhiker's Guide to the Galaxy''.

You can play it online [[www.bbc.co.uk/programmes/articles/1g84m0sXpnNCv84GpN2PLZG/the-hitchhikers-guide-to-the-galaxy-game-30th-anniversary-edition here]].

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It's notorious for being [[NintendoHard maddeningly difficult difficult]] and very funny, and stays close to the other versions of ''The Hitchhiker's Guide to the Galaxy''.

You can play it online [[www.[[http://www.bbc.co.uk/programmes/articles/1g84m0sXpnNCv84GpN2PLZG/the-hitchhikers-guide-to-the-galaxy-game-30th-anniversary-edition here]].
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Working version.


You can play it online [[http://www.bbc.co.uk/radio4/hitchhikers/game.shtml here]].

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You can play it online [[http://www.[[www.bbc.co.uk/radio4/hitchhikers/game.shtml uk/programmes/articles/1g84m0sXpnNCv84GpN2PLZG/the-hitchhikers-guide-to-the-galaxy-game-30th-anniversary-edition here]].
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-->"Your serious allergic reaction to protein loss from [[TransportersAndTeleporters matter transference beams]] becomes a cause celebre among various holistic pressure groups in the Galaxy and leads to a total ban on dematerialisation. Within fifty years, space travel is replaced by a keen interest in old furniture restoration and market gardening. In this new quieter Galaxy, the [[PsychicPowers art of telepathy]] flourishes as never before, creating a new universal harmony which [[MentalFusion brings all life together]], [[EnergyBeing converts all matter into thought]] and brings about the rebirth of the entire Universe on [[AscendToAHigherPlaneOfExistence a higher and better plane of existence]]. However, none of this affects you, because you are dead."

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-->"Your serious allergic reaction to protein loss from [[TransportersAndTeleporters [[{{Teleportation}} matter transference beams]] becomes a cause celebre among various holistic pressure groups in the Galaxy and leads to a total ban on dematerialisation. Within fifty years, space travel is replaced by a keen interest in old furniture restoration and market gardening. In this new quieter Galaxy, the [[PsychicPowers art of telepathy]] flourishes as never before, creating a new universal harmony which [[MentalFusion brings all life together]], [[EnergyBeing converts all matter into thought]] and brings about the rebirth of the entire Universe on [[AscendToAHigherPlaneOfExistence a higher and better plane of existence]]. However, none of this affects you, because you are dead."
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* EarlyGameHell: The first parts of the game whirl you through the scenes with very strict time limits to complete your objectives. Once you're aboard the Heart of Gold you can relax and take your time experimenting.
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* LogicBomb: Until you are able to aquire a cup of tea, your inventory will always have the item "no tea". You can't drop it, you can't do anything with it. However, once you fix the drink dispenser on the Heart of Gold, you can acquire "tea", and "no tea" will be dropped there. For the reasons listed under {{Doublethink}}, you need to have ''both''.

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* LogicBomb: Until you are able to aquire acquire a cup of tea, your inventory will always have the item "no tea".tea". But it's not just a cruel reminder of your refreshment deprivation - it ''is'' an object in your inventory. You can't drop it, you can't do anything with it. However, once you fix the drink dispenser on the Heart of Gold, you can acquire "tea", and "no tea" will be dropped there.dropped. For the reasons listed under {{Doublethink}}, you need to have ''both''.
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--> ''You take a single solitary step onto its ancient surface... and almost immediately [[TakeOurWordForIt something so amazing happens]] that we'll have to wait for the next game for you to find out about it.''

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--> ''You You take a single solitary step onto its ancient surface... and almost immediately [[TakeOurWordForIt something so amazing happens]] that we'll you'll have to wait for buy the next game for you to find out learn all about it.''
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--> ''You take a single solitary step onto its ancient surface... and almost immediately [[TakeOurWordForIt something so amazing happens]] that we'll have to wait for the next game for you to find out about it.''

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* {{Doublethink}}: "Intelligence" is defined as the ability to do this, and the only way to enter Marvin's room is to demonstrate that you have intelligence. [[spoiler:Appropriately enough, you ultimately accomplish this by physically removing your common sense, allowing you to carry "tea" and "no tea" at the same time.]]

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* {{Doublethink}}: "Intelligence" is defined as the ability to do this, and the only way to enter Marvin's room is to demonstrate that you have intelligence. [[spoiler:Appropriately Appropriately enough, you ultimately accomplish this by physically removing your common sense, allowing you to carry "tea" and "no tea" at the same time.]]time.
--> '''Door:''' Wow. Simultaneous 'tea' and 'no tea'. You are ''clearly'' a heavy-duty philosopher.
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* PressStartToGameOver: If you fail to get out of your house after the first few moves, you die. Thus setting the tone for the remainer of the game.
* PressXToDie: It is not a good idea to type "escape" when you are imprisoned, strapped down or lost in the dark. It works ''and'' is fatal.

