Yeah but that can ruin the surprise, though. If you notice in most sierra adventure games, as they progress into sci and further up the technology ladder, the method of deaths get few and farther between and less interesting than the old agi ego deaths. What I find really stupid though is that most games don't allow you to learn from your death. Often they just tell you you're a klutz when it comes to navigation with the direction keys or you type words too slow, well in subtle ways anyways. I know this would be too complicated and too much programming, but if anyone has a LOT of time to waste and a fanatic devotion to do so, a death count could be included in the game itself. As you die more often in the same way, you'd get hints on not how to die in that matter. Of course with certain scenes, like the octopus monster in space quest: the lost chapter, doing such a thing would only increase player frustration. But it would encourage players to rely less on saving though. I own king's quest 1 for the pcjr, the version before the agi we know and I can't even save, because the harddisk is all taken up by dos and peripherals and the 5-inch floppy disk on which it is installed doesn't have enough room to write a save game on it. I can tell you I'm pretty nervous when I climb that beanstalk.