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Coding After Coders: The End of Computer Programming as We Know It

https://www.nytimes.com/2026/03/12/magazine/ai-coding-programming-jobs-claude-chatgpt.html
1•JeanKage•1m ago•0 comments

Project Itohs Harmony and the under explored extremes of alignment theory

1•calmkeepai•3m ago•0 comments

Upgrading in Site or Relocation? Impacts of Slum Renewal Policies

https://www.nber.org/papers/w34560
1•felineflock•3m ago•0 comments

Running 9 AI agents and realizing we needed a control plane

https://www.runshift.ai/
2•devincrane•5m ago•2 comments

Why Private School Isn't Worth the Cost

https://ofdollarsanddata.com/why-private-school-isnt-worth-the-cost/
1•amin•6m ago•0 comments

Federal Cyber Experts Called Microsoft's Cloud "A Pile of Shit", yet Approved It

https://www.propublica.org/article/microsoft-cloud-fedramp-cybersecurity-government
2•hn_acker•6m ago•1 comments

Product has always been the bottleneck, it's just clearer now

https://kwakubiney.github.io/posts/Product-Has-Always-Been-The-Bottleneck-Its-Just-Clearer-Now/
1•kwakubiney•7m ago•0 comments

Tennis XGBoost autoresearch loop hacked probability scoring on plateau anxiety

https://www.nickoak.com/posts/tennis-xgboost-autoresearch/
1•buildoak•7m ago•1 comments

Not just energy: How the Iran war could trigger a global food crisis

https://www.aljazeera.com/economy/2026/3/18/not-just-energy-how-the-iran-war-could-trigger-a-glob...
1•akbarnama•8m ago•0 comments

Show HN: Ibkr-CLI – A local-first Interactive Brokers CLI built for AI agents

https://github.com/fatwang2/ibkr-cli
1•fatwang2•9m ago•1 comments

Budget Security, SoC 2 compliant pentests fast, cheap, self service

https://budgetsecurity.com/en
1•BudSec•10m ago•0 comments

Meta vowed to stop illegal financial ads. It failed 1k times in a week

https://www.reuters.com/sustainability/boards-policy-regulation/meta-vowed-stop-illegal-financial...
2•1vuio0pswjnm7•10m ago•0 comments

Veto: Permission policy engine and LLM firewall for AI coding agents

https://www.vetoapp.io/
1•damienhauser•10m ago•1 comments

All my clients wanted a carousel, now it's an AI chatbot

https://adele.pages.casa/md/blog/all-my-clients-wanted-a-carousel-now-it-s-an-ai-chatbot.md
1•speckx•10m ago•0 comments

U+237C ⍼ Right angle with downwards zigzag arrow

https://ionathan.ch/2022/04/09/angzarr.html
1•fooqux•10m ago•0 comments

Show HN: Studio – a drag-and-drop PDF workspace for multi-document workflows

https://localpdf.online/app/studio
1•ulinycoin•11m ago•1 comments

The internet ruined customer service. AI could save it

https://www.a16z.news/p/the-internet-ruined-customer-service
3•7777777phil•12m ago•0 comments

World ID wants to put a unique human identity on every AI agent

https://arstechnica.com/ai/2026/03/world-id-wants-you-to-put-a-cryptographically-unique-human-ide...
2•Brajeshwar•13m ago•0 comments

Researchers uncover iPhone spyware capable of penetrating millions of devices

https://www.reuters.com/technology/researchers-uncover-iphone-spyware-capable-penetrating-million...
2•1vuio0pswjnm7•13m ago•0 comments

Your Job Is Dead. Autopsies for the AI Transition

https://www.job.rip/
3•bixvolt•14m ago•0 comments

React SSR Framework Showdown: TanStack, React Router and Next.js Under Load

https://blog.platformatic.dev/react-ssr-framework-benchmark-tanstack-start-react-router-nextjs
1•TheAnkurTyagi•15m ago•0 comments

Heaps do lie: debugging a memory leak in vLLM

https://mistral.ai/news/debugging-memory-leak-in-vllm
1•shiftingleft•16m ago•0 comments

Where did the lightweight web go?

https://medium.com/@hmnt.bazooka/where-did-the-lightweight-web-go-1c1ee2caa447
3•hmntyee•16m ago•0 comments

Show HN: WeFrames One shared photo a day from Apple Shared Albums

1•sillendev•17m ago•0 comments

Show HN: KonbiniAPI – One API for Instagram and TikTok Data, Same JSON Shape

https://konbiniapi.com
1•FdezRomero•17m ago•0 comments

A ngrok-style secure tunnel server written in Rust and Open Source

https://github.com/joaoh82/rustunnel
2•joaoh82•20m ago•1 comments

Anthropic's Hidden Vercel Competitor "Antspace"

https://aprilnea.me/en/blog/reverse-engineering-claude-code-antspace
1•AprilNEA•20m ago•0 comments

