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The Hobbit 2015 ZX Spectrum 128K


  • The Hobbit 2015 ZX Spectrum 128K

    As will be old news for most fans of the humble speccy and The Hobbit world, a reworked version unique for the 128K machines (and naturally, emulators) has been released a while back in 2015. This was heavily discussed in the World of Spectrum forums as things got a little heated between developers of said reboot.

    The Hobbit ZX Spectrum
    The Hobbit for the ZX Spectrum 128K
    However, most consumers are perfectly happy with the fancy improvements offered by the increased memory capacity of the 128K machines. As many likely already know, the original 48K version had only 32 screens whereas the new, fancy & funky 128K has a decent 55 screens all in super-sonic bitmap format as oppose the previous vector graphics which had the lovely upside of giving you time to make a cup of tea and stand outside having a quick smoke and chatting to the neighbours about the weather between screens.
    The Hobbit 48K
    The 48K version of The Hobbit

    Mick Sparrow has graced the loading screen with his creative skills and ensured the original authors remain credited with their work whilst giving the WorldofSpectrum a mention too. You can expect puzzles and a few headaches before finishing the game (I admit, I'm not talking through experience here). The limited AI (Artificial Intelligence) has been mildly improved by allowing movement of in-game characters, which isn't always useful...

    It is suggested by many to have a copy of the book to your side to aid your travels and to ignore the movies completely as they're as useless as they are boring.

    The ZX Spectrum enjoyed the initial release of The Hobbit and was promptly ported to other systems of the day. The adventure game offered a colourful insight of J.R.R. Tolkien's world. Veronika Megler, alongside others had been afforded the opportunity to create this wonderful world and all that lay within by her employers at Melbourne House, an Australian software developer firm.

    Veronika Megler stated in a 2018 interview that developing the game was a complete accident as she was studying at Melbourne University when she answered an advertisement for a games developer - in a time when there was no real games market.

    Her only experience of games at that time was Pong & Space Invaders. After meeting Fred Milgram, he gave her one task; "Write the best adventure game ever." Well, that sounds simple enough! Veronika happened to be friends with one Philip Mitchell and got him on-board with Beam, where they created "The Hobbit", much the applause of most of the world.

    Verkonika Megler The Hobbit
    Veronika Megler
    The main game engine, bubbling away under the front end of The Hobbit, was intended to be reusable for future game development, simply by changing characters and other pertinent data, one could effectively create an entirely new game world environment from the ground up. After leaving just prior to it's completion, Veronika joined IBM and stayed there until 2009 as an operating expert & consultant and IT architect.

    Philip Mitchell worked with an English Major to build a "Inglish" interpreter, which combined with the flexibility of writing in assembler (bypassing the BASIC interpreter) ultimately led to the team completely redefining the way text-adventure games worked. Gone were the days of "Kill Dragon" and a check being performed on whether your character had collected the sword. Now you could use a rock to bash or a candle to burn. It all made sense and it set a new bar for the world of text adventures.

    So don't tell me women couldn't get into computers when one of our most beloved & respected developers is a woman

    You can read her full interview at >> THIS LINK <<
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    Last edited by Karl; 30th May 2018, 14:54.

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      Typical number of colours produced by a standard early 80s micro computer? (16 / 48 / 256 / 4096)

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