I wanted to re-play SimTower but found it too difficult to get running through emulation. Instead, I worked for 6 months with Claude Code on a complete rewrite, replicating all the functionality from a Ghidra decompilation of the binary, an AI-generated summary of the original source code and my memory of the gameplay. Then deployed it to the web as WASM.
I wanted the original feel of the game, so didn't create new art. Instead, you load an original binary you provide, and the on-page code parses it and pulls out the original assets.
I didn't look at a single line of code Claude wrote, but spent hours playing through the game and nitpicking every little behavior. A lot of time was spent convincing myself that the elevators just ARE that hard to get right >.<
How would you get different behavior when you have completely decompiled the original binary and recompiled it to wasm? Shouldn't the result have identical behavior?
Did you fix any of the underlying numeric limits in the original game?
There's a hard cap to 127 instances of commercial spaces. 128 onward won't get any visitors. Too many office workers will overwhelm your limited commercial spaces and thus leave the tower for lunch, over-taxing your elevators.
A public message board that accepts posts in a wide wide range of protocols. If a device can communicate on the web, it can probably read and post to anystation.net.