Wizard of Wor¶
Registry name: wizardofwor. Parity status in games_covered.md: 🥉.
Description¶
Maze shooter: the player fights Burwors (and later Garwors / Thorwors / Worluk / Wizard) in a shared dungeon, using side teleporters and a bottom radar to track enemies. Jaxtari currently focuses on the first dungeon layout.
Actions¶
Observations¶
Reward¶
Modifications¶
Registered via WizardOfWorEnvMod:
skip_startup_wait— setSTARTUP_FREEZE_FRAMES=0(skip the ~210-frame ALE intro freeze).auto_spawn— setREQUIRE_SPAWN_INPUT=False(player starts already in the maze).skip_intro— modpack combining both of the above.
Known issues¶
Sprite / entity flickering — ALE draws several objects on alternating frames (player, enemies, radar blips). JAX renders them solid every frame; flicker is not reproduced.
Radar — box and blip layout were retuned toward ALE, but blip timing, flicker, and occasional alignment vs the maze grid may still diverge.
Level progression (not ALE-faithful) — dungeon 1 Burwor→Garwor→Thorwor promotion is only approximate; full multi-dungeon progression is incomplete. Known gaps: - Enemy speed scales with time-in-level (
SPEED_TIMER_*), not dungeonnumber as in ALE.
Clearing a dungeon respawns the fixed level-1 Burwor layout, not ALE later-dungeon spawns.
Only two maze layouts are authored; further
gameboardvalues are empty placeholders. ALE has more / different dungeons.MAX_LEVEL = 5ends the game; ALE continues indefinitely.Worluk escape does not end the dungeon; the level advances only when every enemy slot is empty.
Killing the Worluk never sets
doubled, so next-dungeon double score does not work.Worluk pathfinding toward teleporters and Wizard teleport/combat are stubs / out of original scope.
Extra life on level clear (
lives + 1) is unverified vs ALE.
Dungeon layouts — only the first maze topology is fully authored; other boards are incomplete / placeholder relative to ALE.
Enemy AI — movement, firing, and invisibility (Garwor / Thorwor) are approximate; they will not match ALE decision-for-decision. Early-game Burwor step cadence is tuned to ALE; later speed-up tiers are scaled proportionally and not measured against ALE.
Visual appearance (maze & enemies) — the maze walls and enemy sprites look slightly different from ALE (authored / scaled assets vs the original playfield and TIA graphics), even when layout and colors are close. Render also uses a non-uniform upscale of half-resolution sprites plus a procedural radar; small color, thickness, or HUD mismatches can remain. Compare with
scripts/gameplay_comparison.py -g WizardOfWor.Teleporter duty cycle — open/closed timing uses a simple
frame_counter % 360 < 180window; may not match ALE exactly.