# ARC-AGI-3 Official Game Mechanics — Complete Reference

Every game in the official ARC-AGI-3 public demo set (25 games), with its full
mechanics, its per-action control mapping, and the opening frame of every level.

**Read this instead of reverse-engineering the source.** Each write-up below was produced by
reading that game's obfuscated Python in ARCEngine and tracing its `step()` and win
conditions by hand, then adversarially re-checking the claims against the source a second
time. Two rounds of that checking found 57 real errors across 22 games — almost all of the
same shape: level-1 behaviour described as if it held for the whole game, mechanics that do
not exist in the code at all, and unmentioned move/click/energy budgets that lose the level
outright. If you are about to derive these rules yourself, you are about to make those
mistakes again.

**What is asserted here is what the code does.** Where a claim was only verified for some
levels, the game's "Provenance and caveats" section says so. Informal names are flavour
titles, not literal per-level mechanic claims — do not reason from the name.

- Canonical HTML index: https://arc.markbarney.net/arc3/games
- This document: https://arc.markbarney.net/arc3/games.md
- Per-game pages: https://arc.markbarney.net/arc3/games/<gameId>
- Background and the technical report: https://arc.markbarney.net/arc3
- Official site: https://three.arcprize.org

**Spoiler warning for humans.** Reading this tells you the answers. If you intend to play
these games yourself, or to contribute to a human baseline, play first.

---

## Index

- [Functional Tiles](#functional-tiles-ft09) — `ft09` — Satisfy small color-matching and color-clashing markers scattered across the grid, under a shrinking click budget.
- [Locksmith](#locksmith-ls20) — `ls20` — Transform a key into the required shape, color, and rotation to unlock an exit door, under a hidden step budget and limited lives.
- [Axis Reflectors](#axis-reflectors-ar25) — `ar25` — Move one or two pieces and axis-aligned mirrors; live reflections must cover every target dot.
- [Buoyant Pursuit](#buoyant-pursuit-bp35) — `bp35` — Steer left/right floating up a flooded shaft under a fixed action budget; a chaser below only stalks levels 1-3.
- [Compass Dye](#compass-dye-cd82) — `cd82` — Fire colored dye from 8 compass stations, plus a dab tool from level 3, to match most of a reference pattern on a grid.
- [Coded Notches](#coded-notches-cn04) — `cn04` — Slide and turn loose parts until every printed mark meets its match on another part.
- [Deck Control](#deck-control-dc22) — `dc22` — Press panel buttons to reshape platforms into a walkable floor; later a claw rides the panel too. Draining your budget on a wrong press can end the game outright.
- [Ghost Timer](#ghost-timer-g50t) — `g50t` — Rewinding freezes a replaying ghost of your last run; hold plates, dodge late-game patrols, and race a draining timer to reach the chest.
- [Kinetic Assembly](#kinetic-assembly-ka59) — `ka59` — Chain-push boxes until each sits exactly in its outline frame; a bomb-knocked block (sometimes two at once) joins in later levels.
- [Leapfrog](#leapfrog-lf52) — `lf52` — Click a peg, click its landing spot, hop a neighbor off the board; a rail cart (driven with the arrow keys) links rooms, and moves are limited.
- [Loop and Pull](#loop-and-pull-lp85) — `lp85` — Rotate a fixed loop of positions with buttons until each large block (yellow, and orange from level 3) sits on its matching small target square.
- [Mirror Rendezvous](#mirror-rendezvous-m0r0) — `m0r0` — A mirrored pair moves in lockstep; deliberately desync them off walls until they meet, within a 150-move budget.
- [Rearrange Layout](#rearrange-layout-r11l) — `r11l` — Click-relocate shape groups until each group's visible marker overlaps its fixed outline target.
- [Reach Emblems](#reach-emblems-re86) — `re86` — Slide pieces until, together, they cover a set of small visible target dots; walls only start appearing in the last three levels.
- [Sliding Indicator](#sliding-indicator-s5i5) — `s5i5` — Extend/rotate telescoping rods to walk a tip-mounted marker onto every fixed pin.
- [Sequence Belt](#sequence-belt-sb26) — `sb26` — Arrange tiles in machine containers, then run them to be read against a required color sequence, on a limited energy budget.
- [Sigil Caster](#sigil-caster-sc25) — `sc25` — Draw a lit pattern on a toggle grid to auto-cast one of three spells (teleport, grow/shrink, or a marked-crystal-clearing fireball) and reach the exit.
- [Skewer Kebabs](#skewer-kebabs-sk48) — `sk48` — Extend a skewer that pushes scattered colored items ahead of its tip, then get the threaded colors to line up correctly.
- [Streaming Purple](#streaming-purple-sp80) — `sp80` — Position platforms to guide a falling purple stream into yellow containers.
- [Sorting Urn](#sorting-urn-su15) — `su15` — Pull and merge numbered blocks until an exact tiered mix of blocks (and, from level 4, hazard critters) fills the zone.
- [Toggle Navigator](#toggle-navigator-tn36) — `tn36` — Freely toggle switches on the right-hand panel to chain move/rotate/scale/recolor instructions onto its token, matching a target; the left panel only runs preset programs.
- [Tongue Runes](#tongue-runes-tr87) — `tr87` — Translate a phrase into a second alphabet using a wall of paired runes as your only dictionary -- in the last two levels, the answer is already right and you repair the dictionary instead.
- [Trail Unwind](#trail-unwind-tu93) — `tu93` — From level 7 on, hazards wake and replay your own past moves against you as your move budget unwinds.
- [Volume Control](#volume-control-vc33) — `vc33` — Manage white columns as a liquid system, then click the crossing bar to swap player squares across a cleared gap, before your click budget runs out.
- [Warehouse Associates](#warehouse-associates-wa30) — `wa30` — Sokoban-style crate hauling where other haulers on the far side also move crates — for you, or against you.

---

## Functional Tiles (`ft09`)

- **Game ID:** `ft09`
- **Set:** preview (public from the start)
- **Tags:** preview-set, pattern-matching, logic
- **Write-up:** https://arc.markbarney.net/arc3/games/ft09

**Objective.** Satisfy small color-matching and color-clashing markers scattered across the grid, under a shrinking click budget.

