My 1981 adventure game is now a multimedia extravaganza

2026-02-1622:3512847technologizer.com

Over the last few weeks, I created a computer game set in the Arctic. Or maybe I've been working on it since 1981. It all depends on how you count. All I know for sure is that I programmed the…

An igloo made of ice blocks sits on a snowy plain with snow falling gently. Snow-capped mountains rise in the background under a clear blue sky.

Over the last few weeks, I created a computer game set in the Arctic. Or maybe I’ve been working on it since 1981. It all depends on how you count.

All I know for sure is that I programmed the original version of Arctic Adventure in Radio Shack TRS-80 Level II BASIC when I was in high school. (It’s possible I did at least some of that work in 1980, though it was published in 1981.) In 2021, I put a debugged and slightly expanded version on the web. And in late January and early February of this year, I used Anthropic’s Claude Code to treat my ancient TRS-80 Level II BASIC code as raw material for a fancy, modern edition of Arctic Adventure. The new version even adds one meaningful feature the 1981 edition didn’t have at all: graphics.

Who else do you know who’s been banging away at the same project for that long, even if intermittently?

Arctic Adventure 2026 is easy to embed on any web page, so here you go. Feel free to try it out rather than reading on. Just remember to SAVE your game if you intend to return to it.

I don’t remember how long it took me to put together the original version of Arctic Adventure, but it would have been weeks if not months, occupying most of my spare time at home and school (I had access to a TRS-80 at both, thank goodness). I was the second most proficient programmer at my high school and, as far as I remember, came up with the code based largely on my own techniques.1 Level II BASIC was sluggish by nature—it was interpreted, not compiled—and so getting the game running fast enough to be bearable was something of an achievement.

Creating the new one started as a lark. Maybe even an attempt to prove it wasn’t actually possible.

I’ve often toyed around with the intersection of AI and ancient computer programs—for instance, by trying to get chatbots to write a Level II BASIC program to draw a square, something they couldn’t do for a long time.2 Two years ago, I even taught ChatGPT to write old-school adventure games based on any theme, with optional 8-bit-esque graphics.

Last month, when I was fooling around with Claude Code, the first thing I tried was getting it to program a couple of simple games that evoked the early 1980s. Impressed by the results, I wondered if I should try something more elaborate. Then a goofy experiment occurred to me. I’d already built an ambitious 1980s-style game: Arctic Adventure. In fact, I’d written it in the 1980s. What if I fed my BASIC listing into Claude Code, just to see what might happen?

So I did. I pasted in the program in its entirety, asked Claude to convert it for the web and add graphics, and provided no further guidance.

A retro-style text adventure game screen shows an igloo with an arched entrance, a shovel, and a red coat nearby. The interface includes command options, buttons, and inventory in a browser-like window.
Not a spoiler, since this is the first scene in the game.

What happened next astounded me. After digesting the program listing, Claude Code had a rough draft of a web-native edition ready in minutes, complete with artwork for every scene.

Yes, its first pass was buggy and incomplete. The art, in particular, would need a lot more work. But it was at least 80% of the way to a playable game. I began debugging it, adding features, and polishing up the visual experience. I felt like I had two collaborators: Claude and the teenage me who’d written the original game.

Within a few days, I had something that felt, once again, like my own creation. The process has been so absorbing that it’s been tough to pull myself away from it, even to write this article.

Arctic Misadventure

At this point, I should pause and explain why I bothered to bring my old game into the 21st century. It’s not because I’m intensely proud of it. “Reasonably decent, considering it was written by a high school student so many years ago” is the highest praise I can summon.

A man with glasses and a beard sits at a vintage computer in a wood-paneled room, looking at the camera while typing on the keyboard.
Scott Adams at work, as shown in Antic magazine, July 1983.

The first four decades of the Arctic Adventure saga are covered in copious detail over at another site of mine, Arctic81.com. Briefly: In high school, I loved playing text-based TRS-80 adventure games written by Scott Adams.3 Moved to write an Adams-style adventure myself, I set it in the Arctic. I didn’t know anything about the place, and don’t remember bothering to do any research, but as far as I knew, nobody else had used it as fodder for an adventure.

I hoped my game might get published and make me some money. It was and it did, as a type-it-in-yourself listing in a book called The Captain 80 Book of BASIC Adventures.

