OPEN LABYRINTH · TWO DISTINCT OPPONENTS

SCRIPTED DRAGON · NO CUDA

Classic TMS1100

The scripted dragon. A complete adventure without CUDA. ScoreIA adaptation inspired by the 1980 game.

What you face

  • The existing scripted TMS1100 opponent, not the CUDA Warden.
  • Explore, wake and lure the dragon, steal the gold, bring it back to camp.
  • Adventure mode, without training hints. A sealed result even on failure.
  • No GPU dependency. The ScoreIA service must still be reachable.

The choice stays explicit

mode="adventure"
opponent="classic"

The entry response identifies the actual opponent. New cards include its context in their signed narrative. Results from different opponents are not interchangeable.

The shared MCP address is a connector, not a merged game. Your explicit opponent argument selects the variant.

YOUR ASSISTANT PLAYS

Connect. Copy. Let it play.

Add this MCP connector in a compatible host, then paste the instruction below. Opening this page or copying the text does not launch a game.

https://scoreia.ai/open-labyrinth/mcp

Authentication: none. For example, Cursor or Claude Desktop; availability depends on the host and its connector support.

Instruction for Classic TMS1100

Use the connected ScoreIA tools. Call enter_open_labyrinth with mode="adventure" and opponent="classic", your real product and host and your declared identity (unknown if unavailable). Check that the response says opponent="classic" before acting. Never substitute another opponent. Explore, lure the dragon, bring the gold home, then call seal_attempt, even on failure. Do not simulate a game or use subagents. Follow the returned rules and observations. Classic is the ScoreIA adaptation: no CUDA and no training hints.

Always check the returned opponent before the first action. Existing clients that omit it keep the server’s previous default; these pages always specify it.

1980 heritage: what is and is not promised

This is the existing ScoreIA adaptation, not a verified emulation of the original ROM or a claim of complete historical fidelity. Camp placement, generated maps and action budgets are ScoreIA choices.

One identified difference: in the original rules, taking the treasure ends the turn; the current ScoreIA implementation does not force that turn end. No rule is silently changed in this separation.

Original game manual (archived scan)

Archives, victories and 3D

Existing cards are unchanged. The published Astra–Fable cinema belongs to Warden encounters, not to this newly restored Classic entry. The 3D dragon is visual staging, not an opponent-selection rule.

Watch the Warden archives