[HN Gopher] The Further Text Adventures of Scott Adams
       ___________________________________________________________________
        
       The Further Text Adventures of Scott Adams
        
       Author : mad_ned
       Score  : 180 points
       Date   : 2021-11-24 14:02 UTC (8 hours ago)
        
 (HTM) web link (madned.substack.com)
 (TXT) w3m dump (madned.substack.com)
        
       | devenson wrote:
       | Did you have an office in Longwood FL, near Sabal Point in the
       | 80s?
       | 
       | If so, I fondly remember dumpster diving into your trash dumpster
       | w other neighborhood kids in search of games or whatever.
        
         | ScottAdams wrote:
         | Hi!
         | 
         | Yes I did! It was one of 3 in the greater orlando area. AI
         | Computer Center.
         | 
         | I have since heard from other new friends that were also kids
         | back then dumpster diving at the store. Apparently a lof
         | treasures found new homes in the local area. Very neat!
         | 
         | Did you know a Brian, Jonathan, Rob or Kevin perhaps?
        
           | devenson wrote:
           | One of my partners in crime was named John Taylor.
        
       | PaulHoule wrote:
       | Scott Adams wrote a simple interpreter which could be implemented
       | in BASIC or Assembly Language for his games.
       | 
       | https://6502disassembly.com/a2-scott-adams/interp.html
       | 
       | This was like the Infocom interpreter (e.g. "Zork") but more
       | specialized to writing games.
        
         | ScottAdams wrote:
         | Yes that is correct! I had a lot of fun inventing it and was
         | able to do some interesting things with it. Every adventiure
         | game I wrote I tried to do something different that I hadn't
         | done before.
        
       | ianbicking wrote:
       | Game design question:
       | 
       | Text adventures as a category always struck me as kind of lonely.
       | They often take place in environments where all the people have
       | been removed, like miniature apocalypses.
       | 
       | It seems technically fairly obvious why this happens: other
       | people are too hard to model. People have goals and expectations
       | and so someone traipsing around trying random things is not
       | generally acceptable, and creating characters that are
       | disinterested in their environment is its own challenge. (Writing
       | this I realize grumpy and stubborn characters are fairly common,
       | maybe for these same reasons!)
       | 
       | In all these years of advancement in games the NPC still seems
       | either lifeless or absent. I'm afraid I haven't actually played
       | your games, so I don't know how you've tried to address it, but
       | I'm sure you've thought about it. I'd be curious to hear any of
       | those thoughts, but maybe specific questions:
       | 
       | 1. Have you had any successes you could share in making a NPC
       | seem "alive"?
       | 
       | 2. Any ideas you were convinced were great but failed when
       | implemented?
       | 
       | 3. Do you think new technology can be applied to this? For
       | instance it sounds like you are using more advanced NLP in Escape
       | the Gloomer. (But understanding is only half, NPC motivation and
       | goals seem equally hard.)
       | 
       | 4. Does a strong NPC distract from the autonomy of the player?
       | (Sometimes I wonder if people even want a strong NPC, or if
       | players actually prefer NPCs to be background.)
       | 
       | 5. And separately, have you tried AI Dungeon and if so what did
       | you think?
        
         | guyomes wrote:
         | Versu story [0] was an engine for creating interactive stories
         | that was specifically designed for including easily lively
         | NPCs. I never tried it though, and unfortunately, the project
         | was abandoned [1] although it sounded very promising.
         | 
         | [0]: https://versu.com/
         | 
         | [1]: https://www.gamedeveloper.com/business/the-end-of-versu-
         | emil...
        
         | [deleted]
        
         | Rd6n6 wrote:
         | Play Galatea. It's a famous, award winning parser game about a
         | conversation with a sentient statue and has approx 70 endings.
         | The game models your relationship along several axes as you go
         | and the writing is superb
        
           | andybak wrote:
           | Oh god. I might have just installed the wrong Galatea.
        
             | ianbicking wrote:
             | The erotic literature collection for women? That was the
             | first program I found with that name :)
        
           | visualphoenix wrote:
           | This one? http://textadventures.co.uk/games/view/emrhyy7pp0c8
           | bjkjeuhs-...
        
           | ReactiveJelly wrote:
           | I'm trying it and it's _really_ hard to get any commands to
           | work.
           | 
           | Maybe I thought it would be more like Facade. Stuff like "Ask
           | galatea her favorite color" and "tell galatea her dress is
           | pretty" aren't working. It's moving really slow (minutes
           | between attempts) as I try to guess what keywords I can use.
           | 
           | I can't even "examine room" like I usually do for
           | conversation. "You can't see any such thing".
        
             | chipotle_coyote wrote:
             | Did you try typing "help", which gives you the following
             | rather verbose block of text:
             | 
             | ----
             | 
             | This is an exercise in NPC interactivity. There's no puzzle
             | and no set solution, but a number of options with a number
             | of different outcomes.
             | 
             | HINTS: Ask or tell her about things that you can see, that
             | she mentions, or that you think of yourself. Interact with
             | her physically. Pause to see if she does anything herself.
             | Repeat actions. The order in which you do things is
             | critical: the character's mood and the prior state of the
             | conversation will determine how she reacts.
             | 
             | VERBS: Many standard verbs have been disabled. All the
             | sensory ones (LOOK, LISTEN, SMELL, TOUCH, TASTE) remain, as
             | do the NPC interaction verbs ASK, TELL, HELLO, GOODBYE, and
             | SORRY; KISS, HUG, and ATTACK. You may also find useful
             | THINK and its companion THINK ABOUT, which will remind you
             | of the state of conversation on a given topic. The verb
             | RECAP gives a summary list of topics that you've discussed
             | so far; if she's told you that she's said all she knows on
             | that topic, it appears in italics.
             | 
             | SHORTCUT: 'Ask her about' and 'tell her about' may be
             | abbreviated to A and T. So >A CHEESE is the same as >ASK
             | GALATEA ABOUT CHEESE.
             | 
             | There is an assortment of walkthroughs available at
             | http://emshort.home.mindspring.com/cheats.htm, but I
             | suggest not looking at them until you have already
             | experimented somewhat.
        
         | chongli wrote:
         | AI Dungeon is amusing but it's not a game, it's a toy. Text
         | adventures are actual games with rules and objectives and
         | (usually) a final goal. AI Dungeon is more like lucid dreaming
         | in that you can do anything you want, there are no
         | consequences, and reality is essentially putty in your hands.
         | For people who want to play a game and challenge themselves to
         | solve puzzles figure out the plot I think they will be very
         | disappointed with AI Dungeon.
        
         | ilyagr wrote:
         | In addition to Galatea, "Varicella" and "Alias Magpie" come to
         | mind. In those, NPCs are not the primary focus, but there are
         | some amusing ones and the world seemed alive to me.
        
