Hi HN, I've become lazier in my old age and struggle to replay my favorite Sierra games from the 80s and 90s because I keep getting into those situations where I need an item from 3 acts ago, I have no save game handy, and now I gotta make dinner.
So I'm building the Lucasartsifier: a static analysis tool that decompiles Sierra resource files, automatically finds those states, automatically generates code to prevent the player from getting into those states, then emits loose patch files that can be placed alongside the original game resources. There's no game-specific code involved; all the logic is generic, though of course Sierra introduces new idioms and mechanics in every game so every new supported game needs a bunch of engine work.
So for example in Leisure Suit Larry 2, the patched game prevents you from boarding the cruise ship until you have both the sunscreen and the Grotesque Gulp. Without them you die on the raft 3 play-hours later.
So far this works on Leisure Suit Larry 2 (SCI0), King's Quest 4 (SCI0), King's Quest 6 (SCI1.1), and Laura Bow 2 (SCI1.1). I'm currently working on King's Quest 5 (SCI1.0).
This is work done with Claude -- I do the design and playtesting and it does the rest :D
Any feedback, play testing, and suggestions would be great!
tangent: this unfortunate design choice by the old Sierra adventure games has been discussed a number of times on the Designer Notes podcast, focused on game design [1]. Soren opens each discussion by asking the guest which is the first game they remember.
This is so cool, what a great project!
I remember using a single save game and soft locking myself in Space Quest 2 by not getting the glowing gem, and in Space Quest 1 I think by not picking up the shard of broken glass, and being so pissed off about having to replay.
The LSL dip and sunscreen issues you fixed were particularly egregious, by that point I feel like they should have fixed things.
While Sierra should absolutely be recognized for spawning an entire genre of games that were legitimately fun, it is crazy that they were fine with shipping games with these broken states, when it was eminently preventable.
Nice job! I actually wrote a blog article about my love/hate relationship with KQ4 in particular - with a particular shoutout to my incredible irritation with the whole golden bridle scene [1].
Without spoiling anything, are you accounting for stuff like a player saving in the Minotaur's Labyrinth without a... shall we say crucial item necessary for a trap scene?
This is great. Would you provide the changes as patches like they do for romhacks?
This is some true quality of life improvement when playing these games and have to make dinner.
This is so cool - very impressive!
Read the whole ReadMe to understand how you pulled this off.
Halfway through, I shiver, wait a minute I recognize this writing style…
I would have so preferred to remain impressed and excited by what a fellow human came up with - sometimes I really hate what AI is taking from us
Talking of being softlocked on a boat crossing:
https://www.kensblog.com/update-on-our-journey-through-the-n...
[flagged]
[dead]
The discussion here reminded me of the "Cruelty Scale" (https://www.ifwiki.org/Cruelty_scale) It was originally created specifically in relation to text adventure games, but seems appropriate to a broader range of game types.
The rankings are based on criteria like how far the game lets you go after making a get-stuck choice before you realize you're stuck, and whether that realization comes with clear information about what the wrong choice was.