Φ

NUMEN-1 · cartridge 002 · Dragolich Research Labs

BLOODCROWN

Three zones. Six acts. One crown at the end of the world, and everything in between trying to take your ribs apart. This is a new game, written from nothing, straight onto silicon we designed ourselves — 2,961 instruction words, no engine underneath, no sprite sheet, no sound file, no shader. Every spire, every cloud, every drop of the parallax and every note of the score is arithmetic executed sixty times a second by a processor that did not exist until we wrote it.

score 0zone 1 / 3 · act 1 / 2health 8 / 8lives 3shards 0ground gained 0%act timer 0frame 00 fpsinstructions 0attract modeaudio idle

enter starts · left / right run · up or space jumps, press again in mid-air to jump twice · X throws a fang. Click the canvas area first so the page has keyboard focus.

booting the machine…

Where the design came from

We did not invent the shape of this game by taste. We counted. On this machine sit the integration files for 28 real Sega Mega Drive titles — six Sonic variants plus Global Gladiators, Mr Nutz, Radical Rex, Marsupilami, Flintstones, Earnest Evans, Awesome Possum, Power Athlete, Double Dragon V, Mortal Kombat, Mazin Saga, Toe Jam & Earl, Smurfs, Street Smart, Bonanza Bros, Death Duel, Verytex, Fantasia, Boxing Legends, Amazing Tennis, Ayrton Senna’s Super Monaco GP II and F1. Each one carries a map of the memory addresses that hold its state and a specification of what its reward and its ending actually are. We tallied every variable across all 28 and built BLOODCROWN out of whatever the genre agreed on.

variableappears inwhat it became in BLOODCROWN
score26 of 28the reward signal in 8 of the 28 scenario files — so score is what the brain climbs
lives20 of 28the done condition in 10 of 28 — so lives end the run, not the health bar
health15 of 28a segmented bar, not one-hit death — 8 segments
zone / act6 eachthree zones, two acts each, its own palette per zone
screen_x + screen_x_end6 eachthe objective is ground gained, not a timer running out
level_end_bonus6 of 28time left on the act clock, paid at 100 a tick
rings6 of 28became shards — 20 shards buy back one health segment
x / y7 / 6free platform movement with a double jump
honesty, because that is the rule here. There is not a single Sega ROM on this machine and none is served from this site. What we mined is the open integration metadata that ships with the stable-retro package: RAM address maps, reward and done specifications, and a checksum. No game code, no game art, no game audio. Nothing of theirs is inside BLOODCROWN — only the count of what those 28 games chose to keep in memory.

The machine and the cartridge

screen
256 x 192 pixels, 64-colour fixed palette
processor
16 registers, fixed 32-bit instruction words
cartridge
14,324 bytes
program
2,961 of 8,192 instruction words (36%)
snapshot for rewinding
17,220 bytes
sound
4 voices — square, saw, sine, noise
assets
none — no image, no sample, no tilemap anywhere in the cartridge
peak load measured
8,865 of 400,000 instructions per frame (2.2%)

What is actually in there

  • An eight-segment health bar over three lives — a hit costs a segment, not the run.
  • Shards. Twenty of them weld a segment back on.
  • Three zones, two acts each, and its own eight-colour palette per zone.
  • A ground-gained objective with a crown gate standing at the end of every act, and a clock whose remainder is paid out as bonus.
  • A double jump, thrown fangs, walkers, heavy walkers, flyers, a particle system and a screen that flashes when you get hit.
  • Three parallax layers — a sun disc at an eighth speed, sky bodies and a far ridge at a quarter, near spires at a half — over terrain generated by an integer hash of the tile column, voids included.

Measured

Every line below was produced by driving the actual cartridge headlessly. The last four rows are our own rollout-and-rewind search brain: it snapshots the whole machine, plays nine candidate button holds forward into the future, keeps the best one, rewinds and commits. No network, no weights, no training. Only counting.

title card, 120 frames13 distinct colourspeak 1,940 instr/frame
stand still, 1,800 frameslost 2 lives, never left zone 1 act 1peak 8,265 instr/frame
hold right, 9,000 frameszone 2 act 1 — score 12,400, 44 shardspeak 7,866 instr/frame
pacifist, never throws, 9,000 frameszone 2 act 1 — score 10,000, 32 shardspeak 7,778 instr/frame
wiggler, 9,000 frameszone 1 act 2 — score 8,675, 41 shardspeak 8,865 instr/frame
search brain, horizon 4CROWN TAKEN at frame 2,454 — score 26,75019,944 rollouts / 79,776 imagined frames / 13.6 s
search brain, horizon 8CROWN TAKEN at frame 2,521 — score 27,42520,511 rollouts / 164,088 imagined frames / 26.4 s
search brain, horizon 16CROWN TAKEN at frame 2,141 — score 31,35017,055 rollouts / 272,880 imagined frames / 44.0 s
search brain, horizon 28CROWN TAKEN at frame 1,941 — score 41,87515,255 rollouts / 427,140 imagined frames / 65.2 s

A blind hand that simply holds right loses a health segment every 68 to 170 frames and never gets past zone 2. The brain takes all six acts. Deeper search takes them faster and richer: at a 28-frame horizon it finishes 513 frames earlier and with 15,125 more points than at a 4-frame horizon, off 427,140 imagined frames.

signed

BLOODCROWN is cartridge 002 for the NUMEN-1, designed and built by Dragolich Research Labs LLC. Cartridge 001, The Last Flight Of The Dragolich, is still on its shelf and still playable. The console itself is documented on the NUMEN-1 platform page, and the rest of the shelf lives in the cartridge forge.

download the cartridge — bloodcrown.n1, 14,324 bytes

DRAGOLICH RESEARCH LABS · SIGNED DRAGOLICH · the same signature is drawn on the title card by the cartridge itself.