The colour goes on the court, and the dead go off like everyone else

"the colored zombies should also explode like they did before and make the
normal splash sound on destruction.. no bleeps please.. can we make the color
as a color circle the walk on? the sign they're holding is not nice. also
remove the ball slicing in this mode.. this leads to unwanted hits".

The silent deaths were my bug: the hook in killZombie did drillKill(zb) and
then RETURNED, and everything below that return is the death — decal, pile,
36-particle burst, splat, headshot crack. It resolves after the splice and
without returning now. Both halves are load-bearing and each was a bug in
turn: splice first or a freshly drawn combination names the corpse; don't
return, or the body simply vanishes.

The colour is a disc on the court the body walks on, drawn before the sprite.
The bib was a flat quad pinned to a walking sprite — UI stuck onto a
character, covering the art it sat on. On the ground it takes the court's own
perspective, measures 12.4px across at the spawn line against a chest patch's
few, and hides none of the sprite. A hard dark rim plus a bright inner line
is what keeps it from reading as another gore decal.

No slicing in the drill: a cut ball leaves the corpse and strikes whatever it
finds next, which in a mode where the wrong body is the failure is the game
choosing your target for you, badly.

And the mode has no sound of its own now, deliberately. The umpire reading
the list was vetoed, the arpeggio that replaced him was vetoed. blip() is
deleted. A kill bursts and splats like every other kill in this game; the
strip carries the list.

28 tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -647,13 +647,41 @@ survivors; an emptied batch brings in the next one) and it draws from whatever i
round asking for a colour which is not on court: precisely the un-winnable state this pass exists to
make impossible. **Splice first, resolve second.**
**SEVENTH PASS — the colour comes off the body, and the mode stops making noises.** Oliver: *"the
colored zombies should also explode like they did before and make the normal splash sound on
destruction.. no bleeps please.. can we make the color as a color circle the walk on? the sign
they're holding is not nice. also remove the ball slicing in this mode.. this leads to unwanted
hits"*. Four things, and one of them was a straight bug of mine.
- **THE BUG: bibbed bodies were dying silently and cleanly.** My hook in `killZombie` did
`drillKill(zb); return;` — and everything below that return is THE DEATH: the blood decal, the
pile, the 36-particle burst, the splat and the headshot crack. The drill resolves after the splice
and **without returning** now. Both halves are load-bearing and each was a bug in turn: splice
first or a freshly drawn combination can name the corpse; don't return, or the body just vanishes.
- **The colour is a DISC ON THE COURT that the body walks on**, drawn BEFORE the sprite. The bib was
a flat quad pinned to a walking sprite — UI stuck onto a character rather than part of the world,
and it covered the artwork. On the ground it sits in the court's own perspective, it is far larger
in pixels than a chest patch at the same depth (measured 12.4 x 4.2 logical px at the spawn line,
24 px wide by the time it reaches you), and it hides none of the sprite. The risk was reading as
another gore decal; the answer is the RING — gore is a soft flat blob, this has a hard dark rim and
a bright inner line, so it reads as painted court marking. `TUNE.drillRingR` sizes it.
**Weakest case is GREEN on grass** — legible thanks to the rim, but it is the one to watch.
- **NO SLICING IN THE DRILL.** A cut ball leaves the corpse and strikes whatever it finds next; in a
mode where hitting the wrong body IS the failure, that is the game choosing your target for you and
choosing it badly. One guard on the `ball.chain` branch. This also retires the old open question
about a ball completing two steps of a combination in one shot.
- **THE MODE NOW HAS NO SOUND OF ITS OWN, deliberately.** Two attempts have been vetoed: the recorded
umpire reading the list ("maximum annoying") and the arpeggio that replaced him ("no bleeps
please"). `blip()` is deleted from audio.js, `drillTones` from TUNE, the correct-kill tick from
`drillKill`. What is left is the game's own vocabulary — a kill bursts and splats like every other
kill — and the strip carries the list. **Do not add a third noise here without a reason**: both
attempts read as the mode talking over itself.
**Open, and every one of them is Oliver's call after he plays it:**
1. **A ball that carries through the lane can complete two steps at once** — measured: one serve
killed bib 1 and then bib 2 standing behind it, banking two correct steps in one shot. Had the
second body been out of order that is an instant fault the player could not have intended. Either
the lane is part of the puzzle (it is the same occlusion the `column` shape is built on) or the
pierce has to stop on a drill kill. Do not patch it silently — it is a design fork, not a bug.
**More likely to come up now** that `column` deliberately stacks bodies in one lane.
1. ~~**A ball that carries through the lane can complete two steps at once.**~~ Largely CLOSED by
the slice removal (seventh pass) — a cut ball picking its own next victim was the main way this
happened. A straight ball can still plow through a body standing directly behind another
(`TUNE.zPierce`), which is honest occlusion rather than the game aiming for you. Watch it.
2. ~~**The tap aims itself.**~~ CLOSED by the second pass above — the snap is gone, you aim.
3. ~~Difficulty climbs on sequence LENGTH.~~ CLOSED by the stream — one ramp on time survived now
drives walk speed, arrival rate and round length together. What is still NOT ramped is how often