[HN Gopher] A 4k-Room Text Adventure Written by One Human in QBa...
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       A 4k-Room Text Adventure Written by One Human in QBasic No AI
        
       Author : ATiredGoat
       Score  : 141 points
       Date   : 2025-10-12 06:13 UTC (5 days ago)
        
 (HTM) web link (the-ventureweaver.itch.io)
 (TXT) w3m dump (the-ventureweaver.itch.io)
        
       | ATiredGoat wrote:
       | In an age where games are written by algorithms and dialogue is
       | generated by AI, The Labyrinth of Time's Edge stands apart. It's
       | the first open world "like" modern text adventure written
       | entirely by a single human being, no AI, no procedural
       | generation, no corporate fingerprints. Just words, code, and
       | imagination. Built in pure QBasic, The Labyrinth of Time's Edge
       | now spans over 3,900 handcrafted rooms which will be released in
       | a week's time. Each one written line by line by one programmer-
       | adventurer determined to prove that storytelling still belongs to
       | people. Explore haunted villages, forgotten catacombs, and worlds
       | born from candlelight and memory. It's free to play, made from
       | love, obsession, and a refusal to let imagination be automated.
        
         | XiZhao wrote:
         | This comment reads like it was ai generated
        
           | hatthew wrote:
           | AI, or press release
        
             | andrewflnr wrote:
             | I guess part of what's annoying about LLMs is that they
             | write like press releases.
        
               | eru wrote:
               | And like Americans.
        
               | andrewflnr wrote:
               | I know what you mean, but also, I only wish most of my
               | fellow Americans even aspired to the command of English
               | that LLMs possess.
        
           | yodon wrote:
           | >This comment reads like it was ai generated
           | 
           | It must be amazing to feel that way about the totality of
           | human literature. Might want to adjust your priors somewhat.
        
             | cheschire wrote:
             | Ehh, I think GP was saying it doesn't fit with the tone of
             | a message board reply, so it seems cut and paste from some
             | outside place. Either a press release, a review snippet, or
             | AI.
        
         | citizenkeen wrote:
         | > It's the first open world "like" modern text adventure
         | written entirely by a single human being
         | 
         | This rings false
        
           | armitron wrote:
           | It is a gross exaggeration. There are far better modern text
           | adventures out there written by one person (ie see the games
           | of Andrew Plotkin).
           | 
           | There's minimal if any interactivity in this "game" and I
           | deleted it after 10 minutes of one screen with one line of
           | text after another.
        
         | CuriouslyC wrote:
         | Maybe "human generated" is your marketing hook, but I
         | personally don't care what the source of something is, I care
         | about the quality.
        
           | oneeyedpigeon wrote:
           | Well, the current rule of thumb, speaking generally, is that
           | human work is of a much higher quality than AI work, so the
           | original comment seems fair.
        
             | CuriouslyC wrote:
             | You realize that's the same arguments racists use for their
             | racism, right?
             | 
             | Also, as fast as models are improving it's not a useful
             | heuristic anyhow.
        
               | lukas099 wrote:
               | Well that escalated quickly.
        
               | CuriouslyC wrote:
               | The degree isn't the point here, it's the sameness of
               | logic. I wasn't disparaging him, but the pattern of
               | thought.
        
               | ToucanLoucan wrote:
               | > You realize that's the same arguments racists use for
               | their racism, right?
               | 
               | Attempting to use the legacy of actual maligned minority
               | groups to justify your sense of outrage that people
               | aren't interested in products you weren't interested
               | enough in producing to actually produce is disgusting.
               | 
               | > Also, as fast as models are improving it's not a useful
               | heuristic anyhow.
               | 
               | They aren't improving, not particularly. They finally got
               | the video generators to kiiind ooooof maintain a
               | character's appearance between shots. Usually.
               | 
               | AI is spottable, often obvious, looks cheap, lacks
               | intent, and boring. If you actually want to create,
               | that's great. I suggest you do what every human before
               | you did, and invest the time and effort to learn a craft
               | with which to do so. If you aren't interested in doing
               | that, that's completely fine, but I am conversely
               | uninterested in viewing whatever you are uninterested in
               | making.
               | 
               | Instead of automating creativity, I suggest we automate
               | CEOs and managers. They don't do much besides generate
               | pages upon pages of vacuous nothing and LLM's are great
               | at that, and they're FAR more expensive for our
               | enterprises than graphic designers.
        
               | CuriouslyC wrote:
               | The thing that is giving the right juice is that they can
               | hold up meritocracy and victory of ideas under fair
               | competition in response to identity politics. If we just
               | framed things in terms of fighting poverty and systemic
               | bias instead of reparations they wouldn't have a leg to
               | stand on. We're giving them the ammunition they're
               | blowing holes in us with.
               | 
               | Human vs AI is the same debate. No matter how good AI is,
               | nothing is stopping you from creating. People have
               | freedom of choice in terms of what they can consume, and
               | if AI is a better creator than you, why should you make
               | people's experiences worse by ramming your mediocrity
               | down their throat with the battle cry of "human made"?
               | You don't deserve an audience just because you're made of
               | meat.
               | 
               | If you hate slop, hate it because it's bad, and hate
               | human slop equally.
               | 
               | For reference, I'm a published artist and I'm currently
               | querying for a manuscript. I use AI to scaffold projects
               | quickly to ~80% then finish it myself, just like the the
               | masters of the Italian renaissance did with apprentices.
        
