Reverse Engineering SimTower (phulin.me)

259 points by patrickhulin ↗ HN
This is the story of building https://towers.world, a ~perfect, tick-for-tick reproduction of 1993 game SimTower.

I spent weeks reverse-engineering the original EXE and writing up a detailed spec of how the simulation actually works under the hood — population flow, elevator AI, the whole star-rating system. The specs are all on GitHub if you want to read them: https://github.com/phulin/tower-together/tree/main/specs

It's also collaborative. Multiple players can connect to the same tower, the simulation keeps running as long as anyone's connected, and build actions sync across clients in real time.

Because I rebuilt the UI, I could add features like shift-click to build grids of rooms - instead of painstakingly clicking to build rows of offices and hotels, shift-click allows a 10-floor grid to be built all at once.

The game runs on Cloudflare Durable Objects, one of my favorite web primitives.

Everything is open source: https://github.com/phulin/tower-together

42 comments

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(comment deleted)
Very cool! I used to play this game for a few minutes every morning at a friends place before school. With the clone being open source, would you be open to QoL patches? I don’t have anything specific in mind, just curious how close to the original you want to stay.
I loved this game so much. Can't wait to see Santa.
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 (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:

Amazing, loved this game when I was younger. I would keep restarting every time I thought of a more effective layout.

I don't think I ever made it to the cathedral though.

(comment deleted)
Oh my gosh, this really brought me back. Haven't played that game in 30 years. What a great use of AI. Thanks for the trip down memory lane.
Wow!

There was a little-known sequel to SimTower called Yoot Tower (named after Yoot Saito). It was a commercial flop, but I played it in the 2000s and again in the 2010s and very much enjoyed it! It had a lot of added customizability (more choices of restaurants and shops, for one thing). I would love to see that game recreated.

Yoot Saito almost looks like a pseudonym for Noob Saibot
Can you still build a garage in the bottom corner to get more starting money??
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.")

I spoke with Yoot about it recently. There are some issues with Nintendo and licensing that may take some time to work through. My fingers are crossed, but it might take a while and require patience. We all want it to happen though!

Meanwhile I'm working on Micropolis (based on the original SimCity Classic code, cleaned up, and compiled with Emscripten into WASM), and also reimplementing The Sims character animation system and content management and creation system in TypeScript with WebGPU and MOOLLM. ;)

Micropolis WASM + WebGL tile renderer demo:

https://micropolisweb.com

MicropolisCore repo:

https://github.com/SimHacker/MicropolisCore

Micropolis design docs:

https://github.com/SimHacker/MicropolisCore/tree/main/design...

Sims character animation demo with WebGPU renderer:

https://vitamoo.space

Source code:

https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi...

Design docs:

https://github.com/DnfJeff/SimObliterator_Suite/tree/main/vi...

Designs for creating LLM driven Sims content editing and creation tools, uplifting and simulating The Sims in MOOLLM, and downloading The Sims content back into the original game:

https://github.com/SimHacker/moollm/tree/main/designs/sim-ob...

>"What would your Sims say if they could finally talk to you?"

>Two-way bridge between The Sims 1 save files and MOOLLM. Characters, objects, and pets step between a 26-year-old game VM and an LLM-powered universe, retaining and synchronizing their parallel existences.

>The One-Line Version

>Drag a 25-year-old Sims save file in. Watch the character wake up. Have a conversation with them. Send them home changed.

The Uplift: Sims ↔ MOOLLM Character Bridge

https://github.com/SimHacker/moollm/blob/main/designs/sim-ob...

It's all still a work in progress that I hack on when I have spare time (and spare money for tokens), so no ship date known! ;)

Also, Fabian Wesner's posted about using Claud Code to analyze the original micropolis repo's code and documentation to generate a new version.

Here is a deep dive "podcast" he generated (presenting Claud's analysis in a conversational format) that describes the work. I listened to it, and it got the important trademark and licensing issues right, was quite comprehensive and technically accurate, up until the end where they said maybe there's something to learn about city planning from SimCity! ;)

https://drive.google.com/file/d/1SGAkLIb4CQMPKU7TJ2sRdEjc0Dh...

It pretty much parallels the analysis docs in his repo, which are also quite accurate:

https://github.com/FabianWesner/micropolis/tree/master/docs

This lightning talk I gave at HAR 2009 goes into what you can actually learn from playing SimCity/Micropolis (and reading and extending the code), thanks to Seymour Papert's and Alan Kay's philosophy of Constructionist Education, and it's much wider and more generally useful than just city planning:

https://donhopkins.medium.com/har-2009-lightning-talk-transc...

