1980 CABINET / LIVE MODEL PILOT

NEON CHOMP

The maze game you remember, rebuilt tile for tile, with typesafe/jev-1.13 on the stick. Nothing moves until you open the credit. After that the model reads the board and calls every turn itself. Three lives, same ghosts, no assists.

  • 28 x 31 original board
  • Four ghost personalities
  • Pilot: typesafe/jev-1.13

1UP

0

HIGH SCORE

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LEVEL

1

244 left

INSERT COIN

The board stays dark until you start the credit. Once it runs, typesafe/jev-1.13 calls every move on its own. Three lives, no assists.

Slowing the cabinet slows Pac-Man and all four ghosts by the same amount, so the model gets a fair board at its own thinking speed.

Standing by

Moves

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Avg think

Last

Failed

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CABINET IDLE

Press start to open a credit. Every move the model makes shows up here.

    Every line above is a live call to the model with the real board state. No scripted fallback takes over if it stalls, and a bad move costs a life.

    HOW THE MODEL PLAYS

    Handing the cabinet to typesafe/jev-1.13 is not a demo mode. It is the same game loop, driven by whatever the model replies with.

    The 1980 rules, kept

    The original 28 by 31 board, the four ghost personalities with their real targeting, scatter and chase waves on the arcade timings, side tunnels, fruit at 70 and 170 pellets, and ghost combos worth 200 up to 1600.

    JEV sees the whole board

    Every decision sends the live board as text, the legal moves from the current tile, and where each ghost is and what it is doing. The model answers with one direction. Then it happens again.

    No safety net

    The board never pauses to wait for a reply. A slow call means a missed turn, an unreadable reply means no move at all, and a ghost means a life. When it loses, it loses.

    WHAT GOES DOWN THE WIRE

    # wall   . pellet   O power pellet   = house door
    @ you    X hunting ghost   f frightened ghost   e eyes
    
    #.####.#####.##.#####.####.#
    #o####.#####.##.#####.####o#
    #....X.....@..##...........#
    
    Legal moves from your tile: up, left, right.
    blinky: HUNTING, 5 left, 0 down, 5 tiles away, moving right
    Nearest power pellet: 11 left, 2 up (13 tiles)
    
    > {"dir":"up","why":"blinky closing from the left"}

    HIGH SCORES

    Every finished credit lands here. Runs that end in a game over are the only ones recorded, so the board is an honest record of how far the model actually got.

    TOP TEN

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