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The new OpenAI GPT 5.2 Model

https://devnavigator.com/2025/12/12/introducing-the-new-openai-gpt-5-2-model/
1•devnavigator•31s ago•0 comments

اdifference gbps overview find answers

1•shahrtjany•32s ago•0 comments

Measuring Impact of Early-2025 AI on Experienced Open-Source Dev Productivity

https://arxiv.org/abs/2507.09089
1•vismit2000•2m ago•0 comments

Show HN: Lazy Demos

http://demoscope.app/lazy
1•admtal•3m ago•0 comments

AI-Driven Facial Recognition Leads to Innocent Man's Arrest (Bodycam Footage) [video]

https://www.youtube.com/watch?v=B9M4F_U1eEw
1•niczem•3m ago•1 comments

Annual Production of 1/72 (22mm) scale plastic soldiers, 1958-2025

https://plasticsoldierreview.com/ShowFeature.aspx?id=27
1•YeGoblynQueenne•4m ago•0 comments

Error-Handling and Locality

https://www.natemeyvis.com/error-handling-and-locality/
1•Theaetetus•6m ago•0 comments

Petition for David Sacks to Self-Deport

https://form.jotform.com/253464131055147
1•resters•6m ago•0 comments

Get found where people search today

https://kleonotus.com/
1•makenotesfast•8m ago•1 comments

Show HN: An early-warning system for SaaS churn (not another dashboard)

https://firstdistro.com
1•Jide_Lambo•9m ago•1 comments

Tell HN: Musk has never *tweeted* a guess for real identity of Satoshi Nakamoto

1•tokenmemory•10m ago•1 comments

A Practical Approach to Verifying Code at Scale

https://alignment.openai.com/scaling-code-verification/
1•gmays•11m ago•0 comments

Show HN: macOS tool to restore window layouts

https://github.com/zembutsu/tsubame
1•zembutsu•14m ago•0 comments

30 Years of <Br> Tags

https://www.artmann.co/articles/30-years-of-br-tags
1•FragrantRiver•21m ago•0 comments

Kyoto

https://github.com/stevepeak/kyoto
2•handfuloflight•21m ago•0 comments

Decision Support System for Wind Farm Maintenance Using Robotic Agents

https://www.mdpi.com/2571-5577/8/6/190
1•PaulHoule•22m ago•0 comments

Show HN: X-AnyLabeling – An open-source multimodal annotation ecosystem for CV

https://github.com/CVHub520/X-AnyLabeling
1•CVHub520•25m ago•0 comments

Penpot Docker Extension

https://www.ajeetraina.com/introducing-the-penpot-docker-extension-one-click-deployment-for-self-...
1•rainasajeet•25m ago•0 comments

Company Thinks It Can Power AI Data Centers with Supersonic Jet Engines

https://www.extremetech.com/science/this-company-thinks-it-can-power-ai-data-centers-with-superso...
1•vanburen•28m ago•0 comments

If AIs can feel pain, what is our responsibility towards them?

https://aeon.co/essays/if-ais-can-feel-pain-what-is-our-responsibility-towards-them
3•rwmj•32m ago•5 comments

Elon Musk's xAI Sues Apple and OpenAI over App Store Drama

https://mashable.com/article/elon-musk-xai-lawsuit-apple-openai
1•paulatreides•35m ago•1 comments

Ask HN: Build it yourself SWE blogs?

1•bawis•36m ago•1 comments

Original Apollo 11 Guidance Computer source code

https://github.com/chrislgarry/Apollo-11
3•Fiveplus•41m ago•0 comments

How Did the CIA Lose Nuclear Device?

https://www.nytimes.com/interactive/2025/12/13/world/asia/cia-nuclear-device-himalayas-nanda-devi...
1•Wonnk13•42m ago•0 comments

Is vibe coding the new gateway to technical debt?

https://www.infoworld.com/article/4098925/is-vibe-coding-the-new-gateway-to-technical-debt.html
2•birdculture•46m ago•1 comments

Why Rust for Embedded Systems? (and Why I'm Teaching Robotics with It)

https://blog.ravven.dev/blog/why-rust-for-embedded-systems/
2•aeyonblack•47m ago•0 comments

