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YootTowerManagement
YootTower
OPEN SOURCE2024–2026
YootTowerManagement / YootTower

YootTower

Yoot Tower

4Distinct people
10Mentions
0Explicit recommenders
118GitHub stars
REPOSITORY AT A GLANCE

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Yoot Tower

GitHub

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What people are saying

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Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month10 dated mentions

Observed mentions: 2024-04-16 11:43:43 UTC to 2026-10-07 07:55:51 UTC.

01232024-04-01 00:00:00 UTC to 2024-05-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 commentsApr 20242024-05-01 00:00:00 UTC to 2024-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-06-01 00:00:00 UTC to 2024-07-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-07-01 00:00:00 UTC to 2024-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-08-01 00:00:00 UTC to 2024-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-09-01 00:00:00 UTC to 2024-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-10-01 00:00:00 UTC to 2024-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-11-01 00:00:00 UTC to 2024-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-12-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2025-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-02-01 00:00:00 UTC to 2025-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-03-01 00:00:00 UTC to 2025-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-04-01 00:00:00 UTC to 2025-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-05-01 00:00:00 UTC to 2025-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-06-01 00:00:00 UTC to 2025-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-07-01 00:00:00 UTC to 2025-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsJul 20252025-08-01 00:00:00 UTC to 2025-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-09-01 00:00:00 UTC to 2025-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-10-01 00:00:00 UTC to 2025-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-11-01 00:00:00 UTC to 2025-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-12-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2026-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-02-01 00:00:00 UTC to 2026-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-03-01 00:00:00 UTC to 2026-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-04-01 00:00:00 UTC to 2026-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-05-01 00:00:00 UTC to 2026-06-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2026-06-01 00:00:00 UTC to 2026-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-01 00:00:00 UTC to 2026-08-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-08-01 00:00:00 UTC to 2026-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-09-01 00:00:00 UTC to 2026-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-10-01 00:00:00 UTC to 2026-11-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 commentsOct 2026

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Apr 20242024-04-01 00:00:00 UTC2024-05-01 00:00:00 UTC312
May 20242024-05-01 00:00:00 UTC2024-06-01 00:00:00 UTC000
Jun 20242024-06-01 00:00:00 UTC2024-07-01 00:00:00 UTC101
Jul 20242024-07-01 00:00:00 UTC2024-08-01 00:00:00 UTC000
Aug 20242024-08-01 00:00:00 UTC2024-09-01 00:00:00 UTC000
Sep 20242024-09-01 00:00:00 UTC2024-10-01 00:00:00 UTC000
Oct 20242024-10-01 00:00:00 UTC2024-11-01 00:00:00 UTC000
Nov 20242024-11-01 00:00:00 UTC2024-12-01 00:00:00 UTC000
Dec 20242024-12-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
Jan 20252025-01-01 00:00:00 UTC2025-02-01 00:00:00 UTC000
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Apr 20262026-04-01 00:00:00 UTC2026-05-01 00:00:00 UTC000
May 20262026-05-01 00:00:00 UTC2026-06-01 00:00:00 UTC303
Jun 20262026-06-01 00:00:00 UTC2026-07-01 00:00:00 UTC000
Jul 20262026-07-01 00:00:00 UTC2026-08-01 00:00:00 UTC101
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Oct 20262026-10-01 00:00:00 UTC2026-11-01 00:00:00 UTC202

