Every colour you are asked for is already on the far side
"make the game that it is actually winable meaning that all required colors are visible on the far side before when a color combination is shown.. for now no colors that are not in the current combination but occasional zombies which don't have a color and are converging to the player trying to eat him". Two rules define the file now. Every colour on court is IN the current combination — no coloured decoys, so the strip can never name a body that is not there. And a combination is only shown once its bodies are all on the far side, which is free because the batch is BORN there: it is a property of the construction rather than a check that could be wrong. The pressure moved to the eaters: plain unbibbed shamblers on their own clock, deliberately not flagged `drill` so they keep the gore mode's homing and converge on you while the bibbed batch walks its lanes. Killing one is never a fault; letting one reach you is the ordinary caught. The puzzle plays fair and the danger arrives separately, which is a better trade than a puzzle that cheats. The batch is the round: kill the last of it and the next walks in on the same frame with its combination already called. One real bug, caught by the new test: killZombie resolved the drill BEFORE splicing the body, so a combination drawn on the spot could name the corpse — a round asking for a colour that is not on court, i.e. exactly the unwinnable state this pass exists to prevent. Splice first, resolve second. 28 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -616,6 +616,37 @@ should not reset to the middle when firing"*.
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- **The dodge fix is in gameplay.js, not in the drill**, because it was never a drill bug — see the
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new invariant above. It changes the gore mode too, and deliberately.
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**SIXTH PASS — THE MODE IS WINNABLE, AND THE DANGER MOVED.** Oliver: *"make the game that it is
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actually winable meaning that all required colors are visible on the far side before when a color
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combination is shown.. for now no colors that are not in the current combination but occasional
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zombies which don't have a color and are converging to the player trying to eat him"*.
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Two rules now define the file, and everything else falls out of them:
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1. **Every colour on court is IN the current combination.** No coloured decoys at all. A colour you
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can see is a colour you will be asked for, and the strip can never name a body that is not there.
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2. **A combination is only shown once its bodies are all on the far side** — free, because the BATCH
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IS BORN THERE. It is a property of the construction rather than a check that could be wrong: a
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batch spawns at the far baseline, its combination is called off it on the same frame, and the
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length of the court is the time you are given to work the list.
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**The pressure moved to the EATERS**, which is a better home for it: plain unbibbed shamblers on
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their own clock (`drillEaterEvery` -> `drillEaterMin`, capped at `drillEaterMax` on court).
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Deliberately NOT flagged `drill`, so they keep the gore mode's homing and converge on you while the
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bibbed batch walks its lanes. Killing one is never a fault (`drillKill` ignores a body with no bib)
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and letting one reach you is the ordinary caught. **The puzzle plays fair and the danger arrives on
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its own clock** — much better than a puzzle that cheats.
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The batch is the round: kill the last of it and the next walks in on the same frame with its
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combination already called. `drillBatch` 3 -> `drillBatchMax` 6 on the ramp, so the list grows AND
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the court fills.
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**One real bug, and the new test is what caught it: `killZombie` resolved the drill BEFORE splicing
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the body.** `drillKill` can draw a new combination on the spot (a double fault re-calls the
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survivors; an emptied batch brings in the next one) and it draws from whatever is standing in
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`zombies` — so the new combination could name the body that was in the middle of dying. That is a
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round asking for a colour which is not on court: precisely the un-winnable state this pass exists to
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make impossible. **Splice first, resolve second.**
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**Open, and every one of them is Oliver's call after he plays it:**
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1. **A ball that carries through the lane can complete two steps at once** — measured: one serve
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killed bib 1 and then bib 2 standing behind it, banking two correct steps in one shot. Had the
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