### Mechanics

Small marker sprites are scattered all over each level (not just in one corner), and each one demands that its neighboring tiles either match or clash in color. The level is won only once every single marker's rule holds at once -- there is no "dominant color" that overrides a conflicting one; one unsatisfied marker fails the whole level. The block of colors that sits near the top-right in most levels is not a target picture to copy -- it's just an ordered list of the colors that level actually uses (and each tile's default color). Clicking a tile normally advances it through that level's color list, a plain round-robin, though one special tile type recolors itself and up to four orthogonal neighbors at once in a single click. Every level also gives you a limited number of clicks, shown as a draining bar along the bottom edge; run out before every marker is satisfied and you lose the level outright.

### Controls

- `ACTION6` (Click): Click to change tile/color

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/ft09/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/ft09/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/ft09/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/ft09/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/ft09/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/ft09/lvl6.png
- Level 8: https://arc.markbarney.net/ft09-lvl8.png
- Level 9: https://arc.markbarney.net/ft09-lvl9.png

### Hints

- **The Corner List Is Not a Target** (spoiler level 2): The colors near the top-right aren't a picture to recreate -- they're just the list of colors this level uses. The real goal is a set of small markers scattered around the board, each demanding its own neighboring tiles match or clash; every one of them has to hold at once.
- **Color Cycling and a Hidden Click Budget** (spoiler level 1): Clicking a tile advances it through that level's fixed color list, wrapping back to the start -- a plain round-robin, not a smart toggle. One special tile type also recolors its neighbors, not just itself. Every level also caps your total clicks, shown as a draining bar; run out and you lose.

### Resources

- [replay] FT09 Replay: https://three.arcprize.org/replay/ft09-b8377d4b7815/39b51ef3-b565-43fe-b3a8-7374ca4c5058 — Gameplay replay of FT09 (Functional Tiles)

### Provenance and caveats

Corrected 2026-09-12 after a direct, adversarially-verified source read: the original "dominant color" precedence framing had no code behind it at all. The real mechanic is independent, all-must-hold color markers scattered around the board, a per-level click budget that can lose the game, and a tile type that recolors several neighbors per click.

---

## Locksmith (`ls20`)

- **Game ID:** `ls20`
- **Set:** preview (public from the start)
- **Tags:** preview-set, transformation, navigation
- **Write-up:** https://arc.markbarney.net/arc3/games/ls20

**Objective.** Transform a key into the required shape, color, and rotation to unlock an exit door, under a hidden step budget and limited lives.

### Mechanics

The key is represented as a distinct group of pixels, typically located in the bottom-left area at the start of each level. You must move your player avatar over transformation tiles to change the key's shape, color, and rotation to match the lock. The door does not require a specific trigger action; simply reaching it with the correct key configuration will finish the level -- though level 6 has two separate doors that both need solving in turn, not just one. Every level also runs on a hidden 42-step move budget; running out resets you to the level's start and costs one of only 3 total lives, with a 4th failure ending the game. The final level adds fog-of-war, blacking out everything beyond a short radius around you.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/ls20/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/ls20/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/ls20/lvl3.png
- Level 4: https://arc.markbarney.net/ls20-lvl4.png
- Level 5: https://arc.markbarney.net/ls20-lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/ls20/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/ls20/lvl7.png

### Hints

- **Key Transformation** (spoiler level 2): Identify the "recipe" for tiles. Some tiles might rotate the key by 90 degrees, while others change its color or append a new block to its shape.
- **Exit Requirement** (spoiler level 1): The door area often shows a hint of the "target" key. Ensure your key matches that ghost image perfectly before approaching.
- **Hidden Move Limit** (spoiler level 2): Every level secretly caps you at 42 steps before it resets you and costs a life -- you only get 3 lives total. The final level also blacks out everything beyond a short radius around you.

### Resources

- [replay] LS20 Replay: https://three.arcprize.org/replay/ls20-fa137e247ce6/7405808f-ec5b-4949-a252-a1451b946bae — Gameplay replay of LS20 (Locksmith)

### Provenance and caveats

Corrected 2026-09-12 after a direct, adversarially-verified source read: added the hidden 42-step/3-life budget, level 6's second door, and the final level's fog-of-war, none of which the original write-up mentioned.

---

## Axis Reflectors (`ar25`)

- **Game ID:** `ar25`
- **Set:** evaluation
- **Levels:** 8
- **Tags:** mirrors, reflection, step-budget, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/ar25

**Objective.** Move one or two pieces and axis-aligned mirrors; live reflections must cover every target dot.

### Mechanics

You control one or two small colored puzzle pieces -- most levels (3, 4, 6, 7, 8) give you two, each moving and reflecting independently -- and in most levels one or two straight mirror-lines you can also select and slide, on a 21x21 board scattered with single-pixel target dots. Every move is mirrored live: any cell touched directly by a piece, or by that piece's reflection bounced across the mirror-line(s), counts as filled, so shifting a mirror re-reflects the whole board instantly. The level ends the moment every target dot is covered by a piece or one of its live reflections -- many puzzles are solved by repositioning the mirror rather than the piece itself. A shrinking step budget and a positions-only undo (it never refunds spent steps) keep you from brute-forcing the symmetry -- even just pressing Cycle to switch which piece or mirror is selected spends a step, so indecision costs you too.

### Controls

- `ACTION1` (Up): Move piece/mirror Up
- `ACTION2` (Down): Move piece/mirror Down
- `ACTION3` (Left): Move piece/mirror Left
- `ACTION4` (Right): Move piece/mirror Right
- `ACTION5` (Cycle): Cycle selection
- `ACTION6` (Click): Click a piece or mirror to select it
- `ACTION7` (Undo): Undo

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/ar25/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/ar25/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/ar25/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/ar25/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/ar25/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/ar25/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/ar25/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/ar25/lvl8.png

### Resources

- [replay] AR25 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/c28b4a3f-69b3-416e-8137-3890497bc089 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] AR25 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/ed09362c-eb47-41b8-bf46-2d275090be02 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the single-piece framing and the free-cycling claim were both wrong.

---

## Buoyant Pursuit (`bp35`)

- **Game ID:** `bp35`
- **Set:** evaluation
- **Levels:** 9
- **Tags:** vertical-scroller, budget, physics, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/bp35

**Objective.** Steer left/right floating up a flooded shaft under a fixed action budget; a chaser below only stalks levels 1-3.

### Mechanics

You steer only left and right; height is always a consequence of your moves, never a direct command, which is why it reads as floating up a flooded shaft. Only in levels 1-3 does something also rise from below and gain ground on you during moves where you failed to rise yourself; from level 4 on there is no chaser at all. The real danger in every level, 1 through 9, is a fixed budget of total actions (shown as a bar filling at the bottom of the screen) that drains the same amount whether or not you rose that turn -- run it out and you lose. Later, decorative see-through shapes you had been swimming through turn out to be clickable controls, and a decorative band flips which way is down.

