PROJECT.md records the text reduction
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -643,6 +643,48 @@ through.
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Open for the phone: whether the fixture button should ever go to the setup screen (it does not
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now), and whether the promotion's WALK ON should enter the cup instead of the clubhouse.
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## Session log: THE MENU TEXT REDUCTION — the design handoff, built (2026-08-31, STAGING ONLY)
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A handoff from a design session (its folder is on Oliver's disk, git-ignored: the prototype ships a
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copy of thirty repo assets). Its rule, and now the game's:
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- **JERSEY 15 NAMES** — screen titles (33px), rooms (17px), cards and courts. Bundled subset, 9 KB.
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It replaced BUNGEE the same day Bungee arrived: Jersey sits on the same pixel grid as Silkscreen,
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so it reads as one family with the sprite art, and it runs proportionally lighter. Sizes run
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~+40% against the Bungee values because Jersey sits lower in its box.
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- **BANGERS CALLS, once per screen** — the fixture button, the hero poster, a modal headline,
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LEAVE THE MATCH?, PROMOTED.
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- **SILKSCREEN INFORMS** — numbers, labels, chips. Unchanged.
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- **A sentence survives only where it carries a decision.** Everything else became a bar, a pip,
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or moved into the modal that opens with the mode.
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What that cost each screen:
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- **SPLASH**: the plaque is ONE row (crest · name · level, bar under it wearing the level it fills
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toward). `#plGoal` is gone — the fixture button below said the same thing. The two secondary
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doors carry a number each (`STATS / 4812`, `BOARD / BEST 612`, `stats.bestScore`, read locally —
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the splash does not fetch the world board). `cupFixture.line` lost its round count to `.sub`.
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- **PICK A GAME**: rooms are ONE WORD (SEASON / TRAINING / CASUAL) with no straps, posters are
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their names, and `MENU.layout` deals each room its own way — the fixture is a 142px HERO with the
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only second line on the wall, the training pair stands side by side at 106, the casual three
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stack at 96. The whole wall fits one screen (654px); it was two.
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- **MATCH SETUP**: blocks, not numbered steps. The meters' legend stands ONCE in the rubric row and
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the per-row labels went with it; an open court says nothing, a locked one says `LEAGUE 4`. The
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`#sSum` footer retired entirely — with it, `main.summary()`.
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- **DIFFICULTY**: name plus three pips, as many lit as the chip is steep. No explanation.
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- **TRAINING**: the revanche is a full-width row (`PUT YOU OUT`), rungs are two-digit numbers, and
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the list ends on a dashed tile naming the league that opens the rest of the ladder.
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- **VS**: three paragraphs became `YOU` / `HOST` / `JOIN`; the join button says `GO`.
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- **MODALS**: ONE rule per row — the `sub` was nearly always the `lead` again in other words, so
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the line that names the RESULT survives (`m.rules` takes plain strings now, objects only for
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`hot`/`pips`). The blood pool sits as pips on that same line, hard right. The masthead carries one
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strap: the walk-on's slogan, or `m.strap` (`LEAGUE 3 · 4 ROUNDS` — where the round count went).
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**The walk-on's two levels are ONE face at ONE size** (Oliver): a comparison drawn at two sizes is
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a headline with a footnote. Only the colour differs, and only where it means something.
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Deliberately NOT taken from the handoff: nothing. Two small deviations — the meters' legend reads
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`PACE · BOUNCE` (the order the bars are actually drawn in), and the `18 RUNGS` chip sits under LAST
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rather than beside it on the one poster that can wear both.
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## THE SEASON — the tournament is the story (2026-08-31, AGREED in discussion; PHASES 1-4 BUILT ON STAGING — see the log above)
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Oliver's diagnosis, and it is right: "alles ist irgendwie beliebig... die Menüführung und die Start-
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