Mad House — Usborne Creepy Computer Games

· Source: Simon Willison's Weblog · Field: Technology & Digital — Artificial Intelligence & Machine Learning, Software Development & Engineering, Gaming & Interactive Media · Depth: Intermediate, quick

Summary

Mad House — Usborne Creepy Computer Games" is a newly released retro text-based escape game, inspired by the 1983 Usborne book "Creepy Computer Games." Players navigate a shifting house by controlling near and far doorways using keyboard controls (X/C and N/M) or on-screen buttons, aiming to align three exits before being caught by footsteps. The game features authentic CRT phosphor aesthetics, including scanlines and a pulsing HUD that tracks time and door alignment. This interactive version was created by feeding the original book's PDF into Claude, which then generated the JavaScript and HTML code based on a prompt requesting a mobile-friendly, retro-aesthetic recreation.

Key takeaway

For creative technologists exploring retro game development or modernizing classic content, you should consider large language models like Claude. This approach allows for rapid prototyping and implementation of interactive experiences directly from static source material, such as old computer books. Focus your prompt engineering on specific aesthetic requirements, like CRT phosphor effects and scanlines, to ensure an authentic and engaging user experience that resonates with nostalgia.

Key insights

AI can rapidly transform static legacy content into interactive, retro-styled digital experiences.

Principles

Method

Feed a legacy game book PDF into an LLM like Claude, then prompt for a vanilla JavaScript/HTML recreation, specifying mobile-friendliness and desired retro aesthetic.

In practice

Topics

Best for: AI Engineer, Software Engineer, Creative Technologist

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Editorial summary, takeaway, and curation by AIssential. Original article published by Simon Willison's Weblog.