Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
Treasure dead-end finder: Doors and chasms become treasure spots · case 01
Treasure spawns on doors or over chasms.
Treasure dead-end finder: Doors and chasms become treasure spots · case 02
Treasure spawns on doors or over chasms.
Treasure dead-end finder: Doors and chasms become treasure spots · case 03
Treasure spawns on doors or over chasms.
Treasure dead-end finder: Doors and chasms become treasure spots · case 04
Treasure spawns on doors or over chasms.
Treasure dead-end finder: Doors and chasms become treasure spots · case 05
Treasure spawns on doors or over chasms.
Treasure dead-end finder: Chasms count as exits · case 01
Cells beside a chasm are not recognized as dead ends.
Treasure dead-end finder: Chasms count as exits · case 02
Cells beside a chasm are not recognized as dead ends.
Treasure dead-end finder: Chasms count as exits · case 03
Cells beside a chasm are not recognized as dead ends.
Treasure dead-end finder: Chasms count as exits · case 04
Cells beside a chasm are not recognized as dead ends.
Treasure dead-end finder: Chasms count as exits · case 05
Cells beside a chasm are not recognized as dead ends.
Treasure dead-end finder: Isolated cells count as dead ends · case 01
Treasure is placed in sealed pockets the player cannot reach.
Treasure dead-end finder: Isolated cells count as dead ends · case 02
Treasure is placed in sealed pockets the player cannot reach.
Treasure dead-end finder: Isolated cells count as dead ends · case 03
Treasure is placed in sealed pockets the player cannot reach.
Treasure dead-end finder: Isolated cells count as dead ends · case 04
Treasure is placed in sealed pockets the player cannot reach.
Treasure dead-end finder: Isolated cells count as dead ends · case 05
Treasure is placed in sealed pockets the player cannot reach.
Treasure dead-end finder: Treasure placed on the exit · case 01
The exit tile is reported as a treasure dead end.
Treasure dead-end finder: Treasure placed on the exit · case 02
The exit tile is reported as a treasure dead end.
Treasure dead-end finder: Treasure placed on the exit · case 03
The exit tile is reported as a treasure dead end.
Treasure dead-end finder: Treasure placed on the exit · case 04
The exit tile is reported as a treasure dead end.
Treasure dead-end finder: Treasure placed on the exit · case 05
The exit tile is reported as a treasure dead end.
Perfect maze validator: Diagonal passages validate · case 01
Mazes with diagonal openings pass validation.
Perfect maze validator: Diagonal passages validate · case 02
Mazes with diagonal openings pass validation.
Perfect maze validator: Diagonal passages validate · case 03
Mazes with diagonal openings pass validation.
Perfect maze validator: Diagonal passages validate · case 04
Mazes with diagonal openings pass validation.
Perfect maze validator: Diagonal passages validate · case 05
Mazes with diagonal openings pass validation.
Perfect maze validator: Reversed duplicate passages are missed · case 01
A passage listed both ways is reported as a loop.
Perfect maze validator: Reversed duplicate passages are missed · case 02
A passage listed both ways is reported as a loop.
Perfect maze validator: Reversed duplicate passages are missed · case 03
A passage listed both ways is reported as a loop.
Perfect maze validator: Reversed duplicate passages are missed · case 04
A passage listed both ways is reported as a loop.
Perfect maze validator: Reversed duplicate passages are missed · case 05
A passage listed both ways is reported as a loop.
Perfect maze validator: Union links cells instead of roots · case 01
Connected mazes are reported as loops or disconnected.
Perfect maze validator: Union links cells instead of roots · case 02
Connected mazes are reported as loops or disconnected.
Perfect maze validator: Union links cells instead of roots · case 03
Connected mazes are reported as loops or disconnected.
Perfect maze validator: Union links cells instead of roots · case 04
Connected mazes are reported as loops or disconnected.
Perfect maze validator: Union links cells instead of roots · case 05
Connected mazes are reported as loops or disconnected.
Perfect maze validator: Uncompressed parents counted as roots · case 01
Fully connected mazes are reported disconnected.
Perfect maze validator: Uncompressed parents counted as roots · case 02
Fully connected mazes are reported disconnected.
Perfect maze validator: Uncompressed parents counted as roots · case 03
Fully connected mazes are reported disconnected.
Perfect maze validator: Uncompressed parents counted as roots · case 04
Fully connected mazes are reported disconnected.
Perfect maze validator: Uncompressed parents counted as roots · case 05
Fully connected mazes are reported disconnected.
Boss room selection: Doors are one-way · case 01
Rooms behind doors listed backwards are never considered for the boss.
Boss room selection: Doors are one-way · case 02
Rooms behind doors listed backwards are never considered for the boss.
Boss room selection: Doors are one-way · case 03
Rooms behind doors listed backwards are never considered for the boss.
Boss room selection: Doors are one-way · case 04
Rooms behind doors listed backwards are never considered for the boss.
Boss room selection: Doors are one-way · case 05
Rooms behind doors listed backwards are never considered for the boss.
Boss room selection: Distance equals discovery order · case 01
The last discovered room becomes the boss even if close to start.
Boss room selection: Distance equals discovery order · case 02
The last discovered room becomes the boss even if close to start.
Boss room selection: Distance equals discovery order · case 03
The last discovered room becomes the boss even if close to start.
Boss room selection: Distance equals discovery order · case 04
The last discovered room becomes the boss even if close to start.
Boss room selection: Distance equals discovery order · case 05
The last discovered room becomes the boss even if close to start.
Boss room selection: Ties choose the highest room id · case 01
Equal-distance candidates pick the wrong boss room.