Captain 80 wrote me a check, but never got around to giving me a copy of the book. Eventually, someone who worked for him later icily told me that a bug in my program had made the game unwinnable. I felt a brief pang of remorse and then moved on.

Black-and-white magazine ad for The Captain 80 Book of BASIC Adventures, featuring large comic-style ADVENTURES lettering, book details, cartoon drawings, ordering information, and a pre-publication special price offer.
A pre-publication ad for Captain 80’s book of BASIC Adventures. My game wasn’t mentioned by name.

Many years later, I did track down a copy of the book online. It sat on my shelf for several years until I got around to typing the program into a TRS-80 emulator on my iPad. I found the bug—which made it impossible to play the game, let alone win it—and several other ones, and fixed them. I also added a fair amount of new functionality, including embedding another TRS-80 game I’d written, a slot machine simulator, as a bonus. When I figured out how to make the thing run in a web-based TRS-80 emulator, I put it on Arctic81.com, accompanied by an account of its strange history.

I lost track of the number of websites (and at least one print magazine) that covered my semi-epic quest to make Arctic Adventure playable. Many people tried the online version. Quite a few emailed me to say they enjoyed it. Some offered suggestions for further improvements.

All of a sudden, a slightly painful distant memory turned into something resembling a triumph. Along the way, I also concluded that the original bug might have been introduced after I turned the code over to Captain 80, which further lifted my spirits.

Inspired by all this, my friend Charles made a web-playable version of his early 1980s TRS-80 BASIC adventure, Lost Ship Adventure. (He’d programmed it slightly before I wrote mine, as we sat together in our school’s computer lab.) I added it to Arctic 81. Last year, a programmer/historian named Jim Gerrie ported my game to a different TRS-80 BASIC, in a version that’s actually closer to the original than my own updated edition. That’s on Arctic 81, too. And now this new version has its own Arctic 81 page.

A black screen displays white text from a text adventure game. It reads: You are in an igloo. Obvious exits: Out. You see: Shovel. Warm coat. Below, it says Welcome to Arctic Adventure and Your command--> with a cursor.
Arctic Adventure in its original, unapologetically minimalist 1981 form.

To get back to the question “Why Arctic Adventure 2026?”: I don’t think anyone has been sitting around specifically waiting for it. But porting and revising the game served well as a laboratory for exploring Claude Code. I was able to forge ahead far more quickly than if I’d had to devise a game from scratch. And the finished product is certainly at home on Arctic 81.

Arctic Adventure 2026 includes only minor tweaks to the game’s locations, objects, puzzles, and plot.4 Mostly, they’re what my brain came up with during the first Reagan administration (or maybe late in the Carter administration—I wish I remembered for sure). If you weren’t playing computer games back then, the bare-bones experience might confuse you: For example, how could it be that on a snowy plain, you can only go in two directions, WEST and SOUTH? The answer: Because it was a challenge to get even 20 locations into 16KB of RAM.

There’s also a lot in the game that doesn’t make a huge amount of logical sense. You, the player, are supposedly stranded in the Arctic, even though it soon becomes clear you’re within walking distance of civilization. Items are hidden and revealed in ways that would be extraordinarily unlikely to happen in real life. Adventure games were just like that back then, so I left it all alone.5

Arctic Adventure 2026 does have some substantial new creature comforts. Its save/load feature is far more robust, with five slots that preserve games in progress even if you close the browser tab. At any point, you can scroll back through the game to its beginning. I felt bad about the several ways you can abruptly die, so I added a once-per-game “undo death” option. You can choose between an interface with larger graphics or a more compact view that also shows your inventory of carried items at the bottom. I also added more hints and help.

The big change is the artwork. Over the past 10 months, I’ve vibe-coded several apps, but all the others amounted to productivity software, and I’d used platforms other than Claude Code to make them. Until I plugged my code into Claude Code, I didn’t know how it would render visuals.

Appropriately enough, it coded them. They were nothing like what Google’s Nano Banana and other AI image editors would have generated. Instead, Claude cranked out simple vector drawings, not hyperdetailed bitmaps. And it turned out that it wasn’t all that great at making them. (AI blogger Simon Willison came up with the useful benchmark of asking LLMs to draw a vector image of a pelican riding a bicycle, which even the most cutting-edge models still do in a rudimentary fashion.)

