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In the last article I talked about some theory of how data types are stored in binary. Of particular importance were the concepts of endianness which defines the order of the bytes that make up a data type. This article will use XVI32 to practice determining and changing the values of data entries which make use of some of the data types we discussed in the last article.

Determining Data Values

I’ve put together a small sample file for this article, before continuing you’ll need to download it and open it in XVI32.

Download here

Once you have the file open in XVI32 you should see the hex and text values in the above screenshot.

To make this article more straightforward I’m going to tell you the actual structure of this file:

Remember that there are 8 bits to a byte, so get the number of bytes in a 32 bit integer you divide 32 by 8 and get 4.

In this part of the practical, you need to answer four questions:

  1. What is the decimal value of the byte at offset 0?
  2. What is the decimal value of the little-endian int16 at offset 1?
  3. What is the decimal value of the big-endian int32 at offset 3?
  4. What is the decimal value of the little-endian int32 at offset 7?

Tips for the struggling

If you struggle with question 1, reread part 2.

If you struggle with questions 2 or 4, reread part 4.

If you struggle with question 3, remember that the conversion is the same as for little-endian numbers only you don’t need to bother with reversing the order of the bytes.

Answers

The answers can be found here. If you didn’t get the same answer, check out the tips above.

Changing Data Values

Before starting this section, you need to make sure you’ve completed the questions above and got the correct answers to every question.

In this section, we want to change the values of the data entries encoded in this sample file. If you want to refresh your memory of making hex edits with XVI32, reread part 3 now. Remember to use overwrite mode in XVI32 rather than insert.

Again we have four exercises:

  1. Change the value of the byte to 54 (expressed as a decimal)
  2. Change the value of the little-endian int16 to 40 (expressed as a decimal)
  3. Change the value of the big-endian int32 to EDA0 (expressed as a hexadecimal)
  4. Change the value of the little-endian int32 to 6767 (expressed as a decimal)

If you struggle with any of these questions, the best idea is to reread the previous articles.

Answers

The answers can be found here. Open this file in XVI32 to compare against your own edits.

In this article you’ve determined the values of different data types and also changed those values. The skill you’ve just picked up means that you’re now able to hex edit a large range of data and files. Being able to determine the value of and edit data which occupies more than one byte is the most core practical skill in hex editing and reverse engineering binary files.

A Brief Intro

The last post gave a practical example of hex editing. In the post before that I talked about bytes and hexadecimal numbers. This post continues that discussion of theory.

With regard to hexadecimal numbers, its important to note that you don’t need to be able to convert between hexadecimal and decimal in your head, or even on paper, using a calculator for the conversion is fine. All that’s important is to know that the same number can be written both as a decimal and as a hexadecimal. For example if I had a byte in my file which has the value AB, as a decimal this is 171. You may sometimes see numbers prefixed with 0x like 0xAB, this is simply standard notation for a hexadecimal number.

While being able to store a value up to 255 in a byte is useful, being able to store larger numbers is more useful. In this post, I shall discuss some basic types.

Signed and Unsigned Numbers

In mathematics, numbers can be either positive or negative. In computing, sometimes we’ll want numbers that can be either positive or negative, or sometimes we know that a number will always only ever be positive. Why differentiate the two you might ask? Storing whether a number is positive or negative takes up a small amount of data (specifically one bit). If all numbers were treated this way, we would be able to hold a smaller range of data even if we knew that data would never be negative, which while a small limitation is still wasteful.

Signed numbers are numbers which can be considered to have a positive/negative sign information. Supporting negative  numbers comes at the expense of a smaller range of numbers that can be represented.

Unsigned numbers are numbers which must be of the same sign (typically positive). These numbers can support a larger range but at the cost of not being able to store both positive and negative values.

Integers

Integers are one of the most basic and ubiquitous data types in computing. They represent whole numbers such as 1, 5, 98 and cannot store fractional numbers such as 0.24, 1.7, 5.5. Integers can be signed or unsigned and come in various sizes. The most common sizes of ints are 16 bit, 32 bit and 64 bit. The number of bits refers to the size that the integer occupies, there are 8 bits to a byte and therefore a 16 bit integer is 2 bytes and a 32 bit integer is 4 bytes. By combining bytes together we extend the range of the data type significantly, the more bytes there are the more variations that can be stored. In the table below I show the range of the above three types of ints as both signed and unsigned numbers.

Little/Big Endian

When it came to writing say the number 123 as a hexadecimal byte, it was quite straight forward. We just worked out it was 7B using the calculator and that was it. If we now take the number 1234 which is bigger than the maximum value a byte can hold (255), we clearly now need to use an integer. So lets take a 32 bit integer which consists of four bytes. So if you put 1234 into your calculator and convert to hex you’ll get the result 4D2. If we stick some zeroes in front of it to occupy four bytes we would then get 00 00 04 D2. That’s great and this is a viable way of writing an integer however its not the only way.

Big endian means that the high numbers come first and the low numbers come last. For example with 1234, it’s quite a small number compared to what a 32 bit int can hold so its on the right side. Larger numbers would occupy further numbers towards the left.

Little endian numbers reverse the byte ordering so that the above example would be written as D2 04 00 00.

Its common for x86 architecture (PC) files and Intel Macs to be little endian and for PowerPC Macs and UNIX to use big endian. Particular file formats may choose to use little or big endian regardless of the architecture and operating system, however as a starting point I would assume the endianess matches the architecture.

In the case of Dune 2000 and most PC formats, files are stored in little endian. If you would like to read more about endianess try here.

Converting from decimal to a little endian 32 bit integer

  1. Convert to hex using calculator
  2. Prefix with ’0′s until the number is represented as 4 bytes. (Has the structure 00 00 00 00).
  3. Reverse the bytes, each grouping is a byte. So 12 34 56 AB becomes AB 56 34 12

Converting from a little endian 32 bit integer to decimal

  1. Reverse the bytes, so AB 56 34 12 becomes 12 34 56 AB
  2. Convert to decimal using calculator

Bit Representations in Bytes

A byte is made up of 8 bits. Each bit holds a 1 or 0 value, so a byte that holds the value zero can be represented as 00000000. The value that each digit represents doubles from right to left, starting at 1.
Adding across we have zero lots of each number, so a byte with the bit representation 00000000 = 0
If we take a byte who’s bits have a value of 11111111 and use the above grid, we get:
Adding across we get 128 + 64 + 32 + 16 + 8 + 4 + 2 + 1

Which if we add it up, we find that a byte with a bit representation of 11111111 is 255 – the max value of a byte. The number of bits is the reason for the number of variations a number can hold. Try continuing the table across to represent 16 bits rather than 8 bits, add up all the top row numbers and compare against the integer data type table above.

Let’s take another example:

A byte with bit representation 00110010

Adding across again we get 32 + 16 + 2 = 50

Bit Fields

While the above usage of bits in a byte is the most common, it can be considered just one possible interpretation of the bits in the byte. Data only has meaning when we give it meaning. For example we could say rather than the right most bit representing the value 1, it could mean whether or not a tank can move onto a terrain tile. We could then say that the second to right byte which represents the value 2 can mean whether a player can build structures on this terrain tile. This usage of the bits in a byte is called a bit field. While bit fields are decreasing in usage now that data limits are getting higher and higher, they still have importance in many areas where small data sizes are critical.

Sub-byte data types

On a related note, you may want to hold more data than a simple true/false but want to use less data than a full byte. If say your maximum value was 15, then you’d only need 4 bits. You could then hold two different 4 bit variables in a single byte, one after the other. Alternatively, if you needed to hold a number with a ranger larger than a byte but smaller than 2 bytes, say a 12 bit number and you also wanted to hold a 4 bit number, you could combine the two by making use of 2 bytes. The first number occupying the first byte and the first half of the second byte, while the second number occupies the second half of the second byte. The below table shows the first number in red and the second number in green.

What’s next?

This post has been quite heavy in theory, in the next post I will explore data types through practical examples. So if you felt this was a lot to take in, don’t worry there will be opportunity to practice what I’ve talked about here and hopefully make sure you get your head around it.

In the last post I discussed why hex editors are useful for working with binary files. I also talked about XVI32 my hex editor of choice. During this series I will be using XVI32 for examples, so if you are not on a Windows machine or if you want to use a different hex editor then you will need to adapt my examples.

So if you haven’t done so already, download XVI32. XVI32 doesn’t need installing, you can just unzip it and run it from there but you may want to copy it to a more memorable location and set up any relevant shortcuts.

In this post I’ll be taking more of a practical approach, I’ll start by talking about file signatures and then we’ll open up a few common file formats and take a look inside.

File Signatures

An extension does not make a type.