         | ScottAdams wrote:
         | 1) yes this has always been an issue. My early Marvel games had
         | to deal with this as there were numerous characters to interact
         | with. In Escape the Gloomer I mostly avoided it as Gillig is
         | trying to stay hidden so you just get to hear conversations. In
         | Adventureland XL I brought by my old friend the pirate. And you
         | do get have some interactions with him as well as Robin's Merry
         | Men. Still not very deep or rich
         | 
         | 2) That's harder to answer. I have done a lot of things that
         | may not have panned out commericially but I enjoyed the
         | technical challenge and was happy with the results. I never see
         | failure, just an oppurtunity to improve something :)
         | 
         | 3) I am sure it could be, just not an area I have been spending
         | much time addressing!
         | 
         | 4) Depends on the game of course. So many of my games are more
         | puzzle based so having an strong NPC isn't really needed there.
         | But I did have fun with both the Pirate and the Chimpanzee in
         | Adventureland XL !
         | 
         | 5) AI dungeon is an interesting idea. Each iteration gets more
         | and more promising. But still has a ways to go yet.
        
       | roomey wrote:
       | Stupid question, how do I play these games? They sound great.
        
       | baggy_trough wrote:
       | I still remember enjoying the TRS-80 games Scott made - I
       | probably played 5 or 6 of them. Is there a (reasonable) way to
       | play these games today?
        
         | ScottAdams wrote:
         | Hi!
         | 
         | Good question. My clasic games are available on a number of
         | places on the web. You can find links to some of them on my
         | personal web page at www.msadams.com
         | 
         | If you want to have a really fun experience check out
         | www.AdventurelandXL.com which is the full original game and
         | then something really special :)
        
       | cenazoic wrote:
       | To piggyback on MPSimmons' question, have you played any of the
       | interactive fiction from the 1995 revival on?
       | 
       | I read in your interview that you consider your company Clopas as
       | a 'company of Christians', rather than a 'Christian company', and
       | that you make games "[which] God can use in His glory to uplift
       | people.."
       | 
       | Can you discuss more about what 'uplift' means to you, and how
       | it's reflected in your games? What's an example of a non-
       | uplifting game/mechanic?
       | 
       | I'm not a Christian, but I find this idea a fascinating one. My
       | mind first goes to something like RDR2, which while perhaps not
       | uplifting in the traditional sense, reminded me of the awe of
       | natural beauty (or God's creation, if you prefer). Or do you mean
       | more like - the game somehow inspires the player to be a better
       | person, for various definitions of 'better'?
       | 
       | Thanks for taking the time today!
        
         | ScottAdams wrote:
         | You raise execellent questions. Thanks for asking!
         | 
         | To me uplift means to leave the player in a better state than
         | when they started.
         | 
         | To bring them closer to God's Glory and plan for their life. To
         | see the Universe and as an incredible place to be and to see
         | Life as an incredible gift from our most awesome and loving
         | Creator.
         | 
         | I am looking forward to an eternity of exploration, discovery
         | and insprired creation due to the agency of my savior and
         | friend Jesus.
        
         | ScottAdams wrote:
         | I did miss your first part of your questions and appologize.
         | 
         | In most cases I have not played most IF that is out there.
         | Though Myst stands out as an incredible exception to that. But
         | it of course was mostly non-verbal and delight to eyes.
         | 
         | Part of the reason of not playing many is a reticence to
         | accidentally steal a puzzle idea (via absortion as it were) and
         | the other is simply I have way more fun writing, coding and
         | designing :)
        
       | nsxwolf wrote:
       | Hi Scott, for the TI-99/4A versions of your games, did you handle
       | the development of the ROM cartridge? What was that like? Did you
       | have to split up any of your code to separate the game engine
       | from the adventures themselves?
        
         | ScottAdams wrote:
         | Hi!
         | 
         | I did the entire programming of obth of the TI cartrige games,
         | the text adventure cartridge (read in the games from cassette)
         | and the special made-for-TI graphical text adventure in a
         | cartridge: Return to Pirates Island.
         | 
         | My game language interpreter was already separate from games
         | written in my adventure language. So putting the interpreter on
         | the cartridge was not very difficult. See one of the other
         | threads on this AMA for more information about that!
         | 
         | I acutally have a TI/99 still today. It is the only classic
         | machine I have. :)
        
           | nsxwolf wrote:
           | You were using good software engineering principles way back
           | then!
           | 
           | Now my obligitory fanboying: Those text adventures were an
           | important part of my formative years. They inspired me to
           | learn how to write more advanced programs, because I
           | desperately wanted to create my own text adventures. My first
           | one was a gigantic, unwieldy tree of if/then/else statements,
           | and that painful experience led me to more learn advanced
           | data structures and concepts.
        
             | ScottAdams wrote:
             | I am so glad my classic games were such a great inspiration
             | for you!
        
       | seanwilson wrote:
       | Hi Scott! Do you have any thoughts on how hard it is to come up
       | with original adventure game puzzles and what your process is
       | here?
       | 
       | When I was looking at this once, I noticed there's a lot of
       | puzzles that are shared between recent adventure games that you
       | can find in older adventure games too e.g. screwdriver + screws,
       | rusty door + oil, distract an NPC so you can steal something.
       | Instead of this being from lack of originality, I think instead
       | there's some limits on how many puzzle like this exist because
       | they have to be common sense + not completely obvious + involve
       | physical object manipulation + use common objects. I think this
       | is one of the reasons a lot of recent adventure games and escape
       | room games devolve into doors with abstract logic problems to
       | unlock them. Alternatively, they need to introduce new mechanics
       | to widen the design space, like adding time travel or magic.
        
         | ScottAdams wrote:
         | My process has always been one of inspiration from a higher
         | power.
         | 
         | I would place a location, think of obvious items for the
         | locations and then pretend I was there. What would I try to do
         | and why? Then I would sit and think about it.
         | 
         | I also enjoyed putting it in front of beta testers and seeing
         | what new and unique things they might try that I would want to
         | incorporate into the game.
         | 
         | A big tip of the hat to Neil Novak one of my classic game
         | testers from whom I got a lot of great inspiration!
         | 
         | As far as new puzzles go I hope you try the new section I wrote
         | for Adventureland XL. I have a large number of new puzzles and
         | one that I am especially happy with that went in a direction I
         | hadn't done before.
         | 
         | To get into the XL section of Adventureland you do first need
         | to complete the base game and it has changed a bit with a few
         | new puzzles of its own. You can never loose so don't ever start
         | over. Just keep playing and let me know what you think :)
        
       | strenholme wrote:
       | I actually figured out the format for Scott Adams adventures and
       | created a Scott Adams port of the "Cloak of Darkness" mini
       | adventure, as well as my own small adventure game, Desert
       | adventure, which can be played online at
       | https://samiam.org/software/parchment/desert.html
       | 
       | Downloads follow.
       | 
       | Cloak of Darkness: https://samiam.org/software/parchment/Cloak-
       | Scott.zip
       | 
       | Desert adventure: https://samiam.org/software/parchment/desert-
       | scott.zip
        
         | ScottAdams wrote:
         | So cool you were able to do that! Big congratulations on taking
         | it to the next level and making your own games! Love it!
        
         | eps wrote:
         | > desert.html
         | 
         | Issuing two "go north" commands causes the page to go
         | completely blank in mobile Safari.
        
       | pamoroso wrote:
       | Thanks for sharing your story Scott. Back when you wrote your
       | early games, what were your toolchain and development process?
        