What Hacker News says

10 sources
Logo is essentially just Lisp without parens. And Brian Harvey argues that it should have dynamic binding, because that's easier to teach to children. Brian Harvey on dynamic binding, in the Snap! forum thread "Hygienic macros": https://forum.snap.berkeley.edu/t/hygienic-macros/3258 I've summarized his points in moollm's snap-macros-metaprogramming.yml under dynamic_binding_and_scope: https://github.com/SimHacker/moollm/blob/main/designs/snap/s... He wishes Snap! had dynamic binding, at least for learners. This comes from decades of teaching Logo to kids, and he finds it easier to explain. In Logo without lambda, the dynamic environment includes everything the lexical one would, plus more of the caller's variables. Logo's MAP with ? wants name capture: the called procedure reads a variable the caller set. Logo debugging works in the same
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language at the REPL, with every relevant local visible at the error. Name capture rarely bites kids, who write one-off helpers for one or two callers. He proposed hybrid scope and a DYNAMIC VARIABLES block. Neither shipped. Jens argued for lexical scope only, because blocks must be interchangeable. https://forum.snap.berkeley.edu/t/hygienic-macros/3258/6 Brian Harvey> I admit that my slogan "Snap! is Scheme disguised as Scratch" would sort of push in the direction of hygienic macros. But historically we built Snap! more with the idea of Logo disguised as Scratch. It was just when we added lambda that we started thinking more in Scheme terms. https://github.com/YootTowerManagement/YootTower/blob/main/Y... Alan Kay> The fact that kids were to be the users, and the simplicity and ease of use of the already existing LOGO, whose own parents were LISP and JOSS (which set a standard for the esthetics for interaction that has not yet been surpassed), provided lots of motivation to have programs and transactions appear as simple as possible-i.e. moving from left to right, procedures gather their own messages, etc. It is no accident that simple SMALLTALK programs look a bit like LOGO! https://news.ycombinator.com/item?id=23054174 Don Hopkins> Here is the source code to LLogo in MACLISP, which I stashed from the MIT-AI ITS system. It's a fascinating historical document, 12,480 lines of beautiful practical lisp code, defining where the rubber meets the road, with drivers for hardware like pots, plotters, robotic turtles, TV turtles, graphical displays, XGP laser printers, music devices, and lots of other interesting code and comments. Lars Brinkhoff suggests that this comp.lang.logo thread with Brian Harvey and Leigh Klotz is required reading: https://groups.google.com/forum/#!topic/comp.lang.logo/UqOvE... https://news.ycombinator.com/item?id=23054236 Brian Harvey> Wally Feurzeig started the whole thing by organizing a group at Bolt, Beranek, and Newman, Inc., to study the educational effects of teaching kids a programming language. The first language they used, like most programming languages, was focused on numeric computation, and it was Wally's idea that kids would find it more natural to work in an area they knew better, namely natural language; therefore, he set up a team to design a language featuring words and sentences. Wally made up the name "Logo." Brian Harvey> The team Wally put together at BBN included Seymour Papert and Dan Bobrow. The three of them are credited as the designers of the first version of the language; Dan wrote the first implementation. Leigh Klotz> In the mid 1970's, when the AI Lab Lisp Machine project was just getting underway, Marvin Minsky and Danny Hillis (later to found Terrapin, and still later, Thinking Machines) put together a project to build a Logo machine. Lars Brinkhoff> Now also BBN PDP-10 Logo, MIT CLOGO, MIT Lisp Logo, and hopefully soon MIT Apple II Logo (direct ancestor of Terrapin Apple II Logo).
In The Early History of Smalltalk (1993)
I've OCR'ed and corrected Yoot Saito's 1992 interview with Alan Kay, and also restored the missing appendix sections with illustrations that are not included in Bret's version of Alan Kay's Early History of Smalltalk, and compiled and linked together indexes of people, institutions, technologies and a timeline: Yoot Saito Alan Kay Interview: Introduction: https://github.com/YootTowerManagement/YootTower/blob/main/Y... In 1993, game designer Yutaka "Yoot" Saito interviewed Alan Kay for MACWORLD Japan, for the special issue marking the Macintosh's tenth anniversary (January 1994). The conversation was recorded on cassette and later transcribed. It had only been published in Japan. Kay covers his own path through computing history: the Flex Machine, Xerox PARC, the graphical user interface, the Dynabook concept, and the creation of Smalltalk
