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Tron against the computer

A light-cycle duel against the computer: box the machine in and don't hit a wall or a trail yourself. Free, no sign-up, in the browser.

What this game is

Two motorcycles run across a grid leaving a solid wall behind them. You cannot stop and you cannot turn back. Whoever hits something first loses.

That simple setup turns out to be a surprisingly deep game. The wall you build is both your weapon and your trap: it takes space away from your opponent, and from you as well. The real fight is not about cutting the other rider off — it is about ending up in the bigger half once the field finally splits in two.

A round lasts about twenty seconds, and it is usually decided by one turn made a third of a second too early or too late.

Rules

How to play better

A bit of history

Disney released the film Tron in 1982 — a programmer pulled inside a computer. What audiences remembered best was the motorcycle scene: two riders on a glowing grid, each leaving a wall behind him, only one meant to survive.

The same year Bally Midway put out the Tron arcade cabinet based on the film, four minigames in one, and one of them was the light cycle race. The machine did better business than the film did on its initial release.

After that the scene outgrew the film. Clones appeared on the BBC Micro, the Oric and the ZX Spectrum, and in the early 2000s Armagetron Advanced turned the same duel into a 3D multiplayer game. The light cycle duel became a genre of its own, considerably more durable than the movie that started it.

This version is built after the applet that ran on this site from 2005 and keeps its look: the cyan panel, the old-fashioned menu bar and a match played to five wins.

About the levels

All three share one thing: the computer decides afresh on every tick and only ever picks between three options — straight, left, right. If at least one of them is safe, no level will drive into a wall.

Easy keeps going straight in 85 cases out of 100, turns at random once in twenty, and when it does run out of room turns towards whichever neighbouring cell has more free neighbours of its own. That is exactly one cell of vision. It drives into dead ends readily and often.

Hard measures, for each of the three options, how many free cells lie straight ahead — but no further than twelve — and takes the longest one. One time in ten it picks at random among the options that score close to the best, so as not to be predictable. It only sees a straight ray: a long corridor ending in a dead wall looks wonderful to it.

Expert flood-fills the free area it would end up inside after each option — up to six hundred cells — and takes the largest. When the areas come out close it hugs walls, and it avoids a cell right next to your head so as not to catch a head-on. That is why it has a decent feel for who has trapped whom. Its blind spots are real too: the flood fill is a snapshot of this instant and knows nothing of the walls you are about to build, and it cannot tell two areas apart once both are over six hundred cells — so early in an open round every direction looks the same to it.

Where to go from here