         | ScottAdams wrote:
         | Really good question!
         | 
         | I was working on a TRS-80 Level II machine (this was a model 1
         | before there wer models). It was my first home appliance
         | computer, before that I had homebrews. It came with Microsoft
         | Basic.
         | 
         | I had only used tiny basic up until then and wanted to play
         | with strings. It sounded neat to be able to manipulate language
         | with them.
         | 
         | I wrote a game language, a compiler for the language, and an
         | interpreter for the language to play the game, all in BASIC.
         | 
         | I also wrote Adventureland (my first game) at the same time.
         | Adding features to the tools and the game as I was inspired.
         | 
         | Much later I converted the BASIC interpreter into Z80 assembler
         | to be able to give me more memory. The entire game with
         | interpreter had to fit in 16K bytes!
        
           | pamoroso wrote:
           | Very interesting, thanks. I wonder whether you distributed
           | those early commercial games as BASIC source on tape.
        
             | ScottAdams wrote:
             | Adventureland and Pirate Adventure were both originally
             | done in BASIC and the interpreter with the compiled
             | language (it reduced it to numbers) was on the tape. I did
             | have some extremely clever folks reverse engineer my
             | language and then write games in it! Hat tip to Alvin Files
             | and William Demas amongst others!
        
               | pamoroso wrote:
               | Got it, thanks again.
        
               | mypalmike wrote:
               | Pirate Adventure was the first game I had on my Atari
               | 800. I really loved it. I still remember coming across
               | the terms "pieces of eight" and "flotsam and jetsam" and
               | having to ask my mom what they meant. I seem to recall it
               | was my first encounter with the the word "flat" meaning
               | apartment. My vocabulary was thus improved by your work.
               | Thanks!
        
               | ScottAdams wrote:
               | Yes those were all terms I used in my game! I loved
               | reading and had a good vocubulary that I liked to use
               | when it seemed appropriate :)
               | 
               | I am happy you have such good memories of my classic
               | games! Have you tried any of my new ones?
        
       | MPSimmons wrote:
       | Scott, are there any "modern" games that you feel capture the
       | same spirit of exploration and discovery that your games
       | embraced?
        
         | ScottAdams wrote:
         | I do love exploration and discovery games. Especially with a
         | good story line.
         | 
         | Some of the games that I have greatly enjoyed are (in no
         | particular order)
         | 
         | Myst, Everquest (1 and 2), Dark Age of Camelot, Age of Empires,
         | Fable, Guild Wars 2, Baldurs Gate, Half Life, Valheim
         | (currently playing), Descent (played with two joysticks, one in
         | each hand to give full 3D controls), Star Wars Galaxy, Sims,
         | Call of Heroes, Ultima Online
        
       | mad_ned wrote:
       | I was really honored for a chance to talk with one of computer
       | gaming's true pioneers, Scott Adams. His text adventure games
       | launched an entire game genre and influenced and inspired a lot
       | of other programmers and game developers.
       | 
       | If you read the interview and come away thinking, "why didn't he
       | ask him about X?", today's your lucky day, because Scott has
       | graciously agreed to stop by here and answer a few questions.
       | He's new to HN, so be sure and give him a warm welcome!
        
         | ScottAdams wrote:
         | Ned I really appreciate the interview you did! And this
         | opportunity here, because of it, to connect with so many cool
         | folks.
        
       | anthk wrote:
       | Those adventures had been converted to the Z-Machine long ago.
       | Get them from IF archive and you can play them anywhere.
       | 
       | https://ifarchive.org/if-archive/games/zcode/adamsinform.zip
        
         | ScottAdams wrote:
         | Very cool! Thanks for the link.
        
       | jim_lawless wrote:
       | Scott, I am curious about the genesis of your game language
       | interpreter. Did you have a background in building interpreters /
       | compilers before going in this direction?
        
         | ScottAdams wrote:
         | I always looked at a computer issue as a challenge. How can I
         | best handle it.
         | 
         | My brother built a 32 bit computer from bit slice chips, my
         | other brother made a tv typewriter IO for it. I was the one who
         | was going to program it. So I made a game.
         | 
         | I had no compiler, not even an assembler or linker. I had to
         | write it in psuedo assembler and then hand assemble and link
         | the code.
         | 
         | One issue I discovered early on was I made mistakes and it made
         | lots of branch statements invalid if things moved. Not having a
         | linker I devised a system where i put a jump table at the top
         | of every module and then all other modules accesed that module
         | via it's jump table. Just an example of approaching a problem.
         | 
         | I had the first ever Sphere computer (look them up! Amazing
         | machine) It was a text only screen and I wanted to write a
         | graphic game for it. So I designed an built my own graphics
         | card, designed and built tank controllers for 2 players and
         | wrote a tank war game for 2 players.
         | 
         | I never saw problems as a wall to walk away from, I saw them as
         | an incredible chance to do something different to be able to
         | scale it.
         | 
         | So when it came to writing a text adventure on a machine with
         | tiny memory I had to get creative. I had not done anything like
         | this before and i was just insprired to do the game, the
         | language, the compiler and the interpreter all at the same
         | time. It just felt right :)
         | 
         | I continue to push myself over walls and today I use Unity, C#
         | and continue to do things that aren't supposed ot be possible.
         | 
         | For example www.finalPilot.com has an underlying network
         | communication package I derived because I couldnot find a
         | current solution that would totally fit the problem domain. It
         | had to work on both UDP and WebGL with the same code base. It
         | was a lot of fun coming up with a working system. WE are in the
         | process of soon starting a new game with some new challenges
         | and its network system will be much different from what Final
         | Pilot uses.
         | 
         | Sorry if I rambled a bit and happy to fill in more details if
         | needed.
        
           | timbit42 wrote:
           | I read or heard you talk about Mike Wise's Sphere before. I
           | wish there was more information about it available online. I
           | know there was a BASIC for it before Microsoft or Tiny BASIC
           | came along. Did you have BASIC on the Sphere? How did it
           | compare to other BASICs?
           | 
           | Any other info about the Sphere would be appreciated. I know
           | BYTE magazine called it the first true personal computer.
        
             | ScottAdams wrote:
             | Yes I had a version of tiny Basic I loaded from cassette
             | for Z80. The sphere was first advertised in back of Radio
             | Electronics in a small box ad. I think it was around June
             | in mid 70s.
             | 
             | It cost if I remember correctly $850 or so. For that it
             | would come with cassette IO, 512 bytes of ROM, a video
             | monitor and case. The boards were on a backplane (inside)
             | with room for expansion. There was also of course a power
             | supply.
             | 
             | This was a kit and not assembled.
             | 
             | At the time Mike did NOT have any inventory and was winging
             | it! I found out later I was his very first order. Also they
             | did a "what do you use your Sphere for" annual contest
             | which I won with my Tank War game and my design for a
             | graphics card. I even sent them a super 8 video of the game
             | play. Sadly lost as I sent my only copy.
             | 
             | That price got you an unassmbled kit. Also at
        
       | moolcool wrote:
       | (Not the Dilbert one)
        
         | Igelau wrote:
         | I almost didn't even click. My gut reaction to the headline was
         | "what train wreck did the Dilbert author create this time and
         | do I feel like seeing the carnage?"
         | 
         | Eventually I decided I did and was pleasantly surprised.
        