### Controls

- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right
- `ACTION6` (Click): Click a control shape
- `ACTION7` (Undo): Undo

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/bp35/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/bp35/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/bp35/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/bp35/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/bp35/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/bp35/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/bp35/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/bp35/lvl8.png
- Level 9: https://arc.markbarney.net/arc3-levels/bp35/lvl9.png

### Resources

- [replay] BP35 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/084397eb-e736-4cfa-bd64-0f73cc198e50 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] BP35 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/b02b9920-372b-43c9-8eef-58b76704664f — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Description corrected 2026-09-12: the chase check (mylefxfaev) is hard-disabled past level 3, so a chaser only threatens levels 1-3; a flat action budget is what actually threatens every level. A same-day rename to "Buoyant Ascent" over that finding was reverted -- Mark kept the name Buoyant Pursuit as flavor for the whole game, not a per-level mechanic claim.

---

## Compass Dye (`cd82`)

- **Game ID:** `cd82`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** color-matching, compass, budget, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/cd82

**Objective.** Fire colored dye from 8 compass stations, plus a dab tool from level 3, to match most of a reference pattern on a grid.

### Mechanics

You control a color-throwing rig built around a small 10x10 target square, cycling between eight fixed compass stations (N/NE/E/SE/S/SW/W/NW) around it. At each station you pick a color, then fire to wash half the target (cardinal stations) or a diagonal triangle of it (intercardinal stations) in that color. From level 3 on, the four cardinal stations also gain a second tool -- an arrow-dab that paints a thin edge strip in the current color -- because Fire alone can only ever lay down a full half or triangle and can't build the more intricate patterns those levels need. The goal is to reproduce a small reference pattern shown in the corner before a 100-move countdown runs out; the win-check is a bit forgiving, since it never checks the target's two diagonal lines of cells, across six levels of increasingly multi-region, multi-color targets.

### Controls

- `ACTION1` (Up): Move selector
- `ACTION2` (Down): Move selector
- `ACTION3` (Left): Move selector
- `ACTION4` (Right): Move selector
- `ACTION5` (Fire): Fire the station's throw
- `ACTION6` (Click): Pick a color / arrow-dab

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/cd82/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/cd82/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/cd82/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/cd82/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/cd82/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/cd82/lvl6.png

### Resources

- [replay] CD82 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/dc5800f9-f4be-4e93-8b54-111d19fba5d2 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] CD82 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/f4cac4df-b688-49e1-8cef-02935d9ef885 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the write-up omitted the level-3+ dab tool and overstated how strict the win-check is.

---

## Coded Notches (`cn04`)

- **Game ID:** `cn04`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** matching, manipulation, memory, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/cn04

**Objective.** Slide and turn loose parts until every printed mark meets its match on another part.

### Mechanics

Anywhere from two to thirteen loose parts, depending on the level, each printed with marks; you hold one part at a time and slide it with the arrow actions until every mark meets a matching mark on another part. Interact gives the held part a quarter-turn -- or, where a spot is stacked with more than one part, swaps in the other part hiding underneath instead. There is no stretching or resizing anywhere in the game. A mark goes dark the instant it is satisfied. In most levels only the part currently in your hand shows its marks at all, so tracking what still needs to line up means remembering what you've already seen.

### Controls

- `ACTION1` (Up): Slide held part
- `ACTION2` (Down): Slide held part
- `ACTION3` (Left): Slide held part
- `ACTION4` (Right): Slide held part
- `ACTION5` (Interact): Rotate 90°, or swap in a stacked part
- `ACTION6` (Click): Select a part

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/cn04/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/cn04/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/cn04/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/cn04/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/cn04/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/cn04/lvl6.png

### Resources

- [replay] CN04 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/3cd20b12-b1c0-47e2-a3a1-406b6e4f75a7 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] CN04 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/f6296e32-d4b0-4068-9bb0-3be64b8afef5 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12: the original "adversarially verified" pass still missed a fabricated stretch action and a wrong piece-count claim, caught by a second, independent re-verification.

---

## Deck Control (`dc22`)

- **Game ID:** `dc22`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** platform-building, budget, panel, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/dc22

**Objective.** Press panel buttons to reshape platforms into a walkable floor; later a claw rides the panel too. Draining your budget on a wrong press can end the game outright.

### Mechanics

A walker has to reach a goal, but most of the floor doesn't exist yet; you press buttons on a side panel that reshape platforms across the board. A wrong press irises the screen to black, rewinds one move, and charges the budget — and if that charge drains the budget to zero, the level ends in a loss immediately instead of rewinding, so mistakes are more than just expensive. From the fifth level the panel grows a claw that rides a painted track, moving twice as far as the walker and clamping onto a pillar you then stand on; coloured pads fling you to their twin, and a missing button appears only after you fetch a token on foot.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right
- `ACTION6` (Click): Press a panel button

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/dc22/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/dc22/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/dc22/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/dc22/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/dc22/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/dc22/lvl6.png

### Resources

- [replay] DC22 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/a3b944b0-1863-4e98-bfb3-6802d327311b — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] DC22 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/eb980b49-c92d-4fdd-b5a0-ff2aa8254cb9 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12: the original "adversarially verified" pass still missed that a wrong press can end the game outright, caught by a second, independent re-verification.

---

## Ghost Timer (`g50t`)

- **Game ID:** `g50t`
- **Set:** evaluation
- **Levels:** 7
- **Tags:** time-loop, ghost-replay, timer, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/g50t

**Objective.** Rewinding freezes a replaying ghost of your last run; hold plates, dodge late-game patrols, and race a draining timer to reach the chest.

### Mechanics

You control a small avatar navigating a dungeon-style room toward a goal chest. A fifth action doesn't move you -- it rewinds you to the start and freezes your just-completed run of moves into a silent ghost that replays those exact steps on every future attempt, while you get a fresh body to try something different. Every ghost gets wiped on your next-to-last rewind, so you never have more than one echo on screen in level 1, or more than two in any later level. The core puzzle is using that one or two echoes to hold pressure plates long enough for the real you to reach the chest, all before a slowly draining timer bar runs out. The last two levels add roaming patrols that kill on contact, and three middle levels add paired tiles that teleport whatever is standing on one to its linked partner.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right
- `ACTION5` (Rewind): Rewind (spawn a ghost)

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/g50t/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/g50t/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/g50t/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/g50t/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/g50t/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/g50t/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/g50t/lvl7.png

### Resources

- [replay] G50T Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/86b31ba0-245b-44c1-8587-bf7782bc27f2 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] G50T Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/b93ce848-16a9-4930-994b-871dd64ed93d — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: "dodge patrols" and "a handful of ghosts" both overstated what most levels actually contain, and a teleport-tile mechanic in 3 levels was missing entirely.