               | ToucanLoucan wrote:
               | > The thing that is giving the right juice is that they
               | can hold up meritocracy and victory of ideas under fair
               | competition in response to identity politics.
               | 
               | They can hold the _MYTHS_ of meritocracy and victory of
               | ideas under fair competition, because that 's what they
               | are. They are popularly held and by a majority of the
               | country I fear, but myths they remain. You walk around
               | the board room of any major company in the country, and
               | you show me a meritocracy. The new rich, such as they
               | are, were largely a product of the tech industry boom,
               | and none of them are particularly skilled, instead what
               | they had was LUCK. Luck to be starting companies at a
               | particular time in history in which, if you hit the
               | threshold of network effects and popularity, you could
               | become an utterly unstoppable juggernaut of business, by
               | sheer scale.
               | 
               | Now, that's not a NOTHING achievement, to be clear, but
               | it is not merit by ones personal efforts. Facebook today
               | does not exist as the monolith it does because Fuckerburg
               | was just the rockstar of rockstar coders. He is, by most
               | accounts, pretty mediocre in fact, and his website was
               | built so he and the other failsons of his college class
               | could rate the looks of their female classmates. And we
               | know this is true, because it is not fucking possible to
               | "hustle" hard enough to be a billionare. If you disagree,
               | give away everything you have, start from nothing, and go
               | prove me wrong. Go become a billionaire from zero and if
               | you do, I will steam my Macbook and eat it in one
               | sitting, and publish the video publicly.
               | 
               | And that's just NEW industry. OLD industry is stuffed to
               | the fucking gills with the mediocre offspring of the
               | previous generations most lucky business titans. Many of
               | whom, for emphasis, did make solid business decisions,
               | many of which could also be classified as evil, but
               | that's neither here nor there. Many of our politicians
               | similarly have storied pasts full of skeletons, from
               | scandals to failed businesses to dead-end careers.
               | "Failing up" is a concept because meritocracy is
               | horseshit.
               | 
               | > Human vs AI is the same debate. No matter how good AI
               | is, nothing is stopping you from creating.
               | 
               | I made no such claim.
               | 
               | > People have freedom of choice in terms of what they can
               | consume, and if AI is a better creator than you, why
               | should you make people's experiences worse by ramming
               | your mediocrity down their throat with the battle cry of
               | "human made"? You don't deserve an audience just because
               | you're made of meat.
               | 
               | What on earth does this even mean? I didn't say anything
               | about anyone else. I have said, though I do think a
               | preponderance of people agree with me, that I am not
               | interested in consuming things created by people who do
               | not care about them enough to create them, and
               | fundamentally, making stuff with AI is not creation. If
               | you disagree with that assertion, you're free to make
               | that case, but I advocated nothing outside of my own
               | personal bounds of taste.
               | 
               | > If you hate slop, hate it because it's bad, and hate
               | human slop equally.
               | 
               | Can and do!
               | 
               | > For reference, I'm a published artist
               | 
               | No you're not. And I know that because when you click
               | through to your profile, you self identify as the CEO of
               | a company called Sibylline Software, which is incorrect,
               | that's Justin Crump, and you say your name is Nathan. I
               | found info on you on your website though, but the rest of
               | said website is nothing but corporate fluff about AI and
               | enterprise integration and yadda yadda, very unimpressive
               | stuff, and trying to find anything about what your
               | company is allegedly doing or making is difficult both
               | because you're one letter off of a MUCH larger and more
               | successful business, and even googling for your spelling
               | in particular brings up absolutely nothing apart from
               | your business website and a podcast episode. And I wasn't
               | able to find any art whatsoever.
               | 
               | Also you spelled your own company's name wrong in your
               | profile. Assuming you are Nathan Rice. At this point I
               | feel you're a highly dishonest interlocutor and I have no
               | clue how much credibility to assign anything you say.
               | 
               | There is a Nathan Rice who's involved in movies? But he
               | looks completely different to you in his photos.
               | 
               | > I use AI to scaffold projects quickly to ~80% then
               | finish it myself,
               | 
               | As an admittedly amateur artist with a much smaller
               | platform: I would never call 80% of ANYTHING I make a
               | "scaffold." If AI is generating 80% of your final
               | product, I consider that AI generated and I wouldn't be
               | interested, and I would happily Pepsi challenge that if
               | you're so inclined to provide samples.
               | 
               | Edit: Oh, no, I'm wrong, you did just spell it EXACTLY
               | like the other Sybilline Software. Oh well I cannot
               | possibly rewrite this comment AGAIN, this rabbit hole has
               | sucked up so much of my time today, amusing as it is.
               | Enjoy your AI business I'm sure you'll be partying with
               | Bezos in like 2 years.
        
