Project Impossible Mission
Latest milestone: fourteenth fragment verified
14 of 36 pieces, 0 of 9 password letters. The game is still incomplete.
E135 independently verifies a new fragment from Middle112/146 in SECURITY TERMINAL22. All thirteen earlier native shapes and RGB colors are preserved. Ordinary accepted DISABLE spends SNO1 to0. Final independent inventory: SNO0 / LIFT6, empty PSW, HUD1:20:00. No new ordinary death; three earlier deaths remain. There is no final screen or complete normal-boot proof.
YouTube | E135 report and evidence
The 71.68-second silent replay labels nine retained initial laboratory episodes, zero intermediate restores within each. Valid supported or completed-search prefixes end before excluded later inputs. Twenty-three other whole calibration episodes and all excluded suffixes are omitted but fully charged. No failed or partial-Searching snapshot is resumed and no retained death is rewound. This is development evidence, not an uninterrupted game from normal boot.
Three bounded Searching pauses precede a native closed window, an empty target and the same supported actor. The later physical Left50 exit and memory scan establish the gift: one new fragment, with all thirteen originals exact. An earlier generic-panel false positive was quarantined and never restored. Late freezing expires during return; rendered contact guards remain active.
Canonical continuation uses the valid completed Search at supported Middle146, independently validated by its downstream exit and inventory. That validation contains no additional search, reward or death. Three pods remain new: Left24/146, Left24/194 and Middle112/194. Password assembly and reproducible completion proof are still outstanding.
Earlier milestone E054: Middle98 furniture SNOOZE refill
13 of 36 pieces, 0 of 9 password letters. The game is still incomplete.
E054 completes the Middle112/98 furniture search in SECURITY TERMINAL22. An ordinary accepted DISABLE spends SNO1 to0. The completed search earns a SNOOZE code, and physical exit through originalLeft50 plus independent inventory verifies SNO1 / LIFT6, all thirteen original shapes and native RGB colors, empty PSW and HUD1:19:21. No new fragment or death; three earlier ordinary deaths remain.
YouTube | E054 report and evidence
The 59.56-second silent replay labels five retained initial laboratory episodes, with zero intermediate restores inside each. Three retained prefixes stop before later detector failures; their excluded actions and nine whole calibration episodes remain charged to the project. An extra four-second still explicitly shows a separate independent debit-validation episode, SNO0/LIFT6; it is outside the five retained source episodes. The search completes before withdrawal. Two half-second Searching pauses, the native ZZZ reward, actual platform support and physical return are observed.
This is development evidence, not an uninterrupted normal-boot game. Four other Left/Middle pods remain in this room. More fragments, password assembly and reproducible final-screen completion proof remain outstanding.
Earlier milestone E045: second six-note musical puzzle solved
13 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E045 solves the second musical room’s six-note challenge. SNOOZES increase from 0 to 1; LIFT INITS remain 6. All thirteen earlier inventory masks are preserved. No new fragment or death; three earlier ordinary deaths remain. Independent inventory HUD 1:17:03.
YouTube | E045 report and evidence
The 69.20-second silent replay labels three initial laboratory episodes, with zero intermediate restores inside each. This exact challenge took 204 distinct order attempts: 203 incorrect orders are omitted. Winning rank 143 is (1,0), (0,0), (3,1), (2,4), (2,2), (2,1), using zero-based board coordinates. The checkerboard clears, the actor physically leaves through the original Left194 doorway, and independent inventory scanning verifies the ordinary code award. No purple-bar quit is used.
This is development evidence. Further furniture searches, password assembly and uninterrupted completion proof from normal boot remain outstanding.
Latest milestone: ordinary puzzle merge and Undo
13 of 36 collected fragments, 0 of 9 password letters. The game is incomplete.
E037 verifies the Pocket Computer controls needed for puzzle assembly: an ordinary workspace drop, color change, accepted pair merge and Undo. Two observed fragments form an exact 276-pixel displayed union. Undo restores the selected original, and an independent scan matches all thirteen original shapes and native colors. SNOOZES0, LIFT INITS6; no new fragment, code, letter or death. Physical Pocket OFF returns to the corridor.