Why Good Economic Policies Can Fail – The Need for Incentives and Reminders

https://www.nominalnews.com/p/why-good-economic-policies-can-fail
1•NomNew•20m ago•0 comments

Show HN: Applemail – Cursor skill for full macOS Mail.app control

https://github.com/Don-Yin/apple-mail
1•DonYin•20m ago•0 comments

A drop-in binary replacement to migrate from MinIO to RustFS

https://github.com/rustfs/rustfs/issues/2212
1•KevinatRustFS•21m ago•1 comments
Open in hackernews

History of “Adventure” for the Atari 2600

https://www.atariarchive.org/blog/adventure-march-1980/
107•coldpie•10mo ago

Comments

staplung•10mo ago
Robot Chicken "advertisement" for Adventure.

https://www.youtube.com/watch?v=rNK44eqvP38

And of course, the "someone get this freakin duck away from me!"

https://www.youtube.com/watch?v=OOQDtZg0sCo

zzzeek•10mo ago
I found the easter egg in Adventure on my own, however, this was using the method of turning the 2600 power switch on and off really fast which caused the game to boot into a semi broken mode where one of those thin vertical black lines would be moved over, such that you could go under it. that's how I got into the room. I thought if I kept experimenting like this I'd find the source code for the game, but that didn't happen. learned about the dot some years later.
Dwedit•10mo ago
When you bring the dot into the screen with the wall, the wall turns light gray to match the background color. Yet the wall is still there, and still drawn on top of the background and player.

Someone might be misled into thinking that the color change has some effect on how the collision detection works, thinking that because the background and wall are the same color, the collision detection must not work anymore. But this is not the case, the game logic is actually checking that the dot is changing the wall color in order to disable collision for the wall.

31337Logic•10mo ago
Yo!!!!!

I thought I was the only one that knew/did this! I also did this on my Pitfall 2 (awesome soundtrack, btw) and watch Harry fall through the otherwise solid ground, landing directly beside the gold monkey (or whatever it was) to instantly win the game!! Good times. ;^)

corysama•10mo ago
In the https://benfry.com/distellamap/ for Adventure, you can see the "Created By" easter egg plainly in the sprite data :)
_JamesA_•10mo ago
Play Atari 2600 Adventure online.

https://atarionline.org/atari-2600/adventure

Dwedit•10mo ago
I once ported the game into Flash, using a disassembly of the game as reference. I had it on my website, but it got DMCA-ed off for trademark reasons.
Dwedit•10mo ago
This game is quite simple in how it uses the Atari 2600 hardware. Atari Hardware can draw exactly 6 things on a scanline: Playfield, Ball, Sprite 1, Sprite 2, Missile 1, Missile 2. So Adventure made the player be the Ball, the thin walls (seen on two rooms) be the missile, and two of game objects become the two sprites. There is also the torch-light sprite that can take the place of one of the game objects in dark rooms, drawn behind the background.

The game makes no attempt at all to re-use a sprite slot for another sprite appearing further down the screen. It's just two sprites, then no more.

The game also uses the hardware's pixel-level collision detection to check for collisions rather than bounding boxes, so when the sprites are flickering, they cannot collide with the player. But collision detection is not the only way that objects can interact, there's also the Bat and Magnet, or the dragons having objects to guard/run away from. The bridge also makes the game ignore player collisions for a particular bounding box inside the bridge.

canucker2016•10mo ago
...in 4KB.

Racing the beam - https://en.wikipedia.org/wiki/Racing_the_Beam

Dwedit•10mo ago
Adventure kept it small mainly by indirection. Each room has a pointer for its graphics, 4 exit locations, and the color/darkness flags. The game doesn't need to do anything special to handle most rooms, so that keeps the code size pretty small. And because it's using pointers to graphics data, room data can even start in the middle of another room's data, so things like a bottom barrier can become a top barrier in the next room to use that data.

The only real time you need to handle things specially is that some room exits are conditional based on whether Game 1 is selected or not.

Because it was so simple to reuse the rooms, there was enough empty space in there for the Easter egg. The "Created by Warren Robinett" sprite alone is a whopping 96 bytes of sprite data.