               | CuriouslyC wrote:
               | You spent all those words just to come back to the
               | original point: you are prejudiced against the source of
               | the things you consume.
               | 
               | If you want to call out the fact that I'm published I can
               | go scan my contract with US Games Systems, just say the
               | word buddy.
               | 
               | If you ever come back to this message, I made this just
               | with some art I've been working on over the last few
               | days: https://imgur.com/a/Jw1Twbs Hit me back with your
               | artistic output over the last 3 days kthxbai
        
               | ToucanLoucan wrote:
               | No kidding. I would daresay most people are. It's kinda
               | the core issue in things like fair trade coffee, being
               | upset about fast fashion, organic foods... hell I think
               | you'd be hard pressed to find any kind of widespread
               | consumer movement that doesn't involve that. Discernment
               | is not discrimination and no amount of whining is going
               | to change that.
               | 
               | And I've got to say, an artist signaling legitimacy by
               | offering to scan a contract instead of sharing the art,
               | paired with a broken link as your mic-drop moment? That's
               | a chef's kiss I couldn't script if I tried, even with AI.
        
               | CuriouslyC wrote:
               | You want me to share the art that I'm under contract for,
               | that someone has paid for? Listen to yourself.
               | 
               | Turns out Imgur has content filters that are beyond
               | stupid, male partial nudity with man boobs and Trump &
               | Hitler doing a drag duet is too art for virgin internet
               | eyes.
               | 
               | Also, stop talking shit and show me your recent art
               | output.
        
         | oneeyedpigeon wrote:
         | > games are written by algorithms and dialogue is generated by
         | AI
         | 
         | I don't think we're there quite yet, and hopefully we never
         | will be. A tiny minority of games, maybe.
        
       | xnx wrote:
       | 4K resolution text?! 4000 rooms?! Ah, 4 kilobytes.
        
         | Retz4o4 wrote:
         | lol no
        
         | hatthew wrote:
         | From the article, 4000 separate ingame rooms to explore
        
         | dfxm12 wrote:
         | Based on the hyphen, we know "4k-room" is a compound adjective.
         | There's no basis to infer that 4k might refer to resolution or
         | kilobytes.
        
       | gerdesj wrote:
       | Give your preferred AI agent internet search powers and look up
       | how Elite managed to cram rather a lot of game into a nominal
       | 64KB on a C64 or 32KB on a BBC model B.
       | 
       | That's a first person 3D space craft simulation with a very
       | impressive Heads Up Display with vector graphics (unfilled on BBC
       | and C64, filled on PC). It is also a commodity trading game to
       | improve your spaceship etc and with a massive amount of variety
       | in a binary smaller than an empty Word doc. Also: joystick and
       | keyboard drivers and so on.
       | 
       | It's quite a tale.
        
         | antod wrote:
         | It sure was. Although my favourite Elite port was the Amiga
         | one.
         | 
         | Another one I was amazed by was Tomahawk on the Spectrum. A
         | wireframe helicopter gunship flight sim with live ground
         | campaign happening around you in 48k.
        
         | tdeck wrote:
         | Also reminds me of how they fit Pitfall into 4k. A lot simpler
         | game but the platform was also much more limited. This is a
         | great talk for those who love such things:
         | 
         | https://m.youtube.com/watch?v=MBT1OK6VAIU
        
           | aidenn0 wrote:
           | Pitfall is one of those technologies that the more you learn
           | about how it works the more you become convinced it's
           | actually impossible.
           | 
           | GPS is another one (in particular the signal strength seems
           | far too low).
        
       | arscan wrote:
       | The first program I ever wrote was a choose your own adventure, I
       | _think_ written on my family's IBM PC jr in Basic. It's pretty
       | amazing how far a kid can get with GOTO statements and a lot of
       | patience. But for some reason I couldn't (or didn't know how to)
       | save it, so I'd work on it all day, have my sister and mom play
       | it, and then shut off the computer thus losing my days work.
       | 
       | Or at least, that's how I remember it. It's been a good 40 years
       | though and I wouldn't be surprised if reality was quite a bit
       | different.
       | 
       | Edit: I've been thinking about this a bit and honestly my
       | motivation for writing software hasn't really changed. The users,
       | sure, but not the motivation. It's just thrilling to share things
       | I built with other people.
        
         | mromanuk wrote:
         | I made a game in the 80s in my Commodore 128, was a super
         | rudimentary maze, you moved the sprite and need to reach the
         | center of the maze. That was it. It was very basic, but I was
         | proud and showed it to some folks. I'd love to see the code and
         | game now.
        