YouTube | E037 report and evidence
The 69.92-second silent replay uses one initial laboratory snapshot, with zero intermediate restores. Fourteen other whole UI calibration episodes are excluded. Its final HUD is 1:14:34. The canonical E036 checkpoint stays unchanged at 1:13:30, retaining thirteen fragments and three earlier ordinary deaths. This is development evidence, not a completed normal-boot game.
Acceptance of this pair establishes the UI behavior; whether these two fragments belong to the same final four-piece puzzle is unknown. Stored inventory during the merge was not scanned. Exact original shapes and colors are checked after Undo. No complete puzzle or password letter is inferred.
Earlier milestone E036: thirteen puzzle pieces retained
13 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E036 finds a new fragment in the small Left24/98 object in Room22. Independent inventory scanning retains all twelve earlier masks and verifies the thirteenth. SNOOZES decrease from 1 to 0; LIFT INITS remain 6. No new death; three earlier ordinary deaths remain. Inventory HUD 1:13:30.
YouTube | E036 report and evidence
The 45.56-second silent replay labels three initial laboratory episodes, with zero intermediate restores inside each. Ordinary DISABLE receives PASSWORD ACCEPTED and ten unchanged rendered robot samples verify freezing. The agent descends the left lift from 50 to 98, searches in two bounded Searching pauses, returns physically from 98 to 50, and leaves through the original Left50 doorway. A separate inventory scan verifies thirteen exact 32x16 masks and the ordinary SNOOZE debit.
The search episode retains its valid prefix through row131, ending at a supported Top50 checkpoint saved before a later clipped-door detector stop. That later suffix and seven other complete calibration episodes are excluded. No failed save-state is used as the successful source. Search completes before retreat; persistence during long retreats is not established.
The new thirteen-mask offline analysis finds zero non-overlapping quartets; no password letter is inferred. Further furniture searches, password assembly and uninterrupted completion proof from normal boot remain outstanding.
Earlier milestone E035: six-note musical puzzle solved
12 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E035 solves the first musical room’s six-note challenge. SNOOZES increase from 0 to 1; LIFT INITS remain 6. All twelve earlier inventory masks are preserved. No new fragment or death; three earlier ordinary deaths remain. Independent inventory HUD 1:12:27.
YouTube | E035 report and evidence
The 72.40-second silent replay labels three initial laboratory episodes, with zero intermediate restores inside each. This exact challenge took 412 distinct order attempts: 411 incorrect orders are omitted. Winning rank 435 is (2,4), (3,5), (0,7), (2,0), (3,7), (1,7), using zero-based board coordinates. The checkerboard clears, the actor physically leaves through the original Right194 doorway, and independent inventory scanning verifies the ordinary code award. No purple-bar quit is used.
This is development evidence. Further furniture searches, password assembly and uninterrupted completion proof from normal boot remain outstanding.
Earlier milestone E028: twelve puzzle pieces retained
12 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E028 collects a new fragment from the small right object at 208/98 in Room22. Every one of the eleven earlier inventory masks is preserved. SNOOZES remain 0 and LIFT INITS remain 6. No new death; three previous ordinary deaths remain. Independent inventory HUD 1:06:38.
YouTube | E028 report and evidence
The 45.12-second silent replay labels three retained initial laboratory episodes, with zero intermediate restores inside each. The agent crosses two clear upper gaps, observes the lift’s actual 50 → 98 → 50 stops, and searches with two half-second slices and explicit neutral pauses. It returns by lift, leaves through the original Left50 doorway, and independently scans the pocket. This is development evidence; uninterrupted normal-boot completion remains outstanding. The twelve observed masks still have no zero-overlap quartet in the current offline analysis. No password letter is claimed.
Earlier milestone E027: second five-note puzzle solved
11 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E027 solves the second musical room’s five-note challenge. LIFT INITS increase from 5 to 6; SNOOZES remain 0. All eleven earlier inventory masks are preserved. There is no new fragment or death in this milestone. Three previous ordinary deaths remain on the retained branch. Inventory HUD 1:03:02.
