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From: ckuppe@spock.UUCP (Charles A. Kupperman '87 )
Newsgroups: net.games
Subject: Re: Hitchhiker's Guide to the Galaxy (possible spoiler)
Message-ID: <166@spock.UUCP>
Date: Fri, 8-Mar-85 09:49:28 EST
Article-I.D.: spock.166
Posted: Fri Mar  8 09:49:28 1985
Date-Received: Sun, 10-Feb-85 05:31:57 EST
References: <396@ssc-vax.UUCP>
Organization: Choate Rosemary Hall, Wallingford, CT.
Lines: 21

I am one of many people who are frustrated and disgusted by that game, because
as an adventure game it is not a good example of the genre.  It presents the
player with a simple and unilateral storyline in which there are one or
two hard puzzles and the rest are simply a matter of correctly adapting the
novel.  It took us a long time to get the babel fish and the vector plotter,
and as far as we can tell the others are behind that door Marvin went behind.
To get past that door, it says you must prove, as with Jimi Hendrix,
that you are intelligent, by reconciling two irreconcilible things. 
(The only one I can think of is Advanced Tea Substitute and No tea.  Perhaps
if you could convince the door of the legitimacy of the substitute and
the impossibility of its coexistence with the no tea...)
Also, the spare improbability drive plugs into the control console on
the bridge.  That takes care of the large plug and I think the small
plug fits the plotter.  That done, you'd have a working improbability
drive which might force the door to open.  Of course, I would think that
the no tea would interface as a brownian motion generator with the
Vector plotter, but that's just textual evidence.  Good luck, and sorry
I couldn't help more.  The whole game smacks of a scheme to sell hint booklets.

Charles Kupperman,
"A citizen of the universe and a gentleman to boot."