Road Runner¶
Registry name: roadrunner. Parity status in games_covered.md: 🥉.
Description¶
Outrun Wile E. Coyote along a scrolling desert highway while collecting birdseed and dodging trucks, mines, cliffs, cannons, and rockets. Jump with the fire button. The Road Runner loses a life when caught by the coyote, hit by a truck or cannonball, landing on a mine, falling into a ravine, or (in later cartridge levels) hit by a falling rock.
This Jaxtari port currently implements levels 1–4. The Atari 2600 cartridge has 8 levels that escalate in difficulty; after level 8 the layouts loop while difficulty continues to rise. Features required for levels 5–8 are summarized below (from the official Atari manual and observed ALE / TAS level structure).
Actions¶
Observations¶
player/enemy—ObjectObservationwith facing (orientation) and pose/mode (state: jump/fall/death; flattened/burnt/rocket)ravines(n=3),seeds(n=4,visual_id= pickup type),truck,landmine,bullet,cannonscore,lives,current_level,score_popup(bottom-of-screen gain while timer active)
Reward¶
Modifications¶
Registered via RoadRunnerEnvMod:
invert_colorshue_shiftinvisible_enemyharmless_ravinesno_road_stripesinvisible_trucks
Implemented levels (1–4)¶
Level 1 — Open highway with trucks and birdseed; coyote chase tutorial.
Level 2 — Narrower road with ravines (cliffs) and ravine-linked mines/birdseed.
Level 3 — Dynamic road width, trucks, mines, steel-shot signage, coyote roller-skate / speed-phase chase.
Level 4 — Offramps with bridges, fixed cannons and bullets, coyote rocket patrol.
Missing levels (5–8) and required features¶
The cartridge ships eight distinct levels. Levels 5–8 are not present in DEFAULT_LEVELS. Reaching ALE/manual parity needs the following.
Shared systems still incomplete or unused for later stages
Falling rocks — Manual hazard: deadly boulders that block the road and kill on contact. Not implemented as entities, collision, or sprites. Required especially for level 6; also denser in later loops.
Steel shot pickup + magnet — Manual: eating steel shot scores points but Wile E.’s magnet makes escape temporarily harder. Level 3 has steel-shot signage and mixed pickup weights, but there is no dedicated steel-shot pickup type or magnet pull / temporary chase boost.
Rocket skates (hoverboard charge) — Manual / TAS: when the coyote scrolls off-screen he charges back on roller/rocket skates. Level 3 uses a speed-phase multiplier and hoverboard sprites exist, but a full off-screen → skate-charge state machine matching ALE is still incomplete for later levels.
Level configs 5–8 — New
LevelConfigentries (scroll length, road geometry, spawn tables, coyote modes) wired intoDEFAULT_LEVELS, plus end-of-level banners if assets are added.Post–level-8 loop — Cartridge loops layouts with higher hazard density / coyote aggression; optional for RL use.
Per-level content to add
Level 5 — Mix of earlier hazards (mines, trucks, birdseed/steel shot) with denser coyote trapping; no unique hazard type beyond combinations already sketched in levels 1–3.
Level 6 — Falling-rock segments as the signature hazard (dodge or jump; coyote remains free to chase while rocks block the path).
Level 7 — Escalation of level-5 style (more seeds/shot, more luring coyote into traps); typically combines mines/trucks with aggressive skate chase.
Level 8 — Level-4-like finale: cannons firing along the road plus coyote rocket capture; completing it finishes one full cartridge loop.
Assets / constants likely needed
Falling-rock sprites and spawn/collision logic.
Steel-shot sprite as a real pickup (distinct from birdseed / puddle / quad seed) and magnet chase modifiers.
Optional end-of-level artwork for levels 5–8.
Balanced spawn intervals and coyote phase tables so difficulty ramps across 5–8 without the level-4 coyote-ahead softlock class of bugs.
Reference: AtariAge Road Runner manual.
Known issues¶
Only four of eight cartridge levels are playable.
Falling rocks and magnet / steel-shot chase interactions are not implemented.
Coyote skate-charge when fully off-screen may still diverge from ALE timing.