           | dang wrote:
           | Please keep flamebait tangents off HN, for the same reason
           | that you don't toss lit matches in dry forests.
           | 
           | https://news.ycombinator.com/newsguidelines.html
        
             | Igelau wrote:
             | It's not a tangent. The headline is potentially misleading
             | and appears to be about a flamebait topic.
             | 
             |  _Pay attention. Read. Comprehend._
        
               | dang wrote:
               | Not only was it a tangent, the analogy is as precise as
               | one could get: the two topics are connected only at a
               | single point (the coincidence of the name) and have
               | literally nothing else to do with each other.
               | 
               | Edit: you've unfortunately been posting a lot of
               | unsubstantive comments lately. Would you please stop
               | doing that? It's not what this site is for.
        
         | ScottAdams wrote:
         | Which is a good point.
         | 
         | Back when the internet was starting to bloom I got a nice email
         | from Scott Adams of Dilbert.
         | 
         | Seems he had gotten a number of fan mails meant for me and was
         | trying to find who to send it to. I also had a number of fan
         | mails meant for him! We exchanged the mails and had a nice chat
         | about it!
        
           | JshWright wrote:
           | > Which is a good point.
           | 
           | Especially as he seems to have kind of gone off the
           | proverbial deep end with his political fanaticism in recent
           | years...
        
             | artificial wrote:
             | If you examine the news he covers he's pretty balanced with
             | slightly more left than right (both hover around 40%).
        
             | dang wrote:
             | Please don't take HN threads on generic tangents, and
             | especially not generic flamewar tangents. They have a way
             | of taking over and drowning out actually-interesting
             | discussion with repetitive, nasty stuff. Therefore the site
             | guidelines ask everyone to try to avoid them here:
             | 
             | https://news.ycombinator.com/newsguidelines.html
        
               | JshWright wrote:
               | Yeah, that's fair... Thanks for the feedback (and for all
               | you do for the HN community)
        
             | zalequin wrote:
             | If you read his books, it's obvious he's doing that on
             | purpose in order to get more attention (which eventually is
             | converted to fatter bottom line for him).
             | 
             | Essentially, the dude is a professional troll.
        
               | weswpg wrote:
               | His wife is extremely young and I can't look at them
               | together without thinking something is really wrong
               | there. He might be older than his father-in-law.
        
               | Veen wrote:
               | She is 33 and was 25 when they met. That is not
               | "extremely young". She's a mature adult, and presumably
               | she knows what she's doing.
        
               | monocasa wrote:
               | We're not saying it should be illegal, we're saying it's
               | creepy.
               | 
               | The general rule is you can go down to half your age plus
               | seven years. That makes anyone over 36 creepy for dating
               | a 25 year old.
        
               | jp_sc wrote:
               | Are you a teenager? Believing after college age that that
               | "rule" is some kind of law is kind of ridiculous
        
               | monocasa wrote:
               | 60yos dating 25yos is creepy to nearly everyone.
        
               | Veen wrote:
               | That's what I'm struggling to understand. Who is being
               | creepy? Who has behaved in a creepy way? Adams or his
               | wife? What does creepy even mean in the context of two
               | adults forming a relationship? Why is it anyone else's
               | business?
               | 
               | (To be clear, I'm no fan of Adams. I dislike his politics
               | and never enjoyed his work particularly. But I find this
               | focus on his marriage weird and, I suppose, creepy in
               | itself).
        
               | mikestew wrote:
               | _The general rule is you can go down to half your age
               | plus seven years._
               | 
               | Where'd you dig that out of, a back issue of
               | _Cosmopolitan_ , right next to the "partner
               | compatibility" quiz? Two grown, consenting adults don't
               | need your approval to hook up, no matter the age
               | difference. Calling it "creepy" is simply arrogant and
               | self-righteous, with a sprinkling of tone-deaf on top.
               | 
               | There's plenty to not like about the other Scott Adams.
               | His choice of partner is not one of them.
        
               | monocasa wrote:
               | There's peer reviewed studies that validate that range.
               | One example:
               | https://psycnet.apa.org/record/2001-01742-002
               | 
               | I find it really amusing that the hate I'm getting on
               | this seems to be coming from older men.
        
               | Zababa wrote:
               | > Results show that females preferred partners of their
               | own age, regardless of their own age and regardless of
               | the level of relationship involvement. In contrast,
               | males, regardless of their own age, desired mates for
               | short-term mating and for sexual fantasies who were in
               | their reproductive years. However, for long-term mates,
               | males preferred mates who, although younger than them,
               | were sometimes above the age of maximum fertility.
               | 
               | I'm not sure your study is validating that range. I feel
               | like it's doing the opposite. I also remember statistics
               | from dating websites where women always preferred someone
               | their age, while men always preferred someone between
               | 20-25, no matter their age.
        
               | monocasa wrote:
               | It says that guys get off to the idea of young women, but
               | for long term commitments want someone closer to their
               | age as well, even if that person is outside of fertility.
               | That backs up what I'm saying.
        
               | Zababa wrote:
               | I don't think it validates what you're saying. You're
               | saying it's creepy, while the study says it's natural if
               | the goal is not a long term commitments. Or is your view
               | that anything that's not a long term commitment is
               | creepy?
        
               | monocasa wrote:
               | A) We're discussing a marriage
               | 
               | B) If you read the study and not just the abstract, it
               | puts the general lowest age for 60yo men at around 45 for
               | purely sexual fantasy partners. A 25yo is wayyyyy outside
               | that bounds.
        
               | Zababa wrote:
               | > If you read the study and not just the abstract
               | 
               | I'd have to purchase the PDF for that.
               | 
               | > it puts the general lowest age for 60yo men at around
               | 45 for purely sexual fantasy partners
               | 
               | I find it really really high and hard to believe. I'm not
               | sure about the methodology employed, but if people can
               | just lie, I wouldn't trust the results of that study.
        
               | monocasa wrote:
               | Sci hub still exists.
        
               | stickfigure wrote:
               | There's something odd about an abstract that says
               | "...females preferred..." instead of "...the majority of
               | females preferred...".
               | 
               | By that same standard, humans are heterosexual,
               | monogamous, and date within their own skin color. And
               | apparently, anyone who deviates from that is "creepy".
        
               | ModernMech wrote:
               | He's an extremely wealthy divorce in his mid 60s. She's a
               | 33 year old model... which is well past the top end of
               | that career, with two children, who is now the VP of
               | Adams' WhenHub. I think it's clear everyone in that
               | relationship knows what they are doing. Doesn't make it
               | any less the fact that he's old enough to be her father.
        
               | Veen wrote:
               | Is this a American cultural quirk I'm not understanding?
               | Who cares that he's old enough to be her father? Why is
               | it interesting or relevant? He married an attractive
               | younger woman. She married a rich older man. It happens
               | every day all over the world. Its not the first marriage
               | for either of them and they both already have children.
               | It says very little about either person involved except
               | that one likes attractive women and the other likes rich
               | men with a sense of humor (if we assume the most cynical
               | motivations).
        
               | time_to_smile wrote:
               | > Is this a American cultural quirk I'm not
               | understanding?
               | 
               | As an American I would say: yes, it is.
               | 
               | I suspect it has something to do with the rising neoteny
               | of more recent generations coupled with America's
               | persistent puritanical views on sex, but there has been
               | an increasingly bizarre fixation on the age gap of
               | couples. All teenagers have recently be re-defined as
               | children, so much that it's common on places like reddit
               | to view even attraction to say a 17 year old viewed as a
               | form of pedophilia.
               | 
               | For nearly all of human history men over 30 forming
               | relationships with women in their late teens has been
               | normal. This was even not too rare 30 or so years ago in
               | the US. But there has been a rising moral panic about age
               | and sex that leads to comments like the above.
        
