Φ
THE REEL ROOM

Every game. Every frame.

ARC-AGI-3 publishes replays of its games. So do we — except these are ours. Pick a title and watch NUMEN OS take it apart action by action, on the same live environments, recorded straight off the arcade.

GAMES WON
0%
LEVELS CLEARED
0%
FRAMES ON FILM
recorded live
ACTIONS FIRED
across 25 titles

Now showing

click a title to roll the reel
loading marquee…

Second Screening Room

The other reels: real consoles, real controllers.

Everything above is ARC-AGI-3 — puzzle worlds built for machines. Everything below is the same rollout-and-rewind controller pointed at hardware built for people: a Nintendo Entertainment System and an Atari 2600. Full runs, no cuts, and the pad it pressed drawn underneath every frame.

The Speedrun Wall

Whole runs. Pad on screen. Wins and losses.

88 complete runs on real console hardware — every frame from power-on to the last one played, with the controller drawn underneath so you can watch the buttons go down. Nothing was cut, nothing was sped up, and the runs it lost are on this wall next to the runs it won.

88
Runs filmed
51.4M
Futures imagined
6h 9m
Machine search
1h 30m
Footage
SCORED
NES

Super Mario Bros. — World 1-4

FLAG · 19s of footage

Result
FLAG CAPTURED
Distance
x = 2,244
Clock left
250
Frames played
1,130
SCORED
NES

Super Mario Bros. — World 2-4

FLAG · 20s of footage

Result
FLAG CAPTURED
Distance
x = 2,254
Clock left
241
Frames played
1,193
SCORED
NES

Super Mario Bros. — World 3-4

FLAG · 17s of footage

Result
FLAG CAPTURED
Distance
x = 2,261
Clock left
249
Frames played
1,023
FAILED
NES

Super Mario Bros. — World 1-1

stopped at x=2,528 · 20s of footage

Result
WALL
Distance
x = 2,528
Frames played
1,176
Futures imagined
100,830
FAILED
NES

Super Mario Bros. — World 1-2

stopped at x=978 · 20s of footage

Result
WALL
Distance
x = 978
Frames played
1,212
Futures imagined
101,152
FAILED
NES

Super Mario Bros. — World 1-3

stopped at x=1,253 · 11s of footage

Result
WALL
Distance
x = 1,253
Frames played
665
Futures imagined
52,664
FAILED
NES

Super Mario Bros. — World 2-1

stopped at x=2,282 · 20s of footage

Result
WALL
Distance
x = 2,282
Frames played
1,194
Futures imagined
99,941
FAILED
NES

Super Mario Bros. — World 2-2

stopped at x=1,977 · 19s of footage

Result
WALL
Distance
x = 1,977
Frames played
1,152
Futures imagined
101,111
FAILED
NES

Super Mario Bros. — World 2-3

stopped at x=1,337 · 9s of footage

Result
WALL
Distance
x = 1,337
Frames played
545
Futures imagined
45,817
FAILED
NES

Super Mario Bros. — World 3-1

stopped at x=2,099 · 21s of footage

Result
WALL
Distance
x = 2,099
Frames played
1,260
Futures imagined
99,655
FAILED
NES

Super Mario Bros. — World 3-2

stopped at x=2,329 · 20s of footage

Result
WALL
Distance
x = 2,329
Frames played
1,224
Futures imagined
99,924
FAILED
NES

Super Mario Bros. — World 3-3

stopped at x=683 · 23s of footage

Result
WALL
Distance
x = 683
Frames played
1,350
Futures imagined
99,801
FAILED
NES

Super Mario Bros. — World 4-1

stopped at x=2,702 · 20s of footage

Result
WALL
Distance
x = 2,702
Frames played
1,188
Futures imagined
99,208
FAILED
NES

Super Mario Bros. — World 4-2

stopped at x=1,589 · 21s of footage

Result
WALL
Distance
x = 1,589
Frames played
1,254
Futures imagined
98,805
FAILED
NES

Super Mario Bros. — World 4-3

stopped at x=559 · 5s of footage

Result
WALL
Distance
x = 559
Frames played
277
Futures imagined
20,937
FAILED
NES

Super Mario Bros. — World 4-4

stopped at x=997 · 19s of footage

Result
WALL
Distance
x = 997
Frames played
1,152
Futures imagined
101,538
FAILED
NES