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and object-oriented programming. He and Saito also discuss networking, education, simulation, and where personal computing might go next. Saito connects these ideas to game design. During the interview both men appear to be working from Kay's HOPL paper, The Early History of Smalltalk, and its appendices as a shared reference. When Kay says "in that," "in there," or "in the appendix," the links in the transcript point to the relevant section where it can be identified. The interview also documents Saito's role as a bridge between Japanese game and media culture and the US computing research that produced the personal computer. Yoot Saito Alan Kay Interview: https://github.com/YootTowerManagement/YootTower/blob/main/Y... A Journey Through Computing History with Yoot Saito and Alan Kay Yoot towers wisely, Alan constructs the future— foundations of change. And here are missing secions from Bret's version of Alan Kay's Early History of Smalltalk: Early History of Smalltalk, Complete: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Alan Kay's Early History of Smalltalk: Complete Local Edition This is the local reading guide for Alan Kay's HOPL paper, The Early History Of Smalltalk, together with the restored appendix material, figures, presentation transcript, discussant remarks, Q&A, and related documentation preserved in this repository. Credit and thanks to Bret Victor for publishing the cleaned-up HTML edition of the paper body and accompanying image set at worrydream/EarlyHistoryOfSmalltalk. The local paper body and EarlyHistoryOfSmalltalk-* PNG files are derived from Bret's public edition. The appendix Markdown files here are local readable renderings from the OCR/plain-text appendix sources and local scans. The Early History Of Smalltalk: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Detailed paper body index: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Appendix I: KiddiKomp Memo 45: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Appendix II: Smalltalk-72 Interpreter Design 47: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Appendix III: Acknowledgments 50: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Appendix IV: Event Driven Loop Example 53: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Appendix V: Smalltalk-76 Internal Structures 54: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Appendix VI: Smalltalk Documentation, HOPL Talk, and Discussion: https://github.com/YootTowerManagement/YootTower/blob/main/Y... References: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Transcript of presentation: https://github.com/YootTowerManagement/YootTower/blob/main/Y... And I've made some additional cross references including the Yoot Saito Interview: People: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Institutions: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Technologies: https://github.com/YootTowerManagement/YootTower/blob/main/Y... Timeline: https://github.com/YootTowerManagement/YootTower/blob/main/Y...
In The Early History of Smalltalk (1993)
That would be wonderful! There are a lot of different versions with all kinds of extensions. A cool thing about The Tower II (a later version of Yoot Tower only released in Japan) is the ability to plug in new content, using "Tower Kit"! So it should be possible to reverse engineer its plug-in system, and plug new stuff into it, or even create a plugin adaptor so you can easily create plugins in JavaScript / HTML / etc. "Tower Kit" was released, but I haven't been able to find an archive of the executable, just some web pages about it: https://web.archive.org/web/20000229064305fw_/http://www.ope... https://web.archive.org/web/20000311043425/http://www.openbo... https://web.archive.org/web/20000310234154/http://www.openbo... https://web.archive.org/web/20000521002924fw_/http://www.ope... There's even a monster movie version of "The Tower I
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I Special Gamera Pack" released with “Gamera 3: Revenge of the Iris”! https://en.wikipedia.org/wiki/Gamera_3:_Revenge_of_Iris Here's a summary of Tower Kit: https://github.com/YootTowerManagement/YootTower/blob/main/R... >What's Tower Kit? >Tower Kit is optional software for The Tower II. In The Tower II, you can select the stage where you want to start the game using the concept of a "map." The Tower II package comes with three maps: "Shinjuku Subcenter," "Hawaii Diamond Head," and "Kegon Falls," and the "Tower Kit" adds these maps. By installing this tower kit, a new stage game will begin. Tower kits don't just add more stages. Each map has new features, allowing you to play a completely new game. >Please try the "Tower Kit" which allows for infinite variations. >A love story between you, the person in charge of the Liberty Island redevelopment project, and two men and women who are your subordinates. Your work will have a subtle influence on the course of your love life. The Tower II is the first attempt at a crossover between redevelopment and love, set in New York. What is the ending...? [...]