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* PressStartToGameOver: If you fail to get out of your house after the first few in about twenty moves, you die. Thus setting the tone for the remainer other 99 percent of the game.
* PressXToDie: It is not a good idea to type "escape" when you are imprisoned, strapped down or lost in the dark. It works ''and'' is fatal.works!... fatally.
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* ExpospeakGag: Some items are given a name that's more complex than the everyday name. Top billing goes to the aspirin tablet in the beginning; it's called a [[spoiler:"buffered analgesic"]].

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* ExpospeakGag: Some items are given a name that's more complex than the everyday name. Top billing goes to the aspirin tablet in the beginning; it's called a [[spoiler:"buffered analgesic"]]."buffered analgesic." Deducing that you're A) starting the game with a hangover and B) swallowing this might help with that problem is the first of many hurdles.
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* ClingyMacGuffin: The Thing That Your Aunt Gave You That You Don't Know What It Is. But it's a [[BagOfHolding good thing]] you couldn't lose it... even when you're not who you were--or ''where'' you were, for that matter--when you lost it.

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* ClingyMacGuffin: The Thing That Your Aunt Gave You That You Don't Know What It Is. But it's a [[BagOfHolding good thing]] you couldn't lose it... even when you're not who where you were--or ''where'' ''who'' you were, for that matter--when you lost it.
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* BagOfHolding: [[spoiler:This is what the thing your aunt gave you that you don't know what it is actually is. One of the most useful things you can do with it is storing all of the tools.]]
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A 1984 [[InteractiveFiction text-based adventure game]] published by Creator/{{Infocom}} and yet another spinoff of that wholly remarkable franchise ''Franchise/TheHitchhikersGuideToTheGalaxy''. The game was co-written by DouglasAdams and SteveMeretzky.

to:

A 1984 [[InteractiveFiction text-based adventure game]] published by Creator/{{Infocom}} and yet another spinoff of that wholly remarkable franchise ''Franchise/TheHitchhikersGuideToTheGalaxy''. The game was co-written by DouglasAdams Creator/DouglasAdams and SteveMeretzky.

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The tree is part of the story - it\'s foreshadowing that your house is about to be knocked down if you don\'t do anything about it.


* AnotherStoryForAnotherTime: "As you pick up the toothbrush a tree outside the window collapses. There is no causal relationship between these two events."


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* {{Foreshadowing}}: "As you pick up the toothbrush a tree outside the window collapses. There is no causal relationship between these two events."
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* AnotherStoryForAnotherTime: "As you pick up the toothbrush a tree outside the window collapses. There is no causal relationship between these two events."
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* LeftHanging: The game ends when you disembark on Magrathea. Plans for a sequel fell through due to many factors.
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* FootnoteFever

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* FootnoteFeverFootnoteFever: The footnotes are all accessed by putting in "Footnote 1", "Footnote 2", etc. Because of this you don't have to wait to be prompted with one, you can read them all whenever. After a certain number it starts telling you there is no footnote for that number, and a little past that you get a note saying "Reading all the footnotes is fun, isn't it?"

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* GayOption: The game recognizes commands to kiss and enjoy characters of either gender...[[spoiler:but it just tells you that this isn't ''that'' kind of game. Sorry, slash fans.]]

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* GayOption: The game recognizes commands to kiss and enjoy characters of either gender...[[spoiler:but but it just tells you that this isn't ''that'' kind of game. Sorry, slash fans.]]fans.
-->"This is family entertainment, not a video nasty."
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** There are a few rooms or areas that have no use whatsoever, except as window-dressing, and don't even need to be passed through on the way to somewhere else (like the walkways around Arthur's home, or the very nice rooms in the flat where the party takes place (except, of course, the room you start in, which is where all the action takes place).

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** There are a few rooms or areas that have no use whatsoever, except as window-dressing, and don't even need to be passed through on the way to somewhere else (like the walkways around Arthur's home, or the very nice rooms in the flat where the party takes place (except, place--except, of course, the room you start in, which is where all the action takes place).

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** The Engine Room, at least at first. The reason being that the game is [[NoFourthWall still sulking]] after you insisted on going into the room against its recommendations. [[spoiler:After you pester the game with "look" commands for a bit, it finally relents and lets you see what's in there.]]
** There are a few rooms or areas that have no use whatsoever, except as window-dressing, and don't even need to be passed through on the way to somewhere else (like the walkways around Arthur's home, or the very nice rooms in the flat where the party takes place (except, of course, the room you start in, which is where all the action takes place).



## One thing you need to do at the start, but probably won't think of if somebody doesn't warn you, is giving a dog a sandwich. Yes, ''giving a dog a sandwich''. [[spoiler: Apparently you can also have Ford do it when you revisit that event later, at least indirectly; if you buy a cheese sandwich and then give it to Arthur, he'll toss it to the dog as he runs back to his home.]]

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## One thing you need to do at the start, but probably won't think of if somebody doesn't warn you, is giving a dog a sandwich. Yes, ''giving a dog a sandwich''. [[spoiler: Apparently you can also have Ford do it when you revisit that event later, at least indirectly; if you buy a cheese sandwich as Ford and then give it to Arthur, he'll toss it to the dog as he runs back to his home.]]