         | technothrasher wrote:
         | I made some text adventures in elementary school on the
         | school's Apple II machines in the early 80's after playing
         | Scott Adams' games (as a side note, it was amazing to be able
         | to tell him directly many years later how much he influenced my
         | learning to program). Anyway, a few years after I graduated
         | from the school, I went back to visit, and some kids figured
         | out it was me who's adventures they'd been playing and asked
         | how to get past the one point in one that they couldn't figure
         | out. I had to tell them, much to their disappointment, that I
         | hadn't actually finished that game.
        
         | EvanAnderson wrote:
         | Similar background here. The public library had Apple II
         | machines and I became quite enamored with making proto-text
         | adventures in Applesoft BASIC. Because you had to sign-up for
         | time I wrote a lot of my programs longhand on nth generation
         | photocopies of "program template" sheets that they handed out
         | at the library (lined paper with columns for line numbers,
         | statements, comments, etc).
         | 
         | The spaghetti code was astounding, and I remember squeezing
         | line numbers between existing code-- adding a "31 GOTO 40" so I
         | could squeeze a "room" into lines 32-39.
         | 
         | I never did grok the idea of building an "engine". Mostly I had
         | PRINTs, INPUTs, and IF/GOTOs.
        
           | arscan wrote:
           | Love it! It really is a good first program to write as a kid
           | (at least those from a certain generation).
           | 
           | And my memory might be from our Apple 2gs and AppleScript,
           | actually (hence my caveat in the comment). But I'm sure the
           | program was just PRINTs, INPUTs, IFs and GOTOs :)
        
           | Telemakhos wrote:
           | One of the most humbling moments in my life was learning from
           | a friend what a object was, and how that differed from GOTO
           | statements. I had already done something similar by inventing
           | abstraction, when I figured out that I could pre-define
           | certain musical notes and then use those defined notes more
           | simply in my BASIC code. I had not, however, made the leap
           | between re-using notes and re-using rooms in a text
           | adventure. That realization that all re-used things can be
           | abstracted was formative, and I am very thankful to my friend
           | for having explained what he was doing with rooms. At some
           | level, I regret that I learned BASIC before an object-
           | oriented language; at another, I'm glad that I did, because
           | my training in stupidity made very obvious to me my
           | shortcoming in logic when I learned a better way.
        
             | EvanAnderson wrote:
             | I'm jealous of your experience. That sounds very cool.
             | 
             | Looking back I wish I'd had a mentor. I think I would have
             | accomplished so much more if I'd had somebody to offer some
             | guidance and gentle direction.
        
           | vunderba wrote:
           | By the time I was a kid, most of the x86 computers I was
           | exposed to were running DOS with the included QBasic IDE so I
           | never had to worry about things like this.
           | 
           | However, we had old stacks of Compute magazine [1] lying
           | around with BASIC source games printed out - and I remember
           | initially being confused as to why all the line numbers were
           | separated by intervals of 10...
           | 
           | [1] https://en.wikipedia.org/wiki/Compute!
        
           | tkrn wrote:
           | >The spaghetti code was astounding, and I remember squeezing
           | line numbers between existing code-- adding a "31 GOTO 40" so
           | I could squeeze a "room" into lines 32-39.
           | 
           | I spent too many nights trying to implement complex text
           | adventures in Commodore 64 Basic and I'm sure that instead of
           | permanently damaging me (at least in the sense that Dijkstra
           | meant) it just made me appreciate more all the abstractions
           | later languages introduced to me.
        
         | vunderba wrote:
         | When I was first introduced to BASIC in elementary school, I
         | was spending a lazy afternoon reading in the built-in QBasic
         | docs (being able to hit F1 and get immediate help is still one
         | of the coolest things ever IMHO) about the _SOUND_ keyword,
         | which let you set a frequency and duration.
         | 
         | I remember irritating the hell out of my parents (and our dog)
         | with it until one day, by accident, I noticed they couldn't
         | hear the tone anymore. The frequency was somewhere in the range
         | of 15-20 kHz IIRC.
         | 
         | So I wrote a "PASSWORD.BAS" source that would play that high
         | pitched sound in short, one-tick intervals continuously while
         | polling the keyboard for input but then stop after a random
         | amount of time. To authenticate, the user had to hit the
         | spacebar within a one second window of the sound's termination.
         | Hitting the spacebar too early would also result in access
         | denied. Fun times!
        
           | analog8374 wrote:
           | I used to mess with sound on my commodore 64. 3 voices. ASDR.
           | Square, sine, triangle. Chords were frequencies with common
           | factors. The world of strange sounds is vast.
        
