I never really played HHGG as a kid but started it up on my Apple //e using this wonderful disk image, which has a great front end for Infocom games, in case anyone hasn't seen it:
Exact thing happened to me when I first started collecting arcade games. I was ready to sell a Xenophobe cabinet, which is a massive, awkward monstrosity. Took a huge "loss" on it but at the time needed it out of my house and only cared that a potential seller could help get it up the stairs. :)
I make text adventure games in a language called Hugo. It was released in the late 90s and has not changed much. I have enjoyed being able to code with some stability for fun as I've learned other languages for work. Hugo feels like home, and it's comforting to know a language really well.
The fact that "Click to expand" / auto-collapse is the default for almost all conversations and there is no way to toggle it off is inexplicable to me.
Yeah! And Warlords for the Atari 800 (or "Castle Crisis," which is a homebrew / arcade-perfect port of the arcade version of Warlords) with some friends and real paddle controllers is a lot of fun.
If you're used to exclusively programming with line numbers and you're a kid, sure, it might take a little bit of time and instruction to comprehend that line numbers aren't necessary. But from what he wrote it just sounds like this guy is whining about (when faced with students like this) having to actually do his job.
https://archive.org/details/PitchDark