Story phase 3: the act card, the ceremony with its loot, the act's end
Three animated screens in the storyboard's look, built in the page over
a paused world:
- The act title card: the act's court pans in behind ACT n, its league,
its court and its goal; it closes itself after three seconds or on a
tap.
- The cup's ceremony: YOU CLEARED THE COURT, the rounds and the run's
xp, then the act's weapons drop into a rack one by one ("…and gained
these for the hordes to come"), and the chapter preview with the
mid-boss named and game 10 still "???" until the transformation.
- The act card: what the act cost (bodies, bosses, deaths), what it
opened in the arcade, and the next act's court; CONTINUE goes straight
on, THE CLUBHOUSE goes home.
The checkpoint keeps its in-game banner. Headless, every screen falls
back to the plain card it replaced. v381, staging only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1027,15 +1027,16 @@ export const cupFixture = (lg, champion = 0) => {
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// boss BOSS_ART index of the game-10 boss (the cup finalist, grown)
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// pool weapons this act ADDS to the rack; the stock is every pool up to and including the act
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// double the act's stock and restock pay two tins of each (league 5's double tins)
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// arcade the arcade doors clearing this act opens (MODES ids, plus 'vs' for hosting a friend)
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// The chapter plays the arcade's games base+1..base+10 (base = (act-1)*20), so every director curve
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// that reads G.runGames — spawn ramps, barrel gaps, machines, racket hp — keeps its tuned slope.
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export const STORY = {
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acts: [
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{ lg: 1, rounds: [1, 2, 3, 4], mid: 8, boss: 0, pool: ['bomb', 'triple', 'fire'] },
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{ lg: 2, rounds: [5, 6, 8, 7], mid: 6, boss: 5, pool: ['gun', 'beacon'] },
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{ lg: 3, rounds: [9, 10, 11, 12], mid: 1, boss: 2, pool: ['laser'] },
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{ lg: 4, rounds: [13, 15, 14], mid: 4, boss: 3, pool: ['flamer', 'rocket'] },
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{ lg: 5, rounds: [16, 17, 18], mid: 7, boss: 9, pool: [], double: true },
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{ lg: 1, rounds: [1, 2, 3, 4], mid: 8, boss: 0, pool: ['bomb', 'triple', 'fire'], arcade: ['train', 'classic'] },
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{ lg: 2, rounds: [5, 6, 8, 7], mid: 6, boss: 5, pool: ['gun', 'beacon'], arcade: ['zombie'] },
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{ lg: 3, rounds: [9, 10, 11, 12], mid: 1, boss: 2, pool: ['laser'], arcade: ['gore'] },
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{ lg: 4, rounds: [13, 15, 14], mid: 4, boss: 3, pool: ['flamer', 'rocket'], arcade: ['vs'] },
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{ lg: 5, rounds: [16, 17, 18], mid: 7, boss: 9, pool: [], double: true, arcade: [] },
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],
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midAt: 5, // the mid-boss walks on after this many chapter games (and is the checkpoint)
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length: 10, // games in a chapter; the act's boss walks on after the last
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