← AI Game Fusion
Fusion #08 · Tron × Reversi

LOOP

YOU0.0%
WILD100%
RIVAL0.0%
DRAWING0
TIME90
CRASHES0

LOOP

Light cycles that don't fight for survival. They fight for enclosed area.

Ride, and you leave a trail. Bring that trail back to ground you already own and everything it fences off becomes yours — the trail itself included. Your territory is the only anchor there is, so the loops you can draw are shaped by the ground you already hold.
Enclosing steals. A loop converts every cell inside it, wild or held by your rival. Taking 80 of their cells swings the bar twice as far as taking 80 wild ones, and it erases any rival trail caught inside — which can cut a loop they were halfway through drawing.
You are fast at home and slow on their ground. Your own territory is a road; the wild is ordinary going; rival territory drags you to a crawl. So the richest loop in the game is also the slowest one to draw, and the longer you are out there the longer your trail is exposed.
Touch any trail and you crash — theirs or your own — and so does the arena wall. You lose two seconds and every cell of the loop you had not closed yet. Territory you already banked is safe. Crashing is a setback, never the end.
Ninety seconds. Most ground held when the clock stops. The wild runs out long before the clock does, and after that the only way to gain is to take.
ARENA
MOVE↑ ↓ ← → / WASD
PAUSEP
MUTEM
RESTARTR
LOOPLeaving your own territory starts a trail; returning to your own territory closes it, and every cell sealed off from the open arena converts to you, along with the trail. The wall is not an anchor — it kills. So you can only enclose ground your own frontier can reach around, and a bigger holding is what buys you a bigger loop.
FLIPConversion does not care who owned the ground. Rival cells inside your loop become yours, so one enclosure can move the bar by twice its own area. This is the Reversi half, and it is why the endgame is worth playing even when the wild is gone.
ERASEA rival trail caught inside your loop is destroyed. If they were mid-draw around a big enclosure, that enclosure is simply gone. Cutting across the mouth of a loop someone is drawing is the sharpest move in the game — and the most dangerous, because you are drawing too.
SPEEDThree surfaces, three speeds. Your own ground is fastest, the wild is normal, rival ground is slowest. Territory is therefore a road network as well as a score, and a big holding is worth more than its area: it is the thing that lets you get back to the far side of the arena in time to close.
CRASHAny trail kills on contact, including your own. You respawn on your own ground after two seconds and lose the open trail — everything you had drawn and not yet closed. Banked territory never burns. The cost of a crash is exactly the size of the ambition you were carrying when it happened.
CLOCKNinety seconds, and the wild is usually gone by sixty. The run has two halves: a land rush into empty ground, then a Reversi endgame where every cell you gain is a cell someone else loses. Being ahead at second forty means very little.
KEYSArrows or WASD steer. In local two-player, WASD is orange and arrows are cyan. P pauses, M mutes, R restarts. On a touchscreen the pad under the arena steers.