The 80s – This was the Golden Age of the Commodore 64.
The undisputed ruler of home computing. It brought unforgettable games straight into homes worldwide.
Among its legendary titles was an innovative text adventure:
The Hobbit
A fantasy classic in text adventure form
In the early 1980s, the home computer market was still young and in its infancy in many areas, but the first classic games were already seeing the light of day and sparking the interest of a growing community of tech enthusiasts and game lovers. One of these early highlights was “The Hobbit” for the Commodore 64, an innovative text adventure with graphical elements, published in 1982 by Australian developer Melbourne House. The game was based on the novel of the same name by J.R.R. Tolkien, one of the most influential works of modern fantasy literature, and ventured into the ambitious task of interactively translating a complex literary world into an experience. The developers sought not only to create a playful adaptation of the story, but also to achieve a technical innovation that went far beyond what was common at the time. With their work, they laid the foundation for future attempts to merge literature and interactive media. The combination of literature, game mechanics, and experimental technology made “The Hobbit” one of the most remarkable titles of its time and a pioneering project that continued to serve as a source of inspiration for developers and game fans alike for years to come.
Gameplay
“The Hobbit” was ahead of its time in many ways. The game combined a parser-based text adventure with static but atmospheric illustrations of the respective game scenes. These simple but evocative graphics helped make the world of Middle-earth visually tangible and sparked the imagination of players. Players entered their commands in natural language, such as “go north,” “talk to Elrond,” or even more complex constructions such as “wait until Gandalf arrives and give him the sword.” This innovative parser system was based on a proprietary engine called “Inglish,” which enabled broader language processing than many competitors at the time. The ability to analyze more complex sentences not only made the game more accessible, but also more immersive, encouraging players to dive deeper into the game world.
Particularly noteworthy is the autonomous AI of the non-player characters (NPCs), including central figures such as Gandalf, Thorin, and Gollum. These characters did not just act according to a script, but made independent decisions, moved through the world, and actively influenced the course of the game. This meant that they could get involved in fights, pick up items, or disappear in certain places, creating new challenges or unforeseen situations. This led to dynamic game situations that varied with each playthrough and ensured a high degree of replay value. This made the world feel alive and unpredictable, resulting in an unusually high level of depth for a game of that time.
The main goal was to complete Bilbo’s adventurous journey – from Bag End to the troll caves, Rivendell, the Misty Mountains, and the Mirkwood Forest, culminating in the confrontation with the dragon Smaug in the Lonely Mountain fortress. This involved solving numerous puzzles, overcoming dangers, and using items wisely. The open structure allowed for a variety of solutions and, in some cases, even peaceful alternatives to violent confrontations. In some cases, players could completely avoid combat through clever dialogue or the targeted use of items. This gave the game a remarkable freedom that allowed players to find their own way through Tolkien’s world. Some situations even had multiple possible outcomes, encouraging players to experiment and think creatively.
Trivia and curiosities
The adaptation included many details from the book, but also some charming quirks and unintentionally comical situations that gave the game its distinctive character. Legendary is the behavior of Thorin, who loved to sit in a room and sing about gold for hours, even when dramatic events were taking place around him. The famous phrase “Thorin sits down and starts singing about gold” became a running joke among fans and was even mentioned in other media. It symbolized not only the sometimes bizarre programming of the AI, but also the humorous relationship between the players and the medium. Some players even tried deliberately to prevent Thorin from doing this by repeating commands or physical interaction, but this was usually in vain.
Another curiosity was the behavior of the parser. Players liked to test how much the engine understood – and they were often amazed: even absurd or vague commands were sometimes interpreted in surprisingly meaningful ways. Unusual combinations could lead to hidden solutions or simply cause laughter. Commands such as “put the sword in the soup” or “hug Gollum” sometimes led to surprising reactions. In some cases, the game also got caught up in absurd loops or logical errors, such as characters getting stuck in endless movement loops or objects suddenly disappearing. These moments contributed significantly to the game’s cult aura and created a community that intensively explored its mechanics. Fan forums and early magazines were dedicated to tracking down and documenting such bizarre events, which further contributed to the game’s longevity.
