Hacker News new | past | comments | ask | show | jobs | submit | aricz's comments login

The first Leisure Suit Larry game was released 1987.


Huh, I was pretty sure that it was out while I was in high school so before 1986, but I guess that must have been some other adult video game paving the way for LSL.


Maybe you were thinking of Softporn Adventure from 1981. It's a text adventure game by Sierra (at the time they were called On-Line Systems), and Leisure Suit Larry 1 is a graphical adaption of it. Source Wikipedia.


I'll add Angband to the list. A hack-and-slash roguelike. 1 town, 100 dungeon levels, kill Morgoth and win the game. Diablo 1 was heavily inspired by this game (and Moria).


There are 256 dungeon levels. (Maybe including the town; I'm not sure.)

Dungeon level 100 doesn't have stairs down, but you can get to level 101 by falling through a trap door on level 100.


Hah, nice piece of trivia, I didn't know. How are the item levels down at level 200, because droprates and stuff are based on dungeonlevel right?


Artifacts, ego types, and most normal objects have to pass a depth check before being generated. But nothing in the game has a depth below 100, so there would be no difference between 100 and 200 from that perspective.

It might be easier to find weapons with higher +to_hit and +to_dam values, or armor with higher +ac, but that would be unlikely to matter much, because you'd be using artifacts anyway.

I don't know if rings of speed take dungeon depth into account. Most other types of bonuses in the game are capped. (e.g. a Ring of Constitution +6 is as good as Rings of Constitution get.)


Angband is great, and was great to find after having played Moria on and off for a few years. The game that really caught me was one of its variants — Zangband. Not because of the Zelazny connections, but because of the sheer size of the gameworld and everything that could be found in it. It hasn't, however, apparently been updated since the mid-aughts.


I went quite deep into Angband, but I remember playing Zangband too. I think it had a mindcrafter/psionist class, which I loved.


Same, Asphyxia tutorials were considered very good back in the day for democoding in x86 asm. I think they were included in "Programmer's Heaven", a CD full of (obviously) programming guides, tutorials and technical manuals https://archive.org/details/Programmers_Heaven_InfoMagic_Mar...


Check out Lex Fridman and John Carmack interview. Also read Masters of Doom. I think the key with Carmack is that he's a workaholic, and he expects the same from the ones around him.


Nice article, I remember the thrill of calling new bbs' back then. Especially the elite-bbs' and getting hold of the NUP (new user password). This is also where my love of ascii-/ansiart started. And lets not forget door-games. Legend of the Red Dragon anyone? :) Those were the days.


I was more of a Trade Wars 2002[1] guy myself :-).

[1]https://en.wikipedia.org/wiki/Trade_Wars


For those who don't know, the name is taken from https://en.wikipedia.org/wiki/Nibble



I didn't know, I should've put "I assume the name is from...". It just made too much sense. Nibbler being a 4-bit CPU and "nibble" meaning 4 bits.


93. When someone says "I want a programming language in which I need only say what I wish done," give him a lollipop.

<3


Edibles can kick your arse in a major way and go on for hours. I've had a few experiences that surpasses most of my trips on LSD. But I agree that a moderate-high dose of LSD that goes south is much harder to control. Sometimes it's just like a bomb detonates in the center of your mind, and you're using the next days (weeks, months or years) collecting the debris and trying to piece them together.

"Take it easy duuude, but take it!" - Terence McKenna


What is moderate-high in your book?


I would say 150mcg is a moderate dose, maybe pushing into the high dose territory. Anything beyond is high dose. And kamikaze at 500mcg? Beyond that you have thumbprints.

All subjective, and the lines become fuzzy.


Sierra On-Line used 555-XXXX in many of their adventure games. I remember 555-6969 from Leisure Suit Larry 1 :)


"... Initial speculation pointed to John Carmack as the probable author of the code, but the original authors were much earlier in 3D computer graphics. Rys Sommefeldt concluded that the original algorithm was devised by Greg Walsh at Ardent Computer in consultation with Cleve Moler, the creator of MATLAB. Cleve Moler learned about this technique from code written by William Kahan and K.C. Ng at Berkeley around 1986." - https://en.wikipedia.org/wiki/Fast_inverse_square_root


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: