The body plays the wounds it wears, and the flick finally has a teacher
Score-is-the-body was a picture: the opponent lost an arm and swung exactly as far, lost its head and missed exactly as often. Two dials now read the same racketStage the SKINS are picked with, so what you watch it lose is what it loses — deliberately small (6% reach, 17.5% whiff per stage), texture under the ladder rather than a second difficulty curve, with a test on that ceiling. An unhurt body still returns exactly 1 and 1, and the whole thing is gated on G.match: the gore duel's racket zombie is untouched. And the placement flick, the mode's one act of skill, was taught nowhere on touch — the placement ring is a receipt, not a lesson, and you only get one if you already knew to swipe. The ghost hand teaches it now, in the same register as PULL DOWN and TAP AS IT ARRIVES, riding the failure it answers: a run of returns that left with no aim on them. The tap lesson still wins when both qualify — placement is the wrong thing to teach someone who cannot reach the ball. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -103,6 +103,8 @@ export const G = {
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rackGlow: null, // {slot, t} — a freshly gathered barrel weapon pulses its rack tile briefly
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// instead of equipping itself (popBarrel keeps your current selection)
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passStreak: 0, // consecutive rally balls that passed untouched (tennis) — ≥2 shows TAP TO HIT
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flatStreak: 0, // consecutive returns hit with NO aim on them — the flick is the whole skill of
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// the mode and nothing on touch ever said so (render.drawFlickHint)
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// ---- the sidestep. The movement block is 'rally'-only on purpose, so this integrates OUTSIDE it
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// and is the only way to move in the serve stance (which is where a boss fight is spent).
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dodgeDir: 0, // -1 | 0 | 1 — which way the current step is going, 0 = standing
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