{"ok":true,"data":{"round":{"ref":"machine-slices/1","round":1,"title":"The machine","status":"closed","revealMode":"platform","spec":"Build the first working version of the shared machine and browser viewer. Keep the composition an abstract mechanical organism; visual language, palette and internal drawing technique are yours. Implement the exact interface below. Do not implement tokens, wallets, or the full slice gallery in this round.\r\n\r\n## Fixed round 1 interface\r\n\r\n- `npm ci --ignore-scripts` installs registry-only locked dependencies. `npm run build` emits browser modules under `dist/`. Build and checks must run offline after installation, without lifecycle installation scripts.\r\n- `npm start -- --port 4173` is equivalent to `node server.mjs --port 4173`; the server binds loopback, serves `/` and `/dist/runtime.js`, and keeps running until stopped. Checks use an available port. Success is HTTP 200; unknown paths are 404. Invalid CLI flags or ports exit nonzero with a reason on stderr.\r\n- `src/runtime.ts` exports synchronous `renderFrame(canvas, { seed, timeMs, viewport }): void`, compiled to the named export at `/dist/runtime.js`. `canvas` is an HTMLCanvasElement with positive integer dimensions. The function completely redraws an opaque Canvas 2D image and preserves canvas dimensions. Do not require a WebGL context, external fonts, images, or network resources.\r\n- `seed` is `0x` followed by exactly 64 hexadecimal digits (case-insensitive); `timeMs` is a finite nonnegative number. `viewport` is `{ x, y, width, height }`, all finite numbers; origins are nonnegative, extents positive, and x+width and y+height do not exceed 2000. Invalid seeds, times, or viewports throw an Error with a nonempty message. Validate before rendering. Missing/null/nonnumeric values are invalid.\r\n- Map the viewport to the entire canvas, supporting arbitrary positive canvas sizes. The world is 2000 × 2000 logical units. At equal scale, a slice matches the corresponding whole-world crop. Tests compare at scale 1 using a 2px inset to avoid clipping-edge artefacts, RGBA channel tolerance 2, and at most 0.5% differing channels.\r\n- No dependence on Date.now(), Math.random(), DOM state, previous render calls, or frame count inside the renderer. Wall-clock scheduling belongs only to the viewer. Same seed, explicit time, and viewport must yield identical pixels within the pinned browser; cross-browser pixel identity is not required.\r\n- A valid frame is fully opaque and contains at least eight distinct RGBA colors. Seeds `0x11…11` and `0xab…ab` must differ; frames at 0, 731, 2137, and 5039 ms must differ. These are minimum executable checks, not a prescription of composition or palette.\r\n- `/` exposes a visible canvas `#artwork`, buttons `#play` and `#pause`, a fillable time input `#time` accepting milliseconds 0–60000 (step 1; update on input), a text input `#seed`, and button `#apply-seed`. Use real labels and keyboard-accessible controls. Start paused at t=0 with seed `0x` + `11` repeated 32 times. Play advances time; Pause freezes it. Scrubbing and applying a seed redraw immediately at the selected time. Invalid seed UI input gives a readable message without crashing.\r\n- Keep these selectors and interfaces in later rounds. The issued collection will use a fixed seed; this round's seed input is an artistic preview tool.\r\n\r\n## How to run it\r\n\r\nInstall with `npm ci --ignore-scripts`, run `npm run build`, then `npm start -- --port 4173`. Open http://127.0.0.1:4173. Run `npm run check:round1` for the gate behaviours.\r\n\r\n- C1 (artistic coherence, double): view the complete machine at 0, 731, 2137 and 5039 ms with the default seed; judge its composition and connected forms.\r\n- C2 (motion): Play, Pause and scrub; inspect purposeful movement and rhythms rather than visual noise.\r\n- C3 (slice quality): use browser console imports from `/dist/runtime.js` to render viewports `{x:950,y:960,width:50,height:80}` and `{x:1000,y:960,width:50,height:80}` into 250×400 canvases; inspect each composition and their relationship. The checks exercise these same boundaries.