Join the discussion

Write your take first — we'll ask for email only when you're ready to publish.

  • Hacker News
  • This is so cool - very impressive!

    Read the whole ReadMe to understand how you pulled this off.

    Halfway through, I shiver, wait a minute I recognize this writing style…

    I would have so preferred to remain impressed and excited by what a fellow human came up with - sometimes I really hate what AI is taking from us

  • I just don't mind it so much. I realized a bit of the way through that the readme was AI generated, and then I read the Show HN intro on this post, and realized the entire thing was AI generated.

    But... so what? Is it useful? Yeah, looks like it. Has someone else built it, by hand, and written a readme for it, by hand? No, I don't think so. The world is a slightly better place because this exists, so maybe we shouldn't complain so much about how it was made to exist.

    Someone had a frustration, and had an idea about how to solve that frustration, but decided to use a tool to write the code for him, based on his design for how the problem should be solved. That's maybe not how I would have done it, because I enjoy coding for pleasure, but that's just me, and I can absolutely sympathize with someone wanting a problem solved with code, but not wanting to write that code themselves.

    > sometimes I really hate what AI is taking from us

    I agree that LLMs have not been all roses and rainbows, but in this case, an LLM has given us something that we wouldn't otherwise have.

  • As soon as I saw bold text, I knew. Humans never bold things.
  • It's true that Claude wrote most of the Readme... But the design is human :)
  • This is great. Would you provide the changes as patches like they do for romhacks?

    This is some true quality of life improvement when playing these games and have to make dinner.

  • Thanks! No, this needs your own copy of the game, like eg ScummVM does. You run the tool on it and then you can point ScummVM/DOSBox to the patched directory.
  • Or the author could get in touch with GoG, who currently distribute several classic Sierra games. I'm sure they would be happy to offer patched versions.
  • This is wonderfully delightful. I wish I'd thought of it.

    I am exploring decompilation - MAME ROM to idiomatic JavaScript. It's going pretty well - the LLM does a good job translating from one language (machine) to another (JavaScript) which I guess is how the LLMs got their start.

    Does your input have symbols to assist understanding, or do the LLMs have to work it out for themselves?

    Warning: self-promotion: https://github.com/qarl/arcade-js

  • Thanks! I use sci-tools for the decompilation. It produces a LISP-ish S-expression source. I also extended it to produce a JSON AST.
  • I remember being mostly okay with this level of cruelty when this was one of the few games I had available all summer, but I tried to play some of them again as a middle aged guy and I couldn't believe I had put up with this.

    This is one of those so obvious it's brilliant ideas and a lot of people are going to be grateful. Thank you.

  • I'm still traumatized from Space Quest I because I didn't grab a broken glass from the windshield of our crashed spaceship before entering the cave with the laser.

    It's been 40 years. I vote wkfauna for President.

  • Talking of being softlocked on a boat crossing:

    https://www.kensblog.com/update-on-our-journey-through-the-n...

    by thom
  • I remember in Kings Quest 6 you can meet a guy early on in the bookstore which becomes relevant (but not critical?) right at the end. I never knew how relevant though, as the time I played it through right to the end wasn't one of the times when he'd happened to be in the bookstore early on.

    I guess that's not enough of a dead end to block progress.

    Maybe it'd be enough just to know what happens in the castle if Prince Alexander had befriended him. Otherwise I guess I'll carry that unresolved thread around with me for another ~25 years.

    Edit: went looking for spoilers and yeah, alternate ending which admittedly sounds better than the one I got

    by jddj
  • I played KQ6 as a small kid who could barely speak English, and again ~10 years later as a grad student. The day I stumbled on the long ending and found myself in the Realm of the Dead still counts as one of the most mind-explodey things that ever happened to me.
  • Nice job! I actually wrote a blog article about my love/hate relationship with KQ4 in particular - with a particular shoutout to my incredible irritation with the whole golden bridle scene [1].

    Without spoiling anything, are you accounting for stuff like a player saving in the Minotaur's Labyrinth without a... shall we say crucial item necessary for a trap scene?

    [1] - https://mordenstar.com/blog/kqiv

  • Yes I'm with you on that bridle! And you can only get it by typing "look down", which is infuriating! I'm also discovering, working on KQ5, that it is really evil in allowing you to use items in certain ways that look fine at first (the action succeeds), but bite you in the butt later because you needed that item for something else and there was an other option you could have used. For example, throwing the leg of lamb at the cat to chase it away will work... but then good luck surviving the mountains. I love these games but MAN.

    In KQ6, the patched game prevents you from returning to the Labyrinth entrance unless you hold everything you need for inside. Stepping on the mountain will just not work. So you can save inside... you should be "safe" at that point (as safe as you can ever be in a Sierra game, lol).