But you don't need all that much special code to get the Easter egg into the game. You define one additional room that reuses an existing room layout, and add one more sprite to the list of sprites. The sprite is pre-placed in the new room, as defined by the data that initializes all the game objects. The code for the dot mostly uses the existing code for objects, you can pick up and drop objects already, and the dot is no different in that respect. There is a little bit of added code for removing the right side barrier when it's in the correct sprite slot (easy to happen when three objects are in the room), and there's also a little bit of extra code to override the right-side exit for the room.

rolph•10mo ago
if you played adventure:

https://news.ycombinator.com/item?id=35571077

socalgal2•10mo ago
There's a kinda remake/update/reimagined version of "Adventure" for iOS called Pixa

https://apps.apple.com/us/app/pixa/id826977016

I'm old, I played the original "Adventure" for the Atari 2600 to death when I was a kid and am a huge fan . And, personally I really liked Pixa. I thought they did a good job of translating it to something interesting with mobile controls and I "cleared it". I suspect maybe only oldies like me seeing it through the less of nostalgia would get into it.

I don't remember how long it took to clear, a few hours at least because it has multiple maps.

evo_9•10mo ago
Thx for posting this I never ran across it before. I too played the original when it came out and actually wrote to Atari after I found the invisible dot and the hidden room / Easter egg. They wrote me back and told me I was one of the first people to find / report it to them which was kind of an honor for my eight-year-old self. I wish I kept that letter lol
mrguyorama•10mo ago
For more good details about Atari 2600 development, check out this GDC postmorterm talk of Pitfall

https://www.youtube.com/watch?v=MBT1OK6VAIU

chaoskitty•10mo ago
It's absolutely amazing to compare Adventure on the Atari 2600 with a fancy, ray traced game today. What's even more amazing is that both have the ability to capture our attention for hours. It just goes to show how significant of a role imagination plays in games.
glimshe•10mo ago
Although the 2600 version leaves a LOT more to the imagination...
AStonesThrow•10mo ago
I was only about 8 when Adventure was released. I basically had no interest in it at all. We'd go to Sears or the mall every week and I'd grab a handful of cartridges, but I never wanted this one.

It is very strange considering my affinity for weird stuff. I loved the BASIC Programming cartridge, and later in life, I would amass a huge Infocom collection starting with Zork on the C=64. But this graphical Adventure held no interest for me or my sister. Neither did Superman, which was modeled after it. Sure, I heard a lot about it. I heard enough to squick me, because it seemed that the devs were sort of abusing the hardware limitations to provision this weird adventure-y experience in a graphical format that I would not enjoy. (Nor would I get very far in exploring this world because it was so, picky-picky-picky. If you ever played E.T. on the 2600, you'd understand!)

When Haunted House was released 2 years later, I did pick that one up, out of morbid curiosity, I suppose, and it was kind of interesting, but not something that I spent a long time figuring out. I followed the Swordquest series with interest, (the marketing built those up with a real mystique and some epic fanfare: https://en.wikipedia.org/wiki/Swordquest#Contest) and invested some time in some of those, but still -- I suppose, even back then, I was far more interested in the "twitch" action type games. We loved Pitfall and other Activision titles such as River Raid.

davetron5000•10mo ago
This is my favorite game for the 2600.

I built a clone of it for Windows using Direct X in probably 1999/2000. I don't have a Windows machine, but I think Microsoft's obsession with backward compatibility means it probably still works:

https://naildrivin5.com/adventure/index.html

Here's the C++ code in all its glory: https://github.com/davetron5000/adventureclone/

It replicates the 2600 game, and adds two new levels (additional castle and maze), and two new (optional) objects, a candle that shows more of the labyrinths, and a shield that prevents the dragons from eating you.

MBCook•10mo ago
“Of all the original games Atari put out for the VCS, Adventure may be the one that most people are familiar with today.”

Is it? It’s certainly up there. But I would think Pitfall would be the best known today in terms of gameplay.

That aside, I really enjoyed the article.

pansa2•10mo ago
Pitfall was from Activision, not Atari
MBCook•10mo ago
Thank you, that’s what I was missing. I didn’t read the sentence carefully enough and thought it was about all games for the Atari, not from Atari.
DrillShopper•10mo ago
I think more people are familiar with Pac-Man for the 2600 (because it was terrible, not the fault of the programmer but Atari management trying to rush it out the door) and ET for the 2600 (landfill story, on Atari management that tried to rush it, again) than Adventure.

Among 2600 games that weren't terrible though, I'd say its probably up there.

MBCook•10mo ago
I debated ET. I think it’s better known than Pac-Man due to the New Mexico landfill story.

But I suspect they’re not familiar with the game at all, just the story. If they know about Pac-Man it’s likely the same.

I decided to go with Pitfall because I think it’s well known but people have likely seen at least a screen or two being played, jumping on gators or over logs.

mrandish•10mo ago
The author of Atari 2600 Adventure, Warren Robinette has an extensive explanation of how the game works on his personal website: http://www.warrenrobinett.com/inventing_adventure/inventing_...