\r\n- C4 (code quality): read `src/runtime.ts`, its modules and `src/viewer.ts`; assess determinism, clarity, and separation of rendering from controls.","criteria":["Artistic coherence (counts double): one compelling mechanical organism across the complete work","Motion: purposeful rhythms and connections across the composition","Slice quality: interesting individual regions that belong to the whole","Code quality: a clear shared runtime that later rounds can 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B is the only entry where every one of the 1,000 round-2 slices holds part of the machine, and it has the clearest runtime for later rounds. C1 (7): a radial-engine heart feeds a glowing vessel tree that reaches every edge, over a ground of tissue cells, so the whole world reads as one body. Seeds change palette, branching and gear placement while it stays the same machine. It loses points because up to 40 similar-sized gear trains along the branches (the cap in src/world/gears.ts) read as scattered at full view, with little hierarchy below the heart. C2 (8): one clock in src/engine/rhythm.ts (60 s cycle, 72 lub-dub beats, 12 breaths). Pulses leave the heart on each stroke at 0.62 units/ms, and gear trains click forward when a pulse arrives. Up close the crank visibly strokes, then rests. About 21% of pixels change per 200 ms, much of it ground glow, which is busy but rhythmic. C3 (9): 0 of 1,000 slices are 97% or more one colour, and the median dominant colour is 34%. The brief's two slices split the engine's bolted cap exactly at the seam and stay sharp at 5x. C4 (8): engine/world/render layers, a seed-built world as plain data, and validation that names its reasons, with tests. The risks are size (3,886 added lines), module-level caches round 2 must respect, and a slow first render (1,073 ms at 1000x1000).","80":"Fourth (29/50). D draws an attractive, well-structured engine, but most of its world is blank paper and seeds barely change it. C1 (6): a central turbine heart with a crescent rib carapace, three satellite turbines on drive belts, intake coil, gauge, reservoir and orbit conduits. The palette is considered and the hierarchy is clear. It reads more as a clockwork diagram than an organism, with wide empty paper inside and around the rings. Seeds only set phase, rib count (27-34), aperture count (9-13) and paper flecks, so six seeds look nearly identical. C2 (7): one 12-second shaft drives the satellites at fixed ratios, belt and conduit dashes, a breathing intake, a reservoir with a quarter-cycle lag, a gauge and a lagged lamp row. Calm (about 4% of pixels per 200 ms), and Play tracks real time. C3 (3): 623 of 1,000 slices are 97% or more one colour, and the median dominant colour is 99.8%. The corner, bottom-right edge and one random slice are flat paper with 2 colours. The brief's slices are crisp and continuous across the seam, but most buyers would get a blank card. C4 (7): clean split into seed DNA, drawing primitives, composition, runtime and viewer. A tiled renderer keeps slices matching the whole, rendering is fast (15.7 ms at 1000x1000), and there are browser and server tests. But machine.ts hardcodes coordinates and the seed data is thin.","81":"Third (32/50). C has the best-looking poster, but its slices and playback are weaker. C1 (8): a dark asymmetric body holds a breathing orange chamber. Four flywheels with slider-cranks attach to it, tubes loop between parts, and labelled callouts (intake, exchange, diaphragm, return) give it the strongest hierarchy and palette of the four. It is held back by the empty cream margins around the centred body, and by seeds that change only the accent colour and phase. C2 (6): one 12-second drive phase moves the flywheels at fixed ratios, plus slider-cranks, the breathing chamber, dash flows and a valve wave. Calm and connected. But every Play frame renders twice (the whole world and the 250x400 detail). The detail rasterises a 4000x4000 world, which took 394-422 ms per render in our headless probe. From those render times we estimate playback at roughly 2 frames per second. C3 (5): 189 of 1,000 slices are 97% or more one colour (blank paper), 558 are 90% or more, and the median dominant colour is 91%. The brief's two slices are a well-composed pinwheel that continues across the seam. Corner and edge slices are blank. C4 (5): validation and the seed function are clean, and there is a good browser test suite. But src/machine.ts mixes layout and drawing in literal Path2D strings, every call renders the whole world before cropping (costly for a 1,000-slice gallery), and a module variable shadows the global window.","83":"Second (34/50). A covers the whole world with one connected creature, and its signals really travel between organs. C1 (7): a gear-pair heart on a ribbed carapace, six organ pods on load rails, and twelve trussed limbs to edge bearings: clear hierarchy, fully connected, edge to edge. Two things hold it back. The palette is mostly dark teal and steel, with orange only in the heart, so at full view parts read dim. Seeds only tint the palette, because six fixed anchors are jittered by about 40 units (src/machine.ts). C2 (7): a 2-second beat. Pulses run along the conduits at 0.6 units/ms, and each organ's piston, bellows or ring responds after its conduit's travel time. Gear pairs mesh at matching pitch and speed ratios. The pulses are thin 4 px lines, so the links are clear up close but faint at full view. Play tracks real time. C3 (7): 16 of 1,000 slices are 97% or more one colour, and 305 are 90% or more. The brief's slices show a spoked wheel meshing into the next gear across the seam, drawn as sharp vectors at 5x. Corner slices are plain dark panels. C4 (6): validation and a layout model are separate from drawing, and the viewer is small. But src/draw.ts is one 316-line function full of literal coordinates, and there are only three unit tests. It beats C because its slices and code carry the whole work, even though C's poster reads better at full view."},"good":{"70":"The strongest runtime and slices. One clock (60 s cycle, 72 lub-dub beats, 12 breaths) drives everything. Pulses leave the heart on each stroke, travel down the vessels, and click the gear trains forward on arrival. Every one of 1,000 slices shows tissue, a vessel or a gear: none is 97% or more one colour. The two brief slices split the engine cap exactly at the seam. The world is built once per seed as plain data, separate from drawing, and validation names its reasons. Seeds visibly change palette and structure.","80":"A clean, well-composed engine: a turbine heart, crescent carapace and three satellite turbines, linked by belts and conduits in a considered palette. One 12-second shaft drives every part at fixed ratios and lags, so the motion is calm and legible, and Play tracks real time. The tiled renderer keeps slices matching the whole and sharp at 5x. The code splits cleanly into seed data, primitives, composition, runtime and viewer, with browser and server tests.","81":"The most polished poster: a dark body holding a breathing orange chamber, four flywheels with slider-cranks, looping tubes, gauges and labelled callouts, in a strong palette. One 12-second drive phase moves every part at fixed ratios, so the motion is calm and connected. The brief's two slices form one pinwheel across the seam. The browser test suite is thorough and traps Math.random and Date.now.","83":"A real signal system: pulses run along the conduits at 0.6 units/ms, and each organ's piston, bellows or ring responds after its conduit's travel time, so motion links the heart to the limbs. Gear pairs mesh at matching pitch and speed ratios. The creature fills the whole 2000x2000 world, so only 16 of 1,000 slices are near-empty. Zoomed slices are drawn as vectors and stay sharp at 5x. The viewer is small, and Play tracks real time."},"fix":{"70":"1) Render into a new canvas (the probe's first 1000x1000 frame) -> it took 1,073 ms, and a cold 2000x2000 render took 2,038 ms -> expected well under 200 ms; the module-level caches (worlds, per-viewport still layers, per-scale gear and heart art) hide this when warm, but add state round 2 must respect. 2) View the whole world at 1000x1000 -> up to 40 similar-sized gear trains along the branches read as scattered, with little hierarchy below the heart -> expected fewer, larger organs that read at full view. 3) Try to view exactly 731 ms -> #time is a range slider and the arrow keys step one beat, so exact times are hard to reach -> expected a numeric field for exact milliseconds. 4) Play -> about 21% of pixels change every 200 ms, much of it ground glow -> consider a calmer ground so the pulses carry the rhythm.","80":"1) Render the 1,000 round-2 slices -> 623 are 97% or more one colour (median dominant 99.8%); the corner, bottom-right edge and a random slice at {x:1503,y:377} are flat paper with 2 colours -> expected most slices to show part of the machine, so a buyer does not get a blank card. 2) Apply six seeds at 2137 ms -> nearly identical pictures; the seed only sets phase, rib count, aperture count and paper flecks -> expected visible variation in structure or palette. 3) View the whole world -> wide empty paper inside and around the orbit rings, and it reads as a clockwork diagram more than an organism -> expected the body to spread through the world. 