Boss room selection: Ties choose the highest room id · case 02
Equal-distance candidates pick the wrong boss room.
Boss room selection: Ties choose the highest room id · case 03
Equal-distance candidates pick the wrong boss room.
Boss room selection: Ties choose the highest room id · case 04
Equal-distance candidates pick the wrong boss room.
Boss room selection: Ties choose the highest room id · case 05
Equal-distance candidates pick the wrong boss room.
Boss room selection: Start room becomes the boss · case 01
Isolated starts put the boss in the spawn room.
Boss room selection: Start room becomes the boss · case 02
Isolated starts put the boss in the spawn room.
Boss room selection: Start room becomes the boss · case 03
Isolated starts put the boss in the spawn room.
Boss room selection: Start room becomes the boss · case 04
Isolated starts put the boss in the spawn room.
Boss room selection: Start room becomes the boss · case 05
Isolated starts put the boss in the spawn room.
Wall autotile bitmask: North bit samples the south neighbour · case 01
Wall tops render as if the wall continued below.
Wall autotile bitmask: North bit samples the south neighbour · case 02
Wall tops render as if the wall continued below.
Wall autotile bitmask: North bit samples the south neighbour · case 03
Wall tops render as if the wall continued below.
Wall autotile bitmask: North bit samples the south neighbour · case 04
Wall tops render as if the wall continued below.
Wall autotile bitmask: North bit samples the south neighbour · case 05
Wall tops render as if the wall continued below.
Wall autotile bitmask: Floors look like isolated pillars · case 01
Floor cells receive the isolated-wall sprite.
Wall autotile bitmask: Floors look like isolated pillars · case 02
Floor cells receive the isolated-wall sprite.
Wall autotile bitmask: Floors look like isolated pillars · case 03
Floor cells receive the isolated-wall sprite.
Wall autotile bitmask: Floors look like isolated pillars · case 04
Floor cells receive the isolated-wall sprite.
Wall autotile bitmask: Floors look like isolated pillars · case 05
Floor cells receive the isolated-wall sprite.
Wall autotile bitmask: Mask keeps only the last neighbour · case 01
Wall corners use straight-wall sprites.
Wall autotile bitmask: Mask keeps only the last neighbour · case 02
Wall corners use straight-wall sprites.
Wall autotile bitmask: Mask keeps only the last neighbour · case 03
Wall corners use straight-wall sprites.
Wall autotile bitmask: Mask keeps only the last neighbour · case 04
Wall corners use straight-wall sprites.
Wall autotile bitmask: Mask keeps only the last neighbour · case 05
Wall corners use straight-wall sprites.
Wall autotile bitmask: Doors and chasms connect walls · case 01
Walls visually merge into doorways.
Wall autotile bitmask: Doors and chasms connect walls · case 02
Walls visually merge into doorways.
Wall autotile bitmask: Doors and chasms connect walls · case 03
Walls visually merge into doorways.
Wall autotile bitmask: Doors and chasms connect walls · case 04
Walls visually merge into doorways.
Wall autotile bitmask: Doors and chasms connect walls · case 05
Walls visually merge into doorways.
Decoration scatter with quadrant quota: Scatter spacing uses Manhattan distance · case 01
Props cluster diagonally closer than the radius.
Decoration scatter with quadrant quota: Scatter spacing uses Manhattan distance · case 02
Props cluster diagonally closer than the radius.
Decoration scatter with quadrant quota: Scatter spacing uses Manhattan distance · case 03
Props cluster diagonally closer than the radius.
Decoration scatter with quadrant quota: Scatter spacing uses Manhattan distance · case 04
Props cluster diagonally closer than the radius.
Decoration scatter with quadrant quota: Scatter spacing uses Manhattan distance · case 05
Props cluster diagonally closer than the radius.
Decoration scatter with quadrant quota: Odd maps get a third quadrant column · case 01
Quotas are bypassed along the last column of odd-width maps.
Decoration scatter with quadrant quota: Odd maps get a third quadrant column · case 02
Quotas are bypassed along the last column of odd-width maps.
Decoration scatter with quadrant quota: Odd maps get a third quadrant column · case 03
Quotas are bypassed along the last column of odd-width maps.
Decoration scatter with quadrant quota: Odd maps get a third quadrant column · case 04
Quotas are bypassed along the last column of odd-width maps.
Decoration scatter with quadrant quota: Odd maps get a third quadrant column · case 05
Quotas are bypassed along the last column of odd-width maps.
Decoration scatter with quadrant quota: Quadrants take one extra prop · case 01
Each quadrant holds one more prop than configured.
Decoration scatter with quadrant quota: Quadrants take one extra prop · case 02
Each quadrant holds one more prop than configured.
Decoration scatter with quadrant quota: Quadrants take one extra prop · case 03
Each quadrant holds one more prop than configured.
Decoration scatter with quadrant quota: Quadrants take one extra prop · case 04
Each quadrant holds one more prop than configured.
Decoration scatter with quadrant quota: Quadrants take one extra prop · case 05
Each quadrant holds one more prop than configured.
Decoration scatter with quadrant quota: Quadrant counter never exceeds one · case 01
Quotas above one are ignored.
Decoration scatter with quadrant quota: Quadrant counter never exceeds one · case 02
Quotas above one are ignored.
Decoration scatter with quadrant quota: Quadrant counter never exceeds one · case 03
Quotas above one are ignored.
Decoration scatter with quadrant quota: Quadrant counter never exceeds one · case 04
Quotas above one are ignored.
Decoration scatter with quadrant quota: Quadrant counter never exceeds one · case 05
Quotas above one are ignored.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