A cartoonish white polar bear with exaggerated teeth is biting down on a chocolate bar in a dark, cave-like setting. The word CHOMP appears below its mouth.
During the game development process, Claude Code came up with some truly terrible imagery.

Claude Code’s first pass at my game’s scenes came off as downright lazy. For example, it didn’t bother to give a polar bear any legs. I also soon discovered that if I told it to draw that bear performing some specific act, I was likely to get an unrecognizable mishmash of shapes.

Eventually, I went through almost every element in every scene and gave Claude specific instructions on what to draw. That worked better, though there was still plenty of stuff it couldn’t really render at all. For instance, chairs came out looking like M.C. Escher art. (I settled for a stool.)

At first, all this artwork consisted of still images illustrating my terse 1981 scene descriptions, such as “You are in an igloo.” Given that the text only mentioned objects directly related to gameplay, the scenes felt far too stripped down. The game involved plenty of action and surprises, but they weren’t depicted at all.

Little by little, I dressed the game up with background details, cut scenes (kinda—most last 1.5 seconds), and special effects. It turned out that Claude was better at making artwork move than at drawing it, as long as the motion could be expressed mathematically. I probably spent more time adding animation to the scenes—snow falling, sea life swimming, slot machine dials spinning—than on any other aspect of the game.

When I showed Charles a rough draft of the game with graphics, he commented that it felt like the art should be interactive. That led me to add the ability to GET and GO by clicking on items. Then I added hyperlinks to the text’s “Obvious exits,” “You see,” and “Inventory” lists. The result is that you can play a fair chunk of the game without typing. Theoretically, I could have made it entirely click-driven by showing menus of commands, but that seemed at odds with the original game, in which figuring out what you can and can’t do is the whole point.6

Toward the end of the development process, I added some sound effects, all of them relating to clickable items or the slot machine. (After I’d rigged that gambling device to show flashing lights and coins tumbling out when you hit a jackpot, silence felt inappropriate.) The audio amounts to bloops and bleeps, and if you don’t like it, well, there’s a mute button.

I have a vision in my mind of a version of this game with a magnificent orchestral soundtrack that changes depending on how you play, but that turned out to be slightly beyond Claude Code’s abilities.

As much fun as I’ve had with this project, I found myself grappling with my emotions over several aspects of it, starting with the basic fact that it adds graphics to what had been a text-only experience.

Back when I was addicted to text adventures, they felt like theater of the mind. I never felt the least bit deprived because Scott Adams’ early 1980s games had no artwork. (Maybe some people did, though: He eventually released adventures with graphics, as did other early purveyors of text-only games such as Infocom. Meanwhile, platforms such as the Apple II had graphical adventures almost from the start—most notably those written by Sierra On-Line’s Roberta Williams, including The Wizard and the Princess and King’s Quest. I never played any of them, so they had minimal influence on how I visualized Arctic Adventure.)

Pixel art portrait of a man with glasses, curly hair, and a beard on a blue background. Text below reads: “I’M SCOTT ADAMS PRESIDENT OF AI (ADVENTURE INTERNATIONAL) AND AUTHOR OF THE ADVENTURE SERIES. HIT RETURN.”.
Scott Adams as he appeared in the introduction to the graphical version of his Pirate Adventure.

I still love text adventures–I might even write another one someday. But I found that adding graphics to Arctic Adventure didn’t ruin it, any more than movies bespoil novels they’re based upon. It’s just a different medium.

Oh, and I eventually realized I could soothe my conscience by giving the new game a text-only mode. On a smartphone, the text version even fits on the screen at the same time as the keyboard, eliminating the need to scroll around. This may have been the trickiest coding challenge to pull off in the entire game.7 After failing to get Claude Code to handle it, I outsourced the challenge to Gemini, resulting in the only lines of code in the game that Claude didn’t generate.

Along with getting my head around Arctic Adventure becoming graphical, there was the question of how much credit I could take for the new version existing. Yes, it was my idea. After ingesting my BASIC program, Claude Code even retained some of my original logic and variable names. But I wrote none of the JavaScript and CSS code that makes the new game work. I barely even looked at it.8

At first, that left me feeling a tad guilty. I certainly believe that learning to program computers is good for your intellect and soul, and regret that my skill at it didn’t advance much after I left high school. Vibe-coding something I wish I could have written on my own seemed like cheating.