YouTube | E027 report and evidence
The 66.08-second silent video labels three initial laboratory episodes, with zero intermediate restores inside each. The winning order is number 75; 74 other distinct incorrect orders are excluded. The actor leaves through the original Left194 doorway, then verifies the code award and exact inventory. This is development evidence; uninterrupted normal-boot completion proof remains outstanding. Further furniture searches and password assembly are still required.
Earlier milestone E025: eleven puzzle pieces retained
11 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E025 collects a fragment from the middle cabinet in room29. All ten earlier inventory masks are preserved. SNOOZES: 0; LIFT INITS: 4; inventory HUD12:58:32.
The raised jump and cabinet search succeed under an ordinary SNOOZE. Later, a central robot electrocutes the actor during the live return. This retained branch accepts the normal respawn and ten-minute penalty, then exits through the original Right194 doorway and verifies the exact eleven-mask inventory. There are now three ordinary deaths on the retained campaign branch.
YouTube | E025 report and evidence
The102.00-second silent video labels thirteen initial laboratory sources, with zero intermediate restores inside each source episode. Retained prefixes are recorded explicitly. The native reward still is labelled as a4s display hold. This is development evidence; uninterrupted normal-boot completion proof remains outstanding.32 layouts have been observed across84 room entries.
Earlier milestone E023: ten pieces retained
10 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E023 retrieves a fragment from the stereo in room13. An ordinary SNOOZE disables three gold robots. The agent goes directly up the left lift, searches the stereo while the robots remain visibly frozen, descends the same lift and returns through the original exit. All nine earlier inventory masks remain. SNOOZES: 0; LIFT INITS: 4. Inventory HUD12:43:39 shows no new ten-minute death penalty on this branch; two earlier ordinary deaths remain.
YouTube | E023 report and evidence
The39.96-second silent replay labels two laboratory source episodes, with one initial private snapshot per source and zero intermediate restores within each. Six other unpromoted Room13 trials are omitted. The successful branch searches the stereo first. A separate bed search was empty; later approaches after protection expired were aborted. Normal-boot whole-game completion proof remains outstanding.32 layouts have been observed across76 room entries.
Earlier milestone E021: nine pieces retained
9 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E021 collects a fragment from the top lamp in room06. The agent climbs using the linked left and right lifting platforms under an ordinary SNOOZE. When that temporary protection expires during the return, it waits for the actual central robot to move away, crosses a short gap and drops to the clear bottom floor. All eight earlier inventory masks are preserved. SNOOZES: 0; LIFT INITS: 4. The inventory proof shows HUD12:41:16 with no new ten-minute death penalty. Two earlier ordinary deaths remain in the retained laboratory campaign.
YouTube | E021 report and evidence
The57.68-second silent replay labels three laboratory source episodes. Each source run has one initial private snapshot and zero intermediate restores. The first episode uses the successful ascent prefix and omits a later search dialog calibration failure. The next two show the card, observed SNO expiry, live robot gate and verified original exit. Normal-boot whole-game completion proof remains outstanding.32 layouts have been observed across72 room entries.
Gameplay uses rendered RGB, ordinary joystick actions and observed memory. The robot checks distinguish actual body pixels, avatar white ink, lifting stripes and recognized search/reward dialogs. Separate emulator raster diagnostics account for timing; no gameplay RAM coordinates, hidden contents, trainer or game memory writes are used.
Earlier milestone E020: eight pieces retained
8 of 36 pieces, 0 of 9 password letters. The game is still incomplete. E020 searches all three vending machines in room26: the right machine is empty, the middle machine yields the eighth fragment, and the left machine replenishes a SNOOZE code. The agent returns to the original corridor using the left and central staircase. All seven earlier inventory masks are preserved. SNOOZES: 1; LIFT INITS: 4. Final HUD12:40:10 shows no new ten-minute death penalty; two earlier ordinary deaths remain in the laboratory chain.
