The Universal Hint System: A Comprehensive Exploration

The Universal Hint System (UHS) is a valuable resource for gamers seeking assistance without outright spoilers. Developed by Jason Strautman in 1988, the UHS offers a unique approach to providing hints for computer games. This article explores the UHS in detail, covering its features, file formats, history, and its place in the modern gaming landscape.

What is the Universal Hint System?

The Universal Hint System helps you to solve many computer games by providing hints. The UHS format supports sounds, graphics that indicates gradually themselves in a hint-like form, and hypertext linking of hints. It is designed to provide players with subtle nudges in the right direction, encouraging them to solve puzzles independently rather than simply giving away the solutions.

UHS File Formats

The UHS utilizes a specific file format to store its hint data. The file extension associated with the Universal Hint System is ".uhs". This file type is identified as a Universal Hint System Binary Data File, created and developed by Jason Strautman.

File ExtensionFile Extension TypeFile TypeCreator/Developer
UHSUniversal Hint SystemBinary Data FileJason Strautman

A History of Hints and Walkthroughs

Before the internet age, gamers relied on hint lines and clue books for assistance. Origin's hint line was used to win Ultima IV the first time because of neglecting to write down the runes that spelled INFINITY. Game makers realized they could make money off of their hints, turned them into 900 numbers, and charged for their hints. The Sierra hint line was once called when couldn't get past the final battle in Pool of Radiance after multiple tries. It cost something to hear "the best way to defeat Tyranthraxus and his minions is to cast as many fireballs as possible." Clue books were also available, offering comprehensive maps and lists of encounters and spells. The clue books most liked were for the Infocom "text adventures" like Zork, Spellbreaker, and Leather Goddesses of Phobos. They were written as FAQs for the most common puzzles in the game, but the answers were written in invisible ink, and you had to uncover them with a special pen. They started off general, getting more specific as you uncovered more lines.

With the advent of the internet, walkthroughs became readily available, offering complete solutions to games. Prima started in 1990 and swiftly grew to dominate the strategy guide market. Prima's guides throw the word "official" in the title; does this mean they actually license the right to produce the guides from the game publishers? Walkthroughs are available for nearly every game, old and new. However, the UHS emerged as an alternative, aiming to strike a balance between providing assistance and preserving the challenge of the game.

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The UHS Philosophy: "Not Your Ordinary Walkthrough"

The tagline of the Universal Hint System, "Not your ordinary walkthrough, just the hints you need," encapsulates its core philosophy. The UHS aims to provide players with only the necessary information to overcome a specific obstacle, without spoiling the entire game. This approach encourages players to think critically and solve puzzles independently, enhancing their overall gaming experience.

Modern Implementations and Inspirations

While the original UHS may not be actively updated, its principles have inspired modern hint systems in games. Some developers have integrated incremental hint systems directly into their games, often accessible through in-game menus or communication with non-player characters (NPCs).