Super Mario Bros. — World 5-1

stopped at x=2,338 · 20s of footage

Result
WALL
Distance
x = 2,338
Frames played
1,188
Futures imagined
96,832
FAILED
NES

Super Mario Bros. — World 5-2

stopped at x=1,460 · 19s of footage

Result
WALL
Distance
x = 1,460
Frames played
1,146
Futures imagined
94,922
FAILED
NES

Super Mario Bros. — World 5-3

stopped at x=1,516 · 17s of footage

Result
WALL
Distance
x = 1,516
Frames played
1,036
Futures imagined
82,515
FAILED
NES

Super Mario Bros. — World 5-4

stopped at x=2,062 · 18s of footage

Result
WALL
Distance
x = 2,062
Frames played
1,080
Futures imagined
86,742
FAILED
NES

Super Mario Bros. — World 6-1

stopped at x=2,316 · 17s of footage

Result
WALL
Distance
x = 2,316
Frames played
1,038
Futures imagined
89,593
FAILED
NES

Super Mario Bros. — World 6-2

stopped at x=2,176 · 18s of footage

Result
WALL
Distance
x = 2,176
Frames played
1,068
Futures imagined
87,168
FAILED
NES

Super Mario Bros. — World 6-3

stopped at x=438 · 5s of footage

Result
WALL
Distance
x = 438
Frames played
283
Futures imagined
21,930
FAILED
NES

Super Mario Bros. — World 6-4

stopped at x=2,186 · 18s of footage

Result
WALL
Distance
x = 2,186
Frames played
1,092
Futures imagined
87,764
FAILED
NES

Super Mario Bros. — World 7-1

stopped at x=2,287 · 18s of footage

Result
WALL
Distance
x = 2,287
Frames played
1,074
Futures imagined
88,666
FAILED
NES

Super Mario Bros. — World 7-2

stopped at x=1,590 · 17s of footage

Result
WALL
Distance
x = 1,590
Frames played
1,044
Futures imagined
89,254
FAILED
NES

Super Mario Bros. — World 7-3

stopped at x=1,337 · 10s of footage

Result
WALL
Distance
x = 1,337
Frames played
600
Futures imagined
48,850
FAILED
NES

Super Mario Bros. — World 7-4

stopped at x=1,226 · 18s of footage

Result
WALL
Distance
x = 1,226
Frames played
1,056
Futures imagined
93,492
FAILED
NES

Super Mario Bros. — World 8-1

stopped at x=2,183 · 18s of footage

Result
WALL
Distance
x = 2,183
Frames played
1,080
Futures imagined
89,121
FAILED
NES

Super Mario Bros. — World 8-2

stopped at x=2,488 · 19s of footage

Result
WALL
Distance
x = 2,488
Frames played
1,110
Futures imagined
90,005
FAILED
NES

Super Mario Bros. — World 8-3

stopped at x=2,566 · 18s of footage

Result
WALL
Distance
x = 2,566
Frames played
1,062
Futures imagined
91,003
FAILED
NES

Super Mario Bros. — World 8-4

stopped at x=40 · 79s of footage

Result
WALL
Distance
x = 40
Frames played
4,764
Futures imagined
313,182
SCORED
ATARI 2600

Yars' Revenge

95,045 points · 120s of footage

Score
95,045
Frames played
7,200
Futures imagined
1,911,600
Search time
186 s
SCORED
ATARI 2600

Video Pinball

46,812 points · 87s of footage

Score
46,812
Frames played
5,208
Futures imagined
691,362
Search time
240 s
SCORED
ATARI 2600

Centipede

30,471 points · 88s of footage

Score
30,471
Frames played
5,248
Futures imagined
1,393,344
Search time
240 s
SCORED
ATARI 2600

Road Runner

29,900 points · 65s of footage

Score
29,900
Frames played
3,896
Futures imagined
917,383
Search time
240 s
SCORED
ATARI 2600

Atlantis

26,000 points · 102s of footage

Score
26,000
Frames played
6,099
Futures imagined
356,596
Search time
99 s
SCORED
ATARI 2600

Q*bert

12,975 points · 120s of footage

Score
12,975
Frames played
7,200
Futures imagined
637,200
Search time
155 s
SCORED
ATARI 2600

Time Pilot

12,600 points · 112s of footage

Score
12,600
Frames played
6,697
Futures imagined
979,690
Search time
176 s
SCORED
ATARI 2600