             | vunderba wrote:
             | Nice! I still love that one of the ways that C64 composers
             | worked around the limitations of 3 independent sound
             | channels was to use a single voice to simulate a chord by
             | playing the triad of notes in an continual extremely rapid
             | arpeggiation.
             | 
             | Incidentally, if you're ever interested in playing around
             | with one again, there's a really accurate VST emulator
             | called Chipsynth C64 [1].
             | 
             | [1] https://www.plogue.com/products/chipsynth-c64.html
        
         | rectang wrote:
         | When I was in Jr. High, we had an Atari 400. Mostly I used it
         | to play Missile Command and Star Raiders, but it also came with
         | a BASIC cartridge.
         | 
         | In the back of the manual were four BASIC programs. The first
         | three were very simple, stuff like a loop that prints your name
         | 10 times and then exits.
         | 
         | The last program balanced your checkbook. It was 4 pages long.
         | I laboriously typed it in, hunt-and-peck style, which took
         | hours... then I hit "run".
         | 
         | Nothing.
         | 
         | I couldn't debug it. Not only did I not really understand
         | software, I didn't have a checkbook -- hell I didn't even know
         | what "balance your checkbook" meant.
         | 
         | We didn't have the exorbitantly expensive Atari floppy disk
         | drive, nor the cassette drive, so I couldn't save my work.
         | Still, I left that BASIC cartridge in there for several days,
         | foregoing my games, because I didn't want to lose my
         | investment.
         | 
         | Eventually, I turned off the computer and the program
         | disappeared forever.
         | 
         | I didn't program again for 20 years.
        
           | DrSiemer wrote:
           | In my experience, a core skill of programmers is that they
           | are people who are able to deal with setbacks and frustration
           | in a good way. Those come with the territory.
           | 
           | I've always wondered if there is a correlation between
           | developers and people that can enjoy tough but fair games
           | like Super Meat Boy because of this.
        
             | rectang wrote:
             | Hmm, I've had a highly successful career in software
             | despite getting derailed and starting late, so maybe not
             | the best example haha.
             | 
             | I agree that resilience is important, but in my experience
             | it emerges from a complex mix of temperament, environment,
             | structural advantages, and mentoring, rather than being
             | intrinsic to the individual. For illustration: I've trained
             | a bunch of people from nothing on software and I always
             | prioritized helping them find a project they cared about,
             | because that motivation was what would power the through
             | the inevitable frustrations.
             | 
             | Maybe if the Atari manual had taught me how to write a
             | branching adventure game rather than a checkbook-balancing
             | program, I would have stuck with programming back then. But
             | I'm not dissatisfied with the path my life took.
        
         | NBJack wrote:
         | I got into coding at home when I realized ctrl-break gave me a
         | BASIC command prompt on my Apple //c. It was really cool, and I
         | spent a lot of time learning to code. There was one small
         | problem: doing so on startup meant I didn't get a DOS. In other
         | words, every program I wrote like that meant I couldn't keep
         | it.
         | 
         | I eventually learned to get a ProDOS disk setup, and save my
         | work, but it was still fun.
        
         | kqr wrote:
         | It was the same for me, except I grew up slightly later and did
         | it with HTML documents and hyperlinks! (And in one case, I even
         | think I got some help with an imagemap. Clicking the little
         | hole in the foundation to the house led to an easter egg.)
        
       | zem wrote:
       | that's pretty awesome, a real labour of love. wonder how hard it
       | would be to convert to a MUD so that people could wander around
       | the world together.
        
       | gigatree wrote:
       | Looking forward to most posts having "No AI" tagged on.
       | Definitely a huge plus.
        
         | BiraIgnacio wrote:
         | This makes me wonder if there will be a time when "No AI" will
         | be considered up-scale (of sorts) like hand-sewn clothes or
         | artisan bread
        
           | nomel wrote:
           | You might like Neal Stephenson's "The Diamond Age".
        
           | eru wrote:
           | And, of course, it will be inferior to what the machines
           | make.
           | 
           | Just like machine created cutlery is essentially perfect, but
           | human smithed cutlery will have lots of small imperfections.
        
             | whtrbt wrote:
             | In what way do those imperfections make something like
             | cutlery inferior?
        
               | nomel wrote:
               | I think there are many more examples of his point. Food,
               | for example. McDonalds famously adds non-uniformity,
               | scorch marks, etc to their bread and meat to make it
               | appear as if it wasn't manufactured within small
               | dimensional tolerances.
        
             | conception wrote:
             | It won't always be inferior. Some items are just not
             | profitable or too bespoke for mass production.
        
             | pjmlp wrote:
             | And yet many people pay small fortunes to get those small
             | imperfections instead of the machine ones, nowadays
             | considered collection items.
        
               | eru wrote:
               | Yes, humans pay for all kinds of interesting quirks.
        
             | oneeyedpigeon wrote:
             | Cutlery is, of course, a very different thing from artistic
             | works. Has a machine ever created cutlery _as beautiful_ as
             | a human being can?
        
               | eru wrote:
               | Well, conventionally a human being designs the cutlery,
               | and a machine produces to that design.
               | 
               | And yes, they can be quite pretty.
               | 
               | What you see as the absolutely most beautify fork is in
               | the eye of the beholder, of course.
        