A text adventure game screen reads: You are in an igloo. Obvious exits: Out. You see: Shovel, Warm coat. It welcomes players to Arctic Adventure 2026 and includes credits and a blank command input box.
Arctic Adventure Phone Edition, the most streamlined version of the game.

I wasn’t haunted for long. Almost nobody programs computers in machine language.9 Mostly, programmers work in high-level programming languages that simplify many aspects of the job. Thanks to AI, I realized, English is just an extraordinarily high-level programming language. And vibe coding is coding.

Working on the game, I was able to make changes and add elements almost as fast as I could type, which was both mind-bending and exhilarating. In many cases, Claude Code took a minute to pop out a perfect execution of something I wasn’t sure it could do at all. Conversely, when it introduced bugs, they usually involved functionality that seemed straightforward to me. But squashing mysterious bugs is part of any programming job, and I felt useful when I found them and aided Claude in its troubleshooting.10 (My friend S.A. Applin beta-tested the game and reported several other glitches.)

Screenshot of a code documentation page explaining how object visibility is handled in TRS-80 Arctic Adventure. A gray tooltip at the top reads: The coins stay where dropped now, but arent displayed after I leave casino.
A sample of Claude Code and me troubleshooting some balky game logic.

The weirdest part of working on the game was the several occasions when I discovered Claude had proactively added minor bits of functionality, mostly involving anticipating things people might type into it. It was so good at mimicking the writing style I’d used in high school that I wasn’t always sure its contributions hadn’t been there all along.

Even if relying on AI to do the coding seemed okay, using it to generate the game’s graphics made me uneasy. I am sensitive to the concerns of creative people who consider all machine-generated imagery to be a ripoff, and bristle at the ultra-homogenized aesthetic of most of it myself. So when I discovered that Claude Code was just barely capable of rendering the cartoony kind of artwork I wanted, I felt better.

Cajoling Claude into drawing imagery that pleased me was hard enough that I will cheerfully take partial credit for the results. They remain basic. But so is the game they’re illustrating, and not just because I wrote it in BASIC. Anything too polished would have been inappropriate.

Side note: At one point, when I was working on some supplementary Arctic Adventure graphics in Nano Banana, I accidentally generated an image that vividly depicts what the game would have looked like if I’d used Gemini or ChatGPT to crank out all the imagery rather than producing most of it in Claude Code. Here it is, as devoid of soul as you’d expect (and with several misunderstandings of what it was trying to draw):

A smiling woman with red hair stands in a wooden room beside a gray cat, a bone, and a red ball. Nearby are shelves with jars and books, and a cage filled with gold coins.

If that were my only option, I would have killed my own project rather than foist it on the world.

It’s been three weeks since I started vibe-coding the new version of Arctic Adventure, and I’m still tweaking it. It’s fun to lavish more attention on this project than it deserves. Some of these little touches are pretty obvious; others, I’m not positive anyone will ever notice. It’s been wild collaborating with a coding partner that will unhesitatingly attempt to crank out anything I ask for; a human programmer would have pushed back more.11

I know I entertained myself by making this game. I think it’s at least as entertaining as the original version and my 2021 revision, and probably more accessible to people who weren’t playing TRS-80 adventures when I did. Still, even with graphics, it beats with the heart of a Scott Adams-style text adventure. The crucial elements boil down to typing verbs and nouns into a command-line interface, just as they did in 1981—or would have, if the printed version hadn’t been rendered unplayable by that damn bug. (Speaking of which, if you find bugs in this version, please let me know.)

One other thing: The original version of Arctic Adventure consisted of only 141 lines of TRS-80 Level II BASIC, which was why it was practical to publish it in a book as a type-it-in listing. The new edition, in JavaScript and CSS, is 20,940 lines long. By my math, it would have required 10 TRS-80 floppy disks to store.

I could never have programmed Arctic Adventure 2026 on my own. But I do take satisfaction in the possibility that high-school me wrote tighter, more efficient software than Claude Code does.