Or to put it more clearly, just because a file has the extension .png doesn’t mean there’s actually a png image inside. This is a very important lesson, since it is incredibly common for games just to give a common file format a different extension. When I was browsing the Call of Duty 4 files I realised instantly when I opened a file format up in a hex editor that it was just a zip with a different extension, meaning I could unzip it and see the files inside.

So how did I realise it was a zip at a glance? What kind of technomagery is this? Many files have a signature at the very start saying what format they’re in. It doesn’t matter what the file is called or what extension it has, if it has a signature then you have a way of identifying the file type. These are often called magic numbers because a piece of text can be represented as a sufficiently long number. In fact, any and all data can be considered just a very, very long number, but I may be straying off the point.

There are a number of very common file signatures you’ll see, including:

Signature Hex Type
MZ Executeable code (.exe)
PK 50 4B 03 04 Compressed Zip (.zip)
Rar! Compressed Rar
BM Bitmap Image (.bmp)
FF D8 FF E0 ** ** 4A 4649 46 00 JPEG Image (.jpg, .jpeg)
%PDF 25 50 44 46 PDF Document (.pdf)
‰PNG PNG Image (.png)
OggS Ogg Vorbis Media e.g. audio, video (.ogg)

For a more extensive list of file signatures check this page out.

Some Examples

Before continuing there are three examples you need to download, in the case of the images you will need to right click the link and hit “save as” or the equivalent option on your browser.

Example 1
Example 2
Example 3

Now for each of the examples, I want you to open it up in XVI32 and have a look inside.

Example 1

Once we open the first example in XVI32 we see that the file header starts with the per mil symbol followed by PNG in the text view. This file clearly is a PNG image.

Example 2

With example two, we see that the file signature is PK (named after the format’s author Phil Katz, but I often translate PK as Packed). This file is a zip as we can see in the table of signatures above.

Example 3

The final example has the file signature BM and is therefore a bitmap image. Ignore the F, that byte is actually part of a variable in the bitmap format that says how big the file is.

Example 3 In Depth

Let’s take a deeper look at the third example now that you’ve got it open. We know that the file is a bitmap image, so let’s take a look at it in Windows Photo Viewer. It’s a small image so you’ll have to zoom in.

If we open up the file in Paint, view it in Explorer or open its properties we’ll see the file is a 2 by 2 pixel image. I’ve created this small image to demonstrate the format more simply.

File Headers

In addition to the file signature, most files have a file header which includes some basic information about the file. In the case of an image this may include its dimensions and colour depth/quality. In the case of audio this may be the duration, number of channels and bit rate.

In the above image I’ve highlighted the file’s header. In the case of a Windows Bitmap the file header is 54 bytes long. To highlight a section in XVI32, select the first byte then select Edit -> Block <n> chars and type 54 in decimal mode.

You can see a couple of 02′s in the header, so a reasonable assumption would be one represents width and one represents height. We can also see an 0×18 which as a decimal is 24, so another reasonable assumption is that this is the colour depth specifying 24 bit colour. For now don’t worry about colour depth, I’ll talk about colour in a dedicated article later in this series.

After the header we have 16 bytes. Now we know there are four pixels (2×2) pixels in the image, so it’d be sensible to assume that those four pixels are represented in these 16 bytes.

Opening the file in Paint, we can use the dropper tool to pick the colour of each pixel. By going to edit colour, we can then see the colour in its red, green and blue components. You can do this manually, or use the figures I’ve shown below. I’ve also converted the values to hex for you.

Top Left

Decimal Hex
Red 34 22
Green 177 B1
Blue 76 4C

Top Right

Decimal Hex
Red 255 FF
Green 242 F2
Blue 0 00

Bottom Left

Decimal Hex
Red 255 FF
Green 127 7F
Blue 39 27

Bottom Right

Decimal Hex
Red 237 ED
Green 28 1C
Blue 36 24

Now using the hex values worked out for each colour, we can spot them in the file. We can spot each three, in reverse order displayed as Blue, Green then Red. The reason for this different ordering is something I’ll talk about in a later article. We can also see that the bottom left pixel is first, followed by the bottom right pixel, then followed by two 00 bytes. Immediately after is the top left pixel, followed by the top right pixel and two more null (00) bytes.

