Assault¶
Registry name: assault. Parity status in games_covered.md: 🥉.
Description¶
Side-scrolling shooter: the player moves along the bottom, fires vertically or sideways, and must destroy waves of crabs dropped from a mothership while managing an overheat meter.
Actions¶
Observations¶
Reward¶
Modifications¶
None registered.
Known issues¶
Enemy sprites — only the first enemy type has proper sprites (
enemy_0/enemy_1/ tiny). Later stage enemy types appear to be simple palette recolors of that same shape rather than distinct ALE artwork.Level / page progression — wave length matches ALE (10 aliens per page; advance when those are cleared). Per-page content is only partly modelled: approximate 4-way color cycle and splitters after page 4 exist, but ALE’s later vertical bobbing, distinct weapon types (missile groups / laser / fireballs), and random-appearance teleports are incomplete or missing.
Later-stage movement — early game is fixed-lane horizontal with survivors shuffling down into empty lower lanes and new crabs entering only at the top. ALE later pages add vertical bobbing and short random-appearance teleports; those modes are not implemented.
Enemy spawn density — three fixed Y slots (53 / 78 / 103) match early ALE; denser multi-per-row packing on later pages is still incomplete.
Starting lives — JAX uses
MAX_LIVES = 3; ALE typically starts with 4.Enemy fire timing —
ENEMY_FIRE_INTERVALis approximate; may still diverge from ALE cadence under longer play.Visual / UI leftovers — residual sprite, heat-bar, or HUD mismatches vs ALE may remain. Compare with
scripts/gameplay_comparison.py -g assault.