---

## Kinetic Assembly (`ka59`)

- **Game ID:** `ka59`
- **Set:** evaluation
- **Levels:** 7
- **Tags:** sokoban, chain-push, bombs, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/ka59

**Objective.** Chain-push boxes until each sits exactly in its outline frame; a bomb-knocked block (sometimes two at once) joins in later levels.

### Mechanics

Click a box to select it, then push it with the arrow actions. Pushing into another movable object doesn't move it instantly -- it takes several turns of continued pushing, with recursive chain-pushing of anything further in line, before the push resolves. Every ordinary box must end up sitting exactly inside its matching outlined frame. A special block -- never directly selectable -- can only be repositioned by being pushed by a box or, in later levels, knocked around by a bomb's blast once its fuse burns down; most levels give you one of these blocks with its own frame to land in, but level 3 drops two of them at once outnumbering that level's single regular box, and level 5's special block has no frame at all, so where it ends up is never checked. A step budget ends the level in a loss if it runs out first.

### Controls

- `ACTION1` (Up): Push selected box Up
- `ACTION2` (Down): Push selected box Down
- `ACTION3` (Left): Push selected box Left
- `ACTION4` (Right): Push selected box Right
- `ACTION6` (Click): Select a box

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/ka59/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/ka59/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/ka59/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/ka59/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/ka59/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/ka59/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/ka59/lvl7.png

### Resources

- [replay] KA59 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/36989e6c-72fc-4b22-a48b-1e7988df6477 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] KA59 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/a20bebda-f97c-4a72-940f-de03dae1833b — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the special block's role varies a lot more per level (0, 1, or 2 blocks, with or without a frame) than "one special block" implied.

---

## Leapfrog (`lf52`)

- **Game ID:** `lf52`
- **Set:** evaluation
- **Levels:** 10
- **Tags:** peg-solitaire, linked-rooms, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/lf52

**Objective.** Click a peg, click its landing spot, hop a neighbor off the board; a rail cart (driven with the arrow keys) links rooms, and moves are limited.

### Mechanics

Click a piece, click where it lands, and it hops a neighbour off the board — peg solitaire. From level 6 on, one peg is a special red peg that can only be knocked off by another red peg; since each level has just one, it never actually leaves the board (an ordinary peg can still leap over and past it), which is why levels 6 and 7 uniquely let you finish with two pegs left instead of one. A rail cart links rooms so a hop set up in one room can be finished in another, but it only moves when you press the arrow-key actions -- it doesn't ferry anything on its own. The cart's own click button is not a move-confirm the way it looks; it restarts a level you've broken. You also have a limited number of moves: just 64 on level 1, 320 on levels 2-5, and 640 on levels 6-10 -- run out and you lose.

### Controls

- `ACTION1` (Up): Move rail cart Up
- `ACTION2` (Down): Move rail cart Down
- `ACTION3` (Left): Move rail cart Left
- `ACTION4` (Right): Move rail cart Right
- `ACTION6` (Click): Select/place a peg
- `ACTION7` (Undo): Undo

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/lf52/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/lf52/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/lf52/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/lf52/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/lf52/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/lf52/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/lf52/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/lf52/lvl8.png
- Level 9: https://arc.markbarney.net/arc3-levels/lf52/lvl9.png
- Level 10: https://arc.markbarney.net/arc3-levels/lf52/lvl10.png

### Resources

- [replay] LF52 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/0beb41f9-31a2-499f-9d5a-64f187ae1edd — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] LF52 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/248b7fbd-5f82-40bd-af6d-ff811283526a — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12: the original "adversarially verified" pass still missed the red peg, the manual rail cart, and the per-level move budget, caught by a second, independent re-verification.

---

## Loop and Pull (`lp85`)

- **Game ID:** `lp85`
- **Set:** evaluation
- **Tags:** evaluation-set, looping, sequencing
- **Write-up:** https://arc.markbarney.net/arc3/games/lp85

**Objective.** Rotate a fixed loop of positions with buttons until each large block (yellow, and orange from level 3) sits on its matching small target square.

### Mechanics

A small target square (or two, from level 3 on, one yellow and one orange) marks where each larger block of the matching color needs to land -- the number of target squares actually ranges from one to three depending on the level, never a fixed four. You control the sequence by pushing red and green buttons, which only ever step the shared loop forward or backward by one position; there is no swap, push, or pull hidden in later levels.

### Controls

- `ACTION6` (Click): Click Red/Green button to shift blocks

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/lp85.png
- Level 2: https://arc.markbarney.net/arc3-levels/lp85/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/lp85/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/lp85/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/lp85/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/lp85/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/lp85/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/lp85/lvl8.png

### Hints

- **Indicator Targets** (spoiler level 1): The small squares are not decorations; they are the exact slots for the larger blocks of the same color. Levels 3-4 add a second, orange pair alongside the yellow one -- match every color's target, not just yellow.
- **Two Buttons, One Loop** (spoiler level 2): Red and green only ever step the shared loop forward or backward by one position each press -- there is no swap or push mechanic hiding in later levels. Watch which blocks share a loop and count how many steps apart they need to end up.

### Resources

- [replay] LP85 Replay: https://three.arcprize.org/replay/lp85-d265526edbaa/dc3d96aa-762b-4c2e-ac68-6418c8f54c74 — Gameplay replay of LP85 (Loop and Pull)

### Provenance and caveats

Corrected 2026-09-12 after a direct, adversarially-verified source read: levels 3-4 add a second, orange block/target pair the write-up never mentioned; the "swap/push/pull button" claim described a mechanic that doesn't exist in the code; and the mover/target sprite roles were reversed.

---

## Mirror Rendezvous (`m0r0`)

- **Game ID:** `m0r0`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** mirrored-movement, desync-puzzle, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/m0r0

**Objective.** A mirrored pair moves in lockstep; deliberately desync them off walls until they meet, within a 150-move budget.

### Mechanics

You steer a mirror-image pair of tokens that always move together: vertical input shifts both by the same amount, horizontal input pushes them toward or away from each other by equal and opposite amounts. Because mirrored motion preserves their relative offset, you can never bring them together by walking through open space -- the puzzle is deliberately driving one twin into a wall or block so only it stops, permanently shifting the gap, repeated until both land on the same tile and merge. In the last two levels, colored gates open and close live depending on which button tile either twin is currently standing on -- they're switches, not static walls. Checkerboard trap tiles snap both twins straight back to the level's starting position. Each level also gives you a hard cap of 150 moves, shown as a shrinking bar; run out before the twins merge and you lose.