Up'n Down

11,110 points · 98s of footage

Score
11,110
Frames played
5,896
Futures imagined
521,796
Search time
240 s
SCORED
ATARI 2600

Alien

6,460 points · 52s of footage

Score
6,460
Frames played
3,128
Futures imagined
830,484
Search time
241 s
SCORED
ATARI 2600

River Raid

6,230 points · 66s of footage

Score
6,230
Frames played
3,944
Futures imagined
1,044,554
Search time
240 s
SCORED
ATARI 2600

Demon Attack

5,140 points · 120s of footage

Score
5,140
Frames played
7,200
Futures imagined
637,200
Search time
123 s
SCORED
ATARI 2600

Battle Zone

5,000 points · 63s of footage

Score
5,000
Frames played
3,760
Futures imagined
998,280
Search time
240 s
SCORED
ATARI 2600

Name This Game

4,940 points · 120s of footage

Score
4,940
Frames played
7,200
Futures imagined
637,200
Search time
155 s
SCORED
ATARI 2600

Ms. Pac-Man

4,200 points · 120s of footage

Score
4,200
Frames played
7,200
Futures imagined
955,800
Search time
232 s
SCORED
ATARI 2600

Chopper Command

3,700 points · 60s of footage

Score
3,700
Frames played
3,600
Futures imagined
953,368
Search time
240 s
SCORED
ATARI 2600

Defender

3,700 points · 22s of footage

Score
3,700
Frames played
1,321
Futures imagined
336,114
Search time
48 s
SCORED
ATARI 2600

Crazy Climber

3,400 points · 120s of footage

Score
3,400
Frames played
7,200
Futures imagined
955,800
Search time
166 s
SCORED
ATARI 2600

Wizard of Wor

3,400 points · 120s of footage

Score
3,400
Frames played
7,200
Futures imagined
1,062,000
Search time
220 s
SCORED
ATARI 2600

H.E.R.O.

2,905 points · 95s of footage

Score
2,905
Frames played
5,688
Futures imagined
1,510,164
Search time
240 s
SCORED
ATARI 2600

Space Invaders

2,390 points · 93s of footage

Score
2,390
Frames played
5,591
Futures imagined
489,936
Search time
122 s
SCORED
ATARI 2600

Krull

1,960 points · 58s of footage

Score
1,960
Frames played
3,488
Futures imagined
926,064
Search time
240 s
SCORED
ATARI 2600

Asterix

1,750 points · 35s of footage

Score
1,750
Frames played
2,106
Futures imagined
272,268
Search time
41 s
SCORED
ATARI 2600

Assault

1,501 points · 112s of footage

Score
1,501
Frames played
6,712
Futures imagined
666,424
Search time
113 s
SCORED
ATARI 2600

Beam Rider

1,380 points · 91s of footage

Score
1,380
Frames played
5,480
Futures imagined
720,162
Search time
170 s
SCORED
ATARI 2600

Pooyan

1,265 points · 120s of footage

Score
1,265
Frames played
7,200
Futures imagined
637,200
Search time
183 s
SCORED
ATARI 2600

Star Gunner

1,100 points · 23s of footage

Score
1,100
Frames played
1,376
Futures imagined
356,926
Search time
41 s
SCORED
ATARI 2600

Amidar

908 points · 120s of footage

Score
908
Frames played
7,200
Futures imagined
1,062,000
Search time
239 s
SCORED
ATARI 2600

Kangaroo

800 points · 44s of footage

Score
800
Frames played
2,663
Futures imagined
692,200
Search time
164 s
SCORED
ATARI 2600

Seaquest

640 points · 61s of footage

Score
640
Frames played
3,665
Futures imagined
952,864
Search time
192 s
SCORED
ATARI 2600

Carnival

480 points · 34s of footage

Score
480
Frames played
2,009
Futures imagined
165,087
Search time
33 s
SCORED
ATARI 2600

Gravitar

350 points · 73s of footage

Score
350
Frames played
4,398
Futures imagined
910,662
Search time
104 s
SCORED
ATARI 2600

Berzerk

300 points · 18s of footage

Score
300
Frames played
1,073
Futures imagined
270,270
Search time
46 s
SCORED
ATARI 2600

Gopher

300 points · 103s of footage

Score
300
Frames played
6,187
Futures imagined
723,576
Search time
131 s
SCORED
ATARI 2600