In Reverse Engineering SimTower
It would be great for the movie theater to be able to play any video synchronized across multiple players so you can watch it together, like the awesome movie theater in Cursor Camp. Then we could all watch the extremely weird original SimTower movies together, in their 8-bit error diffusion dithered glory: https://www.youtube.com/watch?v=qq8o7gg87k4 Condom Duck: https://youtu.be/qq8o7gg87k4?t=211 Psycho Party: https://youtu.be/qq8o7gg87k4?t=381 Cursor Camp (recent hn discussion and neil.fun link): https://news.ycombinator.com/item?id=47949939 https://neal.fun/cursor-camp/ Also, LGR did these great reviews of SimTower and Yoot Tower, which he truly loves, so he disclaims that they are not exactly non-biased: LGR - SimTower - PC Game Review (15 years ago): https://www.youtube.com/watch?v=_4ToEDrhxo0 LGR - Yoot Tower: The Sequel to SimTower
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(5 years ago): https://www.youtube.com/watch?v=CqNECXCd9iU Yoot interviewed many interesting people for MACWORLD Japan, like Joanna Hoffman, Bill Atkinson, Steve Wozniak, Douglas Engelbart, and Alan Kay. Here's a transcript of Yoot Saito's interview of Alan Kay that he shared with me and I cleaned up and linked out: https://github.com/YootTowerManagement/YootTower/blob/main/Y... A Journey Through Computing History with Yoot Saito and Alan Kay Yoot towers wisely, Alan constructs the future -- foundations of change. Introduction In this captivating interview from 1993, recently unearthed and previously published only in Japan, renowned game designer Yutaka "Yoot" Saito of MACWORLD Japan engages with computing pioneer Alan Kay in a deep exploration of technology's past and future. This dialogue, captured on a cassette tape and transcribed, spans the evolution of personal computing, highlighting groundbreaking advancements and visionary ideas that have shaped modern technology. Yoot Saito, celebrated for his innovative approach to game design, and Alan Kay, known for his seminal contributions such as the development of the graphical user interface and the concept of the Dynabook, offer profound insights into both the historical trajectory and the potential futures of the digital world. This interview serves as a treasure trove of historical anecdotes, philosophical reflections, and forward-looking innovations, capturing a moment when two brilliant minds discussed the dynamics of technological progress. ---- I'd love to find all of Yoot's original interviews published in MacWorld Japan. Yoot was very active introducing and working with technology and researchers from the US with Japan in the early days of the Mac, and he pioneered psychological chat based AI games using voice recognition and synthesis, like Seaman. Seaman - Sega's Strangest Expedition Into Artificial Intelligence: https://www.youtube.com/watch?v=VV0zpPSXOx4 Yoot Saito on His Classic Sega Game Where You Take Abuse from a Fish: https://www.vice.com/en/article/yoot-saito-on-his-classic-se... I found a couple of MacWorld Japan CDROM archives on Internet Archive, but my Mac says it can't mount the iso files. It appears to be an old HFS file system -- does anybody know how to to mount these treasures on a modern mac, with an emulator maybe? Or have the actual magazines lying around? https://archive.org/details/macworld-japan-vol-1-1995-01 https://archive.org/details/macworld-japan-vol-2-1995-09 MACWORLD-VOL-1-1995-01.iso: Apple Driver Map, blocksize 512, blockcount 460003, devtype 0, devid 0, driver count 0, contains[@0x200]: Apple Partition Map, map block count 2, start block 1, block count 2, name Quick TOPiX by OMI, type Apple_partition_map, valid, allocated, readable, contains[@0x400]: Apple Partition Map, map block count 2, start block 3, block count 460000, name MACWORLD-ROM Vol. 1, type Apple_HFS, valid, allocated, readable
In Reverse Engineering SimTower
Just a fyi for anyone that doesn't know: A few years back Don Hopkins got the permission from Yoot Saito to open source Yoot Tower, SimTower's sequel: https://github.com/YootTowerManagement/YootTower ...however I don't think that the source was ever published anywhere, considering that the repository still doesn't have the source code yet. ("Please check out the YootTower repo, where I'll publish the source code once it's cleaned up, reviewed and approved by Yoot, and relicensed with the MIT licensed.")