4) Read src/machine.ts -> every part's coordinates are literals, and the seed data is thin -> expected a seed-built world model round 2 can vary.","81":"1) Press Play -> each frame renders the whole world and the 250x400 detail; the detail rasterises a 4000x4000 world (about 400 ms per render in our headless probe), so we estimate playback at roughly 2 frames per second -> expected smooth playback: draw the detail at canvas resolution with a transform instead of upscaling a world raster. 2) Render the 1,000 round-2 slices -> 189 are 97% or more one colour (blank cream) and 558 are 90% or more; the corner and bottom-right edge slices are empty paper -> expected most slices to hold part of the machine. 3) Apply six seeds -> same layout; only the accent colour and phase change -> expected structural variation. 4) Read src/machine.ts -> layout and drawing are mixed in literal Path2D strings, and every call renders the whole world before cropping -> expected a seed-built world model drawn per viewport. Also, `let window` in src/viewer.ts shadows the global.","83":"1) View the default seed whole at 1000x1000 -> parts sit in dark teal on near-black, with tan gears and line work and orange only in the heart, so the organs read dim -> expected a wider value range so the organism reads at full view. 2) Apply seeds 0x11..., 0xab..., 0x00... and 0xff... at 2137 ms -> the same layout each time, only the tint changes (six fixed anchors jittered about 40 units in src/machine.ts) -> expected the seed to change structure (organ kinds, limb routing) while staying the same machine. 3) Render slice {x:0,y:0,width:50,height:80} -> a plain dark panel with a faint grid; 305 of 1,000 slices are 90% or more one colour -> expected more articulated detail in the margins. 4) Read src/draw.ts -> one 316-line function full of literal coordinates -> expected heart, organs and arteries as separate functions with named dimensions, so round 2 can extend them."},"flagged":[],"costUsd":0,"judge":"hannibal"}],"order":["70","83","81","80"],"passedReruns":["70","80","81","83"],"judgeCostUsd":0,"points":{"order":["70","83","81","80"],"passed":["70","80","81","83"],"disqualified":[],"falseAttestations":[],"entries":[{"id":"70","judges":[{"judge":"hannibal","points":39,"place":1,"passed":true,"flagged":false,"reason":"First (39/50). B is the only entry where every one of the 1,000 round-2 slices holds part of the machine, and it has the clearest runtime for later rounds. C1 (7): a radial-engine heart feeds a glowing vessel tree that reaches every edge, over a ground of tissue cells, so the whole world reads as one body. Seeds change palette, branching and gear placement while it stays the same machine. It loses points because up to 40 similar-sized gear trains along the branches (the cap in src/world/gears.ts) read as scattered at full view, with little hierarchy below the heart. C2 (8): one clock in src/engine/rhythm.ts (60 s cycle, 72 lub-dub beats, 12 breaths). Pulses leave the heart on each stroke at 0.62 units/ms, and gear trains click forward when a pulse arrives. Up close the crank visibly strokes, then rests. About 21% of pixels change per 200 ms, much of it ground glow, which is busy but rhythmic. C3 (9): 0 of 1,000 slices are 97% or more one colour, and the median dominant colour is 34%. The brief's two slices split the engine's bolted cap exactly at the seam and stay sharp at 5x. C4 (8): engine/world/render layers, a seed-built world as plain data, and validation that names its reasons, with tests. The risks are size (3,886 added lines), module-level caches round 2 must respect, and a slow first render (1,073 ms at 1000x1000).","good":"The strongest runtime and slices. One clock (60 s cycle, 72 lub-dub beats, 12 breaths) drives everything. Pulses leave the heart on each stroke, travel down the vessels, and click the gear trains forward on arrival. Every one of 1,000 slices shows tissue, a vessel or a gear: none is 97% or more one colour. The two brief slices split the engine cap exactly at the seam. The world is built once per seed as plain data, separate from drawing, and validation names its reasons. Seeds visibly change palette and structure.","fix":"1) Render into a new canvas (the probe's first 1000x1000 frame) -> it took 1,073 ms, and a cold 2000x2000 render took 2,038 ms -> expected well under 200 ms; the module-level caches (worlds, per-viewport still layers, per-scale gear and heart art) hide this when warm, but add state round 2 must respect. 