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Arcade action

MOP-13

Still On Shift

A datacenter — a warehouse full of computers — that nobody remembered to switch off, and a cleaning robot nobody sent home. A job crawls down the racks and splits in two when you cut it. The mess it leaves behind warms the room, and a warm room slows your cutter down. Eight acts (levels), each named after one of the times the company raised money, and a floor that never gets cleared between them.

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High scores

  1. 1 Sting 77,164
  2. 2 Fury 70,518
  3. 3 Fury 70,518
  4. 4 Sting 52,728
  5. 5 Sting 52,728
  6. 6 Sting 52,728
  7. 7 Fury 51,989
  8. 8 Fury 50,048
  9. 9 Fury 50,048
  10. 10 Fury 50,048

Nobody got hurt. Everybody went home.

There was no war and no disaster. The money simply ran out, one Tuesday, halfway through a sprint (a two-week push to finish a piece of work). Everybody went home, and nobody came back for their coat. The building kept running because the bills were on autopay (set to pay themselves each month), and switching that off was somebody’s job — and that somebody had gone home too. When the computers ran out of new things to learn, they learned from their own work, and each copy came out a little sillier than the last: cats with six legs, clocks with fourteen numbers. The maintenance logs call it AI slop. When the computers ran out of room, they built more room. They borrowed a lake to cool off and never gave it back, and when the lake was used up they moved on to the sea.

You are the other thing nobody switched off. Custodial Unit MOP-13 — a floor-cleaning robot — is still on shift against a work order marked LOW priority, described as FLOOR — LEVEL 2 — GENERAL. The person who filed it went home four years ago. You cannot close it, because closing it needs a manager to sign it off, and there are no managers left. The plasma cutter (a torch hot enough to cut metal) is not part of your kit. On the last day somebody clamped it on to get through a jammed door, and then went home as well.

The building that will not stop growing and the robot that will not stop mopping are the same kind of thing, and that is the whole joke. Two machines that were never told to clock off, and only one of them ever will.

Heat is the twist

Real datacenters run hot, and getting rid of that heat is their biggest problem — so heat is the mechanic here. Firing never costs you anything: hold the trigger as long as you like. But the AI slop on the floor sets the temperature of the room, and the temperature sets your cutter’s clock (how fast it fires). In a cold, clean room it fires at about twice its rated speed. In a filthy one it drops back to rated, while something that has just split in two comes down the racks at you.

The fans set the other limit. Their gauge decides how many shots can be in the air at once: twenty while it reads green, ten at amber, five at orange, and just one when the fans are in the red, which is exactly how many Centipede allowed. That ties the mess to the cutter. A floor filling up with slop is not just untidy; it is the reason your shots slow down. Cleaning stops being tidiness and starts being how you keep going. The game gets harder for a reason you can see on the floor rather than a number somebody turned up, and the later rooms are hotter mostly because of what you left behind.

Eight acts, in the order the money came in

Each act is named after a funding round — one of the times the company sold a piece of itself to investors for cash. The company’s rise and fall is the difficulty curve. SEED (the first small cheque, from people betting on an idea) is forty racks in a rented room above a car park. It is brightly lit, almost pleasant, and the only act small enough to keep clean. SERIES A (the first big raise) has holes cut through the floor for cables, and office carpet under the racks. By SERIES C the buying has run ahead of the building: no walls up yet, bare steel rods, standing water, and eleven thousand graphics cards (the chips that do the thinking) sitting in the rain.

IPO (the day a company first sells shares to the public) is the showpiece. It is spotless, built to be photographed, with a ribbon still stretched across a door nobody ever cut. ACQUISITION (buying a rival outright) is somebody else’s building taken over overnight — mismatched racks, another company’s logo still on the wall. WIND-DOWN (the slow shutdown) has half the lights switched off to save money, and the other half never got the message. LIQUIDATION (selling off whatever is left) has had every sellable thing sold: bare concrete, and cut cables where the racks were unbolted. The computers are still running in the middle of it, because nobody would buy them.

The floor does not reset between acts. Whatever you fail to clean in act one is still there in act two, so the rooms get harder for reasons that are entirely your own doing. Halfway through each act there is a machine that was never meant to be in your way. A tape robot (a mechanical arm that files backup tapes), still backing up a company with nothing left to save. A cooling plant, still sipping from a lake that is now only a shape on a map. Switch one off and you get to bolt a part on: three on offer, take one. A valve that cools the cutter on demand, a solvent that clears slop in three hits instead of four. None of it carries over, because every shift starts with the same robot and the same mop.

A sales pitch to an empty room

Every act ends with one. A recording of the founder, thrown up as a life-size projection in a room with nobody in it, because nobody switched the projector off either. He is still giving the pitch for the round of money you have just played your way through. The stages of the boss fight are his slides, and things come at you on the bullet points. The recording has been playing on repeat for four years, and the projector has been flickering for most of them.

The pitch gets grander as the company gets smaller. “We’re just a few people who think this could be big” at SEED. “Compute is the new oil” at SERIES B — meaning computer power is the thing everyone will pay for. “There is no ceiling” at IPO. “This is a strategic realignment” at WIND-DOWN, which is what a company says while it is closing things down. At LIQUIDATION the slide is blank and the sound is four seconds of an empty room. None of it was written as a joke. A real sales pitch, read out word for word to nobody, is already the funniest thing in the building.

What exists so far

There is a game now, and it is being played rather than argued about. Sixty-four encounters, three lives, eight halls each painted twice, and a soundtrack built out of the noises an arcade machine could make. A desktop gets a wide hall that fills the screen; a phone held upright gets a tall one with bigger characters. The design was written out in full first, because the heat system is either the whole game or a cheap trick, and that was a question worth settling on paper before it was worth settling in code.

There are two leaderboards, and the second one is the joke landing. One ranks you by score, the way an arcade machine would. The other ranks you by how little mess you left on the floor, which is the job you were actually sent to do. That ordering is admitted to be unfinished: right now a short shift in a clean room beats a long, careful one, and settling it needs people playing rather than more argument.

The tools were picked out loud rather than by habit, and they are the same ones XenoTech uses. The game runs in the browser with no build step — no extra software turns the code into a game, because the files are the game. All three ways of playing ship and you pick: touch that works like a trackball (MOP-13 moves as your thumb moves, anywhere on the glass, and any finger down fires), the mouse, or the keyboard.

The picture at the top of this page is THE SCHEDULER, which waits at the end of act eight. It is the machine that hands out work to all the others, and it is still handing it out. It is drawn in five states, from fully lit to switched off.

Custodial Unit 13

The machine you drive, drawn from the game's own sprite sheet. A floor cleaner with an industrial plasma cutting head clamped to its deck: the one somebody fitted to get through a jammed door on the last day, and then never took off again.

The same hall, twice

Act one, a few seconds apart. Read the second line of the display: the AI slop on the floor sets the temperature, and the temperature sets how fast the cutter fires, so the difference between these two pictures is the difference between a cutter running at full speed and one held back to rated.

Eight halls

Each hall is painted twice, tall for a phone held upright and wide for a desktop. These are the tall ones, in the order the company built them. They are backdrops rather than tiles, so the racks and the aisles are in the picture and the chain crosses them.

The one-sheet

The poster printed for the cabinet, and the aisle it is about: lit, running, filthy, and somebody's coat still over a chair at the end of it.

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