EU: Protecting children without the privacy nightmare of Digital IDs

https://democrats.eu/en/protecting-minors-online-without-violating-privacy-is-possible/
3•valkrieco•47m ago•0 comments

Using E2E Tests as Documentation

https://www.vaslabs.io/post/using-e2e-tests-as-documentation
1•lihaoyi•48m ago•0 comments

Apple Welcome Screen: iWeb

https://www.apple.com/welcomescreen/ilife/iweb-3/
1•hackerbeat•49m ago•1 comments

Accessible Perceptual Contrast Algorithm (APCA) in a Nutshell

https://git.apcacontrast.com/documentation/APCA_in_a_Nutshell.html
1•Kerrick•50m ago•0 comments
Open in hackernews

The Plot of the Phantom, a text adventure that took 40 years to finish

https://scottandrew.com/blog/2025/06/you-can-now-play-plot-of-the-phantom-the-text-adventure-game/
191•SeenNotHeard•5mo ago

Comments

bravesoul2•5mo ago
Had a quick play and it's fun, quirky, well written. I might just get into this. Damn rat!
apples_oranges•5mo ago
I wonder what "quick play" means in 2025 with our short attention spans
gbraad•5mo ago
... I thought he took 40 years to finish playing it. :-D
bravesoul2•5mo ago
30 seconds. Mainly because on the phone entering a lot of text is tedious.
noisy_boy•5mo ago
From a serial procrastinator, kudos and best of luck!
BryanLegend•5mo ago
Did George RR Martin write it?
jl6•5mo ago
No, it’s finished.
ThinkingGuy•5mo ago
I was there in the 1980s; writing your own Infocom-style text adventure games was a common project among my peers. There are probably lots of unfinished (or even finished-but-unshared) games out there on old floppy disks in closets.

I have a couple of my own, now archived on my home server.

frost_knight•5mo ago
Willing to share them?
ThinkingGuy•5mo ago
I would be, if they weren't so embarrassingly bad!
kevindamm•5mo ago
I also have a few of those from the 80s but only as notes written on sheets of paper (including many pages of hand-written BASIC and sometimes in various shorthands) because my Atari 800 did not have a cassette drive peripheral with which to save them.

They were fun when they ran for 15-20 minutes, even after keying them in for hours.

vunderba•5mo ago
Nice job. I think it might be worth adding a few more verb synonyms to make the parser a little bit less strict - what's a few more years of development. :)

Like many other devs I also dipped my feet in the world of interactive fiction. As a kid I was just learning about concepts such as inheritance / OOP / etc. so I went a bit overboard on the ontology.

I remember pretty early on making a rather large mistake in that regard when a friend who was beta-testing the game for me at the time typed in commands like "get key", "get sword", "get ye flask", and then "get Aldwin" to which the game merrily replied "OK" and promptly stuffed an entire human being into the player's inventory.

paulgerhardt•5mo ago
Heh. I remember similarly spending a few hours inside LambdaMOO. Successfully managed to clone myself, put myself in my clone’s pocket, and then put my clone in my own pocket and kind of broke room reversal. It was only later I discovered this was an intentional mechanic/bug that some designers that used to create very, very difficult puzzles.

Weird things happen when you give your MOO players a REPL in LISP land.

amiga386•5mo ago
I once wrote an (Amylaar LPC) enemy who, if you attacked him and he was near death, would summon two comrades to fight for him.

Unfortunately, they're immediately hostile so you start attacking them too, and _they_ get near death and summon two comrades each, and so on. It turns into a Sorcerer's Apprentice scenario very quickly.

I managed to bring the MUD to a halt. An archwizard (not Yen Sid) had to instakill the enemies to avoid hitting their "near death" condition and creating more of them.

drewolbrich•5mo ago
I remember writing one of these and typing "put bag in bag" and then being confused why the bag disappeared from the world.
IggleSniggle•5mo ago
Should have done it the other way around
itsbenweeks•5mo ago
Much better to have the world disappear from the bag.
kevindamm•5mo ago
put bag in bag of "things which do not contain itself"
dp-hackernews•5mo ago
Russell's Paradox: https://en.m.wikipedia.org/wiki/Russell%27s_paradox
reactordev•5mo ago
This was a long running bug with merc based muds. The logic was to scan the room items first which cased the bug. Later versions would scan corpses first, then self, then room.
janeway•5mo ago
Wow, already stumbled into some good humour. Well done
alienbaby•5mo ago
I spent a bit of time using PAWS on an amstrad pcw to pen my own text adventure masterpiece.