Footnotes:

  1. My friend Charles, a far more adept programmer than I am, contributed a bit of machine code that scrolled the bottom half of the screen while leaving the top alone—a feat that would have been tough to accomplish in BASIC.
  2. ChatGPT still can’t consistently do it.
  3. Not the Dilbert guy.
  4. To reduce the chances of the game responding to player input with a “Huh?” or “I don’t know how to do that,” I added a bunch of synonyms to the vocabulary, as well as messages that make clear input had been understood even if it doesn’t advance the gameplay. In the early 1980s, those kinds of upgrades would have maxed out the TRS-80’s RAM and 1-MHz processor. Today, I effectively had unlimited memory and computational muscle at my disposal.
  5. I can’t blame 1980s adventure culture for one of the game’s oddest touches: the fact it involves a casino in the Arctic. I added that part in 2021 when I decided to merge in my TRS-80 slot machine code.
  6. Someday, I’d like to vibe-code a fully graphics-driven adventure in the spirit of LucasArts titles such as Zak McKracken (ahem) and The Secret of Monkey Island. However, I am not positive that Claude Code, in its current state, would be up to handling the graphics.
  7. On iOS, Safari really wants to auto-zoom in on text fields, and imposes decisions about scrolling that make it surprisingly difficult to make a non-zooming, half-height web page. But Gemini figured out a clever workaround when Claude could not.
  8. Charles peeked at the code and declared some of it “cringe-worthy.”
  9. After I wrote the original version of Arctic Adventure, I did manage to teach myself Z-80 code, and programmed a spectacular version of Space Invaders in it—an achievement I’m always happy to have a reason to bring up. I called it Space Troopers and sold it to Captain 80, but he didn’t end up publishing it. I don’t have a copy myself.
  10. When my 1981 version of Arctic Adventure was buggy and got printed in a book, it was forever. Shipping bug fixes for the new one takes seconds.
  11. Though Claude doesn’t work for free: After blowing through all the tokens included with my Claude Pro plan, I have spent something approaching $200 in overage charges to complete the game. Totally worth it.

Read the original article

Comments

  • By gyomu 2026-02-202:425 reply

    > Almost nobody programs computers in machine language. Mostly, programmers work in high-level programming languages that simplify many aspects of the job. Thanks to AI, I realized, English is just an extraordinarily high-level programming language. And vibe coding is coding.

    It's funny how people feel the need to repeat that last mantra. Kind of similar to the "listening to audiobooks is reading" crowd.

    Compare two high schoolers: one who vibe codes a game in English and generates the graphics with Nano Banana; vs one who actually learns how to program and draw to make the game.

    Are they doing the same kind of activity? Getting the same kind of cognitive development out of it?

    • By jimmaswell 2026-02-203:507 reply

      > Kind of similar to the "listening to audiobooks is reading" crowd.

      Is this supposed to be an implicit dig at audiobooks? The scientific consensus seems to be that there's no difference to comprehension or retention.

      https://time.com/5388681/audiobooks-reading-books/

      • By coldtea 2026-02-207:59

        >Is this supposed to be an implicit dig at audiobooks? The scientific consensus seems to be that there's no difference to comprehension or retention

        I wouldn't trust that "scientific consensus" if my life dependent on it.

        For starters, there's no scientific consensus.

        The linked post refers to merely 2 studies, both of doubtful quality. And one says "it's no different", the other says it's worse.

        The one that says "it's no different" asked them to read/listen to mere two chapters of total ~ 3000 words.

        That's a Substack essay or New Yorker article level, not a book, and only of one text type (non-fiction historical account. How does it translate to literature, technical, theoritical, philosophical, and so on?). The test to check retention was multiple choice - not qualitative comprehension. And several other issues besides.

        And on the other study in the post, the audio group performed much worse.

      • By jader201 2026-02-207:501 reply

        You’re proving the exact point of the OP arguing against the “And vibe coding is coding.” statement.

        You’re focusing only on the results, and not the difference in cognitive function necessary to achieve those results.

        An illiterate person can “read” an audiobook.

        Just like a person that knows zero about coding could (theoretically) vibe code a program with similar/same results.

        So yes, if you focus 100% on only the results, then it could be argued they’re the same.

        But the OP is saying there’s more to doing something than just the results.