To save you the indignity of LinkedIn scraping your browser extensions, here is a copy of Fabian Wesner's post and my response with the link spying urls resolved:

https://www.linkedin.com/posts/fabian-wesner_micropolis-simc...

Fabian Wesner | CTO | Passionate about AI and Entrepreneurship | 1 month ago

Claude Code is extremely good at documenting legacy software. That's a huge blessing, especially when the original developers are no longer around or are finally ready to retire.

If you haven't tried this, you might be missing out. So I did it for you.

#Micropolis is the open-source release of the original #SimCity, published by Electronic Arts in 1989. EA released the source code under GPLv3 in 2008 for the One Laptop Per Child project. The codebase is decades old, and there's likely no one left who knows it inside out.

SimCity was one of the very first games I played, back in 1990 on my father's 286. Just a few months after the Wall fell. So this one is personal.

I let Claude Code read the entire codebase and write a full documentation. As far as I can see, it looks correct and complete. I'm no expert on this particular codebase, but that's exactly the point: there might be no expert left on earth. I have tried this on other software where I am an expert, and the results are surprisingly accurate.

You can find the resulting docs and the prompt here: https://github.com/FabianWesner/micropolis/tree/master/docs

I also converted the docs into a podcast episode for easier consumption:

https://drive.google.com/file/d/1SGAkLIb4CQMPKU7TJ2sRdEjc0Dh...

Enjoy!

I know I’m not the first to use Claude Code on this treasure and - of course - I already rebuilt the game with JavaScript.

More on this tomorrow!

Don Hopkins | Full Stack Generalist AI Engineer

Although I may have two feet firmly planted in mid-air, I am still on Earth and know the code. I reviewed it and am I'm ...

First of all, super cool. I have a soft spot for SimTower as well. :)

> I didn’t want to do a function-by-function port. First, APIs may be copyrightable - and copying a binary that closely might implicate copyright more than an approach closer to clean-room design. But it was clear that I needed some level of feedback from the ground-truth binary in order to provide a hill for the LLM to climb on the reimplementation.

Interesting, but isn't this what, say, the Ocarina of Time reverse engineer port does[1]? I imagine the fact that this hasn't been served a takedown notice from Nintendo is a proof that it's defensible? Or at least that there's precedent, ha.

Anyway, this is really cool. I genuinely think the only thing that's missing for me to waste an afternoon here is the sound effects!

[1]: https://github.com/zeldaret/oot

It is not proof. It is a clear derived work infringing on the copyright of Nintendo.
> APIs may be copyrightable

Didn't Google v. Oracle disprove this?

I remember that SimTower (Windows 3.1 version) would briefly draw the dialog boxes in Japanese, then immediately redraw it in English. This was on a computer without any Japanese fonts.
(comment deleted)
I sunk ages into "the world's most brutal elevator simulator" - how does the game model elevator demand? I always wondered if it was some sort of Poisson distribution.
Can you talk about how you actually disassembled the EXE and reverse-engineered it?
I played when I was a kid. I figured out you could just build condos like crazy and make money pause build more, and repeat, get tons of money, build all the way up. But I couldn't figure out how to get people to the top level for that achievement.

I'm gonna Google that and see what I got wrong

> This project used an absolutely ridiculous number of tokens. I had to upgrade to the Claude Code $200/month plan and carefully avoid usage in the 8 AM-2 PM 2x peak window.

that doesnt sound too terrible to be honest. TIL that 8am-2pm is 2x usage.

> First, the AI makes premature conclusions about subsystems, records them, and then struggles to figure out when to abandon its earlier guesses.

This perfectly describes what feels off to me about Opus 4.7 (unsure if that’s what you are using). It seems to go down an incorrect path, I correct it, but it still references things from it. Trying to direct it back becomes a mess.

Has anyone experience this as well or am I going crazy? Doesn’t happen with 4.6 for me.

Heh, I have four different games I am currently experimenting with, luckily I skipped this one as I am still expecting the original/Yoot source will be published (hopefully DonHopkins sees this and it nudges him to get it uploaded!).
I love you this was the best sim game when I was a kid and now I’ll spend my weekend on your site!
I want someone to do this with SimCopter. I loved that game but I don't think it was very popular
It is missing the most important function.

If the first tile you build is a lobby in the bottom left corner, it is supposed to double your starting money. :)