In Reverse Engineering SimTower
Thank you for sharing those details, I didn't know that. I learned and grew so much by reading Lynn's autobiography, but there's so much in there and it's so deep and personal, that it's hard to get my head around how amazing and difficult a life she had, and details like that help. I was researching some of the names that Alan Kay mentioned in his classic paper about the history of Smalltalk and his 1993 interview with Yoot Saito, and discovered another amazingly accomplished trans woman at Xerox PARC, Diana Merry-Shapiro, who co-invented BitBlt, and wrote one of the first systems for overlapping windows for Smalltalk, and the Smalltalk code editor. https://github.com/YootTowerManagement/YootTower/blob/main/Y... Diana Merry-Shapiro (Xerox PARC): A member of the Learning Research Group, she significantly contributed to the development, te
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sting, and application of the Smalltalk system, focusing on educational technology and learning methodologies. Her involvement was pivotal in integrating and refining the BitBLT graphics operation, enhancing the system's capabilities in graphical manipulation and display. Diana Merry https://en.wikipedia.org/wiki/Diana_Merry SMALLTALK AT 50 https://computerhistory.org/blog/smalltalk-at-50/ >The second half of the reunion event reunited members of Alan Kay’s Learning Research Group. After a brief introductory video featuring Diana Merry-Shapiro and her memories of what she worked on at PARC, Dave Robson hosted a discussion with Dan Ingalls, Ted Kaehler, and Glenn Krasner. Oral History of Diana Merry Shapiro https://www.youtube.com/watch?v=5sTUaO3PNkQ Casa Susanna: https://www.hammertonail.com/reviews/casa-susanna/ Review: ‘Casa Susanna,’ starring Katherine Cummings, Diana Merry-Shapiro, Betsy Wollheim and Gregory Bagarozy: https://culturemixonline.com/review-casa-susanna-starring-ka... Dr. Vanessa Freudenberg is another amazing successful trans woman programmer in the Smalltalk world who's done all kinds of groundbreaking work with Alan Kay, Smalltalk, Squeak, SqueakJS, Viewpoints Research, Croquet, Harc, OLPC, and is quite open and extremely happy about her transition in 2020. https://www.freudenbergs.de/bert/ Here’s Yoot Saito’s 1993 interview with Alan Kay, when he was visiting Japan with Douglass Engelbart, and Yoot was working for MacWorld Japan. He also has interviews with Douglass Engelbart, Joanna Hoffman, Steve Wozniak, and Bill Atkinson that I hope to dig up and publish, since they were only published decades ago in Japan. https://github.com/YootTowerManagement/YootTower/blob/main/Y... Here's Alan Kay's history of Smalltalk paper that Brett Victor put online in html, and I'm working on transcribing and formatting the appendices that are missing from that. https://worrydream.com/EarlyHistoryOfSmalltalk/
In Lynn Conway has died
I played a big game of Project Highrise (and of SimTower too) just recently, to immerse myself in the games and make them fresh in my mind before working on porting. I think Project Highrise is great! But in the same way I also appreciate the original SimCity 8-bit pixel graphics, and low-tech graphics in The Sims 1, I think SimTower still stands on its own as a game that can still be thoroughly enjoyed. Especially once we develop an SDK to enable user created content, that lets you add your own rooms and people, and program them with JavaScript, thanks to the way emscripten + embind lets you subclass and implement C++ classes in JavaScript, calling back and forth between the core C++ game engine and the JavaScript user interface and plug-ins. The YootTower repo README quotes some info about TowerKit that was used to develop many expansio
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n packs for The Tower II that were only released in Japan, and I plan on making a more flexible modern version of TowerKit in the form of a Yoot Tower SDK that lets you dynamically script and download extensions in JavaScript instead of modifying and recompiling C++ code. https://github.com/YootTowerManagement/YootTower/tree/main https://web.archive.org/web/20000521002924fw_/http://www.ope... >What's Tower Kit? >Tower Kit is optional software for The Tower II. In The Tower II, you can select the stage where you want to start the game using the concept of a "map." The Tower II package comes with three maps: "Shinjuku Subcenter," "Hawaii Diamond Head," and "Kegon Falls," and the "Tower Kit" adds these maps. By installing this tower kit, a new stage game will begin. Tower kits don't just add more stages. Each map has new features, allowing you to play a completely new game. >Please try the "Tower Kit" which allows for infinite variations. >A love