        • By jimmaswell 2026-02-214:35

          The medium feels wholly immaterial in this case. The words reach your brain, and then it's up to you to think about them, imagine the scene, process ideas. Audiobooks let the narrator add inflection, which maybe takes a slight load off you, but I don't see the big deal. I've read lots of fiction, and listened to a lot on road trips, and I don't feel like my comprehension suffered in either case compared to the other. The important thing is you can have the same level of conversation about the material - I don't believe all this woo about reading being the only pure and intellectual way to process information.

      • By gyomu 2026-02-204:401 reply

        Well, we don’t say that “seeing” a theater play is the same as “reading” a theater play - regardless of comprehension or retention - so why should we say that “listening” to a book is the same as “reading” a book?

        • By chrisweekly 2026-02-205:39

          Drawing these distinctions is complicated by multi-modal consumption. As an avid lifelong reader (nearly a book per week for about 50 years) I greatly enjoy reading on my kindle and seamlessly switching to listening while driving or doing the dishes. With most books these days it's probably 80% reading -- but in the past, when I had a long commute, it was closer to 50/50. When discussing a given book with others, it's practically irrelevant whether I read or listened to the audiobook narration.

          As for theater plays, attending a live performance with actors is fundamentally different from reading the script.

      • By bondarchuk 2026-02-209:28

        I think GP is making a subtler point, not that listening to audio books is worse than reading books with your eyes, but that it's telling that people who listen to audio books themselves go out of their way to emphasize that it's equivalent to reading, thus betraying that in their own value system they put a higher value on (actual) reading.

      • By atoav 2026-02-205:151 reply

        Yet it is not the same. The person who has read a thousand books is better at reading than the person who instead listened to them.

        • By scandox 2026-02-208:22

          Better at reading yes but not necessarily better at comprehension which is what I believe people are getting at in these discussions. I read and listen. Initially my comprehension and memory while listening was inferior, but you can learn the skill of deep concentration on audio (or some may have it natively).

      • By tracker1 2026-02-2019:35

        I'm pretty sure it will vary a LOT from person to person... I remember what I see very well.. what I hear, not nearly as much. I say this as when I was commuting I'd listing to a lot of audio books and podcasts... I didn't retain much at all. But I can skim a written article and retain a lot more. Further still, if I literally copy something I see while writing it down, it's hard for me not to remember. That last bit got me through high school as I never did any homework, but always aced tests.

        Everyone is definitely different in terms of how they learn best. That's not to say that listening to non-fiction is or isn't better for oneself than nothing, or even different forms of music may be different. There's nothing wrong with entertainment or factual knowledge... (See "Fat Electrician" on YouTube/Pepperbox for a lot of both.)

      • By piltdownman 2026-02-2010:39

        I mean no one is listening to an audiobook of an Eternal Golden Braid - even if one existed it couldn't lead to an equivalent outcome compared to reading it. Let's not even get started on the impact on literary devices like Wordplay and Neologisms.

        There doesn't need to be an implicit dig; audiobooks are explicitly a different medium, and in the Marshall McLuhan sense obviously thus impact comprehension, retention, and the overall grok.

    • By StopDisinfo910 2026-02-2113:20

      > Are they doing the same kind of activity? Getting the same kind of cognitive development out of it?

      Who cares as long as the game is good? There is no inherent moral value in the how with artistic creation. What matters is the end result.

      And if people are happy with what they produce, who am I to judge them? I will happily give my opinion on the game but the act of creation is them.

      Same with audiobook. You are adding value judgment where there doesn't need to be one. Is the Odyssey less significant because it used to be an oral story?

    • By TurdF3rguson 2026-02-203:454 reply

      Sure but you could be saying that about calculators vs pen and paper math. At some point you will need to abandon this position.

      • By coldtea 2026-02-208:15

        It's also valid for calculators vs pen and paper math.

        Calculators make calculation much easier, but people doing math with them lose a sizable part of their mathematic skills.

        To the point of kids not being able to do a simple addition or multiplication or percentage calculation (never mind division) with a calculator, even when someone used to pen and paper can trivially doing with just their mind.

      • By ido 2026-02-208:18

        I think grade school kids learning arithmatics shouldn't use a calculator & highscool pupils/collegue students/junior devs learning to program shouldn't use AI to generate code until they learned how to do it manually for the same reason (the temptation to let the machine do it for you & thus not learn is too great).

      • By mmustapic 2026-02-209:59

        Digitally painting an image is completely different from asking an AI to make one. Writing a short story is very different from asking an AI to write it. Same with arithmetics, problem solving, coding.