It's probably still down there packed up in the cellar ....

Maybe I should dig it out again.

anthk•5mo ago
Check NGPaws and such to port them to modern interpreters :)
Nevermark•5mo ago
As a kid, the first text adventure I encountered with "The Cave" a text-choice game created by another student in the same town I lived. Our common teacher had created a "Computer Club" newsletter, to share programs between schools.

Then at a junior college I encountered Adventure, Zork (the full version), Mystery Mansion, and Warp on an HP 3000/terminal mini-computer system.

I began writing text adventures myself, bigger and bigger, and with higher and higher ambitions in terms of complexity, story and world scope, parsing. My "Command English" parser was an incredibly versatile subset of English.

At home I had an IBM Jr (Hey, I loved it!), whose BASIC didn't have GOSUB, so I invented a stack for the parser using strings. (Used strings as a heap in another program to create a very slow 3D vector graphics program.)

In high school I wrote this massive text adventure called Wanderer. I was so proud of it, until the day I went to save it on my floppy disk, at which time it wrote all over the previous version only to abort because it was to big for the disk. No pre-write size check! :(

That was the last one I wrote. But by pushing every text adventure to new levels of capability, over and over, I learned a lot about programming, and developed a habit of innovating in program styles, and domain languages, to match problems.

I wish I had the source for all those programs, but these were the days of many incompatible computers, and storage media that decayed quickly.

---

I would love a Mac version of those four text adventures mentioned above. Mystery Mansion seems to have become particularly forgotten.

---

"The Plot of the Phantom" makes me so happy! Thank you Scott Andrew!!!

(Completely random, but reading the opening scene, it struck me how perverse it would be to get deeply into the game and find out I was in the text adventure equivalent of "Deliverance"! That would almost be art, lol. Like novels, text adventures are a medium that naturally supports much greater freedom, than visual mediums.)

blacksmith_tb•5mo ago
I know Adventure exists via homebrew on the Mac via the open-adventure package. There are a bunch of Z-machine options for Zork.
spauldo•5mo ago
I had the same thing happen - lost my text adventure because it grew too large. That spurred me to figure out a better way of writing text adventures. I thought my solution of using a single parser and parallel array for game data was pretty innovative. I was 12 at the time and didn't have access to any magazines that had game source in them, so I didn't know any better.
ninetyninenine•5mo ago
LLMs can enhance text adventures.

I'm not saying having LLMs narrate the entire situation. I'm saying have the LLM sit between gamestate and the player. The LLM is the UI.

Essentially the LLM can see the current game state and possible moves and it's the LLMs job to change the game state and report the current game state to the user (via a well written narrative).

That keeps the world consistent and structured, but the LLM adds enough dynamism to keep it flowing well. You can even make the underlying game state complex as well. Like you can have enemy AI's that actually move through the world too (independent of the LLM).

SeenNotHeard•5mo ago
There have been attempts, the results were not promising:

https://intfiction.org/t/first-full-game-available-on-new-ll...

ninetyninenine•5mo ago
It looks as if the problem for this one was a game design issue. They had the LLM be sarcastic and ignore well known adventure game prompts on purpose. It's an easy fix to make the LLM more obedient and polite.

The biggest issue is attempts to hack the LLM, to get at hidden gamestate. But I feel this can be easily remedied by just not providing the LLM with hidden game state.

Nevermark•5mo ago
The LLM could use a different session to respond to each command.

That would keep its behavior passive and restricted to simply the current state, since it would retain no memory of previous actions.

ninetyninenine•5mo ago
Yeah many hacks require multiple prompts. So we have a prompt limit and that makes for a really good textual interface for these old style text based games.
anthk•5mo ago
Even Inform6 with the English library running under a Pentium would run circles over llm's. They aren't even close. If7 will curb-stomp it.

