Tilt Ball Maze
Guide a digital ball through five fixed-step mazes with independently verified walls, holes, finishes, and shortest routes.
Privacy: your files never leave your device. All processing happens locally in your browser.
How to use
- 1.Read the visible walls, holes, ball, and finish, then choose one Arrow key or touch direction for a single fixed-cell step.
- 2.Route around number-sign walls and O holes; collisions leave position, path, successful move count, and score unchanged.
- 3.Reach the finish in all five original mazes for exactly 1,000 points, while avoiding a second distinct collision in one level.
About Tilt Ball Maze
Tilt Ball Maze is a deterministic five-level grid game controlled by simulated digital tilts. Each Arrow key or touch button moves the ball exactly one cell up, down, left, or right. The game never reads a real gyroscope, accelerometer, device angle, motion permission, or hardware sensor. The word tilt describes the directional control metaphor, not a claim that the browser measures a physical board.
Every level is a fixed original 5 by 5 maze containing open cells, walls, holes, a start, and one finish. A wall blocks movement. Reaching a board edge also behaves as a wall collision. A hole is a separate collision type. In either case, the attempted step fails atomically: the ball remains at its current coordinate, the successful move count does not increase, the completed path does not change, and the score remains fixed. An open destination moves the ball one cell and appends that coordinate to the path.
The one-cell step rule is central to the game. A single tilt never rolls until a wall, slides across multiple cells, accelerates, bounces, or depends on elapsed time. That fixed transition makes the result predictable for touch, keyboard, slower devices, assistive technology, and automated verification. The same direction from the same state always produces the same next state.
The visual board communicates all playable geometry without color-only meaning. BALL marks the current runner. A number sign marks a wall, O marks a hole, END marks the finish, and an asterisk marks a cell in the completed path. Text beside the grid reports the current row and column, successful moves, distinct failures, last failure type, level count, and score. Accessible cell labels name only the visible row, column, and board role.
Controls are intentionally explicit and stable. Four native buttons form a directional pad, and the focusable game area accepts the four Arrow keys. Keyboard handling is scoped to that area instead of attached globally to the browser window, preserving a clear focus boundary. No timer continues movement after focus changes. Every button has at least a 44-pixel interaction height for touch and standard Enter or Space behavior through the native button element.
Five original routes have independently verified shortest distances of 8, 8, 8, 8, and 6 fixed steps. Clearing a finish immediately awards exactly 200 points and opens the next fixed level at its own start. Successful move count and path reset for the new maze, while total score and completed-level count continue. Completing all five levels therefore produces an exact score of 1,000. The final board remains frozen with its completed path visible.
Failure handling uses normalized signatures. A signature includes level, current coordinate, normalized direction, and whether the collision was a wall or hole. Surrounding spaces, Arrow key names, and the visible tilt-direction aliases normalize to the same four internal directions. Repeating the same failed direction from the same coordinate is deduplicated and does not consume the second distinct failure. A different failure creates a second signature and deadlocks the run.
The first level deliberately makes both failure types reachable from the opening cell. Moving beyond the left boundary records a wall collision, while moving upward reaches a hole. This allows the two-distinct-failure deadlock to be tested without corrupting or resetting position. After deadlock, directional buttons and state transitions are frozen until Restart. Unknown commands, empty values, non-string values, completed state, and deadlocked state are atomic no-ops.
Restart rebuilds the complete opening state rather than modifying part of the current object. It restores level one, the original start coordinate, zero successful moves, a one-cell completed path, no failure signatures, no last failure, zero completed levels, zero score, and active controls. Automated tests compare Restart output directly with a fresh initial state.
The independent test oracle owns private literal copies of all walls, holes, starts, finishes, and safe routes. Its own coordinate step function classifies out-of-bounds and wall collisions, hole collisions, and legal moves without calling the product reducer. Its private breadth-first search treats walls and holes as blocked and recomputes the shortest reachable distance to every finish. The literal safe route is then replayed through that oracle and separately through the product state.
This two-layer verification proves all five levels are completable, confirms the shortest distances, checks exact 200-point increments and exact 1,000 completion, and exercises both collision types, normalized duplicate-failure handling, two-error deadlock, invalid inputs, completed-state freezing, deadlocked-state freezing, and exact Restart. It also rejects overlapping wall and hole cells and confirms every start and finish is open.
All maze geometry and rules are original product fixtures. The game contains no external reference table, scientific constant, safety limit, geographic mapping, date rule, hardware capability claim, or measured physical truth. It does not validate device motion or real tilt. For that reason, the evidence classification is dataRisk none, and no external factual sources are needed.
Everything runs locally in the browser as a client-side L1 game. Direction choices, paths, collision history, and scores are not uploaded for processing, and no account is required. A five-column minimum-zero grid, compact ASCII labels, wrapping status text, and an overflow guard keep the layout structurally contained at a 390-pixel viewport. The shared GameShell provides score, local best-score behavior, deterministic Restart, and Boss Key.
Methodology & sources
Five original 5x5 fixtures define walls, holes, starts, and finishes. A tilt moves exactly one cardinal cell; out-of-bounds or wall and hole destinations fail atomically. The test-private oracle owns literal fixtures, an independent collision step, and BFS that recomputes shortest distances 8/8/8/8/6 without calling product movement. No real motion sensor or external factual data is used.
Frequently asked questions
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