Game vs. book
Although the game closely followed Tolkien’s literary template, certain deviations and simplifications were necessary to translate the complex story into an interactive medium. Many scenes were shortened or adapted, some characters acted more freely than in the book, and some events could occur in a different order or not at all. The tone was also less epic and serious than in the novel – a circumstance that was due to the technical limitations of the time, but also to the developers‘ sense of humor. Instead of a strictly linear plot, the game allowed for alternative narrative paths and encouraged players to make creative decisions, which made the gameplay feel very different from the reading experience. There were moments when the characters‘ behavior or the course of events deviated significantly from the book, which could lead to surprising or even absurd situations. However, many players perceived this as a feature rather than a flaw.
Nevertheless, the spirit of the original was captured remarkably well. In particular, the atmosphere, the locations, and many central plot elements were convincingly translated. Players could slip into Bilbo’s shoes and experience Tolkien’s world from an interactive perspective—a revolutionary approach at the time. The game understood how to bring the sense of adventure and exploration that pervades the novel to life in an interactive form. It not only enabled a new form of immersion, but also a new way of discovering classic literature – from a perspective in which readers could become heroes themselves.
Critical reception at the time
When it was released, “The Hobbit” was enthusiastically received by the trade press and gamers alike. Particular praise was given to the innovative parser technology, the vivid world, the atmospheric illustrations, and the unprecedented freedom in the gameplay. Many reviewers saw the title as a quantum leap forward from conventional text adventures, which were often more linear and rigid in structure. The ability to explore different solutions and observe the behavior of characters in real time made the game a real novelty. The game also impressed with its unusually dense atmosphere, which was remarkable for a text adventure of that time.
However, some critics also criticized the game’s sometimes erratic logic or the fact that unfortunate coincidences could lead to hopeless situations. This could be particularly frustrating, as saving and loading in early home computer games was often cumbersome or time-consuming. Nevertheless, the positive voices clearly prevailed. “The Hobbit” was named Game of the Year in several gaming magazines and was the first encounter with interactive literature for many young people. In letters to the editor and game reviews, the game was described as intellectually challenging and narratively appealing. It opened many players‘ eyes to the possibilities of the medium and quickly established itself as a cult title that still has a firm place in the history of computer games today.
Reputation today
Today, “The Hobbit” is considered a milestone in the adventure genre and a pioneer of interactive storytelling. It is often cited as one of the first games to combine complex narrative structures, semi-open gameplay, and rudimentary AI elements. What is particularly remarkable is that many of these concepts only became standard in game development years later. At a time when many games still relied on simple scoring systems and high score chasing, “The Hobbit” focused on storytelling and interaction with the game world. Collectors and retro fans particularly appreciate the loving attention to detail, creative design, and nostalgic charm. The recognizable visual style and iconic parser also contribute to the game’s enduring popularity.
The game has also attracted attention in academic contexts, for example in the fields of game studies and media studies. There, “The Hobbit” is sometimes analyzed as an early attempt at the digital adaptation of classic literature and understood as a precursor to today’s narrative games. Some academic works deal with the question of how literature can be made accessible and reinterpreted through playful means. In this context, the game is often cited as an example of the transition from linear storytelling to interactive narrative forms. Its significance as a link between literary source material and playful implementation remains undisputed and makes it an important subject of study in the history of digital media.
Summery
“The Hobbit” for the C64 is much more than just a nostalgic piece of software history. It was a bold and early attempt to translate literature into an interactive medium – and with astonishing success. The developers did pioneering work by creating a complex, lively game world that set new standards in both technical and narrative terms. Despite its technical limitations, occasionally quirky logic, and slow gameplay, the game remains a fascinating testament to the experimental spirit and creativity of the early computer game era. It exemplifies the optimism of a time when developers were exploring new forms of digital storytelling and were not afraid to put ambitious ideas into practice.
It combined innovation, storytelling, and pioneering spirit in a way that still inspires today. Those who embark on this adventure will discover not only a charming retro gem, but also an early chapter in video game history that shows how much heart and ambition went into the origins of the medium. Furthermore, it invites you to reflect on the development of computer games as an art form and to appreciate the bridges that have been built between literature, technology, and interactive storytelling. In this sense, “The Hobbit” is not just a game, but also an important cultural artifact that impressively documents the early connection between fantasy and technology.
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Longplay
External links
- The Hobbit at lemon64
- The Hobbit at MobyGames
- The Hobbit at C64-Wiki
- The Hobbit at Wikipedia












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