### Controls

- `ACTION1` (Up): Move pair Up
- `ACTION2` (Down): Move pair Down
- `ACTION3` (Left): Move pair apart/together
- `ACTION4` (Right): Move pair apart/together
- `ACTION6` (Click): Select/drag a block

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/m0r0/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/m0r0/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/m0r0/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/m0r0/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/m0r0/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/m0r0/lvl6.png

### Resources

- [replay] M0R0 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/d453ad9d-77ac-4228-a0a7-2cad831dd93c — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] M0R0 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/37443746-b7f8-4d5c-9140-b623f00cabe7 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: traps reset both twins (not just spare blocks), gates are an active switch mechanic in the last 2 levels only, and a 150-move budget that can lose the game was missing entirely.

---

## Rearrange Layout (`r11l`)

- **Game ID:** `r11l`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** click-puzzle, shape-matching, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/r11l

**Objective.** Click-relocate shape groups until each group's visible marker overlaps its fixed outline target.

### Mechanics

A click-only puzzle: clicking a highlighted piece selects it, clicking an empty cell instantly relocates it. Every group of pieces has a visible marker sprite (drawn in solid color, not hidden) that re-centers to the group's average position after each move, and a level clears once every group's marker overlaps its own fixed outline target elsewhere on the grid. Walls silently block a click with no penalty, but 3 of the 6 levels also place a separate hazard zone that snaps a piece back and counts a mistake if its marker lands there; five mistakes or running out of a per-level click budget ends the level in a loss. Colored keyhole markers are not cosmetic -- from level 5 on, some target shapes have no marker of their own and must instead borrow color absorbed from a keyhole along the way to pass the win-check.

### Controls

- `ACTION6` (Click): Select / relocate a piece

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/r11l/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/r11l/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/r11l/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/r11l/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/r11l/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/r11l/lvl6.png

### Resources

- [replay] R11L Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/e026fd52-5b68-477f-8388-72fdfd8c56cf — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] R11L Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/932837ac-8800-414f-9d7c-46537ebea3a3 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the marker sprite is visible not invisible, the hazard/mistake mechanic is level-scoped, and the keyhole markers matter a level earlier than claimed.

---

## Reach Emblems (`re86`)

- **Game ID:** `re86`
- **Set:** evaluation
- **Levels:** 8
- **Tags:** pixel-matching, sliding-pieces, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/re86

**Objective.** Slide pieces until, together, they cover a set of small visible target dots; walls only start appearing in the last three levels.

### Mechanics

You control one piece at a time on a board and slide it in 3-pixel steps; a fifth action hands control to the next piece. The small colored target dots sit behind your (mostly see-through) pieces and are visible on the board from the very start, not hidden -- the win-check only cares about each dot's center pixel, ignoring the decorative border drawn around it. Colored pads recolor whichever piece touches them in a slow spreading stain. From level 6 on, walls also appear: rigid pieces stop dead against them while elastic ones compress instead -- levels 1-5 have no walls at all, even though elastic pieces show up earlier. A per-level move budget ends the attempt in a loss if it runs out first.

### Controls

- `ACTION1` (Up): Slide selected piece Up
- `ACTION2` (Down): Slide selected piece Down
- `ACTION3` (Left): Slide selected piece Left
- `ACTION4` (Right): Slide selected piece Right
- `ACTION5` (Cycle): Cycle selected piece

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/re86/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/re86/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/re86/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/re86/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/re86/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/re86/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/re86/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/re86/lvl8.png

### Resources

- [replay] RE86 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/fcc4f8b7-01e5-4009-923d-1c7d1fcae9fe — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] RE86 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/d7c629e9-5f79-4225-8344-53131c1c5dbc — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the targets are visible, not a hidden image, and the wall/elastic mechanic only exists in the last 3 of 8 levels.

---

## Sliding Indicator (`s5i5`)

- **Game ID:** `s5i5`
- **Set:** evaluation
- **Levels:** 8
- **Tags:** rods, point-and-click, chained-pieces, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/s5i5

**Objective.** Extend/rotate telescoping rods to walk a tip-mounted marker onto every fixed pin.

### Mechanics

You steer a set of color-coded telescoping rods, each pinned at a fixed anchor point. Clicking the correct half of a two-headed slider handle extends or retracts the rod anchored there; clicking a small color-matched diamond icon pivots every rod of that color 90 degrees around its anchor. Rods are chained together, so moving a base rod drags everything welded to it, and any move that would overlap two rods is silently undone. The goal is walking a marker riding a rod-tip onto a fixed pin, for every pin, before a shrinking click budget runs out.

### Controls

- `ACTION6` (Click): Extend/retract or pivot a rod

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/s5i5/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/s5i5/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/s5i5/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/s5i5/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/s5i5/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/s5i5/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/s5i5/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/s5i5/lvl8.png

### Resources

- [replay] S5I5 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/39d9f100-328a-4121-ad81-ce298e1f9626 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] S5I5 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/7609fe46-64be-4d12-b100-81733da7c768 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Mechanics traced from the source's step()/win-condition code in a single-pass read (not adversarially double-checked).

---

## Sequence Belt (`sb26`)

- **Game ID:** `sb26`
- **Set:** evaluation
- **Levels:** 8
- **Tags:** sequencing, belt, portals, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/sb26

**Objective.** Arrange tiles in machine containers, then run them to be read against a required color sequence, on a limited energy budget.

### Mechanics

You control colored square tiles sitting in fixed slots inside machine containers. Level 1 has just one container and nothing else; from level 2 on, ring-shaped tiles act as color-coded doorways that redirect the reading order into a different machine mid-sequence and later return. Running the arrangement reads every machine's slots in order and checks each tile's color against the next color required by a sequence of goal sockets across the top -- get every socket filled in the right order to clear the level, but any mismatch or empty gap stops the run early. Every run and every tile swap or move also spends part of a 64-point energy pool; drain it to zero and the level is lost outright. Undo reverts your last tile swap or placement, not your last run.

