Letter Grid Words
A real, playable letter-grid word-finding game — trace adjacent letters, real dictionary, real solver
A real, playable paddle-and-ball game with tick-by-tick physics and a bounded AI
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gamemove_paddlesteprendernew_gamestepPong Score is a real, stateless, playable 1D-paddle-vs-ball engine. new_game starts a fresh rally with a sized court, paddle size, winning score, and AI side selection. move_paddle sets a paddle's up/down/stop intent for the next tick. step advances the ball and paddles by one tick, resolving wall bounces, real angle-reflection paddle collisions, and scoring, reporting an event and scorer. render draws an ASCII court. There is no server-side session; every tool call takes the full game state and returns the new one. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Original, hand-authored content. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
4 tools, grouped by job. Every one is read-only or compute-only.
https://pongscore.connectorbay.com/mcpA real, playable letter-grid word-finding game — trace adjacent letters, real dictionary, real solver
A real, playable grid-based naval fleet-hunting game with a random-then-hunt AI opponent
A real, playable anagram word game — scrambled letters, real dictionary, score by length
Malayalam riddles and tongue twisters — real script, answers and wordplay explained
37 hand-curated Kannada folk riddles and tongue twisters, in real script
39 hand-verified Urdu paheliyan plus tongue twisters, in real Nastaliq script with answers
A real, playable paddle-and-ball game your assistant can run right inside the conversation — not a rules explainer. It simulates the ball's motion tick by tick, with real wall bounces, real angle-based paddle rebounds, and a genuine bounded-speed AI opponent.
new_game starts a fresh rally on a court you size, with a paddle size, a winning score, and which
side(s) are AI-controlled (the right paddle is AI by default). move_paddle sets a paddle's
up/down/stop intent for the NEXT tick — it doesn't move the paddle immediately, and it's ignored
for an AI paddle. step advances the whole simulation exactly one tick: both paddles move (AI
paddles pick their own move by tracking the ball, at the same bounded speed a human has), the ball
moves, and wall bounces, paddle collisions, and scoring are all resolved with real physics. render
draws an ASCII court.
Paddle collisions use real angle-reflection: where the ball struck the paddle (center vs. edge) sets how sharply it rebounds — a dead-center hit goes out flat, an edge hit goes out sharp. The AI opponent tracks the ball's position but can only move at the same paddle_speed as a human — it never teleports to intercept.
There is no server-side session. Every tool takes the full game state (court size, ball position and velocity, both paddles' positions/intents/scores, and the winning score) and returns the new one — your assistant carries that object forward between calls.
Classic Pong runs continuously in real time. Here, each step call is one fixed tick of that same
physics: ball position advances by its velocity, each paddle moves by at most one paddle_speed, and
collisions are checked against real positions every tick — nothing is scripted.
Not a general arcade-history reference — a real, running paddle-and-ball simulation, fully local and stateless.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Pong Score is. Pong Score is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real paddle-and-ball game — simulating ball physics, paddle movement, and scoring. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (court size, ball position and velocity, paddle positions and scores) and a requested paddle direction — plus the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one) and standard server logs.
Everything is computed locally and nothing is stored. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — everything runs locally on our server. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.
Children. Pong Score is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 28 September 2026. These terms govern use of the Pong Score connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://pongscore.connectorbay.com/mcphttps://pongscore.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Pong Score never asks for them.