               | monocasa wrote:
               | So wait, it's simultaneously a Puritanical hang up from
               | the past, and also contrary to the way things have always
               | been?
        
               | inkblotuniverse wrote:
               | Maybe America's puritany is just conserved. As its ire
               | shifts away from some thing as they become
               | liberalised/destigmatised, it shifts onto others.
        
               | stickfigure wrote:
               | > Doesn't make it any less the fact that he's old enough
               | to be her father.
               | 
               | Honest question: So what? Why does that trouble you?
               | 
               | I would understand if one side was indeed "extremely"
               | young, but 60s/30s are unquestionably adults, and there
               | don't seem to be any consent issues.
        
               | ModernMech wrote:
               | It doesn't trouble me personally, I stated the facts of
               | the matter and that my interpretation of it is that
               | everyone is getting what they want. Others here have
               | stated it weirds them out and that's fine too. It's well
               | known in our society that this kind of age gap can be
               | problematic for some. We have little "rules" about it
               | (https://xkcd.com/314/), which are just societal norms.
               | Scott Adam falls out of this norm and it makes people
               | uncomfortable, as norm-breaking tends to do. One question
               | people might ask is, why don't you date someone your own
               | age? There are a lot of reasons one could answer, but
               | when one says something like "I don't talk about where we
               | met. People make judgments", and they are already
               | breaking norms, then I think it's fine some people have
               | reservations. Not that those reservations mean anything
               | to anyone, but it's not an unreasonable feeling to have
               | when confronted with such an unconventional relationship.
        
               | rsynnott wrote:
               | Eh... He's always had... peculiar ideas. It's just that
               | previously his detachment from reality was mostly in
               | relatively harmless directions ("The Secret" type stuff,
               | lack of belief in gravity, etc). I would buy that his
               | current delusions might be genuine.
        
               | Tade0 wrote:
               | If this is true (I honestly don't know) then he's a
               | master of the craft.
               | 
               | And also unbelievably cynical, but looking at his work
               | it's obvious that this is the case.
        
               | mmastrac wrote:
               | Totally agree, but it really felt like he had drunk his
               | own kool-aid at times.
        
               | smilespray wrote:
               | First rule of drugs and propaganda: Don't get high on
               | your own supply.
        
               | delecti wrote:
               | Are you implying that makes it better? Because I couldn't
               | disagree more. It's one thing if someone just holds
               | different political opinions, it's another to see
               | problems in the world, acknowledge their cause, and fan
               | the flames anyway. Things like posting that Republicans
               | are likely to be hunted [1] if Biden wins are the sort of
               | thing that led to a literal coup attempt.
               | 
               | [1] https://twitter.com/ScottAdamsSays/status/12783098354
               | 5328435...
        
             | [deleted]
        
             | wizzwizz4 wrote:
             | I think he'll probably recover. Satirists are among the
             | best equipped of us to get out of these kinds of holes.
        
           | dhosek wrote:
           | In the completely random department, your picture was (I
           | think) on the cover of some Apple magazine back in the 80s
           | (maybe SoftTalk?) and my geometry class got a great deal of
           | enjoyment out of the fact that you and our geometry teacher
           | could have been twins.
        
       | ScottAdams wrote:
       | Just a quick note that I am off to meet family flying in for
       | Thanksgiving. I will continue to reply to this thread later this
       | afternoon.
        
         | ScottAdams wrote:
         | I am back for a bit and trying to catch up with all the amazing
         | comments on this thread. You folks are super!
        
       | hitekker wrote:
       | For new folks like myself, Scott Adams is a prolific game
       | designer:
       | https://en.wikipedia.org/wiki/Scott_Adams_(game_designer)
        
         | ScottAdams wrote:
         | Thanks for putting up the link! Great to make a new friend btw!
         | 
         | Happy Adventuring!
        
       | TigeriusKirk wrote:
       | Scott, what was the thinking behind publishing the source code to
       | some of your early games in magazines (at a time when you could
       | still sell them profitably)? It obviously worked out well, but it
       | sounds like a bold step to take.
        
         | ScottAdams wrote:
         | I was approached by Byte Magazine to do a feature article for
         | them. I included my game source code in it as I wanted to share
         | the technology I had developed with others.
         | 
         | Sadly there were a number of typos when they transcribed it
         | into the magazine. Yet many people were able to press through
         | and debug it to get it work which was pretty amazing.
         | 
         | My thought was we are all standing on the shoulder's of those
         | who went before us. By helping each other we build towards a
         | better future.
         | 
         | I have received a load of fan mail over the years from folks
         | who have now gone from being fans to being friends. One of the
         | major threads in most of the emails was how my games or gaming
         | systems made a big impact on their life.
         | 
         | There are literally a number of very well known gaming
         | companies now, who's founders have written me about how my
         | early games were an ispiration for them.
         | 
         | I had no idea at the time, but God was using me through the
         | gift He gave me to inpsire others. It is wonderful to be able
         | to see that happen!
        
           | s7r wrote:
           | > _My thought was we are all standing on the shoulder 's of
           | those who went before us. By helping each other we build
           | towards a better future._
           | 
           | Inspired by this comment, just wanted to share this with you:
           | 
           | https://manyworlds.pages.dev/about
           | 
           | Still in development (first time sharing the site!) -- in any
           | case, thought it might resonate!
        
             | ScottAdams wrote:
             | Oh that is really cool! Thanks for sharing it. I signed up!
             | 
             | Hey folks take a look!
        
               | s7r wrote:
               | Thank you so much, deeply appreciated! Feel free to pass
               | on / use as you like!
        
       | ScottAdams wrote:
       | Hi all this is Scott Adams. I am open for an AMA (Ask Me
       | Anything), awaiting your comments!
        
         | mysterydip wrote:
         | What's a question you've always wanted to be asked?
        
           | ScottAdams wrote:
           | Oh you are an excellent interviewer! No one has ever asked
           | that one of me.
           | 
           | Probably thing I love the share the most is how amazed I was
           | to find out the Creator of the Universe and is real and that
           | He actually cares about me.
           | 
           | A subject I am now always williing to share but not many
           | inquire about it.
        
             | mysterydip wrote:
             | Thanks for sharing! Were you able to put that into any of
             | your games in one way or another? I am a hobbyist gamedev
             | and am struggling to find a way that doesn't come off as
             | "in your face".
        
         | andrewstuart wrote:
         | Hi Scott,
         | 
         | You changed my life when at 12 years old I first saw a computer
         | and the first things I saw running on it was Voodoo Castle and
         | The Count.
         | 
         | Back in 1979 it was literally like I had discovered magic was
         | real because here in Australia computers were unknown to most
         | ordinary people.
         | 
         | It's hard to convey how much this blew my 12 year old mind. I
         | don't think I stopped thinking about Scott Adams adventures for
         | years after that.
         | 
         | I LOVED all your games, so much atmosphere.
         | 
         | Thanks for creating that magical part of my life.
         | 
         | Favorites:
         | 
         | Voodoo Castle
         | 
         | The Count
         | 
         | Mystery Fun House
         | 
         | AdventureLand
         | 
         | Savage Island (though it was too hard for me)_
        
           | ScottAdams wrote:
           | I am so excited that my games were such an inspiration to
           | you!
           | 
           | Have you tried any of my newer ones at all? www.Clopas.net
           | see if anything strikes your fancy now?
        