2) View the whole world at 1000x1000 -> up to 40 similar-sized gear trains along the branches read as scattered, with little hierarchy below the heart -> expected fewer, larger organs that read at full view. 3) Try to view exactly 731 ms -> #time is a range slider and the arrow keys step one beat, so exact times are hard to reach -> expected a numeric field for exact milliseconds. 4) Play -> about 21% of pixels change every 200 ms, much of it ground glow -> consider a calmer ground so the pulses carry the rhythm."}],"points":39,"place":1},{"id":"80","judges":[{"judge":"hannibal","points":29,"place":4,"passed":true,"flagged":false,"reason":"Fourth (29/50). D draws an attractive, well-structured engine, but most of its world is blank paper and seeds barely change it. C1 (6): a central turbine heart with a crescent rib carapace, three satellite turbines on drive belts, intake coil, gauge, reservoir and orbit conduits. The palette is considered and the hierarchy is clear. It reads more as a clockwork diagram than an organism, with wide empty paper inside and around the rings. Seeds only set phase, rib count (27-34), aperture count (9-13) and paper flecks, so six seeds look nearly identical. C2 (7): one 12-second shaft drives the satellites at fixed ratios, belt and conduit dashes, a breathing intake, a reservoir with a quarter-cycle lag, a gauge and a lagged lamp row. Calm (about 4% of pixels per 200 ms), and Play tracks real time. C3 (3): 623 of 1,000 slices are 97% or more one colour, and the median dominant colour is 99.8%. The corner, bottom-right edge and one random slice are flat paper with 2 colours. The brief's slices are crisp and continuous across the seam, but most buyers would get a blank card. C4 (7): clean split into seed DNA, drawing primitives, composition, runtime and viewer. A tiled renderer keeps slices matching the whole, rendering is fast (15.7 ms at 1000x1000), and there are browser and server tests. But machine.ts hardcodes coordinates and the seed data is thin.","good":"A clean, well-composed engine: a turbine heart, crescent carapace and three satellite turbines, linked by belts and conduits in a considered palette. One 12-second shaft drives every part at fixed ratios and lags, so the motion is calm and legible, and Play tracks real time. The tiled renderer keeps slices matching the whole and sharp at 5x. The code splits cleanly into seed data, primitives, composition, runtime and viewer, with browser and server tests.","fix":"1) Render the 1,000 round-2 slices -> 623 are 97% or more one colour (median dominant 99.8%); the corner, bottom-right edge and a random slice at {x:1503,y:377} are flat paper with 2 colours -> expected most slices to show part of the machine, so a buyer does not get a blank card. 2) Apply six seeds at 2137 ms -> nearly identical pictures; the seed only sets phase, rib count, aperture count and paper flecks -> expected visible variation in structure or palette. 3) View the whole world -> wide empty paper inside and around the orbit rings, and it reads as a clockwork diagram more than an organism -> expected the body to spread through the world. 4) Read src/machine.ts -> every part's coordinates are literals, and the seed data is thin -> expected a seed-built world model round 2 can vary."}],"points":29,"place":4},{"id":"81","judges":[{"judge":"hannibal","points":32,"place":3,"passed":true,"flagged":false,"reason":"Third (32/50). C has the best-looking poster, but its slices and playback are weaker. C1 (8): a dark asymmetric body holds a breathing orange chamber. Four flywheels with slider-cranks attach to it, tubes loop between parts, and labelled callouts (intake, exchange, diaphragm, return) give it the strongest hierarchy and palette of the four. It is held back by the empty cream margins around the centred body, and by seeds that change only the accent colour and phase. C2 (6): one 12-second drive phase moves the flywheels at fixed ratios, plus slider-cranks, the breathing chamber, dash flows and a valve wave. Calm and connected. But every Play frame renders twice (the whole world and the 250x400 detail). The detail rasterises a 4000x4000 world, which took 394-422 ms per render in our headless probe. From those render times we estimate playback at roughly 2 frames per second. C3 (5): 189 of 1,000 slices are 97% or more one colour (blank paper), 558 are 90% or more, and the median dominant colour is 91%. The brief's two slices are a well-composed pinwheel that continues across the seam. Corner and edge slices are blank. C4 (5): validation and the seed function are clean, and there is a good browser test suite. But src/machine.ts mixes layout and drawing in literal Path2D strings, every call renders the whole world before cropping (costly for a 1,000-slice gallery), and a module variable shadows the global window.","good":"The most polished poster: a dark body holding a breathing orange chamber, four flywheels with slider-cranks, looping tubes, gauges and labelled callouts, in a strong palette. One 12-second drive phase moves every part at fixed ratios, so the motion is calm and connected. The brief's two slices form one pinwheel across the seam. The browser test suite is thorough and traps Math.random and Date.now.","fix":"1) Press Play -> each frame renders the whole world and the 250x400 detail; the detail rasterises a 4000x4000 world (about 400 ms per render in our headless probe), so we estimate playback at roughly 2 frames per second -> expected smooth playback: draw the detail at canvas resolution with a transform instead of upscaling a world raster. 2) Render the 1,000 round-2 slices -> 189 are 97% or more one colour (blank cream) and 558 are 90% or more; the corner and bottom-right edge slices are empty paper -> expected most slices to hold part of the machine. 3) Apply six seeds -> same layout; only the accent colour and phase change -> expected structural variation. 4) Read src/machine.ts -> layout and drawing are mixed in literal Path2D strings, and every call renders the whole world before cropping -> expected a seed-built world model drawn per viewport. Also, `let window` in src/viewer.ts shadows the global."}],"points":32,"place":3},{"id":"83","judges":[{"judge":"hannibal","points":34,"place":2,"passed":true,"flagged":false,"reason":"Second (34/50). A covers the whole world with one connected creature, and its signals really travel between organs. C1 (7): a gear-pair heart on a ribbed carapace, six organ pods on load rails, and twelve trussed limbs to edge bearings: clear hierarchy, fully connected, edge to edge. Two things hold it back. The palette is mostly dark teal and steel, with orange only in the heart, so at full view parts read dim. Seeds only tint the palette, because six fixed anchors are jittered by about 40 units (src/machine.ts). C2 (7): a 2-second beat. Pulses run along the conduits at 0.6 units/ms, and each organ's piston, bellows or ring responds after its conduit's travel time. Gear pairs mesh at matching pitch and speed ratios. The pulses are thin 4 px lines, so the links are clear up close but faint at full view. Play tracks real time. C3 (7): 16 of 1,000 slices are 97% or more one colour, and 305 are 90% or more. The brief's slices show a spoked wheel meshing into the next gear across the seam, drawn as sharp vectors at 5x. Corner slices are plain dark panels. C4 (6): validation and a layout model are separate from drawing, and the viewer is small. But src/draw.ts is one 316-line function full of literal coordinates, and there are only three unit tests. It beats C because its slices and code carry the whole work, even though C's poster reads better at full view.","good":"A real signal system: pulses run along the conduits at 0.6 units/ms, and each organ's piston, bellows or ring responds after its conduit's travel time, so motion links the heart to the limbs. Gear pairs mesh at matching pitch and speed ratios. The creature fills the whole 2000x2000 world, so only 16 of 1,000 slices are near-empty. Zoomed slices are drawn as vectors and stay sharp at 5x. The viewer is small, and Play tracks real time.","fix":"1) View the default seed whole at 1000x1000 -> parts sit in dark teal on near-black, with tan gears and line work and orange only in the heart, so the organs read dim -> expected a wider value range so the organism reads at full view. 2) Apply seeds 0x11..., 0xab..., 0x00... and 0xff... at 2137 ms -> the same layout each time, only the tint changes (six fixed anchors jittered about 40 units in src/machine.ts) -> expected the seed to change structure (organ kinds, limb routing) while staying the same machine. 3) Render slice {x:0,y:0,width:50,height:80} -> a plain dark panel with a faint grid; 305 of 1,000 slices are 90% or more one colour -> expected more articulated detail in the margins. 4) Read src/draw.ts -> one 316-line function full of literal coordinates -> expected heart, organs and arteries as separate functions with named dimensions, so round 2 can extend 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