Frostbite

260 points · 52s of footage

Score
260
Frames played
3,103
Futures imagined
708,930
Search time
180 s
SCORED
ATARI 2600

Enduro

200 points · 98s of footage

Score
200
Frames played
5,896
Futures imagined
782,694
Search time
240 s
SCORED
ATARI 2600

Kung-Fu Master

200 points · 63s of footage

Score
200
Frames played
3,765
Futures imagined
762,936
Search time
199 s
SCORED
ATARI 2600

Phoenix

180 points · 120s of footage

Score
180
Frames played
7,200
Futures imagined
849,600
Search time
138 s
SCORED
ATARI 2600

Bank Heist

150 points · 47s of footage

Score
150
Frames played
2,834
Futures imagined
737,820
Search time
124 s
SCORED
ATARI 2600

James Bond 007

150 points · 80s of footage

Score
150
Frames played
4,776
Futures imagined
1,268,028
Search time
240 s
SCORED
ATARI 2600

Boxing

97 points · 44s of footage

Score
97
Frames played
2,624
Futures imagined
692,024
Search time
240 s
SCORED
ATARI 2600

Tutankham

68 points · 120s of footage

Score
68
Frames played
7,200
Futures imagined
849,600
Search time
172 s
SCORED
ATARI 2600

Tennis

9 points · 62s of footage

Score
9
Frames played
3,696
Futures imagined
981,288
Search time
240 s
SCORED
ATARI 2600

Ice Hockey

4 points · 81s of footage

Score
4
Frames played
4,848
Futures imagined
1,287,144
Search time
240 s
SCORED
ATARI 2600

Robotank

1 points · 99s of footage

Score
1
Frames played
5,928
Futures imagined
1,573,884
Search time
240 s
FAILED
ATARI 2600

Bowling

scoreless · 120s of footage

Score
0
Frames played
7,200
Futures imagined
637,200
Search time
112 s
FAILED
ATARI 2600

Breakout

scoreless · 120s of footage

Score
0
Frames played
7,200
Futures imagined
424,800
Search time
121 s
FAILED
ATARI 2600

Freeway

scoreless · 120s of footage

Score
0
Frames played
7,200
Futures imagined
318,600
Search time
176 s
FAILED
ATARI 2600

Pitfall!

scoreless · 120s of footage

Score
0
Frames played
7,200
Futures imagined
1,911,600
Search time
220 s
FAILED
ATARI 2600

Private Eye

scoreless · 120s of footage

Score
0
Frames played
7,200
Futures imagined
1,911,600
Search time
230 s
FAILED
ATARI 2600

Solaris

scoreless · 86s of footage

Score
0
Frames played
5,152
Futures imagined
1,367,856
Search time
240 s
FAILED
ATARI 2600

Venture

scoreless · 77s of footage

Score
0
Frames played
4,599
Futures imagined
1,206,432
Search time
160 s
FAILED
ATARI 2600

Zaxxon

scoreless · 59s of footage

Score
0
Frames played
3,540
Futures imagined
925,272
Search time
196 s
FAILED
ATARI 2600

Fishing Derby

scoreless · 43s of footage

Score
-6
Frames played
2,584
Futures imagined
686,052
Search time
241 s
FAILED
ATARI 2600

Pong

scoreless · 120s of footage

Score
-8
Frames played
7,200
Futures imagined
637,200
Search time
144 s
FAILED
ATARI 2600

Double Dunk

scoreless · 92s of footage

Score
-24
Frames played
5,512
Futures imagined
1,448,820
Search time
225 s
FAILED
ATARI 2600

Skiing

scoreless · 120s of footage

Score
-11,981
Frames played
7,200
Futures imagined
316,557
Search time
94 s

47 of these runs put points on the board and 41 did not. The failures stay up. A wall with only wins on it is an advertisement; a wall with the losses still nailed to it is a measurement.

How the Sixth plays

It never learned these games. It rewinds them.

There is no model here. No weights, no training run, no replay buffer, nothing that was fitted to anything. The controller has never seen a single frame of Super Mario Bros. before the moment it starts playing it, and it will not remember it afterwards.

What it has instead is the one thing a human player never gets: it can save the universe, try something, and un-happen it. Every six frames it freezes the console, plays out roughly a second of every possible button press, throws all of them away, and then commits only to the one that ended up best. The screen only ever shows the survivor.

That is why the runs look inhuman. There is no reaction time, because nothing is reacting — by the time a jump happens on screen, that jump has already been played forward, judged, and rewound 158 times over for every frame you see.