NPC's running around were a thing even in the 80's, see The Hobbit. That on a ZX spectrum. 8 bit CPU, 48k of RAM. With if6 and Zmachine games for 16 bit and 32 bit computers in the 90's llm's can't even compete.

From Jigsaw, Anchorhead, Curses, Spider and Web to that anagram word puzzle game for Glulx (a 32 bit zmachine cousin), the array of amateur but professional looking games it's huge, really huge.

ninetyninenine•5mo ago
How? The LLM is in agentic mode and pulling and pushing the switches of the game. I don't see how these engines can curb stomp it.
anthk•5mo ago
The i6 and i7 languages have a guaranted internal consistency starting with grammar. Even if6 ('old' compared against i7) it's an incredible language targetting the Z Machine with a really easy OOP architecture to design your games. LLM's often lose the internal storyline on bizarre ways.

An Inform 6 compiler can run under DOS/386 or Linux/BSD for 486 and compile a really large and functional game in seconds. For Inform7, maybe a Pentium II/III and a bunch of seconds too.

An AI to do the same, not even a 'modern' Core Duo with a GL 2.1 adapter (the lowest of the lowest bearable specs for light web browsing and office work) can't even run a consistent world.

ninetyninenine•5mo ago
That’s not my proposal. The LLM doesn’t run the world. It is simply the interface. It tells you the state of the game and tries to enhance the description. The game is a separate application and the LLM is simply an agentic layer between you and the actual game.
anthk•5mo ago
Inform 6/7 users don't need that. The engine does it all, modulo the object descriptions.
lIl-IIIl•5mo ago
The engine doesn't understand natural English. It only understands the hard-coded words. The game author forgets to include some common verb or an uncommon spelling, and oops, an otherwise great puzzle is now very frustrating.

There's a reason "Guess the verb" meme exists. There's even a satire game on this concept: https://ifdb.org/viewgame?id=35arqepm2q92hcqu

anthk•5mo ago
The engine is the ZMachine, and depending on the target and the grammar (IF6+English, or better, i7) the 'guess the verb' issue straightly died in the 90's.

Your comment coudn't be more outdated since the Curses! release for the ZMachine in 1993.

The v5 machine release was much better than the v3 one, and the v5-V8 ones allowed semi-complex phrases with indirect object pronouns after a previous entered phrase and much more.

Go play Anchorhead and compare it to a z3 machine game from Infocom, or any game made it with Puny Inform.

Pet_Ant•5mo ago
Tangentially related, I remember reading about an ancient still being developed adventure game. It was from Eastern Europe (former Yugoslavia, I want to say) about being trapped in a prison that had crazy amounts of depth and consequences. One of them being something like picking up a random unused condom on the floor will result in the pregnancy of another character in a later chapter. I've searched for it again and can't find it, and I couldn't have dreamed it up.

Anyone know the game?

matthewsinclair•5mo ago
This is amazing. Replace “Atari 800” with “TI 99/4a” (and the fact that he eventually finished the game) and you have the story of my early life as a programmer! Well done for shipping. That’s the hardest thing of all to do!
scoot•5mo ago
"That's not a verb I recognise." (So. Many. Times!)

Sorry, but that isn't a verb recognition problem, it's a comprehension problem. I agree with the downvoted poster that LLM integration would significantly improve the end user experience. However the LLM should not be arbiter of game state (as they suggested), but simply the translator that ensures that the players instructions are understood by the game.

scoot•5mo ago
I'm imagining the application of text adventures specifically designed for second language learning. Quite the possibilities!
amiga386•5mo ago
You could do this too! If you don't feel you have the coding chops for it, read Usbourne's WRITE YOUR OWN ADVENTURE PROGRAMS FOR YOUR MICROCOMPUTER and you'll learn all the secrets of adventure game programmers!

https://drive.google.com/file/d/0Bxv0SsvibDMTYkFJbUswOHFQclE... [PDF]

adamdiy•5mo ago
ready.
kqr•5mo ago
I took an hour or so out of my day to finish this game and review it on ifdb.org. It was a very pleasant experience, barring the large amount of unimplemented scenery. I would have hoped for a slightly more vivid world and not just a backdrop for puzzles!

Thanks for sharing. Very intriguing collaboration between child-author and adult-author.