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Mario Never Dies

Jev chooses Mario’s moves from structured game state; after death, four VM branches try different recoveries.

Added to Jevfast

How it uses Jev

Every eight game frames, the controller sends structured emulator state to Jev. One request asks for the next action as a Choice, whether a jump is needed as a Noul, and immediate danger as a Score. The chosen action drives Mario; the other two answers are logged. On death, microsandbox branches a previous VM checkpoint into four attempts and keeps a survivor.

What Jev decides

Mario controller decisionExample answers · not a recorded Jev response · Source ↗
Question 1 · next action
YOUR APP
INSTRUCTION

Which controller macro should Mario commit to next? The selected action is held for eight emulator frames.

STATE

Structured emulator state: Mario position and movement, nearby terrain and enemies, jump timing, recent control outcome, and brief summaries of earlier attempts. No screenshot or raw RAM is sent.

JEV · CHOICE
  1. noop
  2. right
  3. right_jump
  4. right_run
  5. right_run_jump
  6. jump
  7. left
  8. left_jump
  9. left_run
  10. left_run_jump
  11. down
  12. up
Question 2 · jump needed
YOUR APP
INSTRUCTION

Do terrain, enemies, and the jump phase require beginning or sustaining a jump now?

STATE

Structured emulator state: Mario position and movement, nearby terrain and enemies, jump timing, recent control outcome, and brief summaries of earlier attempts. No screenshot or raw RAM is sent.

JEV · NOUL
YesNo
Question 3 · danger
YOUR APP
INSTRUCTION

How dangerous is Mario's immediate situation?

STATE

Structured emulator state: Mario position and movement, nearby terrain and enemies, jump timing, recent control outcome, and brief summaries of earlier attempts. No screenshot or raw RAM is sent.

JEV · SCORE
02

App workflow

  1. Read game state

    Parse the emulator into a compact state and ask Jev for the next action, jump need, and danger in one request.

  2. Play the chosen action

    Hold Jev's selected controller macro for eight game frames and log the other two judgments.

  3. Branch on death

    If Mario dies, branch a previous VM checkpoint into four short recovery attempts; the first survivor resumes Jev-controlled play.

Why it is interesting

The model drives moment-to-moment play from parsed game state while VM snapshots turn death into a branch point. The source separates Jev-controlled action selection from short scripted recovery sequences at the start of each fork.