story between you, the person in charge of the Liberty Island redevelopment project, and two men and women who are your subordinates. Your work will have a subtle influence on the course of your love life. The Tower II is the first attempt at a crossover between redevelopment and love, set in New York. What is the ending...? I did a similar thing for Micropolis/SimCity more than a decade ago, but with Python and SWIG, instead of emscripten and embind, so you could program your own agents (like PacBot, who follows the roads and eats traffic) and zones (like the Church of Pacmania, which worships and attracts PacBots, and causes lots of traffic to feed them). Micropolis Online (SimCity) Web Demo: https://www.youtube.com/watch?v=8snnqQSI0GE A demo of the open source Micropolis Online game (based on the original SimCity Classic source code from Maxis), running on a web server, written in C++ and Python, and displaying in a web browser, written in OpenLaszlo and JavaScript, running in the Flash player. Developed by Don Hopkins. Source Code: https://github.com/SimHacker/micropolis HAR 2009 talk: Constructionist Educational Open Source SimCity: https://donhopkins.medium.com/har-2009-lightning-talk-transc... Church of PacMania: https://github.com/SimHacker/micropolis/blob/master/Micropol... PacBot: https://github.com/SimHacker/micropolis/blob/main/Micropolis... https://github.com/SimHacker/micropolis/blob/master/laszlo/m... Back when I was porting SimCity to Unix in the early 90's, Maxis gave me the source code to SimEarth too, but I never had the chance to port it, and don't have permission now unfortunately. I'd love to make a modern version of SimEarth and SimAnt too, but neither of them were as successful or engaging a game as SimCity. Will Wright discusses SimEarth, SimAnt, and SimCity 2000 in this 1996 talk he gave to Terry Winnograd's user interface class, and also demonstrates a very early version of The Sims when it was called Dollhouse. His point was that SimAnt was too simple, SimEarth was too complex, but SimCity 2000 was just right, and Dollhouse was the next thing he was working on, which became The Sims. I'd also love to make a modern version of The Sims 1, but I don't have permission for that either, and have never been able to talk anyone at EA to reproduce the miracle it took to release SimCity. But I'm delighted and grateful to have the chance to work with Yoot Saito on SimTower instead, since he retained all the rights to his code, and we're both on the same page about educational games, constructionist education, and our respect for Alan Kay and Seymour Papert's philosophy about teaching kids to program and motivating it with games. A visual programming language in Micropolis and Yoot Tower would be great (that's the long term plan), like the SimAntics VPL in The Sims 1 (but much easier to use and extend). Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26: https://www.youtube.com/watch?v=nsxoZXaYJSk Here's an article I wrote about that talk right after attending it, that I updated in later years after working with Will on The Sims, and then even more recently when Stanford finally published the video of the talk decades later: https://donhopkins.medium.com/designing-user-interfaces-to-s...
In Descent 3 Source Code
I'm working on making an open source version of Yoot Tower (aka Sim Tower, The Tower II) that runs in the browser! https://github.com/YootTowerManagement/YootTower What led to this being possible: There was recently a discussion about elevators on Hacker News, and somebody mentioned SimTower and asked about the algorithms it used, so I gave Yoot a call to ask him, and he mentioned he wanted to open source it. I enthusiastically agreed to help him, and contribute my efforts porting the code and navigating the licensing and trademark issues, benefiting from my experience developing the open source version of SimCity for the OLPC: https://news.ycombinator.com/item?id=39087437 >I know Yoot Saito (creator of SimTower) from my time at Maxis, so I just gave him a cold call out of the blue and asked. ;) I caught him drinking Jack Daniels in a Jap