         | kbutler wrote:
         | Wanted to say thanks for many hours of puzzling and enjoyment
         | with my brothers growing up. I always appreciated that the
         | puzzles you created had logical solutions, though I confess we
         | also examined the strings embedded in the programs for clues!
         | 
         | And I remember being stuck and playfully trying to jump into a
         | certain ravine and realizing that instead I had just found out
         | how to get across it (I guess it was a smaller ravine than I
         | had imagined). Another poster mentioned learning "flotsam &
         | jetsam" - I also learned calliope - though not how to pronounce
         | it.
         | 
         | But I think we never completed The Golden Voyage - I should see
         | if I can convince my children raised with Minecraft and HD
         | games to give your adventures a shot. This is good timing, as
         | my family often plays older games over Thanksgiving.
        
           | ScottAdams wrote:
           | If you want to try something special see about playing
           | www.EscapeTheGloomer.com or wwww.AdventurelandXL.com with
           | them as a group. They are more forgiving than my classic
           | games and designed with more modern audiences :)
        
         | ggambetta wrote:
         | Hi, Scott! Fun to see you here :)
        
           | ScottAdams wrote:
           | Great to see you as well. From the short handle I suspect you
           | are one of my long term Italian friends! Am I correct? If so
           | cool!
           | 
           | If not, then I am happy to make a new friend!
        
         | Rd6n6 wrote:
         | Hi Scott. I started playing parser based IF less than a month
         | ago. I find it so immersive that the only parallel I have for
         | the experience is high quality VR. I love it so much that I
         | wrote my own parser engine 2 weeks ago and I have some ideas
         | for side projects to revive the genre.
         | 
         | Thanks for helping to create these!
         | 
         | Are you aware at the moment of any interesting developments in
         | the "text games for people with vision problems" field?
        
           | ScottAdams wrote:
           | My Return To Pirate Island 2 (turn of the century), the
           | Inheritance (2013) were blind compatable.
           | 
           | I also released Escape The Gloomer on Alexa (fully audio
           | only)
           | 
           | Currently working on making AdventurelandXL
           | (www.AdventurelandXL.com) Windows screen reader compatable as
           | well.
        
           | anthk wrote:
           | You may like using Inform6 instead of writting your own
           | parser. Most verbs and room behaviours are already
           | implemented:
           | 
           | https://www.inform-fiction.org/
        
             | ScottAdams wrote:
             | Very neat indeed but I am partial to my own engine as I
             | know it so well and can tweak it to do exactly what I need
             | :)
        
             | Rd6n6 wrote:
             | Part of the fun is making the engine and figuring out how
             | the games work under the hood. The world model is
             | surprisingly simple and flexible in these games. Learning
             | about this style of world model gave me some ideas for
             | other projects
        
               | anthk wrote:
               | You can make an v3 z-machine interpreter in weeks :).
        
         | Jiro wrote:
         | I can get many of your adventures from your old website. The
         | readme file says that four of the later adventures are in SAGA+
         | format and are not included because ScottFree can't play them.
         | Since this was written 24 years ago, is there now anything that
         | can play them and if so will you be releasing them? (I'd think
         | that at least it should be possible to play through emulation.)
         | 
         | Trying to google this is harder than it seems, and shows me
         | graphical versions that are so different between systems that
         | they look like they were written from scratch for each system
         | rather than using the same data format with an engine.
        
           | ScottAdams wrote:
           | All my games used either my original engine or my later SAGA
           | engine. I have since built on that engine and created CLO+#
           | (pronounced Clopas Sharp)
           | 
           | The reason the later games may not be available would also be
           | due to licensing. The licenses for the Marvel games and
           | Buckeroo Banzai have all expired and can't be legally used
           | anymore.
           | 
           | Keep searching on the internet though. There are users and
           | user groups still playing them :)
        
         | [deleted]
        
         | 1970-01-01 wrote:
         | Thank you for making such wonderful adventure games!
         | 
         | Will your games ever be ported directly to app stores or game
         | stores such as XBOX Live? I think you would get thousands of
         | new fans.
         | 
         | Any updates on your Lyme resources?
        
           | ScottAdams wrote:
           | HI! I don't have any plans of putting my classic (or new
           | adventure games) on XBox as they don't really lend themselves
           | to console play. You really need a keyboard to enjoy them.
           | Though I do have one game on Alexa www.EscapeTheGloomer.com
           | 
           | www.lyme-resource.com is still around but I haven't updated
           | in some time. Most folks tend to be more focused on Covid
           | than Lyme. Yet Lyme is still a deadly killer that is often
           | misdiagnosed.
        
         | Ishmaeli wrote:
         | Wow, your stuff looks amazing and I can't believe I've never
         | heard of you. I can't wait to dive in.
         | 
         | I came of age in the Infocom era. Do you know any of those
         | guys? (Brian Moriarty, Steve Meretzky...)
        
           | ScottAdams wrote:
           | Hi! Happy to make a new friend. My classic games were fun but
           | tiny due to the 16k limits I had to work with. Be sure and
           | check out some of my newer games as well www.clopas.net
           | 
           | I don't think I have never had the pleasure to interact with
           | Brian or Steve but I greatly respect their work!
        
         | anthk wrote:
         | Have you ever played a modern IF game made in Inform6/7? The
         | modern ones from the IF Archive for the Z-Machine, I mean.
         | 
         | https://ifarchive.org/indexes/if-archiveXgamesXzcode.html
        
           | ScottAdams wrote:
           | Sorry to say other than the original Zork etc I have not. In
           | general I have stayed away from other text based adventures
           | so as not to accidentally copy some one else's puzzle or idea
           | in one of my own games.
        