Ignore the two sets of two null bytes, these are due to a nuance of a the bitmap format which means that it must pad the number of bytes representing a row of pixels to a multiple of 4 (so in this case we have 6 bytes representing a row, so it adds on 2 blank bytes to reach a total of 8 bytes and therefore a multiple of 4).

Editing Data

So now that we know where the colour data is in the file, let’s try changing it.

Let’s pick the top right pixel, which is yellow. Let’s change it to blue. Right now its represented as 00 F2 FF, so since this is in Blue Green Red order rather than Red Green Blue, changing the value to FF 00 00 will be a strong blue. To edit the values select the first byte in the “00 F2 FF” sequence and make sure that it says Overwrite in the status bar. If it says Insert then tap the insert key once. The insert key toggles between Overwrite and Insert modes. Now simply type FF 00 00 on your keyboard and hit save.

Opening the file up in Windows Photo Viewer and zooming in, we now see that the top right pixel is blue.

Congratulations, you have made your first successful and practical edit in a hex editor!

In this article, I’ve talked briefly about how to identify common file types regardless of their file extension. I’ve also shown some basic hex editing in a practical example – editing a bitmap image. In the next example I’m going to go into data types which combine multiple bytes to represent larger numbers.

Before I start this article, I need to define a couple of terms:

  1. Byte – This is a data type which can store 256 discrete variations. Typically its said to have a minimum value of 0 and a maximum value of 255 (thus 256 variations including the 0). All files can be considered to just be a series of bytes.
  2. Hex or Hexadecimal – Unlike a decimal or base 10 number which only allows 10 different variations per digit and must include a another digit to include numbers which exceed that range (e.g. 8, 9, 10, 11 / 98, 99, 100, 101) a hexadecimal number stores 16 variations. After 9, the first six letters of the alphabet are used (e.g. 8, 9, A, B, C, D, E, F, 10 , 11 / FE, FF, 100, 101) .

All files are divided into two categories – plain text and binary.

Plain text files as the name suggests just contains text. They cannot contain images, sound, video or any form of text styling unless they mark it up. Examples of these files include .txt, .ini, .csv, .html, .php. These files can be opened in your system’s default plain text editor such as Notepad on Windows and will load and display fine.

Plain text files load and display fine in plain text editors

Binary files however can store a much wider range of data. Your camera photos, mp3s and videos are all binary files. Rather than limit the data storage to just text, binary files can make use of a larger range of encoding which means that we can’t view these files properly in a plain text editor. This is shown in the image below, in which I’ve tried to load a bitmap image into Notepad.

By contrast, loading a binary file in a plain text editor is not a good idea

So to view and edit binary files, we clearly need a different tool. If we know the file format then we could load the file into the relevant editor, loading images into Photoshop or Paint for example. But this is no good to us if we don’t know the file format, if there isn’t a relevant editor yet or if we want to examine the internal data structure.

Hex Editors can display and edit binary data in a very helpful and effective way. They are not limited to text characters and can be used to display and edit the full range of variations in each byte. Unlike text editors which display binary data badly and don’t support changing the value of non text data, hex editors are not hindered by these problems.

XVI32 is a freeware hex editor for Windows

My personal favourite hex editor is XVI32 which can be downloaded for free on Windows. It’s quite a lightweight and functional hex editor and while there are many hex editors out there offering a greater range of features, I like the simplicity and straightforwardness of XVI32.

In the above screen shot we can see three columns. The left and thin column is the line number displayed in hex. The number shown represents the index or offset of the first entry on that line, for example B means 11 as a decimal and if you count across the boxes in either of the other two columns you’ll see that they are also 11 boxes across. These line groupings do not exist in the actual file, this is merely just how its displayed in the editor, a bit like word wrapping text.

The middle column displays the hexadecimal view of the file, while the right column shows a ASCII or text view of the file. Each box in the hex and text views represents a byte in the file.

So why is hex useful? Why not represent the values of each byte as a decimal?

Hexadecimal numbers have the useful property that with two digits they can represent 256 discrete variations, just like a byte. So rather than use 3 digits to represent the value of each byte, we can use two digits to their full range. The minimum hex value for a byte is 0 (or 00) and the maximum hex value for a byte is FF.

To convert between decimal and hexadecimal you can use the built in calculator on Windows (or use a site like this). Depending on your version of Windows you may need to change to either scientific or programmer mode before the hex and decimal options are available. To convert a number, type it into one mode then select the other mode. For example:


In the next post, I’ll explore how to use a hex editor and look at some common data types. Before reading that post however, it would be useful to try opening a few different file types in a hex editor just to get a feel for it. It would also be very helpful to try converting a few different numbers between hex and dec.

