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OpenCiv3: Open-source, cross-platform reimagining of Civilization III

https://openciv3.org/
472•klaussilveira•7h ago•115 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
810•xnx•12h ago•487 comments

Show HN: Look Ma, No Linux: Shell, App Installer, Vi, Cc on ESP32-S3 / BreezyBox

https://github.com/valdanylchuk/breezydemo
157•isitcontent•7h ago•17 comments

Monty: A minimal, secure Python interpreter written in Rust for use by AI

https://github.com/pydantic/monty
155•dmpetrov•7h ago•67 comments

How we made geo joins 400× faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
31•matheusalmeida•1d ago•1 comments

A century of hair samples proves leaded gas ban worked

https://arstechnica.com/science/2026/02/a-century-of-hair-samples-proves-leaded-gas-ban-worked/
91•jnord•3d ago•12 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
50•quibono•4d ago•6 comments

Show HN: I spent 4 years building a UI design tool with only the features I use

https://vecti.com
260•vecti•9h ago•122 comments

Microsoft open-sources LiteBox, a security-focused library OS

https://github.com/microsoft/litebox
328•aktau•13h ago•158 comments

Show HN: If you lose your memory, how to regain access to your computer?

https://eljojo.github.io/rememory/
204•eljojo•10h ago•134 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
327•ostacke•13h ago•86 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
411•todsacerdoti•15h ago•219 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
337•lstoll•13h ago•241 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
21•kmm•4d ago•1 comments

Show HN: R3forth, a ColorForth-inspired language with a tiny VM

https://github.com/phreda4/r3
52•phreda4•6h ago•9 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
4•romes•4d ago•0 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
195•i5heu•10h ago•144 comments

I spent 5 years in DevOps – Solutions engineering gave me what I was missing

https://infisical.com/blog/devops-to-solutions-engineering
115•vmatsiiako•12h ago•38 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
152•limoce•3d ago•79 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
243•surprisetalk•3d ago•32 comments

I now assume that all ads on Apple news are scams

https://kirkville.com/i-now-assume-that-all-ads-on-apple-news-are-scams/
995•cdrnsf•16h ago•420 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
25•gfortaine•5h ago•3 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
45•rescrv•15h ago•17 comments

I'm going to cure my girlfriend's brain tumor

https://andrewjrod.substack.com/p/im-going-to-cure-my-girlfriends-brain
66•ray__•3h ago•28 comments

Evaluating and mitigating the growing risk of LLM-discovered 0-days

https://red.anthropic.com/2026/zero-days/
37•lebovic•1d ago•11 comments

Show HN: Smooth CLI – Token-efficient browser for AI agents

https://docs.smooth.sh/cli/overview
78•antves•1d ago•59 comments

How virtual textures work

https://www.shlom.dev/articles/how-virtual-textures-really-work/
30•betamark•14h ago•28 comments

Female Asian Elephant Calf Born at the Smithsonian National Zoo

https://www.si.edu/newsdesk/releases/female-asian-elephant-calf-born-smithsonians-national-zoo-an...
6•gmays•2h ago•2 comments

Show HN: Slack CLI for Agents

https://github.com/stablyai/agent-slack
41•nwparker•1d ago•11 comments

The Oklahoma Architect Who Turned Kitsch into Art

https://www.bloomberg.com/news/features/2026-01-31/oklahoma-architect-bruce-goff-s-wild-home-desi...
21•MarlonPro•3d ago•4 comments
Open in hackernews

History of “Adventure” for the Atari 2600

https://www.atariarchive.org/blog/adventure-march-1980/
107•coldpie•9mo ago

Comments

staplung•9mo 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•9mo 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•9mo 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•9mo 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•9mo ago
In the https://benfry.com/distellamap/ for Adventure, you can see the "Created By" easter egg plainly in the sprite data :)
_JamesA_•9mo ago
Play Atari 2600 Adventure online.

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

Dwedit•9mo 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•9mo 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•9mo ago
...in 4KB.

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

Dwedit•9mo 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•9mo ago
if you played adventure:

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

socalgal2•9mo 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•9mo 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•9mo 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•9mo 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•9mo ago
Although the 2600 version leaves a LOT more to the imagination...
AStonesThrow•9mo 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•9mo 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•9mo 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•9mo ago
Pitfall was from Activision, not Atari
MBCook•9mo 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•9mo 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•9mo 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•9mo 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_...