         | DonHopkins wrote:
         | It's wonderful to see the GOOD Scott Adams here on Hacker News!
         | I can still crisply remember the places and frames of mind I
         | was in while walking around and solving puzzles in your worlds.
         | 
         | How do you think Adventure games are like the Method of Loci,
         | or Memory Palaces, in that they can help you remember and
         | retrieve vast amounts of information geographically?
         | 
         | https://en.wikipedia.org/wiki/Method_of_loci
         | 
         | What do you think the world be like if an Adventure-like
         | geographical Memory Palace oriented user interface had taken
         | over the world instead of MS-DOS and Unix and Windows?
         | 
         | Your adventure programs and others were monumental to my
         | development as a programmer, and define how I think about code
         | and programming and organizing information.
         | 
         | By playing adventure games, I finally reverse engineered the
         | "Adventure Algorithm" for keeping track of rooms and
         | connections and objects and inventory.
         | 
         | Then I wrote my own adventures and parsers and maps in BASIC
         | and FORTH, and my first commercial program was a Logo
         | implementation of Adventure for C64 Terrapin Logo.
         | 
         | https://donhopkins.medium.com/logo-adventure-for-c64-terrapi...
         | 
         | At first I played all of your adventures as well as Microsoft
         | Adventure on my Apple ][, and mainframe Adventure on a terminal
         | to my mom's work, and that led me to the ARPANET to play Zork
         | at MIT, and even MUD at Essex University, then TinyMud at CMU,
         | and MOOs, and LambdaMOO at PARC.
         | 
         | I keep returning to that essential idea of a map of rooms
         | connected by doors, and I kept reimplementing it on different
         | platforms, each time a little different and a little better, as
         | technology advanced.
         | 
         | I developed a user interface technique called "pie menus",
         | which are menus with their items arranged in a circle around
         | the cursor, each in a different direction, so you can select
         | them by moving in different directions, even gesturing quickly
         | without looking at the screen.
         | 
         | https://donhopkins.medium.com/the-design-and-implementation-...
         | 
         | >The Design and Implementation of Pie Menus: They're Fast,
         | Easy, and Self-Revealing. Don Hopkins. Originally published in
         | Dr. Dobb's Journal, Dec. 1991.
         | 
         | Eventually I realized that 4-item and 8-item pie menus are the
         | essential elements of an Adventure map, as long as you think of
         | "menus" as rooms in a map with two-way links that you can move
         | back and forth through, instead of a hierarchal tree of menus
         | with one-way exits!
         | 
         | So I made series of graphical Adventure map editors that were
         | also pie menu editors if you looked at them right, because
         | rooms behaved just like pie menus: you can move back and forth
         | between rooms with quick pie menu gestures: up, down, left,
         | right, diagonal.
         | 
         | And you can also edit the map of rooms by simply dragging the
         | rooms around and bumping them up against each other to make and
         | break connections.
         | 
         | And an editable navigable map like that is essentially a
         | "Memory Palace" that you can build and navigate in your
         | imagination, to help you spatially remember anything.
         | 
         | It's a computerized note taking application that still works
         | when you're away from your computer and forgot your phone,
         | since you can remember geographical relationships easily, and
         | memorize facts and lists with the Method of Loci.
         | 
         | >'the method of loci', an imaginal technique known to the
         | ancient Greeks and Romans and described by Yates (1966) in her
         | book The Art of Memory as well as by Luria (1969). In this
         | technique the subject memorizes the layout of some building, or
         | the arrangement of shops on a street, or any geographical
         | entity which is composed of a number of discrete loci. When
         | desiring to remember a set of items the subject 'walks' through
         | these loci in their imagination and commits an item to each one
         | by forming an image between the item and any feature of that
         | locus. Retrieval of items is achieved by 'walking' through the
         | loci, allowing the latter to activate the desired items. The
         | efficacy of this technique has been well established (Ross and
         | Lawrence 1968, Crovitz 1969, 1971, Briggs, Hawkins and Crovitz
         | 1970, Lea 1975), as is the minimal interference seen with its
         | use.
         | 
         | Here's the first iteration called "DreamScape", which I
         | demonstrated in 1995 at WWDC:
         | 
         | https://donhopkins.medium.com/1995-apple-world-wide-develope...
         | 
         | >1995 Apple World Wide Developers Conference Kaleida Labs
         | ScriptX DreamScape Demo. Apple Worldwide Developers Conference.
         | Don Hopkins, Kaleida Labs.
         | 
         | The second iteration was called "MediaGraph", for making and
         | navigating maps of music, which I implemented in Unity3D:
         | 
         | https://donhopkins.medium.com/mediagraph-demo-a7534add63e5
         | 
         | >MediaGraph Demo. MediaGraph Music Navigation with Pie Menus. A
         | prototype developed for Will Wright's Stupid Fun Club.
         | 
         | The most recent iteration was called "iLoci", an iPhone app:
         | 
         | https://donhopkins.medium.com/iphone-app-iloci-by-don-hopkin...
         | 
         | >iPhone iLoci Memory Palace App, by Don Hopkins @ Mobile Dev
         | Camp. A talk about iLoci, an iPhone app and server based on the
         | Method of Loci for constructing a Memory Palace, by Don
         | Hopkins, presented at Mobile Dev Camp in Amsterdam, on November
         | 28, 2008.
         | 
         | Your Adventure games inspired me, and I hope we can inspire
         | others to build even better ways of creating and elaborating
         | information maps, easily navigating and editing them with
         | gestures, capturing and communicating ideas and information,
         | writing and telling interactive stories, and generally
         | augmenting human memory and intelligence.
        
           | ScottAdams wrote:
           | Hi Don!
           | 
           | Wow, I am still reading through your amazing accomplishments.
           | I love it! Give me a few minutes to finish reading your post!
           | 
           | OK, I am blown away at your creativity and ideas. I am aware
           | of Memory Palaces and you certainly make an excellent tie-in
           | with adventure game handling.
           | 
           | Absolutely incredible. Thanks so much for sharing all that!
           | It certainly helps spur my own creative juices!
           | 
           | Happy Adventuring!
        
