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  • - [Mysterious Woman] You are in a gloomy empty land

  • with dreary hills ahead.

  • - [Narrator] The creator of the best text adventure

  • game ever,

  • has disappeared.

  • - [Mysterious Woman] And now I'm on a hot,

  • dangerous path in the Misty Mountains.

  • - [Narrator] This is the story of the quest to find her.

  • - [Mysterious Woman] Go West.

  • (video game music)

  • - [Narrator] In 1982, Time Magazine's Man of the Year

  • was the Machine of the Year.

  • The personal computing revolution was in full swing.

  • What was once a massive machine,

  • exclusively for scientists,

  • was now small enough to invade people's homes,

  • and lives.

  • The Commodore 64 lead the charge.

  • Its advanced computer power and wild popularity,

  • challenged developers across the world,

  • to make bigger and better video games.

  • One small team in Australia

  • set an ambitious goal:

  • to create the best text-adventure game ever made.

  • Remember, back then, there were no computer mouses,

  • just keyboards and words.

  • So, what could set them up for success?

  • Adapting one of the biggest fantasy stories of all time.

  • The Hobbit.”

  • Our story, starts in Melbourne, Australia.

  • With this man, Alfred Milgrom.

  • A video game pioneer.

  • - In those days,

  • we were still trying to define what a computer game was.

  • There weren't any guidelines.

  • There wasn't a pool of people who knew about games.

  • I went and hired people from Melbourne University.

  • - [Narrator] Two students joined the team.

  • - Phil was the programmer for the gang.

  • Veronika was the one that created the puzzles.

  • She's the one who took the text ofThe Hobbit,”

  • and turned it into an adventure game.

  • And she did a brilliant job.

  • - [Narrator] The game begins with a simple sentence.

  • - [Mysterious Voice] You're in a comfortable,

  • tunnel like hole.

  • - [Narrator] Then, the player types in commands

  • to move about an open world.

  • In 1982, simple games like Pac-Man were coming out.

  • But, Veronika and Phil were creating a complex

  • digital universe.

  • - Almost immediately, it was a huge hit.

  • People were having parties to playThe Hobbit.”

  • Overall, we ended up selling something like, a-

  • quarter-of-a-million copies.

  • - [Narrator] But one thing was missing, Veronika.

  • - Veronika, we lost touch not long afterThe Hobbit

  • was published.

  • - [Narrator] Do you know what happened to her?

  • - No idea.

  • - [Narrator] Did Veronika know her game was a

  • worldwide phenomenon?

  • That she had super fans in Russia, in England, in Spain?

  • That people were learning English just to play the game?

  • - My name is Jesus Martinez Del Vas,

  • and I love video games.

  • For me, “The Hobbitwas the beginning of a new world.

  • The world for micro computer, and the world of Tolkien,

  • it was a turning point for me.

  • I always wanted to contact the people that was behind

  • the game.

  • - [Narrator] And Jesus, he wasn't the only one.

  • Fans from all over the world were searching for Veronika.

  • She wasn't really missing, but, it was the 1980s,

  • they had no way to get in touch with her.

  • Until,

  • the birth of the internet.

  • With a quick search, fans now had Veronika's email address,

  • and Jesus was one of the first to write to her.

  • (dial up noise)

  • - [Jesus] Dear Veronika, your game has changed my life.

  • I learned English because of your game.

  • - [Man] Thank you for makingThe Hobbitall those years ago

  • with Phillip Mitchell.

  • - [Woman] Hello Veronika. - [Another Man] Dear Veronika,

  • the woman that shaped my life.

  • - [Third Man] “The Hobbitgame did, and still does

  • mean a great deal to me.

  • - [Woman] Many thanks

  • for the countless hours of entertainment.

  • - [Man] I hope karma has rewarded you in your life

  • for writing that game.

  • - [Another Man] Because for all the price I've paid,

  • and I'm still paying,

  • for all the rejections and isolation.

  • - [Forth Man] Being a geek is indeed what I am,

  • what I love to be, and what I'll always be proud to be.

  • Thank you.

  • (electronic music)

  • - "P.S. escaping the Goblin dungeon was a nightmare."

  • And that's--

  • Isn't that amazing?

  • I'm Dr. Veronika Megler.

  • - [Narrator] The quest ends in Portland, Oregon,

  • a Tolkien-esque landscape,

  • where Veronika leads a normal life.

  • - I really had no idea of how popular the game was.

  • Up until about 10 years ago,

  • it was a part-time job I did at university,

  • and I moved on.

  • - [Narrator] To bigger and better things.

  • - My PhD is in computer science,

  • I built a big data search engine that combines

  • ideas from cognitive science and internet search.

  • To a work of archives of scientific data.

  • That's a joystick.

  • I am not a gamer.

  • After I wroteThe Hobbit,”

  • I didn't play any games at all,

  • for probably a decade.

  • - [Narrator] It wasn't just the fan mail

  • that drew Veronika out of the shadows.

  • - Oh, there they go.

  • There's a lot of women who

  • don't realize that they can also be computer programmers.

  • Hobbit.

  • This is my legacy.

  • And that was part of the push to me to start stepping

  • forward and making myself easier to find.

  • Just to help correct that gender bias.

  • - [Mysterious Woman] You are in Rivendell.

  • - It's pretty amazing how far that game reached.

  • And it just blows me away,

  • and it was a part-time job in university.

  • Boo.

  • I wasn't expecting to change an industry. (laughs)

  • My task was:

  • write the best text adventure computer game ever.

  • And I did.

  • (electronic music)

- [Mysterious Woman] You are in a gloomy empty land

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