I'm very happy to see this! Not so much because of TDIII (which I played, although not nearly as much as Stunts), but because there seems to be some momentum building around recreating old games using AI agents, and I love that! I had explored some related ideas [0] but throwing Claude at the problem seems super promising. The recent Crimsonland thing [1] was great!<p>[0] <a href="https://www.gabrielgambetta.com/remakes.html" rel="nofollow">https://www.gabrielgambetta.com/remakes.html</a><p>[1] <a href="https://banteg.xyz/posts/crimsonland/" rel="nofollow">https://banteg.xyz/posts/crimsonland/</a>
Stunts was the greatest! You could make your own tracks, save replays and (IIRC) even resume gameplay from any point in the replay. My very favorite game of all time.
The community is still active! In the meanwhile the car format has been figured out, so that modern-day tournaments like ZakStunts feature vehicles not included in the original game.
Reaume-from-replay is a feature mode games should have, really.
And a laser puzzle game Chromatron, <a href="https://quesma.com/blog/chromatron-recompiled/" rel="nofollow">https://quesma.com/blog/chromatron-recompiled/</a>.<p>But it gets even wilder, as now creating a Game Boy Advance emulator became a benchmark, <a href="https://gbaeval.com/" rel="nofollow">https://gbaeval.com/</a>.
This is an interesting area. I've felt that with AI, it would be nice to have a project that I work on "by hand" so that my general skills don't atrophy and I've been writing an implementation of the Kyra engine used by old DOS games like Eye of the Beholder. It's mostly well documented and there are full fledged implementations (like with ScummVM) so this is just exercise for me.<p>I wrote a decoder for the CPS file format they use for sprites and it worked file for all images except one. It rendered half the image properly and then scrambled the rest. I could see that the sprite information was there but there was some offset problem. I had claude dig into it in detail along and gave it the ScummVM source for reference. I also gave it Ghidra so that it could debug the actual EOB.EXE file but nothing we tried got it to render properly. Even SSI's own code which got from a modding wiki failed to render this image. My final conclusion was that it was a half done asset that somehow found its way into the asset archive and is never used in the game but that's a flaky conclusion given that its name is referenced in the EXE.<p>I've been having a lot of fun upscaling the sprites used for the cutscenes and remixing the music using AI. It's a game I played a lot as a kid so being able to tinker with it at a low level is a nice distraction.<p>It's purely a "fun" side project without deadlines or anything so I get to do what I want with it without any hassles about "being productive".
I played a lot of Stunts in the 1990s. I only learned in the 2010s that you could actually edit the terrain, too.
Me and some friends spent so much time playing <a href="https://en.wikipedia.org/wiki/Stunt_Island" rel="nofollow">https://en.wikipedia.org/wiki/Stunt_Island</a>
Your blog entry:<p><a href="https://www.gabrielgambetta.com/remakes.html" rel="nofollow">https://www.gabrielgambetta.com/remakes.html</a><p>is <i>wild</i>!<p>I love the idea. I used Claude Code / Sonnet 4.6 to get back to compile an old DOS game I wrote back around 1991 and for which I had lost the tooling (compiler / linker / notes / build files). It was on my todo list since years, decades even, but I never got to it. With a LLM it was easy: I didn't let the LLM do everything, I used it to find what needed fixing (like two macros I had used with names that were now clashing with "modern" compilers methods names etc.).<p>> I hacked together the art using my terrible Gimp skills and some Public Domain and Creative Commons assets from OpenGameArt<p>IMO AI models are better at generating pictures than at writing code, in that pictures do tolerate sloppy approximations. While code doesn't tolerate slop that much.<p>Why not use AI for the assets?
That's a great idea! Just haven't gotten that far yet (that article is pre-LLM, and I'm very early in a new AI-driven reconstruction). But yeah, taking the original extracted sprites and having Nano Banana upscale or redraw them is a great idea.