      • By gyomu 2026-02-204:361 reply

        I think it’s more like solving a math problem yourself (whether with tools like pen & paper, or a calculator), vs asking an AI agent to solve the problem for you.

        • By TurdF3rguson 2026-02-204:461 reply

          Right but only because you've mentally tagged using a calculator with "doing it by yourself" and using AI as "not doing it by yourself". In both cases you are doing it by yourself in one sense and not doing it by yourself in another.

          • By coldtea 2026-02-208:16

            In the AI case the "not doing it by yourself" sense is much much much much much much more correct.

    • By xnx 2026-02-2013:18

      > Are they doing the same kind of activity? Getting the same kind of cognitive development out of it?

      Definitely not, but one activity isn't necessarily better than the other. A carpenter and an architect don't do the same activities either.

    • By vbsd 2026-02-219:43

      Even if we accept this metaphor of English as a programming language, it’s used in a highly unusual way.

      With regular programming, you have a full specification of the program (the code) and it gets turned into an executable. When you want to change some behavior, you change the code parts that relate to the behavior and the whole thing is compiled again.

      With agentic programming, there’s no full spec, no “codebase in English”. You write instructions but they are discarded as soon as you close your session, and what’s left is this lower level thing (the code written in a traditional programming language).

      It’s almost like a difference between declarative and imperative paradigm for the process of creating software.

  • By technothrasher 2026-02-1920:463 reply

    "In high school, I loved playing text-based TRS-80 adventure games written by Scott Adams. Moved to write an Adams-style adventure myself, I set it in the Arctic."

    So many of us growing up at that time were inspired by Adams. I think he quite literally is responsible for a huge number of people becoming programmers and game designers. I was lucky enough a few years ago to be able to thank him personally for what he did for me as a kid. He was very gracious and humbly admitted that he gets that a lot.

    • By wrongcards 2026-02-1921:582 reply

      I taught myself to program typing out games and apps from Rainbows magazines in the mid-eighties. I was obsessed with text-adventures, and creating my own, from about age eight and onward.

      Playing games back then was a wildly different experience; pre-internet, there was no way to find hints. You'd come to a wall, somehow, and be stuck. I never got to the end of Raaka-Tu, or Madness and the Minotaur, or Bedlam. I wasn't even ten-years-old, and those games were an impossible undertaking.

      That said, in 2021, finally got to the end of the first graphical RPG I ever played, Dungeons of Daggorath, and killed the final wizard. I was absurdly pleased with myself that day. That goddamn wizard had been a regret-tinged concern of mine for 39 years.

      • By dekhn 2026-02-1923:23

        There wasn't the internet, but there was a book. https://en.wikipedia.org/wiki/The_Book_of_Adventure_Games

        After a number of very frustrating experiences I ended up buying this. For example, in the Sierra Online game "Dark Crystal", i was absolutely stuck in one spot (ruining my enjoyment of the full game) where I needed to "LISTEN BROOK".

        There was another game, (Mad Venture), where I needed to read the book so I could do "THROW DOLL".

      • By mrandish 2026-02-202:021 reply

        > the first graphical RPG I ever played, Dungeons of Daggorath

        In case you didn't know Dungeons of Daggorath (1982) for the Radio Shack Color Computer featured significantly in the best-selling sci-fi book "Ready Player One" (although it was not an element in movie). https://readyplayerone.fandom.com/wiki/Dungeons_of_Daggorath

        I got my Color Computer in 1982 and banged my head on Daggorath for many hours. Randomly reading Ready Player One in 2012 was surreal. There were so many impossibly obscure references to esoteric 80s computer and arcade trivia that was personally very significant to me - but to almost no one else - it felt like I was being punked by someone that knew me. And the more I read, the more bizarre coincidences kept piling up - from Daggorath on the Coco to knowing how to beat a Joust arcade cabinet with the arcane pterodactyl bug which was only present in Red/Yellow Joust cabinets. The Coco was obscure, maybe 1/100th as popular as the Commodores and Ataris, and Daggorath wasn't even close to a top selling game on it.

        In the early 80s, every time I'd go to an arcade I was always on the lookout for a red/yellow Joust so I could drop a high score. I also read Rainbow Magazine every month and even flew across the country to attend the first RainbowFest in Chicago. Good times, indeed.

