The Maze Game lets you compare two solving approaches directly because every run uses the same deterministic 9 by 9 layout, the score formula 1,000 − 10 × accepted steps is fixed, and blocked arrow presses never count toward the step total. To put two approaches side by side, you run the first approach once and record the steps shown on the step counter, then press Restart, run the second approach, and record its step total. The lower step count wins on the same maze, and the lower score equals the better run because the score formula subtracts ten points for each accepted move. The maze's shortest possible route is 24 valid moves, which produces exactly 760 points, so a clean memory replay should land on those numbers and any discovery run will sit above them. Because each restart restores the identical corridor pattern, the comparison is reproducible across sessions: you can repeat the experiment on different days and the maze geometry stays the same.

Why the Fixed Layout Makes Comparison Possible
The Maze Game is a deterministic 9 by 9 board, which means the same corridor shape, walls, start point, and star goal appear on every restart. The page also runs a breadth-first reachability check from the start to the goal before each round, so the goal is always reachable and the route is always a single connected corridor. Because the geometry does not change, the comparison between two approaches is meaningful: you are not weighing different mazes against each other, you are weighing different decisions on the same maze. The score formula is also fixed: score = 1,000 − 10 × accepted steps, with a floor of 0, so every accepted move is worth exactly the same ten points no matter when it happens in the run.
That reproducibility is what turns a casual puzzle into a small experiment. You can play once today, do nothing, play again tomorrow, and the two runs are still comparing the same path. If the layout randomized on every load, any difference in score or step count would partly reflect the new walls rather than the strategy. Because the layout is fixed, the difference reflects the choices you made.
The Two Approaches You Can Compare in Maze Game
Most readers comparing approaches on this page will set up two contrasting strategies. The first is a discovery run: you play the maze fresh, treating each press of an arrow key as a probe. You try a direction, hit a wall, try another, sometimes loop back, and you let the corridor reveal itself step by step. Your step count and score at the end reflect how much backtracking you did on top of the actual route.
The second approach is a memory or recall run: you replay the maze using what you remember from the first attempt or from a planned mental map. You avoid dead ends because you already know where they are, you cut corners you once overshot, and you press arrows only into open corridor cells. A clean run of this type aims for the maze's shortest route, which the page defines as 24 accepted steps.
You can also compare narrower variants: aggressive exploration that tests walls aggressively versus a corridor-following approach that hugs one wall, or keyboard-only play versus mixed touch and keyboard. The cleanest contrast for a fair side-by-side test, though, is discovery against memory, because those two approaches differ in how much information they use rather than in how the inputs are sent.
Run Both Approaches on the Same Board
- Open the Maze Game and let the initial board load. The player dot sits in the upper-left corridor and the star goal sits near the lower-right corner.
- Run your first approach. Press the arrow keys to move the player through open cells, ignore the fact that walls block your input, and finish at the star. The step counter will show every accepted move and the score will update accordingly.
- Note the numbers. Write down the final step count and the final score from this run, or remember them long enough to compare against the second run.
- Select Restart to reset the player, step counter, and score back to their starting values. The board itself is unchanged because the layout is deterministic.
- Run your second approach. Use the same arrow keys, but apply the strategy you want to compare, and reach the star a second time.
- Compare the two step counts. The run with fewer steps wins on the same fixed board, and because the score formula only subtracts ten per accepted step, the run with fewer steps also has the higher score.
Reading the Score, Steps, and Best Result
The score formula is the easiest way to convert a step count into a result you can compare. For a single example, the maze's shortest route is 24 accepted moves, so the formula gives 1,000 − 10 × 24 = 1,000 − 240 = 760 points. A discovery run that takes 32 accepted steps would score 1,000 − 10 × 32 = 680 points, which is 80 points behind a clean 24-step route. Because the score cannot drop below zero, the formula holds for every reachable step total.
The page also keeps a best score in your browser's localStorage under a game-specific key, so once you finish a run that beats your previous high, that becomes the new saved value. The next session starts from that stored best, so a sequence of runs forms a personal record you can use to see whether your memory is improving over time.
Two practical numbers make the comparison concrete:
| Approach | Accepted steps | Score formula | Final score |
|---|---|---|---|
| Discovery run (first attempt) | 32 | 1,000 − 10 × 32 | 680 |
| Memory or recall run (clean) | 24 | 1,000 − 10 × 24 | 760 |
| Long, exploratory path | 40 | 1,000 − 10 × 40 | 600 |
These figures show the direction of the comparison: fewer accepted steps means a higher score, and the gap between a discovery run and a memory run on the same fixed board is exactly the points you spent on backtracking.
When Discovery Beats Memory (and Vice Versa)
Discovery is the better approach on the first play, simply because there is nothing to recall yet. A discovery run is also the only approach that tells you the corridor layout, so it has to come first in any two-approach comparison. After one or two discovery runs, the memory approach becomes the one that measures improvement, because it removes exploration time and isolates the cost of unnecessary moves.
If your goal is to learn the maze layout itself, the discovery approach is the one that produces that information. If your goal is to test how cleanly you can recall a known route, the memory approach is the better measure. Comparing the two on the same board turns the difference between those two goals into a single number: the gap in steps, and therefore the gap in score, between the two runs.
For a related score question that often comes up alongside a comparison, see Do Wall Collisions Lower the Score in Maze Game? The answer there explains why blocked inputs do not change either the step count or the final result, which is the rule that makes this comparison fair in the first place.
Comparison Limits Worth Knowing
A few rules of the maze matter when you read the comparison. Blocked arrow presses do not consume a step or subtract from the score, so the displayed step total only reflects accepted moves through corridor cells. The score also cannot drop below zero, which means a very long run that repeatedly hits walls could still register many accepted steps while the score never goes negative. After you reach the star, the board freezes with the final step count and score visible until you press Restart, so you do not lose the result by accident. Restart itself restores the player, steps, score, completion state, and the deadlock check, but it does not change the board, because the layout is deterministic. The two approaches being compared therefore always face the same walls, the same start point, and the same goal.
If you're weighing options, How to Compare Two Approaches in Math Crossword covers this in detail.