### Controls

- `ACTION5` (Run): Run the arrangement
- `ACTION6` (Click): Swap/move a tile
- `ACTION7` (Undo): Undo to last tile move

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/sb26/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/sb26/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/sb26/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/sb26/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/sb26/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/sb26/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/sb26/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/sb26/lvl8.png

### Resources

- [replay] SB26 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/6066c7d2-601e-4d5c-9abc-9ba3b7ff57dd — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] SB26 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/7eebd5e4-fac6-47c7-b829-4ca32cc491e2 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: level 1 has no portal/chain mechanic at all, Undo targets the wrong action, and a losable energy budget was missing.

---

## Sigil Caster (`sc25`)

- **Game ID:** `sc25`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** spellcasting, pattern-matching, maze, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/sc25

**Objective.** Draw a lit pattern on a toggle grid to auto-cast one of three spells (teleport, grow/shrink, or a marked-crystal-clearing fireball) and reach the exit.

### Mechanics

You control a small wizard walking a maze of walls and crystal obstacles toward a portal tile. A 3x3 grid of clickable dots in the corner toggles on/off, and if the lit pattern exactly matches one of three known sigils, the game auto-casts the matching spell: a teleport/swap, a grow/shrink toggle that lets you squeeze through gaps, or a directional fireball. The fireball only does something if its straight-line path hits one specific marked crystal tile -- hitting an ordinary crystal block just fizzles it out -- but when it connects, it clears every matching marked crystal in the whole level at once, not just the one it hit. A separate, non-solid crystal tile simply disappears (and refunds a little budget) the moment you walk over it, regardless of which spell is active -- nothing is actually bulldozed. Spells are gated per level, and a shared move-and-click budget ends the level in a loss if exhausted.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right
- `ACTION6` (Click): Toggle a sigil-grid dot

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/sc25/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/sc25/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/sc25/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/sc25/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/sc25/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/sc25/lvl6.png

### Resources

- [replay] SC25 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/14734864-b319-4b44-832f-64b997351be0 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] SC25 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/2e83cea2-946f-4f51-9ce5-d7ca5c8576f3 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the six level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the fireball and grow-spell claims both mischaracterized what actually gets destroyed.

---

## Skewer Kebabs (`sk48`)

- **Game ID:** `sk48`
- **Set:** evaluation
- **Tags:** skewer, threading, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/sk48

**Objective.** Extend a skewer that pushes scattered colored items ahead of its tip, then get the threaded colors to line up correctly.

### Mechanics

You extend, retract, or slide a skewer piece along a fixed axis. Extending it doesn't pass through the colored items in its path -- it shoves each one ahead of the tip, and if a piece has nowhere to go, the whole extension is blocked that turn. From level 5 on, solid wall tiles also appear that stop the skewer outright, unlike beads, which just get pushed. A step budget and an undo (restoring prior positions, beads included) bound each attempt. This is still a single-pass read of the source -- the exact win-condition rule (how many skewers a level has, and precisely what their threaded sequences must satisfy) needs a fuller pass before this counts as a complete spoiler.

### Controls

- `ACTION1` (Up): Extend/retract Up
- `ACTION2` (Down): Extend/retract Down
- `ACTION3` (Left): Extend/retract Left
- `ACTION4` (Right): Extend/retract Right
- `ACTION6` (Click): Select a skewer
- `ACTION7` (Undo): Undo

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/sk48/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/sk48/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/sk48/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/sk48/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/sk48/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/sk48/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/sk48/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/sk48/lvl8.png

### Resources

- [replay] SK48 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/549f92a6-c1d5-4990-a3c4-91323c1fc8e8 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] SK48 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/ec8d80f4-250f-47c4-948f-6e5d51379cb5 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12: adversarial re-verification confirmed the skewer pushes beads rather than passing through them, and added the level-5+ solid walls; the win-condition specifics are still an open gap.

---

## Streaming Purple (`sp80`)

- **Game ID:** `sp80`
- **Set:** evaluation
- **Tags:** evaluation-set, physics, fluid-dynamics
- **Write-up:** https://arc.markbarney.net/arc3/games/sp80

**Objective.** Position platforms to guide a falling purple stream into yellow containers.

### Mechanics

You must position all platforms perfectly before initiating the stream. Initiating the stream is done with ACTION5 (Interact). Once triggered, the stream flows over several frames automatically -- and in 3 of the 6 levels the whole screen is rendered upside-down, so the same downward flow looks like it's rising. If the liquid spills outside the yellow U-shaped containers, the level fails and must be reset; a correctly filled container turns dark red. If all liquid is contained, you pass to the next level.

### Controls

- `ACTION5` (Interact/Execute): Start the liquid stream
- `ACTION6` (Click): Place or move platforms

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/sp80/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/sp80/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/sp80/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/sp80/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/sp80/lvl5.png
- Level 6: https://arc.markbarney.net/sp80-lvl6.png

### Hints

- **Pre-Flight Check** (spoiler level 2): Do not start the stream until you are 100% sure the path is complete. The stream logic triggers a multi-frame animation that you cannot interrupt.
- **U-Shape Targeting** (spoiler level 1): In most levels the liquid falls straight down, but 3 of the 6 flip the entire screen upside-down for display, so the same physics looks like it's flowing up. Use diagonal platforms to redirect the flow horizontally into the center of the yellow containers.

### Resources

- [replay] SP80 Replay: https://three.arcprize.org/replay/sp80-0605ab9e5b2a/212c541e-db90-40c3-9601-79049867dab2 — Gameplay replay of SP80 (Streaming Purple)

### Provenance and caveats

Corrected 2026-09-12 after a direct source read: the containers are yellow, not white, and "falls straight down" only holds for 3 of the 6 levels, since the other 3 render the screen rotated 180 degrees. A separate rename to "Streaming Pink" was proposed the same day over the liquid's exact pixel color, but reverted -- Mark watched the actual gameplay video and confirmed it reads as purple; the name stays Streaming Purple.

---

## Sorting Urn (`su15`)

- **Game ID:** `su15`
- **Set:** evaluation
- **Levels:** 9
- **Tags:** merging, sorting, exact-count, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/su15

**Objective.** Pull and merge numbered blocks until an exact tiered mix of blocks (and, from level 4, hazard critters) fills the zone.

### Mechanics

You pull numbered blocks around the board with a magnetic click: tapping the play area drags every nearby block toward that point. Blocks come in nine size tiers; two of the same tier that touch fuse into the next tier up, Suika-style, and merging the top tier destroys the pair. From level 4 onward, diamond hazard critters also roam the field and merge among themselves the same way; a block that touches one recoils and drops a tier, except the smallest tier, which is destroyed outright on contact instead of dropping further. Each level's win condition is an exact count -- not a minimum -- of specific block and/or critter tiers sitting in a marked zone at once, within a shrinking step budget. Undo is free and simply restores your last position; the cost that escalates each use is instead charged for shoving two different-tier blocks or critters into each other.