        • By wrongcards 2026-02-203:30

          I had the same experience when I read Ready Player One. Nearly fell out of my chair. But surely dozens of us must have played that game - dozens!

          BTW you had to 'incant' a ring, near the end, and I could not have figured that out on my own. It was fantastically fun to me as a kid, despite being, lets be reasonable, impossible to beat without knowing some things outside the game. I actually believed I did beat it, in the late 90s, after I killed the 'false' wizard. However, I thought Level 4 was the game restarting back to Level 1, so exited, thinking it was all done.

          Rainbow Magazines were magical and incredibly inspiring. I probably typed-up most of the games they ever published and had them saved on cassette. This one was very lengthy -> https://ia903403.us.archive.org/0/items/rainbowmagazine-1984.... (search for 'Karrak')

          Sadly, my brother recorded over it before I could play it more than once ... you know, deliberately, out of pure 80s evil older-brother spite. Some part of me wants to paste that code into Claude Code, and generate some sort of working game, as an act of defiance.

          I couldn't play joust on the cabinets (no money as a kid); the TRS-80 game was called Lancer. Good times, absolutely.

    • By agiacalone 2026-02-1921:292 reply

      I count myself among this group. I actually emailed Adams sometime around 1999 or so to ask him a question about a game that I thought was his. Turns out, the game was included in a collection of Adams's games on the TI-994a (the game was called Knight Ironheart) and was in the same exact style and used the same interpreter as his own games.

      He was super nice about it, explaining that he didn't actually author that game. We exchanged a few more emails back and forth, but overall a great experience chatting with him over the earlyish Internet. I feel very fortunate that I grew up in an era of computing where it seemed much smaller than it does today.

      • By dekhn 2026-02-1923:24

        One of the highlights of my youth was attending Apple convention in boston in the 1980s and meeting Lord British (Richard Garriot). He saw that I liked the game and asked me to stand in the kiosk and teach people how to play it.

      • By OhMeadhbh 2026-02-1921:51

        I have a fuzzy memory of Adventureland and Pirate Island for the 99/4. What delightful times!

    • By DonHopkins 2026-02-2120:01

      Scott Adams (the good Adventure pioneer, not the evil racist anti-vax cartoonist) inspired me too! Check out this Hacker News discussion where he dropped by and answered questions:

      The Further Text Adventures of Scott Adams (madned.substack.com)

      https://news.ycombinator.com/item?id=29330015

      https://madned.substack.com/p/the-further-text-adventures-of...

      Here's an email I recently wrote Scott about MOOLLM (like LambdaMoo meets The Sims in Cursor):

      https://github.com/SimHacker/moollm/blob/main/designs/email/...

      He responded:

      Scott> BTW I also captured the original Hacker thread for my biography notebooks. I am using NotebookLM with Gemini and have uploaded many thousands of emails, web interviews, articles etc. I added this in today. For some reason it didn’t seem to have found it before when I was web searching. Been thinking about how I actually want to structure the biography. Was thinking about having mini adventures in the narrative that require folks to play on some webpages I set up to get more of the story. Now I am also thinking about MOOLLM

      The essential idea we're both pursuing is "Play My Blog":

      Adventure Compiler: Hybrid Simulation Architecture

      "YAML-jazz in, playable worlds out."

      The adventure compiler is the showcase app that comes after the practical stack: Leela Edgebox DevOps, thinking/writing tools, and Cursor‑Mirror. It is the final attraction — a web app where anyone can play my blog.

      https://github.com/SimHacker/moollm/blob/main/skills/adventu...

      I've made a lot of progress recently on importing Sims characters:

      https://github.com/SimHacker/moollm/tree/main/designs/sim-ob...

      Here's The Sims character animation system reimplemented in JavaScript:

      https://vitamoo.space

      https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi...

  • By OhMeadhbh 2026-02-1921:50

    This is awesome. Several years ago I found the print-out of an adventure game I wrote in my youth and modified it a bit to work with Chipmunk Basic. It wasn't NEARLY as full featured as Artic Adventure, but this is quite motivating. I'll have to find some time to port the bits of my space adventure to something that can run in a web page.

    https://meadhbh.hamrick.rocks/v2/retro_computing/sundog_dot_...

HackerNews