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Eon Commando 2.5.0 — replays and daily runs
Replays and a daily run — both local, both offline.
The simulation is deterministic: same seed plus same inputs produces the same run, exactly. So a replay doesn't record game state at all — just the seed and the input stream.
Replays
R on the title replays your last run, with a REPLAY watermark.
900 frames of play compress to 196 characters of run-length-encoded text in localStorage, because input is mostly static frame to frame. Verified rather than assumed:
recorded score 1380 · x 861 · 210 · 1 · 8 · era 0 · lives 2
replayed score 1380 · x 861 · 210 · 1 · 8 · era 0 · lives 2 MATCH: YES
That's the whole run reproduced frame for frame from 196 characters.
Daily run
D on the title seeds a run from today's local date, so everyone playing today gets the same run. No server, no clock sync, no leaderboard — just the date hashed into a seed. Today it's 834542573, labelled 1/11 on the title screen.
Why this was only possible now
Replays need determinism, which needed the seeded sim/fx RNG split from 2.3 and the cosmetic-randomness fix that came with it. Without those, a replay would drift within seconds. This is the payoff for that unglamorous work.
Numbers
| Game | index.html — 162 KB, single file |
| Gzipped | 44 KB |
| Replay size | 196 chars for 900 frames |
| Playback fidelity | Exact |
| Dependencies | 0 |
Full notes in CHANGELOG.md.