               | fennecbutt wrote:
               | Handmade cutlery is an artistic work. Machine made
               | cutlery is an artistic work.
               | 
               | Remember, the benchmark for art is a banana taped to a
               | wall.
        
               | defrost wrote:
               | the benchmark for art is _the first_ banana taped to a
               | wall.
        
           | gigatree wrote:
           | Yeah, I imagine "hand-coded" will be a common phrase on a lot
           | of repos soon
        
             | _blaise_ wrote:
             | All of the code will be handcrafted, bespoke and artisanal.
             | Written in heirloom editors. The comments could be
             | described as ambrosial, whilst the code reads in a piquant
             | and succulent manner.
        
             | baobun wrote:
             | "brain-coded" is where it's at.
        
             | oneeyedpigeon wrote:
             | Maybe one day but, right now, I think the onus is on the
             | minority of AI repos to declare it rather than the other
             | way round.
        
               | gigatree wrote:
               | Agree, but they have no incentive to. I always tell
               | Claude to remove its attribution from commits because
               | it's not a great signal.
        
               | _def wrote:
               | Of course you are free to do that, but doesn't that make
               | the situation worse for everyone?
        
           | pjmlp wrote:
           | Yes, like proper cooking became slow food, we will get slow
           | programming.
        
       | helpfulclippy wrote:
       | I'm surprised to see a QBasic game with 1GHz CPU and 512MB RAM
       | required! Is that because the game needs it, or because that's
       | what it takes to even run a modern OS with dosbox or something?
        
         | bdcravens wrote:
         | The latter I assume. The game does load the text file into
         | memory, so the old 640kb machines would probably struggle, but
         | otherwise, it looks like it should run well enough on a 386 (or
         | even a 286, where I wrote my first QBasic scripts, though they
         | were nowhere nearly as polished)
        
         | vunderba wrote:
         | It's because it's not written in QBasic. It's written in a
         | _variant_ of QBasic called QB64 [1] - a spiritual successor to
         | Microsoft 's QBasic intended to run on modern 64-bit machines.
         | 
         | I went over the BAS source the last time this was posted a few
         | weeks back and it has a lot of keywords that are specific to
         | QB64 so unfortunately you can't run this on a true DOS machine
         | (or DosBox).
         | 
         | [1] https://qb64.com
        
           | bsammon wrote:
           | However, it _should_ be playable on Linux or OSX, both of
           | which are (reportedly) supported by QB64.
        
       | egypturnash wrote:
       | If you are trying to beat the record for "most rooms in a text
       | adventure", I'm afraid you've got a long way to go - Level 9's
       | _Snowball_ has more than 7k rooms.
        
         | nomel wrote:
         | Looks like marketing [1].
         | 
         | > The game is advertised as having more than 7.000 locations.
         | In reality there are about 200 unique locations and the rest is
         | part of a maze with exact locations.
         | 
         | [1] https://spectrumcomputing.co.uk/entry/6993/ZX-
         | Spectrum/Snowb...
        
         | selcuka wrote:
         | > over 6800 of these rooms are essentially identical. Snowball
         | is used in this context as the ultimate illustration of the
         | absurdities of old-school adventures, with their mazes and
         | sprawling geographies full of corridors and empty rooms. [1]
         | 
         | [1] https://www.filfre.net/2013/06/snowball/
        
         | Jemaclus wrote:
         | IIRC, AvatarMUD (avatar.outland.org) has 20,000+ rooms in it.
         | It's been a long time since I played, but it's absolutely
         | massive!
        
           | sdenton4 wrote:
           | Yah, aardwolf (the one o played in ancient times) apparently
           | has 35,000 rooms.
           | 
           | Collaborative building over decades adds up!
        
           | astrobe_ wrote:
           | Yes, I remembered that some MUDs touted much more rooms. I've
           | found Aarchon (15K) [1] and SlothMUD (23K) [2]. And that's
           | just the number of rooms, the other numbers (8K mobs, 7K
           | items, 12K NPCs) are massive as well.
           | 
           | But big MUDs usually have "builder" teams so the comparison
           | is unfair. However, these numbers have hardly been matched by
           | game studios - WoW or Runescape comes to mind. And then
           | there's Dwarf Fortress which reaches the infinite in some
           | categories thanks to procedural generation.
           | 
           | [1] https://www.aarchonmud.com/arc/features
           | 
           | [2] https://www.mudportal.com/listings/by-genre/hack-
           | slash/item/...
        
       | droolboy wrote:
       | When I was in my first year of junior high they had formal
       | dances. But for the (cooler) nerdy kids with no dates they opened
       | up the computer room. One of the older kids had a big floppy he
       | brought from home. On it he had a simple QBasic RPG. If you ran
       | into an enemy it would start an RPG battle and all the graphics
       | were made from 2D arrays. It was awesome! It blew my mind and I
       | spent the rest of the year learning and building my own. Great
       | times! Thanks!
        