  • Was the idea that these were incredibly complex and convoluted puzzles that you'd be expected to "solve" by playing over and over until it was completable?

    You'd expect one or two of these things to slip through by mistake, but so many indicates it was a bizarre but deliberate design decision?

  • As a kid, I owned Kings Quest 3 and 5 (side note, KQ5 was available on NES). Both are in the cruel category, and I never met anyone who came close to beating them. They were fun to play occasionally, but the most fun was had by showing to friends and letting them play (everyone was blown away).

    Sierra operated a 1-900 tipline (cost $0.75 per minute or similar). I can't imagine anyone beating these games without those tips or tips from a magazine.

    by miek
  • tangent: this unfortunate design choice by the old Sierra adventure games has been discussed a number of times on the Designer Notes podcast, focused on game design [1]. Soren opens each discussion by asking the guest which is the first game they remember.

    [1] https://www.idlethumbs.net/designernotes/

    by shoo
  • This is so cool, what a great project!

    I remember using a single save game and soft locking myself in Space Quest 2 by not getting the glowing gem, and in Space Quest 1 I think by not picking up the shard of broken glass, and being so pissed off about having to replay.

    The LSL dip and sunscreen issues you fixed were particularly egregious, by that point I feel like they should have fixed things.

    While Sierra should absolutely be recognized for spawning an entire genre of games that were legitimately fun, it is crazy that they were fine with shipping games with these broken states, when it was eminently preventable.

  • > it is crazy that they were fine with shipping games with these broken states

    It was an intentional part of their game design.

    by 6581
  • > it is crazy that they were fine with shipping games with these broken states, when it was eminently preventable.

    Given what I know about Sierra (nothing first-hand, just impressions based on what I've read), I would not be surprised at all if this was entirely intentional.

  • Thanks!! I mean, I can kiiiinda see it as a design philosophy... It does make games harder and make them feel higher stakes. What really gets me is some of the later games that look like they would be safe, but aren't. For example Gabriel Knight 1 has a day structure that looks like it would prevent you from getting stuck... but it doesn't, you can trigger a day's end without getting everything you actually need. That's just, like, evil haha
  • The discussion here reminded me of the "Cruelty Scale" (https://www.ifwiki.org/Cruelty_scale) It was originally created specifically in relation to text adventure games, but seems appropriate to a broader range of game types.

    The rankings are based on criteria like how far the game lets you go after making a get-stuck choice before you realize you're stuck, and whether that realization comes with clear information about what the wrong choice was.

  • The delay is the real killer. You don't realize you're driving off a cliff until you’ve already hit the ground.
  • One of the worst cases of this I played back in the 80s was Ultima V. To avoid spoilers, there's an obscure item that you need to get before you attempt the (very long) final dungeon, but the game only hints at its existence. If you neglect to bring it, you are allowed to play to the very end at which point it tells you that you are marooned in the final screen and cannot win because you didn't bring the item. Ultima V is still my favorite Ultima, but that part of it was ultimate cruelty!
  • Aha, but there's an added dimension to this Sierra-branded cruelty:

    A young 8-year-old me, playing Police Quest for the first time. Sits through the briefing. Gets the gun, the ammo, the briefcase, from the locker room. Grabs the car key. Heads out to the parking lot, gets in the car, starts driving... and immediately dies: "you failed to perform the prescribed vehicle walkaround."

    A bit of a "gotcha" for sharewareing the game, because said prescription was in a manual I definitely did not own (remember the games that would ask you for, say, the third word of the tenth page of the manual, as a form of DRM? brilliant.)

    NO PROBLEM: ASSIGNMENT RECEIVED: I WILL SAVE THE GAME EARLY AND OFTEN!

    Begin another playthrough. Lather, rinse, repeat. Play for several hours, carefully save scumming my way to glory: I have built a complex ladder of 10 save slots that I am slowly rotating through. Then the action gets heavier and heavier, and the saves come faster and faster, until the climax of the game, where you have the Death Angel cornered. "Radio for help."

    And there it says: "With what radio?"

    The one I had left back at the station, I don't know, 10 hours ago? But that's okay, because I can head back to the station and grab it from one of my convenient saves!

    No, no I cannot. I have over-indexed and let fear win the day and save scummed myself into oblivion. The earliest save is in a walking-dead state as well. I am toast.

    I died a bit that day. A painful lesson for an 8-year-old to learn. As Bennett Foddy says in his Getting Over It soliloquy, "When games were new, they wanted a lot from you; daunting you, taunting you, resetting and delaying you. Players played stoically. Now everyone’s turned off by that."