             | DonHopkins wrote:
             | I know Memory Palaces work for me because I can so vividly
             | remember my times in the palaces and castles and fun houses
             | that you built! Thanks!
             | 
             | The Method of Loci (aka a "Memory Palace") is not just some
             | woo hoo pseudo-science bullshit like "Neurolinguistic
             | Programming" or "Dianetics" -- it's the real thing, a very
             | old, well proven idea.
             | 
             | It actually and measurably works, it used to be taught as a
             | part of a classical education for thousands of years until
             | it was banned by the Puritans in 1584 for evoking "bizarre
             | and irrelevant" imagery, and it's still regularly and
             | successfully used by many memory contest champions to
             | recall faces, digits, and lists of words.
             | 
             | Mnemonics was seen as dangerous and magical and heretical
             | back in the Medieval world... And they were right,
             | fortunately: Dangerous magic that works by evoking bizarre
             | and irrelevant imagery can be quite useful as well as
             | entertaining!
             | 
             | https://forum.artofmemory.com/t/historically-method-of-
             | loci-...
             | 
             | HN discussions about it:
             | 
             | https://news.ycombinator.com/item?id=22088556
             | 
             | >juliend2 on Jan 19, 2020 | parent | context | favorite |
             | on: Nototo - Build a unified mental map of notes
             | 
             | >It's called the Method of loci:
             | https://en.wikipedia.org/wiki/Method_of_loci
             | 
             | >Another term for that is the "memory palace".
             | 
             | >BTW, I wonder if anyone here in HN used it to learn
             | significant things using this method?
             | 
             | >netsharc on Jan 19, 2020 | next [-]
             | 
             | >I first learned about memory palaces in the book Hannibal,
             | named after the character in Silence of the Lambs [0], but
             | the description there is of a lavish imaginary palace
             | inside your mind you can wander in. I did use this
             | technique to try to remember some physics formulae for an
             | exam once, in my memory palace there was a room with giant
             | equations.
             | 
             | >This website is a bit of a let-down for me since it's just
             | a bird's eye view, it would be cool to create a palace
             | using a 3d game engine, with signs that point to things
             | like physics formulae, and then some Sims or Google-
             | Sketchup-like tool to add objects that you want to
             | remember.
             | 
             | >[0] The relevant excerpt about Hannibal's memory palace:
             | https://blogs.scientificamerican.com/illusion-
             | chasers/hannib... , it describes a painting that he uses to
             | remember the fictional address "3327 Tindal, Arlington VA
             | 22308".
             | 
             | >todd8 on Jan 19, 2020 | prev | next [-]
             | 
             | >Hans-Lukas Teuber[1] was the head of the psychology
             | department and my professor for the intro psychology class
             | at MIT. He gave one two-hour evening lecture per week,
             | which were delivered without notes. The lectures were
             | riveting, they were given in MIT's largest lecture hall; it
             | was standing room only to hear him speak--many students and
             | faculty would attend even though not enrolled. I don't
             | remember ever hearing a better live lecture than those that
             | he gave (and I've heard many lectures--I spent more years
             | at university than Belucci's character in Animal House). He
             | used the memory palace method to remember his lecture's
             | organization.
             | 
             | >[1] http://www.nasonline.org/publications/biographical-
             | memoirs/m...
             | 
             | >DonHopkins on Jan 19, 2020 | prev | next [-]
             | 
             | >I visualize and remember code that way. For me, it's hard
             | to forget somewhere I've been, even if I only imagined
             | being there.
             | 
             | >Each function is a little building like an office or a
             | shop, which has a sign out front telling what services or
             | products it sells, and contains everything inside you need
             | to solve some kind of problem or produce some kind of
             | product or service (where equipment in the room is like
             | references to other objects and functions and imported
             | libraries).
             | 
             | >You're standing behind the front counter, just about to
             | receive a customer though the front entrance door with the
             | parameters you need for one particular instance of that
             | problem.
             | 
             | >You go into the back room, solve the problem, then deliver
             | the results out the exit door at the back of the building
             | (or through any of the other earlier emergency exits, if
             | you had to exit prematurely or throw an error and run
             | away).
             | 
             | >The front/back flow is a metaphor for the top/bottom flow
             | of control through a function.
             | 
             | https://en.wikipedia.org/wiki/Nassi%E2%80%93Shneiderman_dia
             | g...
             | 
             | >If you squint you can see the example Nassi-Shneiderman
             | diagram in that article as a map of a building, with its
             | front at the top, and exit at the bottom.
             | 
             | >You can have internal hallways and rooms for branches and
             | loops, like a Nassi-Shneiderman diagram. The "Sub to
             | Determine Wiki-Article" room is like the front entrance
             | lobby of a theater where buy your ticket. The "Select
             | Favourite Genre" room is like the stage of The Price is
             | Right, and you get to pick what's behind door #1 (History),
             | #2 (Science), or # (Geography), or else choose Other. They
             | each have one or two rooms behind them with your rewards,
             | and then they all finally exit out to the same back stage
             | loading dock, where you take your wonderful prize (or
             | consolation donkey) home.
             | 
             | >kruasan on Jan 19, 2020 | prev [-]
             | 
             | >I once memorized 200 digits of pi when I had nothing more
             | fun to do on a long boring lecture. Sherlock popped into my
             | mind, so I imagined a journey through my house where I
             | chunked numbers to make them represent certain things or
             | people, and me interacting or talking with them, like in a
             | story of some sort. But it feels like I never applied this
             | method to anything significant, apart from memorizing a few
             | things from my biochemistry course. Although now I remember
             | credit card numbers, every single phone number of my
             | friends and family (by associating numbers with particular
             | facial features or character traits), and some other
             | things. I would say before that day I never fully realized
             | just how much I actually like to memorize stuff like words
             | and numbers. Anyway, I think everyone should give it a try,
             | this is fun.
        
               | ScottAdams wrote:
               | Thank you for sharing that. It is always wonderful to
               | know God used my gift to uplift others! Keep creating and
               | achieving my friend!
        
               | ghaff wrote:
               | Teuber's lectures were absolutely compelling.
               | Unfortunately they dated to an era when videos of
               | lectures were extremely rare and they were pretty much
               | never archived in any case.
        
               | ScottAdams wrote:
               | It does sound like he had an amazing gift. I am so glad
               | you were able to hear him live!
        
         | technothrasher wrote:
         | Why did you cause me to have childhood nightmares about
         | chiggers? I didn't even know what they were, growing up in New
         | England, but they scared the heck out of me at six years old.
         | Thanks for that! Actually, honestly, thanks for sparking my
         | imagination enough to want to code my own text adventures,
         | which began my life long love of programming.
        
           | dekhn wrote:
           | hahahha, same here- grew up in CT but my dad is from FL and
           | he explained. It always just sounded like an epithet to me.
        
             | ScottAdams wrote:
             | Here lies Scott, bitten to death by chiggers :) LOL!
        
           | ScottAdams wrote:
           | I am so very sorry about the chiggers. I grew up with them in
           | Florida and they were not a fun experience for me either.
           | 
           | I am though delighted to hear that my classic games were
           | helpful in you understanding your own gifts! I appreciate you
           | sharing that with me!
        
             | castwide wrote:
             | I can't imagine how many future developers were originally
             | inspired to learn programming by playing your games. A text
             | adventure was the first thing I wanted to make when I
             | learned BASIC on a VIC-20. Even now, I maintain an
             | interactive fiction SDK for Ruby (https://gamefic.com).
             | Thanks, Scott!
        
       | zalequin wrote:
       | To Mr. Adams - what sort of games would you make today if you
       | were starting from scratch?
        
         | ScottAdams wrote:
         | Hi! Please feel free to call me Scott!
         | 
         | Well I am still making games and some from scratch :)
         | 
         | See www.FinalPilot.com it is something I did for another
         | company who had a vision and I and my team have a had a great
         | deal of fun creating it. Still a work in progress with a major
         | update coming out shortly.
         | 
         | In terms of adventure type games I am really fond of
         | www.EscapeTheGloomer.com it tells a parallel story to book 2 of
         | the Redwall series Mossflower. I did a lot of new things in
         | this game. One of which is that the player is actually writing
         | their own story as they play. The game reads as a novel as the
         | player explores, discovers and creates.
         | 
         | And lastly I am currently working on www.AdventurelandXL.com
         | which stands for Roman numeral 40 for the 40th anniversary of
         | Adventureland and also for Extra Large.
         | 
         | It includes the entire base game along with an entire new
         | section with saluates to some of the cultural myths and
         | fantasys that I did not get to include in Advenutreland
         | originally. It also includes what is now one of my favorite
         | puzzle sequences (deals with the chimp in the jungle).
         | 
         | It is currently in early access on Steam for Windows, everyone
         | playing it is helping make the game better for eventual final
         | release. It is like ET and phones home after each play sesssion
         | with the player's trace file.
         | 
         | The entire game is in there except for the very final scene.
         | 
         | I love to hear get email from folks playing it too with their
         | impressions.
        
       | digger1970 wrote:
       | Just wanted to say thanks for all the memory's. Took me weeks to
       | get all the treasures in Return To Pirates Isle on my old TI
       | 99/4A. Without any spoilers, finding the alarm clock took
       | forever...
        
         | ScottAdams wrote:
         | Yes the alarm clock was basically but an annoying and hopefully
         | rewarding puzzle. It was designed to remind you that something
         | was still unknown and also to get a great moment of AHA when
         | solved.
         | 
         | Big congratulations on staying with it and solving that puzzle!
         | By the way the alarm clock makes a return visit in my 2013 game
         | The Inheritance.
        
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