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* ClingyMacGuffin: The Thing That Your Aunt Gave You That You Don't Know What It Is. But it's a [[BagOfHolding good thing]] you couldn't lose it... even when you're not who you were when you lost it.

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* ClingyMacGuffin: The Thing That Your Aunt Gave You That You Don't Know What It Is. But it's a [[BagOfHolding good thing]] you couldn't lose it... even when you're not who you were when were--or ''where'' you were, for that matter--when you lost it.



* GuideDangIt: On a couple of levels. For one thing, many of the puzzles have no clues except for the in-game Hitchhiker's Guide, and the articles they're found in are sometimes something no one would think to look up on their own ("[[spoiler:Brownian Motion]]"?). For another, said puzzles are often NintendoHard anyway, and if you mess any of them up, the game will become unwinnable. Then again, reading the books (including the sidenotes) will help with some of the puzzles.

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* GuideDangIt: On a couple of levels. For one thing, many of the puzzles have no clues except for the in-game Hitchhiker's Guide, and the articles they're found in are sometimes something no one would think to look up on their own ("[[spoiler:Brownian Motion]]"?). For another, said puzzles are often NintendoHard anyway, and if you mess any of them up, the game will become unwinnable. Then again, reading [[Literature/TheHitchhikersGuideToTheGalaxy the books books]] (including the sidenotes) will help with some of the puzzles.



* LogicBomb: Until you are able to aquire a cup of tea, your inventory will always have the item "no tea". You can't drop it, you can't do anything with it. However, once you fix the drink dispenser on the Heart of Gold , you can acquire "tea", and "no tea" will be dropped there. For the reasons listed under {{Doublethink}}, you need to have ''both''.

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* LogicBomb: Until you are able to aquire a cup of tea, your inventory will always have the item "no tea". You can't drop it, you can't do anything with it. However, once you fix the drink dispenser on the Heart of Gold , Gold, you can acquire "tea", and "no tea" will be dropped there. For the reasons listed under {{Doublethink}}, you need to have ''both''.



* NiceJobBreakingItHero: When you issue a command the game doesn't recognize, it makes a note of it, then later informs you that when you typed in that command, you inadvertently plunged a far-distant galaxy into a terrible war, which caused the races involved to unite in an intended war of genocide against your home planet. Later becomes a BrickJoke (and opens up a few additional ways to die.)

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* NiceJobBreakingItHero: When you issue a command the game doesn't recognize, it makes a note of it, then later informs you that when you typed in that command, you inadvertently plunged a far-distant galaxy into a terrible war, which caused the races involved to unite in an intended war of genocide against your home planet. Later becomes a BrickJoke (and opens up a few additional ways to die.die--but also is required to pass a significant puzzle in the game.)


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* RealityBreakingParadox: [[spoiler:If you end up inside your own head again after you have removed your common sense, you'll [[YourHeadAsplode kill yourself]] because ''this'' time you're normal-sized. It takes a few turns for the death to catch up to you as the player.]]
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* GuideDangIt: On a couple of levels. For one thing, many of the puzzles have no clues except for the in-game Hitchhiker's Guide, and the articles they're found in are sometimes something no one would think to look up on their own ("[[spoiler:Brownian Motion]]"?). For another, said puzzles are often NintendoHard anyway, and if you mess any of them up, the game will become unwinnable.

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* GuideDangIt: On a couple of levels. For one thing, many of the puzzles have no clues except for the in-game Hitchhiker's Guide, and the articles they're found in are sometimes something no one would think to look up on their own ("[[spoiler:Brownian Motion]]"?). For another, said puzzles are often NintendoHard anyway, and if you mess any of them up, the game will become unwinnable. Then again, reading the books (including the sidenotes) will help with some of the puzzles.



## One thing you need to do at the start, but probably won't think of if somebody doesn't warn you, is giving a dog a sandwich. Yes, ''giving a dog a sandwich''. [[spoiler: Apparently you can also have Ford do it when you revisit that event later.]]

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## One thing you need to do at the start, but probably won't think of if somebody doesn't warn you, is giving a dog a sandwich. Yes, ''giving a dog a sandwich''. [[spoiler: Apparently you can also have Ford do it when you revisit that event later.later, at least indirectly; if you buy a cheese sandwich and then give it to Arthur, he'll toss it to the dog as he runs back to his home.]]

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* FriendlyEnemy: The game itself was programmed to emulate this mindset. For instance, if you type, "Panic," it will gently respond, "Not surprised."

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* FriendlyEnemy: The game itself was programmed to emulate this mindset. For instance, if you type, "Panic," it will gently respond, "Not mindset.
--> '''Player:''' [[CatchPhrase DON'T PANIC]]
--> '''Game:''' Why not? Your situation appears quite hopeless.
--> '''Player:''' PANIC
--> '''Game:''' Not
surprised."
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* FriendlyEnemy: The game itself was programmed to emulate this mindset. For instance, if you type, "Panic," it will gently respond, "Not surprised."
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* PressXToDie: It is not a good idea to type "escape" when you are imprisoned, strapped down or lost in the dark. It works ''and'' is fatal.

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