In October of 2013, Ross Scott did a review of Test Driver III in one of the early "Ross' Game Dungeon" episodes[1]. IIRC in the video, he mentioned that he's fascinated by game maps to the degree of a slight obsession, and would absolutely love if someone could reverse engineer the game assets and extract the maps.<p>Someone later went on to do just that and responded in the Accursed farms forum, Ross mentioned that in his July 2015 follow up video[2]. In the video he showed some map screen shots from the forum, including a surprisingly intricate map that was apparently only used for the the spinning car menu screen. IIRC the reverse engineering project was not quite complete at the time, since the README doesn't mention any of this, I assume this project is unrelated?<p>That said, it would be amazing to eventually get the extracted maps integrated into noclip.website[3].<p>[1] <a href="https://accursedfarms.com/index.php?af-posts/537/test-drive-3/" rel="nofollow">https://accursedfarms.com/index.php?af-posts/537/test-drive-...</a><p>[2] <a href="https://accursedfarms.com/index.php?af-posts/522/follow-up-episode-1/" rel="nofollow">https://accursedfarms.com/index.php?af-posts/522/follow-up-e...</a><p>[3] <a href="https://noclip.website/" rel="nofollow">https://noclip.website/</a>
I used to play the demo of Test Drive III. It only had one map I believe. But I loved that it was a sandbox, so you could drive anywhere. I specifically remember following along the railroad. It was way ahead of its time back then.
Between this and Stunts 4d <a href="https://en.wikipedia.org/wiki/Stunts_(video_game)" rel="nofollow">https://en.wikipedia.org/wiki/Stunts_(video_game)</a> what more could a kid ask for
Super Off Road...
<a href="https://en.wikipedia.org/wiki/Super_Off_Road" rel="nofollow">https://en.wikipedia.org/wiki/Super_Off_Road</a>
Carmageddon would be what a kid could ask
Time for a modernized port true to the original! I also liked the TrackMania series but I wish there was something reduced to the amazing essence of Stunts.
I'd ask for Rock n' Roll Racing!
Oh wow, that's a game I haven't thought about in forever. Thanks for reminding me.
I remember a map where just at the start, you could turn around, jump over an open bridge and finish it in less than a minute.<p>On the other hand most maps have loops and I would regularly get lost, unable to finish it...
Wonderful stuff - thanks! I was thinking about doing this as well.<p>I just completed recreating one of my childhood favourites, Thrust. Opus 4.7 almost one-shot the game (was perfect in 30 mins based on just the wikipedia entry describing the game), and then I spent 3 full nights trying to build perfect algorithmic AI to auto play it. (It thoroughly failed, sticking to a sub-par algo that was ok, but not nearly as good as possible).<p>My next stop is reimplementing Mercenary. First open world game I played. On a 8b commodore Plus/4.
I can hear the PC Speaker music in my head.... oh man! it was actually available in adlib!
<a href="https://www.youtube.com/watch?v=ayInv3ZZRak" rel="nofollow">https://www.youtube.com/watch?v=ayInv3ZZRak</a>
On Pacific Coast 3 you can see the infinite highway. I remember turning right to a highway and there was a highway exit that if I missed I would run again this highway as on Moebious' strip to the beginning. This gave the world an infinite vibe
Oh man, the controls on mobile remind me of a bad dream where you don’t quite have full control of your flying.
I always love any reverse engineered projects
Ah, that's so lovely! Will definitely try this!
Impressive dedication, reverse engineering 35 years old game files is no small task.
I was always fixated on trying to run over the chicken
I used to play an Amiga 500 version of this. I think it was Test Drive 2 though.
Test Drive 2 (and 1) used a pseudo-3D renderer with scaled sprites (see <a href="https://www.mobygames.com/game/2107/the-duel-test-drive-ii/screenshots/" rel="nofollow">https://www.mobygames.com/game/2107/the-duel-test-drive-ii/s...</a>)
TD3 used a 'real' 3D engine, but as a result it needed a beefy machine for the day. Driving felt a lot slower too, I never found it as much fun as TD2.
I used to play this, thats awesome.
Now do TD (the original)! I remember thinking it was something from the future when it came out on C64. Similar feeling of seeing something from two years from now with Mach 3 in the arcade.
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Not even one map as jpg or png to see on the webpage!!!<p>Whats the point of this project?
You expect us to load npm just to see some maps?!