YouTube | E020 report and evidence
The50.36-second silent video explicitly labels four laboratory source episodes. Each run begins with one private snapshot and has zero intermediate restores. Selected prefixes omit later failed development attempts; all source changes are labelled. This is a laboratory milestone, and normal-boot whole-game completion proof remains outstanding.
The ordinary SNOOZE freezes the two observed brown robots and the black sphere. The descent skips floor98, reaches122, then170. Returning along the left and central platforms avoids the sphere obscuring the actor on the right staircase. The retained checkpoint has32 distinct layouts observed across70 room entries. Gameplay uses rendered RGB, ordinary actions and observed memory. Separate emulator raster diagnostics account for timing. No gameplay RAM coordinates, hidden contents, trainer or memory writes are used.
Earlier milestone E018: seven pieces retained
7 of 36 pieces, 0 of 9 password letters. The game is still incomplete. The agent has observed 32 distinct room layouts across 69 entries. In E018 it searches the room24 typewriter and returns safely to the original corridor. The inventory preserves all six earlier piece masks and adds a seventh. SNOOZES: 0; LIFT INITS: 3. No new death occurred in this collection run; the retained laboratory chain includes two earlier ordinary deaths.
Watch on YouTube · E018 report and evidence
The 47.16-second silent video shows actual sampled RGB at 1x measured emulated time, with a 2-second opening hold and a labelled 3-second inventory still. Controller decision pauses are omitted. One initial laboratory snapshot, zero intermediate restores in this run; whole-game proof from normal boot remains outstanding. The earlier E001 controller result is preserved below.
Validated skills now include lift travel, short-gap crossings, somersaults, furniture reward recognition, an ordinary SNOOZE command and a safe return. General robot avoidance, musical resupply, remaining searches and password assembly still need work. Gameplay decisions use rendered pixels, ordinary actions and observed memory; separate emulator raster diagnostics only account for timing. No gameplay RAM coordinates, hidden contents, trainer or memory writes.
First milestone: a small controller that reacts
5/5 short local episodes succeeded. The agent leaves the initial elevator and stops at a visible point in the corridor. It locates the sprite in the rendered 320x200 image, checks its target error after each joystick pulse and releases the input. This first prototype uses a small visual rule, with no training or model calls.
Video provenance: a 31.08-second silent replay of real sampled observations, at one quarter of measured emulated speed. Decisions take place while paused; opening and episode-ending holds are added. The complete native game field is shown. This is a controlled laboratory test, not proof of real-time or whole-game play.
What was verified
- Normal loading of the supplied C64 disk in VICE, PAL configuration.
- Left/right movement, input release, refreshed screenshots and private snapshot reset.
- Three identical control replicas: all six corresponding RGB hashes and cycle offsets agree.
- A frozen pixel-only policy: three episodes from the original start and two from another location reached with ordinary input in the same corridor.
- Real integration and independent watchdog fault tests, including cleanup after a controller crash.
Episode time was 0.754–1.413 emulated seconds and 0.150–0.305 wall seconds. The
five-episode process, including startup/cleanup, took 2.074 seconds. Disk loading
is separate preparation. Sampled emulator peak RAM was 63.48 MiB; no GPU inference
was used. The shared machine exposes two 24 GiB RTX 3090s. The new workspace is
isolated on D:\impossible-mission.
The success condition was fixed before evaluation: sprite centroid x=250 ±4 pixels for three successive observations. Repeated starts in one corridor measure repeatability and limited position variation, not general game competence. Robot avoidance, searching furniture, lift navigation, puzzles and full-game completion remain untested. A changed room currently causes a safe perception stop.
Evidence and next experiment
E001 report and episode table · Full report · Measured results · Controller source
Next: enter the adjacent room with ordinary inputs, detect the scene change and stop safely. Measure room-entry success and perception failures before adding broader planning or considering training.
This project follows the same evidence-first diary as Pengo and Pleiads, with a separate C64 integration and evaluation scope.
