Overview
Hint lines were premium rate telephone services that provided game hints and solutions. Players stuck in games would call expensive numbers to hear recorded tips or speak with “game counselors,” generating significant revenue for publishers before the internet made free help available.
Fast Facts
- Era: 1985-late 1990s
- UK numbers: 0898/0891 prefix
- US numbers: 1-900 prefix
- Cost: £0.25-0.50/min (UK), $0.75-1.50/min (US)
- Killed by: Internet guides
How It Worked
| Step | Process |
|---|
| 1 | Player gets stuck |
| 2 | Finds hint line number (in manual, magazine) |
| 3 | Calls premium rate number |
| 4 | Hears recorded hints or talks to counselor |
| 5 | Phone bill arrives (parental anger) |
Nintendo Power Line (US)
| Aspect | Detail |
|---|
| Number | 1-900-288-0707 |
| Staff | 200+ “Game Counselors” |
| Calls | Thousands daily |
| Cost | $0.75/minute |
Revenue Model
| Party | Benefit |
|---|
| Publisher | Revenue stream |
| Telephone company | Premium rate fees |
| Game counselor | Employment |
| Player | Got unstuck |
Design Implications
Some games were deliberately hard:
| Cynical view | Result |
|---|
| Harder games | More hint line calls |
| Obscure puzzles | Mandatory calling |
| Missing manuals | Force paid help |
Decline
| Factor | Impact |
|---|
| BBSes | Free text guides |
| Internet | GameFAQs (1995) |
| Email | Ask friends |
| Regulation | Premium rate concerns |
Legacy
Hint lines represent an era when information had monetary value. Their decline with internet access demonstrates how digital sharing disrupts information-based business models.
See Also