Turn the praise down, and stop the footnotes shouting
The band made PERFECT earnable, which was the fix — but you learn a band, and then the HUD is talking on every other serve again whatever the word says. So the praise goes behind a shared cooldown (TUNE.praiseEvery, 14s), the same model the umpire's asides have used all along for exactly this problem. Eight band-perfect serves back to back now yield one word. The bright click in the pull is the reliable feedback for a good draw; the word was only ever garnish, and garnish on every plate is just food. And the free-floating slot drops 24 -> 18. It shares that slot with CLEAR THE COURT, DOUBLE KILL, RETURNED and GAME N — half of which are a footnote to something you already watched happen. Sharing the loud FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -343,7 +343,13 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`perfectMs` window, the slingshot earns it by STOPPING in `pullFull..pullFull*perfectBand`. The
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draw clicks brighter when you enter that band and goes quiet when you overshoot — without that
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audible target it would be invisible skill. The word itself rotates through `PRAISE` (cycled, not
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random: the same word twice running reads as a stuck HUD element, not as praise).
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random: the same word twice running reads as a stuck HUD element, not as praise) and sits behind
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`TUNE.praiseEvery`, the same shared-cooldown model the umpire's asides use — you LEARN to hit the
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band, and then a per-serve word is noise again whatever it says. The click is the feedback for a
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good pull; the word is garnish.
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- **The free-floating slot is 18px, not card-sized.** Half of what lands in it (the praise words,
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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## Session log: the sidestep, and two type registers (2026-08-03)
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@@ -195,6 +195,10 @@ export const TUNE = {
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// needs the pull to STOP in the band pullFull..pullFull*this (130-166 px), which
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// is a target you can miss. The pull clicks when you enter it (see input.js) and
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// goes quiet when you overshoot, so the window is learnable by feel.
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praiseEvery: 14, // s between praise words, on the umpire's-asides model (asideEvery below). The
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// band alone was not enough: you learn to hit it, and then the HUD talks on
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// every other serve again. The CLICK is the reliable feedback for a good pull —
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// the word is garnish, and garnish on every plate is just food.
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aimCone: 0.10, // lane half-width added per meter of range. This is what makes the pull's ANGLE
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// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
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// court — so every downward pull picked the same body and the angle felt inert.
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@@ -43,7 +43,14 @@ export const pullPerfect = mag => mag >= TUNE.pullFull && mag <= TUNE.pullFull *
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// running is what made one word read as a stuck HUD element rather than as praise.
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const PRAISE = ['PERFECT', 'TEXTBOOK', 'IMMACULATE', 'OH, LOVELY', 'UNPLAYABLE', 'SHOT OF THE DAY'];
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let praiseN = 0;
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const praise = () => { G.flash = { text: PRAISE[praiseN++ % PRAISE.length], t: 0.7 }; };
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// ...and he does not say it every time. Same cooldown model as the asides (aside()): once you have
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// learned the band you hit it constantly, and a HUD that talks on every other serve is noise
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// whatever the word is. The bright click in the pull is the reliable feedback; this is the garnish.
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function praise() {
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if (G.praiseT > 0) return;
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G.praiseT = TUNE.praiseEvery;
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G.flash = { text: PRAISE[praiseN++ % PRAISE.length], t: 0.7 };
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}
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export function flickTarget(ch, aim) { // exported: render draws the live reticle with it
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const q = pullQuality(aim.mag), f = pullFrac(aim.mag);
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@@ -1213,6 +1220,7 @@ export function update(dt) {
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crowd.cheer = Math.max(0, crowd.cheer - dt);
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G.idleT += dt;
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if (G.asideT > 0) G.asideT -= dt; // the asides' shared cooldown (see aside())
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if (G.praiseT > 0) G.praiseT -= dt; // ...and the praise words' (see praise())
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// the fired band unravels behind the ball. It also goes the moment the ball does — a shambler
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// eating the shot ends the band with the splat, which is a cut you want.
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if (G.trail && ((G.trail.t += dt) >= G.trail.T || !ball.active)) G.trail = null;
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@@ -184,6 +184,6 @@
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</div>
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</div>
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</div>
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<script type="module" src="main.js?v=115"></script>
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<script type="module" src="main.js?v=116"></script>
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</body>
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</html>
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@@ -1578,7 +1578,10 @@ export function render() {
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// RETURNED, CHANGEOVER, weapon labels — everything that used to be plain white 12px text sitting
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// directly on the crowd. It keeps its 1px jitter; the shadow is what makes it legible anywhere.
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if (G.flash) {
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ctx.font = B(24);
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// 18, not 24: at the card's near-size a transient one-liner read as a milestone announcement,
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// and half of what lands in this slot (PERFECT, RETURNED, DOUBLE KILL) is only ever a footnote
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// to something you already watched happen. The register is right; the volume was not.
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ctx.font = B(18);
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shadowText(G.flash.text, W / 2, FLASH_Y + Math.sin(G.flash.t * 20) * 1, '#ffffff');
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}
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// the SET milestone card (the duel's own announcement is a real modal now, not a timed card)
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@@ -81,6 +81,7 @@ export const G = {
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hurtT: 0, // s of post-hit grace left; also drives the red hit flash
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hurtFlash: 0, // s of the impact wash left
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asideT: 14, // s until the umpire's next unsolicited remark (TUNE.asideEvery)
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praiseT: 0, // s until the next praise word is allowed (TUNE.praiseEvery)
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bossDue: 0, // chapter number the schedule owes you — fired at the next hand-cleared court
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bossFight: 0, // chapter number of the boss currently on court, 0 = none. Blocks all other spawns.
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slowT: 0, // s of REAL time left running the world in slow motion (a chapter boss dying)
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