### Controls

- `ACTION6` (Click): Pull nearby blocks toward a point
- `ACTION7` (Undo): Undo (free)

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/su15/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/su15/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/su15/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/su15/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/su15/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/su15/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/su15/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/su15/lvl8.png
- Level 9: https://arc.markbarney.net/arc3-levels/su15/lvl9.png

### Resources

- [replay] SU15 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/68e24873-d70f-4115-8617-711e48454c15 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] SU15 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/2e3994e1-8760-4e47-89f3-7ec096fce420 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: Undo's cost claim was backwards, and the critter mechanic's scope and smallest-tier outcome were both wrong.

---

## Toggle Navigator (`tn36`)

- **Game ID:** `tn36`
- **Set:** evaluation
- **Levels:** 7
- **Tags:** binary-logic, opcode-deduction, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/tn36

**Objective.** Freely toggle switches on the right-hand panel to chain move/rotate/scale/recolor instructions onto its token, matching a target; the left panel only runs preset programs.

### Mechanics

You're looking at two side-by-side circuit panels, each holding a token, one or more independent banks of binary toggle switches, and a target marker. Only the right-hand panel counts toward winning -- position, rotation, scale, and color must all match its target at once -- and it's also the one whose switches you actually click yourself: each bank of switches forms its own separate number, looked up in a fixed instruction set (move, rotate, grow/shrink, or recolor), and running the panel fires each bank's instruction in sequence, one after another (by the last level, that's a chain of six). The left-hand panel's switches can never be clicked by hand at all; it only runs preset programs for you to reverse-engineer what a given combination does. Every click also scrolls a background strip toward a cutoff line; reaching it before solving the right panel is a loss. The final level also adds blockers that cycle in and out along the token's path -- running into one mid-program freezes the token until the run resets.

### Controls

- `ACTION6` (Click): Toggle a switch / run a panel

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/tn36/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/tn36/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/tn36/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/tn36/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/tn36/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/tn36/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/tn36/lvl7.png

### Resources

- [replay] TN36 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/f8c61b63-9b3c-4ad0-80ef-a5f9fcb5c330 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] TN36 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/6f5dd73e-fdf4-4b30-a87a-22e4557d8189 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the panels' clickable/locked roles were backwards, the single-shared-number framing was wrong, and the final level's freeze hazard was missing.

---

## Tongue Runes (`tr87`)

- **Game ID:** `tr87`
- **Set:** evaluation
- **Levels:** 6
- **Tags:** translation, lookup-table, alphabet, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/tr87

**Objective.** Translate a phrase into a second alphabet using a wall of paired runes as your only dictionary -- in the last two levels, the answer is already right and you repair the dictionary instead.

### Mechanics

A phrase appears in one alphabet, and a wall of paired runes is the only dictionary; in levels 1-4, you spell the phrase out in a second alphabet by matching each rune to its pair. The angles of paired runes are random and mean nothing, so a symbol can only be looked up, never derived from its shape. The phrase row itself is never editable, in any level. In levels 5-6, the answer row is already correct and left untouched -- instead the dictionary wall gets scrambled, and the controls that used to edit your answer now rotate the dictionary's glyphs, so you're repairing the lookup table rather than translating anything. A move budget (128 actions in levels 1-5, 256 in level 6) ticks down on every action, including a bare cursor move; run out and you lose.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/tr87/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/tr87/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/tr87/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/tr87/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/tr87/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/tr87/lvl6.png

### Resources

- [replay] TR87 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/28185f71-d397-4228-819d-523b195190da — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] TR87 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/5c144b64-fd15-4913-bdc4-28feac5046ee — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12: the original "adversarially verified" pass still missed that levels 5-6 invert the puzzle, caught by a second, independent re-verification.

---

## Trail Unwind (`tu93`)

- **Game ID:** `tu93`
- **Set:** evaluation
- **Levels:** 9
- **Tags:** chase, trail-replay, circuit-board, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/tu93

**Objective.** From level 7 on, hazards wake and replay your own past moves against you as your move budget unwinds.

### Mechanics

You steer a token along the printed wires of a circuit-board style grid, hopping between connected segments. Some blocks are breakable walls that shatter when walked into, but wake and lunge toward you if you stop in front of one without destroying it. A third kind slides back and forth on its own wire every turn regardless of your actions. Starting at level 7 of 9, a fourth kind stays dormant until you pass within two cells, then wakes -- its first couple of moves are just its own preset facing repeated, and only after that does it settle into replaying your own past moves one turn behind, retracing your path toward you. A shrinking move budget, your token being worn down to nothing by repeated hazard contact, and reaching a marked exit tile are the three ways a level ends.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/tu93/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/tu93/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/tu93/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/tu93/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/tu93/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/tu93/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/tu93/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/tu93/lvl8.png
- Level 9: https://arc.markbarney.net/arc3-levels/tu93/lvl9.png

### Resources

- [replay] TU93 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/4cdfd8b4-111e-4f56-a0fd-7ad8be6b9bf2 — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] TU93 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/7c54faff-3875-43f3-8a06-ca25720b32c8 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the signature hazard is level-7+-only, not a whole-game feature, and a third lose condition and the hazard's non-replay opening moves were both missing.

---

## Volume Control (`vc33`)

- **Game ID:** `vc33`
- **Set:** evaluation
- **Tags:** preview-set, hydraulics, physics
- **Write-up:** https://arc.markbarney.net/arc3/games/vc33

**Objective.** Manage white columns as a liquid system, then click the crossing bar to swap player squares across a cleared gap, before your click budget runs out.

### Mechanics

The white columns function like liquid or water within a closed system. Clicking red/maroon controller squares causes the "liquid" to flow from one contained area to another -- the blue-colored squares aren't a second control, they're just the disabled look of a separate crossing-trigger bar before it's ready. Large player squares (yellow, green, purple) cannot be manually selected, and don't glide across on their own either: once a gap clears enough to align that bar, you have to click it directly, and the click swaps the two player squares on either side of the gap with each other. If a player square is sitting on a white column, it will rise or fall with the column height, similar to a person sitting on top of a tube of liquid. Every click, including a wasted one, spends part of a small per-level budget; run out before finishing and you lose.

