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Glama
pixel-flippers
by szyzgz

press_buttons

Send a sequence of Game Boy button presses and receive a concise one-line state summary, with adjustable hold and wait frames to let the game settle.

Instructions

Press Game Boy buttons in sequence, then report a one-line state summary.

        Valid buttons: a, b, start, select, up, down, left, right.
        Movement: one d-pad press moves one tile. hold_frames/wait_frames tune
        how long each press is held and how long to let the game settle after.
        

Input Schema

NameRequiredDescriptionDefault
buttonsYes
hold_framesNo
wait_framesNo

Output Schema

NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A3.5/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations at all, the description carries the full behavioral burden and does disclose useful traits: sequential execution, per-press hold timing, post-press settle time, and a one-line state summary return. It omits material behavior an agent needs — whether a game session must be running, whether the call blocks until all presses complete, and what happens on a failed/invalid press.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Short and front-loaded — the action and its outcome land in the first clause, followed by the concrete button list and timing notes. The multi-line indented formatting is a minor readability blemish and there is no wasted prose.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

An output schema exists so return values need no prose, and the input semantics are well covered. But for a state-mutating game-control tool with zero annotations in a large sibling set, the absence of prerequisite/session requirements and timing-cost expectations leaves a real gap.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0% and the buttons array has no enum, so the explicit valid-button list (a, b, start, select, up, down, left, right) is genuinely additive and prevents malformed calls. hold_frames and wait_frames are explained functionally ('how long each press is held' vs 'how long to let the game settle after'), which disambiguates the two; only typical ranges/sensitivity guidance is missing.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Press Game Boy buttons in sequence') plus the observable outcome ('report a one-line state summary'), which clearly separates it from read-only siblings like get_screenshot and read_game_state. It stops short of naming an alternative tool for cases where the agent wants to inspect state without acting.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Usage is only implied: the agent infers it should call this to make the game advance, and the movement note hints that repeated d-pad presses are needed to traverse tiles. There is no explicit when-to-use/when-not, no mention of the obvious prerequisite that a game must already be started (see start_game/close_game siblings), and no guidance on when 'wait' or 'read_game_state' should be preferred.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.