Play · Sections 4.5.2, 6.7.3

Tower Game

The original 24-floor Magic Tower, in English, in the browser. The tower has floors MT0 to MT23, six shops, keys carried from floor to floor and scripted events; the normal ending is the defeat of the Nether Demon King on MT21. Below the game: how far the agents climbed.

Click into the game before using the keyboard. Open full screen · the untouched original (Chinese, with its title screen and mode choice).

Controls
Arrow keys, or click a tile
move; walking into a monster fights it, into a door opens it with a key, onto an item picks it up
X
monster manual: what every monster on this floor costs at your current stats
S / D
save / load (saves stay in this browser)
A / W
undo to the automatic save / redo
G
floor teleporter, once you have it
V
quick shop: the shops you have visited
T / Q
items / equipment
PgUp / PgDn
look at the maps of other floors
Esc
menu (settings, statistics, restart)
N
start over on MT0
Space or Enter
confirm; advance dialogue
What matters
  • A fight costs (monster ATK − your DEF) per monster strike; you strike first, so the monster strikes one time fewer than you do. Nothing is random.
  • Yellow, blue and red keys open doors of their colour and are used up.
  • The gold shop is on MT3, the experience shop on MT5; on MT16 the Red Demon King needs ATK above 1,000.
  • The status bar on the left shows floor, HP, ATK, DEF, gold, EXP and keys.

This is the original HTML5 game the engine reads its data from (24-floor sample tower of ckcz123/mota-js, BSD 3-Clause), with an English layer added for this site. It starts on MT0 straight away: the opening is skipped and the fairy's three keys are already given, as in the thesis engine, and the game runs in the original's express mode (no battle animation; a weak floor teleporter is in the inventory). It plays music once you interact with it.

How far the agents got

The heuristic stops on MT8. The highest floor reached rose from MT7 with the first tower observation to MT18 with the final one, and a run resumed on MT18 reached the normal ending.

heuristicfirst observationsecondfinalresumed on MT18
Qwen3.5-397Bfirst observationMT7
DeepSeek-V4-Flashfirst observationMT7
Qwen3.5-397Bsecond observationMT8
DeepSeek-V4-Flashsecond observationMT8
Qwen3.5-397Bfinal observationMT18
DeepSeek-V4-Flashfinal observationMT17
Qwen3.6-35Bfinal observationMT16
Mistral Medium 3.5final observationMT8
Qwen3.5-397Bresumed on MT18MT21 normal ending
DeepSeek-V4-Flashresumed on MT18MT21
Best run per row of Table 6.13; the green mark is MT21, the normal ending. The first two observations also ran with the item values of another edition, a 40 % HP override and a 40 % rule, so the comparison is between whole configurations.

Every run

AgentObservationRuns (highest floor, open the replay)Stopped because
Rule-based heuristic—MT8Red Bats lethal
Qwen3.5-397BfirstMT7stuck; 131 EXP unspent
DeepSeek-V4-FlashfirstMT7MT7MT3MT7MT7stuck; one run at 25 HP on MT3
Qwen3.5-397BsecondMT8Red Bats unaffordable
DeepSeek-V4-FlashsecondMT8MT8MT8Red Bats unaffordable
Qwen3.5-397BfinalMT18MT8MT8MT18: no blue key left; MT8: only lethal fights
DeepSeek-V4-FlashfinalMT17MT8MT17MT17: upgraded monsters; MT8: Senior Mage lethal
Qwen3.6-35BfinalMT8MT8MT16MT16: Red Demon King unwinnable; MT8: Red Bats lethal
Mistral Medium 3.5finalMT8MT4MT4MT4: Skeletons lethal at 5 and 30 HP
Qwen3.5-397Bresumed on MT18MT21won: normal ending on MT21 at turn 832
DeepSeek-V4-Flashresumed on MT18MT20MT21MT21turn limit (860)

The highest floor is a result on the thesis engine, which models 19 of the 23 scripted events up to MT21 (Table B.4); its map can differ from the original game's where the remaining scripts change tiles. Tower replays show every visited floor; switch floors above the map.