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anese bar, but he had some time to chat. >He said he once did a big interview with BBC about SimTower (which would be worth looking up and watching if you can find it), and had a friend who worked in the elevator industry, who told him generally about how elevators worked, but much of it was secret and proprietary, so he had to come up with how they worked in the game himself, based on the general ideas he learned and his own experience and imagination. >He also said he's interested in releasing the original source code of SimTower as free open source software, like I did with the original SimCity Classic source code, so I volunteered to help him and find other people who could help. Anybody interested? ;) Yoot recently sent me a huge code drop of the Windows sources as well as the Gameboy SP and DS versions and production documents, and I'm sorting it out and cleaning it up to make a version that compiles with emscripten and runs in the web browser. We've decided it release it under the MIT license, and develop a version that runs in the web browser using emscripten and SvelteKit. I'd appreciate hearing from people who are interested in helping out, especially people who know Japanese, since there is a lot of great content in The Tower II that was only released in Japan that needs translating to English and other languages. I've also started the process of porting the Micropolis (open source SimCity) code to run in the web browser in the same way as Yoot Tower, since they are both from the same era (and from Maxis) and share a lot of technologies and requirements, so they will both be able to share much of the code and infrastructure (WebAssembly, emscripten, embind, SvelteKit, canvas, html, css, user interface code, github actions, etc), with the eventual goal of being able to embed multiple Yoot Towers in your Micropolis city! https://github.com/SimHacker/MicropolisCore >Open Source Micropolis, based on the original SimCity Classic from Maxis, by Will Wright. >MicropolisCore C++ Core >This is the source code for Micropolis (based on SimCity), released under GPL-3. Micropolis is based on the original SimCity from Electronic Arts / Maxis, designed and written by Will Wright, and ported to Unix by Don Hopkins. >The origin of this repo is the "MicropolisCore" directory of the full micropolis repo, https://github.com/SimHacker/micropolis , but it's been stripped down and simplified. >I am now in the process of converting it to build for WebAssembly with emscripten and bind to JavaScript with embind, and implementing a SvelteKit front-end. Since I know the SimCity code well already and have ported it to many different platforms, and put years of effort into cleaning up the old code to be well organized C++ code with clean interfaces and doxygen documentation, it's a great way to learn the new technologies, work out the approach, and prepare for porting SimTower the same way. ChatGPT has been a huge help, especially analyzing the code and writing documentation and translating the Japanese comments, and now I'm using Aider for them both: Aider: AI pair programming in your terminal (github.com/paul-gauthier): https://news.ycombinator.com/item?id=39995725 Here's a code map for each source file that I made with ChatGPT that focuses on helping me get a high level view of the code, its dependencies, purposes of each file, and porting issues: https://github.com/YootTowerManagement/YootTower/blob/main/Y... The Nintendo Gameboy SP and DS versions of Tower have a whole lot of proprietary Nintendo SDK code and also their precious proprietary content and characters like Mario, which we are certainly not able to release ourselves under the MIT license, so I'm working with the more generic Windows version instead. Yoot owns the rights to the source code to his own games, but we can't just release stuff with Nintendo's crowned jewels like Mario and their SDKs in it as open source. We are being extremely careful not to infringe on anyone’s copyrights or trademarks, of course! Maxis got into a lot of trouble with Godzilla just because they had a big monster on the box but didn’t mention Godzilla by name (but a review in a magazine did, which was too much), and Maxis (now EA) own the SimTower trademark, so we’re calling it Yoot Tower. The Nintendo Gameboy and DS console ports of SimTower have a lot Nintendo content (like Mario), so we definitely don’t want to make Nintendo or EA mad by infringing on their trademarks or copyrights. Jeff Braun (CEO of Maxis) told me the story of what happened decades ago with Maxis and Godzilla, so I want to be careful to avoid stomping on anybody’s property: >Maxis was sued by Toho. We never referred to the name Godzilla, our monster on the box cover was a T-Rex looking character, but... a few magazine reviews called the monster, Godzilla. That was all it took. Toho called it "confusion in the marketplace". We paid $50k for Godzilla to go away. In all honesty, Toho liked Maxis, they said $50k was the minimum they take for Godzilla infringement. I doubt you will need to worry about Toho, as long as there are no magazine reviews that call the monster Godzilla. I guess the lesson is to always make sure to give your monsters a unique name, and don’t leave that up to the user’s imagination.
In Descent 3 Source Code

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