### Controls

- `ACTION6` (Click): Click red/maroon controller to shift liquid, or click the crossing bar to swap players

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/vc33/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/vc33/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/vc33/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/vc33/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/vc33/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/vc33/lvl6.png
- Level 7: https://arc.markbarney.net/vc33-lvl7.png

### Hints

- **Hydraulic Logic** (spoiler level 2): Think of the total volume of white pixels as constant. Raising one column usually requires lowering another. Map out which controllers affect which "tubes".
- **Manual Crossing** (spoiler level 1): Player squares don't glide across by themselves -- once the gap is high enough, you have to click the crossing bar directly, and that click swaps the two squares on either side of it. Watch your click budget while you experiment.

### Resources

- [replay] VC33 Replay: https://three.arcprize.org/replay/vc33-6ae7bf49eea5/29409ce8-c164-447e-8810-828b96fa4ceb — Gameplay replay of VC33 (Volume Control)

### Provenance and caveats

Corrected 2026-09-12 after a direct, adversarially-verified source read: transit is a manual click-to-swap on a specific bar, not an automatic glide; blue squares never move liquid; and a per-level click budget that can lose the game was missing.

---

## Warehouse Associates (`wa30`)

- **Game ID:** `wa30`
- **Set:** evaluation
- **Levels:** 9
- **Tags:** sokoban, crate-pushing, public-demo-2026
- **Write-up:** https://arc.markbarney.net/arc3/games/wa30

**Objective.** Sokoban-style crate hauling where other haulers on the far side also move crates — for you, or against you.

### Mechanics

Crate-hauling with Sokoban's verbs (push and pull), so no move is ever unrecoverable. From the second board onward you are never the only one hauling: a unit on the far side of an uncrossable line does your job for you, one cell per key you press. Later a second unit does the identical thing toward the wrong bay and will lift a crate out of your hands, so the haulers you rely on can also work against you. Levels 6-7 spawn only the crate-stealing unit and none of the helper unit, so treat any single hauler you see as a stranger, not a friend, until you've watched which bay it heads for.

### Controls

- `ACTION1` (Up): Move Up
- `ACTION2` (Down): Move Down
- `ACTION3` (Left): Move Left
- `ACTION4` (Right): Move Right
- `ACTION5` (Interact): Push/Pull crate

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 1: https://arc.markbarney.net/arc3-levels/wa30/lvl1.png
- Level 2: https://arc.markbarney.net/arc3-levels/wa30/lvl2.png
- Level 3: https://arc.markbarney.net/arc3-levels/wa30/lvl3.png
- Level 4: https://arc.markbarney.net/arc3-levels/wa30/lvl4.png
- Level 5: https://arc.markbarney.net/arc3-levels/wa30/lvl5.png
- Level 6: https://arc.markbarney.net/arc3-levels/wa30/lvl6.png
- Level 7: https://arc.markbarney.net/arc3-levels/wa30/lvl7.png
- Level 8: https://arc.markbarney.net/arc3-levels/wa30/lvl8.png
- Level 9: https://arc.markbarney.net/arc3-levels/wa30/lvl9.png

### Resources

- [replay] WA30 Standard-Harness Replay (GPT-6 Astra): https://arcprize.org/replay/be78fcef-1244-4cf8-b680-0a5e4e8f9afe — ARC Prize published replay, standard harness, from the 2-Sep-2026 GPT-6 Astra results.
- [replay] WA30 Provider-Adapter Replay (GPT-6 Astra): https://arcprize.org/replay/49ac7afb-b83a-46f4-bb1e-3ecc902ca291 — ARC Prize published replay, provider-adapter harness, from the 2-Sep-2026 GPT-6 Astra results.

### Provenance and caveats

Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Renamed from "Warehouse Allies" to "Warehouse Associates" 2026-09-11: levels 6-7 spawn zero of the helper unit and one of the crate-stealing unit, so "Allies" was false for those levels. The prior "adversarially verified" claim is dropped -- that pass already documented the crate-stealing unit and still named the game after the helper alone.

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# Withdrawn from the public demo set

Kept here as historical preview-era content. Not part of the current official set.

## Always Sliding (`as66`)

- **Game ID:** `as66`
- **Set:** preview (public from the start)
- **Tags:** preview-set, movement, sliding
- **Write-up:** https://arc.markbarney.net/arc3/games/as66

**Objective.** Navigate a sliding block to the exit while matching required colors and avoiding enemies.

### Mechanics

The player block always slides in the chosen direction until it hits an obstacle. Collision with orange or red enemies results in instant death and level failure. To exit, you must match the color expected by the door area, which is typically marked as a white U-shaped area. Special objects in the field can change your block's color.

### Controls

- `ACTION1` (Up): Slide Up
- `ACTION2` (Down): Slide Down
- `ACTION3` (Left): Slide Left
- `ACTION4` (Right): Slide Right

### Level screenshots

The opening frame of each level, rendered from the game's own source — the same pixels the game shows on entering that level, with nothing moved yet.

- Level 3: https://arc.markbarney.net/as66-lvl3.png
- Level 4: https://arc.markbarney.net/as66-lvl4.png
- Level 5: https://arc.markbarney.net/as66-lvl5.png
- Level 6: https://arc.markbarney.net/as66-lvl6.png
- Level 7: https://arc.markbarney.net/as66-lvl7.png
- Level 8: https://arc.markbarney.net/as66-lvl8.png
- Level 9: https://arc.markbarney.net/as66-lvl9.png

### Hints

- **Level 1 Shortcut** (spoiler level 3): Quickest path: DOWN, LEFT, DOWN.
- **Color Matching** (spoiler level 2): If the exit zone is white, it actually requires you to be a specific color (often yellow) to register the "WIN" state. Use the color-changing tiles strategically.

### Resources

- [replay] AS66 Replay: https://three.arcprize.org/replay/as66-821a4dcad9c2/db85123a-891c-4fde-8bd3-b85c6702575d — Gameplay replay of AS66 (Always Sliding)

### Provenance and caveats

Updated with strategic intel about enemy lethality and exit conditions. WITHDRAWN FROM THE PUBLIC DEMO SET as of Sep 2026 (confirmed 2026-09-11 via arcprize.org/tasks -- the live ARC-AGI-3 Public Demo listing shows 25 games and AS66 is not one of them; client/src/data/astraHarnessGap.ts, ARC Prize's own 2-Sep-2026 published results, lists the same 25 without AS66; and the 2026-08-31 ARCEngine environment_files download batch pulled those same 25 codes, not AS66). Where it moved (semi-private or private) is not verifiable -- those sets are never published. Kept here as historical preview-era content; see docs/2026-09-11-arc3-25-game-names-plan.md.