Examples of Hint Systems in Games

  • The Legend of Zelda: A Link to the Past: Sahasrahla provides clues when Link gets stuck. Need help? Touch a special tile on the walls of dungeons and this guy is always there to help.
  • Star Fox Adventures: Talking to Slippy on the pause menu will give you a hint from him regarding where to go or what you have to do.
  • Tomb Raider: Underworld: Has hints available from the PDA, giving hints on what needs to be done and how to do it. They're revealed by pressing a button.
  • Devil May Cry 5: Random gameplay tips for the current playable character are displayed on the side of a loading screen. You can call home at phone booths in order to get some advice on what to do next from Pizza's mom. If that's not enough, you can then have her pass the phone to Pizza's dad, who shares step-by-step instructions.
  • The series Drawn: Has a system where if you get stuck you can click on the portrait of Franklin and he will give you hints.
  • Hector: Badge of Carnage: Uses a hint system that first redirects the player to Hector's partner, Lambert, for some subtle hints.
  • I Have No Mouth, and I Must Scream: Every character has a psych profile provided by AM that contains information about them as well as actual hints regarding what to do.
  • A Manor Of Speaking: Typing "hint" clues you in to what you have to do in the room. If you've already solved it, it tells you so and advises you to go somewhere else.
  • Monkey Island 2: LeChuck's Revenge: On the jungle of Dinky Island, if Guybrush gets completely lost he will eventually find a pay phone hooked up to a tree, which he can call and ask for advice. The operator will sarcastically answer any inane questions and insult his inability to figure out the solution.
  • Myst IV: Has a hint system which gives different levels of hints in case the player doesn't want to be completely spoiled.
  • Telltale Games' Sam & Max: Freelance Police: Games use the "hint on delay" variant. The hints aren't exactly straightforward, though.
  • Strong Bad's Cool Game for Attractive People: Has a setting to change the frequency of hints.
  • The Tex Murphy games series: Has a hint guide built into the game itself.
  • Who Framed Roger Rabbit on NES: To get a hint on where to find a piece of Acme's will, you can give Jessica Rabbit a rose, or you can give Dolores a heart.
  • Left 4 Dead and its sequels: Have tips that appear during the loading screen when moving onto the next level.
  • BlazBlue: Continuum Shift: Added a feature/skit series to the game called Help Me! Professor Kokonoe! as a Hint on Failure system.
  • Mario Party 7: Hints can be purchased in the Duty-Free Shop so they can be read later.
  • Afterimage: Once Ripe has settled in Resting Town, talking to him lets him mention a hint on where you should be going next.
  • Donkey Kong Country 2: Diddy's Kong Quest: Cranky opens the Monkey Museum and his wife Wrinkly Kong runs the Kong Kollege, where players can pay for hints.
  • Mega Man X series: Alia gives hints about what to do next.
  • Mischief Makers: If you shake the pink Clancer Ms.
  • Shantae: Half-Genie Hero: The bathhouse attendants serve as hint-givers.
  • Sonic the Hedgehog: Usually has floating hint boxes around the level that can be touched in order for the player to get a hint or instruction on how to use a certain game mechanic relevant to the level.
  • Sonic Adventure series: There are hint monitors on the treasure hunting stages.
  • Nintendo's "Super Guide" feature: Used in several games including New Super Mario Bros. Wii, Super Mario Galaxy 2, and Donkey Kong Country Returns, allows a player who has failed a level enough times to allow the game to run through the level.
  • Super Mario Galaxy: Has one secret star in every main galaxy. Thankfully, if you've done all three main missions without finding it, the game will show you which particular mission it can be found in.
  • The 7th Guest: Includes a hint book in the library, which will give increasing hints to the current puzzle when read for the first and second time.
  • A Castle Full of Cats: The Crystal Ball item highlights an undiscovered cat for you.
  • Chip's Challenge: There are levels which include a yellow-colored Hint Tile.
  • Sierra game series of Dr. Eras of Alchemy: Offers the "Hint for Payment" variety.
  • Pokémon Puzzle Challenge: Has a hint-on-payment option in puzzle mode.
  • Quilts & Cats of Calico: In Story Mode, failing a puzzle will make the game allow you to skip to the puzzle's later stage of completion.
  • The Steam version of The Roottrees are Dead: Lets you talk to a rubber duck anytime for a hint on what to search for next.
  • Sutte Hakkun: Offers both the "nudge the player" and "show the player" format of hints.
  • The Talos Principle: You can find three messengers, each of whom can provide you a (usually cryptic) hint to one red sigil puzzle.
  • Uncle Albert's Adventures games: Are filled with folded papers containing clues.
  • Merge Maestro: The main menu provides tips on how to optimize your run.
  • Rogue Legacy 2: The Scars of Erebus list provides clues on where to find any undiscovered Scar after you've met the initial requirement of making that Scar spawn in the first place.
  • EarthBound (1994): Had a Recurring Traveller selling hints.
  • Epic Battle Fantasy 2: Get a Game Over and you'll get a hint for the current area/boss.
  • Mass Effect 1's: Pause screen displays a hint randomly selected from a pool of several.
  • Paper Mario: Color Splash: Has a Toad in a trashcan that you can talk to.
  • Pokémon Scarlet and Violet: The Pokémon Center nurses can suggest destinations to visit if you aren’t sure where to go.
  • Tales of Destiny 2: During a Bad Future, you can pay a maid on the edge of town to tell you how to get to the next city.
  • Turtle Head Unmasked: Once more of the school can be explored, Emma can give Harriet hints on demand.
  • Xenon 2 Megablast: Allows you to purchase advice at the store between zones.
  • APICO: The various guidebooks give you hints on how to find new bee and butterfly species in their respective pages.
  • Kitty Powers' Matchmaker: Each time loads, Kitty provides you a tip on how to play well in it.
  • FNAF 1 REMAKE: After being jumpscared, the game will give you a hint regarding whatever animatronic killed you.

The Hint-Tron 3000: A Modern UHS

Ron Gilbert, creator of Thimbleweed Park, implemented an in-game, incremental hint system called the Hint-Tron 3000. This system, inspired by the UHS, allows players to access hints from any phone within the game. The Hint-Tron 3000 exemplifies how the principles of the UHS can be successfully integrated into modern adventure games.

Creating Effective Incremental Hint Guides

Creating an effective incremental hint guide requires careful consideration of player psychology and game design. Here are some key lessons for crafting low-spoiler hints:

  1. Understand Player Thinking: Anticipate the various ways players might approach a puzzle and the potential misconceptions they might have.
  2. Understand Designer Intent: Recognize the designer's intended solution and the clues they have provided within the game.
  3. Test Thoroughly: Ensure that the hints are clear, accurate, and do not inadvertently spoil later puzzles.
  4. Repeat Keywords: Reinforce the context of the hint by repeating relevant keywords and locations.
  5. Signal Spoilers: Clearly indicate when a hint is about to reveal a significant spoiler, giving players the choice to proceed.

The Value of Hints in the Age of Walkthroughs

In an era where walkthroughs are readily available, the value of well-crafted hints might seem diminished. However, hints offer a unique benefit that walkthroughs cannot replicate: the satisfaction of solving a puzzle independently. By providing just enough information to nudge players in the right direction, hints empower them to overcome challenges on their own, fostering a sense of accomplishment and deeper engagement with the game.

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Fostering a Culture of Appreciation for Hints

The effort and skill required to create effective hint guides are often underestimated. It is essential to foster a culture of appreciation for hint creators and their contributions to the gaming community.

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