       | skopje wrote:
       | I downloaded the rooms.txt file and the word "handcrafted" is
       | doing some heavy lifting. It's like one sentence per room. Did I
       | miss something? I don't want to play the game (I hate text
       | adventures), but I want an idea of how much effort went into
       | this.
       | 
       | Example:
       | 
       | --ROOM 22 START-- Village of Oathmoor 23,0,0,21 You find yourself
       | in a narrow, dimly lit alley. An ELDERLY WOMAN sits perched on a
       | broken stool, her piercing gaze fixed on you with an unsettling
       | intensity. --ROOM 22 END-- --ROOM 23 START-- Village of Oathmoor
       | 24,22,0,0 The road ahead begins to slope gently upward, winding
       | its way past abandoned, barren buildings whose windows gape like
       | empty eyes. --ROOM 23 END-- --ROOM 24 START-- Village of Oathmoor
       | 0,23,25,0 The eerie stillness around you is oppressive, broken
       | only by the creeping sensation of unseen eyes upon you. A chill
       | snakes down your spine. --ROOM 24 END-- --ROOM 25 START-- Village
       | of Oathmoor 26,0,0,24 A faint melody drifts toward you, its
       | haunting notes carried on the breeze. The aroma of a meal cooking
       | over a distant fire stirs both hunger and curiosity. --ROOM 25
       | END-- --ROOM 26 START-- Village of Oathmoor 27,25,0,0 You stumble
       | upon a makeshift camp where people dance in defiance of their
       | sorrows. The leader of this ragtag group locks eyes with you,
       | their expression unreadable. --ROOM 26 END--
        
         | jjmarr wrote:
         | Presumably it's similar to Soda Drinker Pro, which is 102
         | rooms, each with terrible MS paint drawings, in which you drink
         | a soda and walk around for a minute or two.
         | 
         | https://youtu.be/C40kq29Emn0
        
           | skopje wrote:
           | This is so awful it's awesome. Thanks!
        
         | arscan wrote:
         | Even if it's only 1 sentence per room (it's not), that's still
         | 4000 sentences. I'd guess this is at least a few hundred pages
         | of written work (without downloading it and just based on what
         | you've shared). That seems pretty substantial to me.
         | 
         | Not sure what the length has to do with handcraftedness though.
         | This comment is handcrafted even if it is short.
        
           | kqr wrote:
           | Going by the sample rooms above, (27, 21, 24, 28, 27) words
           | multiplied by 4000 rooms divided by 350-450 words per page
           | yields 200-300 pages indeed. But if it's mainly exposition
           | and not interactable I can see how it would become dull
           | reading quickly.
        
             | armitron wrote:
             | It is boring, there's minimal interactivity. Quite a long
             | way from the better text adventures out there.
        
               | kbelder wrote:
               | Yes, but "Quantity has a quality all its own". Maybe a
               | massive enough environment can be interesting despite
               | being static.
               | 
               | (This led me down a rabbit hole trying to find a source
               | for that quote. It seems to be mostly, and falsely,
               | attributed to Stalin.)
        
         | fasbiner wrote:
         | I think you're saying what the average person is thinking but
         | is worried about being impolite. You are of course correct: it
         | is the kind of fact about a game that non-gamers might still
         | mistake for quality or depth.
         | 
         | The horseshoe theory of ai generation tells us that
         | handcrafting and content generation extremism end up very close
         | to each other: https://emshort.blog/2016/09/21/bowls-of-
         | oatmeal-and-text-ge...
         | 
         | The fact that something is generated or hand-crafted is not
         | interesting by itself no matter how much people try to pretend
         | otherwise for social cohesion purposes. Mediocre thing + no AI
         | and Mediocre thing + AI seem to be orthogonal to what people
         | actually care about at the end of the day.
        
           | chii wrote:
           | I think it's more that the 'no ai' moniker is an advertising
           | gimmick - similar to how food/produce being advertised as
           | organic and naturally grown, or a piece of craft being
           | handmade (as opposed to machine made).
        
           | quuxplusone wrote:
           | That Emily Short blog post is a good read, but I didn't find
           | that it helped me learn what is "the horseshoe theory of AI
           | generation" nor in what sense handcrafting should end up
           | close to procgen or anything else. Can you elaborate and/or
           | point to something that does?
        
       | deadbabe wrote:
       | A text adventure of all things seems like it'd be great for AI
       | though. You could have natural open ended conversations with NPCs
       | to learn whatever they can tell you about the world, for example.
       | This is one area where human generated content isn't really
       | better, you'd just end up with boring dialog trees to traverse.
        
         | vunderba wrote:
         | AI Dungeon was an open-ended interactive fiction game powered
         | by GPT-2 that went viral back in 2019.
         | 
         | https://en.wikipedia.org/wiki/AI_Dungeon
         | 
         | Where AI has the power to shine isn't necessarily in the
         | creation of novel stories, but in the capacity to act as a
         | significantly more powerful and flexible text parser for player
         | input.
         | 
         |  _Get ye flask and all that..._
        
           | deadbabe wrote:
           | _Beat the game_
        
         | ianbicking wrote:
         | Text adventures and AI-driven interactions are surprisingly
         | different I've found...
         | https://ianbicking.org/blog/2025/07/intra-llm-text-adventure -
         | still not sure what the right fusion might be.
        