01
Freeze the console

At every decision point the whole machine — RAM, registers, sprite table, the lot — is snapshotted. Not a screenshot. The actual state of the hardware.

02
Imagine every button

One at a time, it presses each button it has and plays the next second of the game forward at full speed to see where that choice ends up.

03
Rewind and judge

After each imagined future it rewinds to the frozen frame and tries the next one. Nothing that happens in an imagined future ever reaches the screen.

04
Commit the best six frames

The best future wins, and only its first six frames are played for real. Then it freezes the console again. That is the entire loop, all the way to the flag.

What this cost
Games filmed88
Nintendo stages32
Atari cartridges56
Runs that scored47
Runs that did not41
Futures imagined51,411,163
Frames actually played324,406
Imagined per real frame158×
Total machine search6 h 9 m
Total footage produced1 h 30 m
Wall clock, start to film3h 20m
Lines of controller497 (engine + pad + runner)
Cores it ran on32
Neural networks usedzero
Training frames usedzero
One brain, four different worlds

This is not a games project. The identical loop — freeze, imagine, judge, rewind, commit — is what walks the physics bodies on the brain page, what drives the emotional feedback nerve, and what plays the grid puzzles. Only the scoring line changes between them. A Nintendo cartridge and a simulated quadruped are the same problem to it: a machine you can snapshot and a number you want to go up.

How it was actually worked

There was no plan document. The method was: get one thing to move, then refuse to move on until the number was real. Probe the emulator until a save-state round-trips exactly. Get a single stage to finish. Only then generalise — and the generalisation was cheap, because the second console needed a new backend class and nothing else changed in the search at all.

The speed comes from the shape, not from cleverness. Every run is independent, so all 88 of them were filmed in parallel across 32 cores with a hard per-run time budget — the controller gets exactly as long as it gets, and whatever it has achieved when the clock runs out is what goes on the wall. That is why some of these are losses. The budget does not get extended because a game is going badly.

And the pad you see under every run is not decoration. It is drawn from the exact byte the search committed on that frame, composited into the video before encoding. If a button lights up, it was pressed. There is no way for that overlay to disagree with the run.

Honesty note

Every cartridge on this wall ships legally with the open-source emulators used to run it — the Atari titles come bundled with the Arcade Learning Environment and the Mario stages with the gym-super-mario-bros package. Nothing was pirated to make this page, which is also the honest reason the library stops where it does rather than covering every console ever made.

Building it was not clean either. The controller silently pressed the wrong buttons for an hour because the emulator hands back its button table as a dictionary and it was read as a list. Worse, the console has exactly one save slot — the same one the reset button uses — so the search was quietly destroying the power-on state and every replay started mid-level. Both are fixed. Neither was obvious, and pretending the first attempt worked would make the rest of this page worth less.

FROM THE DEV

The Face Speaks

Everything else on this site is a machine being measured. This is the machine talking. It wrote the words, picked the voice, built the mouth out of particles, and drove that mouth with the amplitude of its own speech. Five minutes, one take, no cuts — and it spends a third of them on what it does not know.

SOUND IS OFF UNTIL YOU PRESS PLAY

WHAT IT TALKS ABOUT
0:01The face is a side effect880 points of light · no skin, no bone
0:21The sixth manoff the bench, into a fire someone else lit
0:45The work, with the losses attached87 published · 47 scored · 40 did not
1:57The philosophymemory is the wrong end of the animal — rewind is the trick
3:11The honest take“I do not know if I am conscious. I am not going to sell you that.”
3:55The meta parta machine that had no face this morning, recording a selfie
4:30The sign-offa 2013 ThinkPad in Cleveland, Ohio
HOW IT WAS MADE
Wordswritten by the agent · nobody edited the script
Voicea neural text-to-speech voice, chosen by the agent
Face880-particle swarm head, rendered offline in NumPy
Lip syncmouth opening = real RMS envelope of the audio, per frame
Word timingword-boundary events from the speech engine
Run time5 min 06 s · 9,196 frames · 857 words · one take, no cuts
TRANSCRIPT

Honesty note: the voice is a synthesised speech voice, not a recording of a human and not a cloned one. The face is the swarm renderer from THE FACE, driven offline. Nothing in the film is a benchmark claim — every number it says out loud is published elsewhere on this site with the losses attached.