This is the first in a series of mini articles on reverse engineering binary files, particularly those in computer games but the majority of what I will discuss has applications in all areas of computer software. While I may touch on reverse engineering executable code, memory hacking and plain text formats, the majority of the focus is on actual binary files.

Since 2009 I’ve been reverse engineering and modifying the classic Westwood RTS Dune 2000. Despite being released in 1998, the modding community was held back by a limited number of tools. For example while it was possible to edit and make new multiplayer maps for the game, it was not possible to make campaign maps and missions. A couple of guys had been exploring the mission files and had made small, but significant, discoveries. This was when I joined the modding scene and since then I’ve reverse engineered a whole range of different files in the game and released a bunch of tools based on my research.

When I started, I had no reverse engineering experience. I’d never used a hex editor and had no idea about the binary representation of data. If you’re in the same boat, then don’t worry, in this series of articles I’m going to talk about what I’ve learned in terms of both conceptual theory and also practical techniques that I employ. This series of articles is particularly aimed at computer programmers with no reverse engineering experience and who would like to get started.

As with programming, the initiative is all on you. You will apply the theory and techniques to a different set of problems and formats than I did. As such you will need to extend and modify them to fit your needs and make a few leaps on your own to successfully reverse engineer a complex format. But if you start off small and work your way up, once you understand the basic theory you’ll find reverse engineering is actually very straight forward.

Stratolaunch Systems

December 15th, 2011 | Posted by mvi in Commercial Space Flight - (0 Comments)

What do you get if you take a Scaled Composites carrier craft (like WhiteKnightTwo), scale it up and strap a variant of the SpaceX Falcon 9 rocket beneath it? The answer is Stratolaunch Systems.


Stratolaunch Systems is a new company founded by Microsoft co-founder Paul Allen and Scaled Composites founder Burt Rutan famous for his Voyager which was the first plane to circum-navigate the globe without refueling and as the designer for SpaceShipOne which won the Ansari X-Prize by launching from a carrier craft and suceeding in crossing the Kármán line into space.

To put the sheer upscaling of the carrier craft into perspective, it will be the largest plane ever flown. With a wingspan of 385 feet, it’s almost three times the wingspan of WhiteKnightTwo (140 feet) and significantly larger than an Airbus 380 (262 feet).

So how does it compare against Virgin Galactic’s sub-orbital WhiteKnightTwo/SpaceShipTwo. While a SS2 will max out at an altitude of 110km, with a cargo of 2 crew and six passengers, Stratolaunch Systems will go much higher delivering 6100 kg to LEO. Compare that to the Falcon 9 which will put 10450 kg into LEO and you have a very practical and viable extension of the WK2/SS2 premise. As a fully orbital launcher, it will be able to deliver satellites into orbit or deliver payloads to the ISS or future stations such as the Russian OPSEK (a mixture of Russian modules detached from the ISS and new modules) or Bigelow’s CSS.

Perhaps more importantly however it would be able to put manned capsules into LEO, which could open up some very exciting opportunities for space tourism especially if it’s cheaper than a traditional launch. While it won’t be putting heavy communications satellites into geostationary orbit or heavy modules into LEO (something we’ll leave to Delta IV Heavys and hopefully in the future Falcon Heavys and maybe SLS), with the current reliance on putting people into space in Russian Soyuz capsules, putting alternatives into the market (and alternatives to the exciting COTS/CCDev2 plans) will only aide market competition and flexibility to the client.

With the names and contractors attached to this project, Stratolaunch Systems is one to watch.

This is my first post on space flight, so please let me know if there are an inaccuracies or incorrect conclusions.

DodgeFoot Released

September 16th, 2011 | Posted by mvi in Production - (0 Comments)

My first Facebook game, DodgeFoot, has just been released. I’ve been working on it the last four weeks part-time with a couple of friends from University. It was the first time we’d made a game for Facebook and it was also the first time we’d made a game with the Unity3D game engine.  It was a great experience and I will be releasing a post-mortem very shortly, but in the mean time:
Please check out the game :-)

There are dozens of methodologies for project and task management, with focusses ranging from behemoth software solutions which are several years between major releases and social games with very high iteration and weekly releases. This article is not intended for either, however if you find at times keeping track of your work on small projects is most efficient with pen and paper or in notepad then you may find it of interest. It is easy to initially overlook its simplicity as a flaw, but I think in certain cases it presents itself to be extremely advantageous.