           | tkrn wrote:
           | I could see LLMs being useful as just an UI layer on top of
           | traditional interactive fiction engines? Having a voice-
           | operated IF assistant/narrator paired with tools for note
           | taking and such could offer an accessible alternative
           | interface to the large existing IF library (or maybe
           | something like that exists already?).
           | 
           | Taken further the assistant's role could be expanded with
           | greater autonomy. Games could include metadata and authors
           | hints & directives for the narrator. Or a limited interface
           | for manipulating the game state and shifting the traditional
           | IF model closer to a two player collaborative game. Using the
           | LLM to transform and extend pre-authored text might actually
           | offer new narrative possibilities, assuming the model could
           | do it subtly and well enough, the style, POV, mood an so on
           | of prewritten content could be freely modified in some
           | interesting ways. E.g introduce unreliable narrators,
           | describe the player's actions from a point of a security
           | camera or their dog, rewind and replay events from some other
           | characters POV. Simulate psychological issues by subtly
           | rewriting the player's (or the narrator's or NPCs) perception
           | of the world and have them navigate a little twisty maze of
           | emotional states, all different.
           | 
           | Restricting the model into operating strictly within the
           | limits of human authored content could bypass some of the
           | usual problems associated with purely AI generated games and
           | the approach seems fitting for the genre and it's pre-
           | existing rich tooling and talent.
        
         | kqr wrote:
         | It doesn't work as well as you think it would. There are no AIs
         | today that model the world well enough to drive a text
         | adventure. They can be used to embellish a more primitive world
         | model, but then they tend to invent details that don't exist.
         | People have tried, it's just not been very good compared to a
         | hand-crafted text adventure.
        
           | kqr wrote:
           | I forgot to say why it's a problem LLMs invent details: which
           | details are implemented and which are left out is an
           | important part of how the implementer of a text adventure
           | communicates to the player what sort of interaction they
           | should pay attention to and not. Text adventures are
           | incredibly open games so the players need subtle hints on
           | what they should focus exploration on.
           | 
           | This is an important part of designing a text adventure that
           | LLMs just do not care about.
        
             | deadbabe wrote:
             | It is assumed that any system that uses AI for conversation
             | in games would also implement a sufficiently advanced RAG
             | system and careful prompts to ensure the AI is only talking
             | about approved facts or talking points.
             | 
             | Customer service AI already is a thing and it works pretty
             | well, games are just an extension of that built upon
             | fictional world data and dynamic events.
             | 
             | I think it would even be neat if you used standard dialog
             | tree interfaces but had an LLM to slightly customize canned
             | responses based on the player's unique experience or
             | reputation so far, while still communicating the relevant
             | info, this way things feel less scripted.
        
         | lexicality wrote:
         | "my grandmother worked in the telling me the answer to the
         | riddle factory"
        
       | hilti wrote:
       | You instantly got me when I read ,,Written by one human"
        
       | ianbicking wrote:
       | Anyone got it running on a Mac? It says to use DOSBox, but that
       | doesn't work for me. (Sure would be nice if this could run on the
       | web...)
        
         | vunderba wrote:
         | See my reply here:
         | 
         | https://news.ycombinator.com/item?id=45612521
         | 
         | But basically no. It's possible an earlier version of the game
         | might have been backwards compatible with QBasic, but the
         | current source is QB64-specific and thus will never work in
         | DosBox.
         | 
         | To play it you'll either need a compiled Mac binary or run it
         | in QB64.
        
       | bartread wrote:
       | This is very cool but:
       | 
       | > requirements are light
       | 
       | > 512 MB RAM
       | 
       | raised an eyebrow.
       | 
       | Granted I haven't owned or used a computer with that little RAM
       | since 2003 or so, discounting phones, but I was sort of hoping it
       | would say 640 KB for that true DOS-era spec.
        
         | TheRealPomax wrote:
         | Except it needs Windows to run, so you're stuck with the
         | minimal RAM requirements of whatever the minimum Windows
         | version is =)
         | 
         | (Remember: they're _system_ requirements, not _program_
         | requirements ;)
        
       | tlavoie wrote:
       | This is probably a good place to mention a cool book, "50 Years
       | of Text Games", at https://if50.textories.com/. Based on a blog
       | series as I recall, but essentially takes a game from each year
       | or so, to look at in detail for what was interesting at that
       | time.
        
         | aidenn0 wrote:
         | Also _The Digital Antiquarian_ series by Jimmy Maher; an
         | ongoing blog that gets periodically collected into ebooks:
         | https://www.filfre.net/the-digital-antiquarian-e-book-librar...
        
           | tlavoie wrote:
           | Good to know, thanks!
        
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