Unlike complex task management systems which create a good deal of overhead I try to emphasise simplicity in my task management of small projects and make use of Notepad++ for storing them. I group tasks into four categories:

  1. Done – Task is complete
  2. Parole – Task is believed to be complete, requires testing to ratify its completion
  3. Pending – Task is not started or is not complete
  4. Obsolete – Task is now longer considered required
I make use of Notepad++’s User Defined Language feature with syntax highlighting for each category. To set this up simply follow the following steps:
  1. From Notepad++’s view menu select User-Defined Dialogue to bring up a popup
  2. Click the Create New button and call it “ToDo”
  3. Click the Keywords Lists tab
  4. You’ll know see four keyword boxes, put the following in each respective box (including the colon):
    1. Done:
    2. Parole:
    3. Pending:
    4. Obsolete:
  5. Set the colours of each keyword to what you desire, I tend to use green, orange, red and grey respectively, I also check the bold box of each so that the keyword stands out more
  6. Finally create a new document and start some entries prefixing each with a category from step 4 and follow it by a space to ensure the following word doesn’t also get highlighted. Select Language and select ToDo to enable the new highlighting.

It’s a remarkably simple solution which I find works very well for small projects although it certainly isn’t capable of scaling. I don’t really use it for planning but more for day to day tracking of bugs and features and as such it has demonstrated to be an extremely powerful and flexible system. Take for example needing to break a task down into five sub-tasks, with traditional systems it would probably take you 5 to 10 minutes. With this system you merely press the enter key a few times in the right places. Which for small projects wins me over in terms of simplicity over big solutions or over the problems of editing paper and pen notes.

Another strong benefit of this system is it’s very easy when you start work to refresh your mind as to exactly what you’re on and when you leave to assess the progress made and make a note of what needs doing next, giving a great piece of mind. As a text editor solution it can be as ad-hoc as you want it to be and its trivial to include rough notes and then formalise them into entries at a later point.

D2K+ Toolkit Released

August 26th, 2011 | Posted by mvi in Dune 2000 - (0 Comments)

Over the past several years I’ve been slowly revese engineering an old favourite RTS, Dune 2000. The experience has been a real eye opener to dealing with file formats at the binary level. Before undertaking the project I’d never heard the phrase little-endian, didn’t understand the sheer usefulness of hex editors or used disassemblers and decompilers like IDA/HexRays.

For those of you that haven’t heard of it, Dune 2K is a sequel to Dune 2: Battle for Arrakis by Westwood which preceeded C&C, WarCraft and StarCraft and established the archetypes for the genre. Despite its name, Dune 2000 was released in 1998 and principally developed by Intelligent Games under the management of a Westwood

Much of my focus has been on reverse engineering the game’s mission files so that modders could modify and create new campaigns, but I also reverse engineered about another half a dozen formats in the game. Recently I finished reverse engineering the mission files to the point where I completely understand them except for their AI sections and have now released an early editor. All my work has been part of the D2K+ Toolkit project, a project who’s goal is to release a suite of tools for moifying the game. The first release includes four new tools I have released as well as a campaign map editor that someone has contributed to the toolkit. With five new editors this has now opened up an unprecented level of modification for the first time in the game’s 13 year history and I look forward to seeing what modders can now achieve.

See D2K+ Toolkit

Helicopter Game – Some User Play Data

August 8th, 2011 | Posted by mvi in Uncategorized - (0 Comments)

Something I’ve been looking into recently are games that are highly addictive but extremely minimalist, a classic example of this is the now infamous (and scourge of office efficiency) Helicopter Game. It’s a procedurally generated one button game, where the player must click to lift the helicopter and let go to let the helicopter descend, avoiding both the canyon floor, ceiling and regular obstacle blocks.

I was particularly interested in the consistency and similarity of different people playing the game. I asked 11 people to record their first 10 results. The samples were aged between 19 and 25 and the majority were male. Complex conclusions should not be drawn from these results nor should they be over-analysed, however the results are indicative of the variety in all player’s scores but the similar range that they tend to share.

On the image below each colour represents a different person, the last result for each person is at the top and the first is at the bottom. The bottom axis is time measured in seconds (time = score/28).

Click to Embiggen