THE TOURNAMENT, the pace-lit trail, and brighter opponents

The fourth mode: four rounds up the dead hierarchy (CUP_ROUNDS), each round
drawing a rung from its band, the champion always the final. It rides the
match machinery whole — cupDraw feeds the drawn rung through d.opp so every
ladder dial scales untouched; the body's pool spans the round (need-scaled
pool and divisor, so wounds carry between games); cupGameWon holds the same
body mid-round, kills it on the round, and past the final cupWon banks a
NOT-dead match run under CHAMPION OF THE DEAD CLUB. Blood carries; round one
is a single game; deathmatch stays as the arcade run. Full-run state test.

Sidequests: the ghost trail is pace-qualified (TUNE.trailSpeed) so both
tennis modes streak — pow>0.8 was only ever reached by the gore slingshot;
opponent sprites draw ~18% brighter via a load-time baked copy
(render.brighten, TUNE.oppBright) with no PNG touched; the cup scoreboard
line names the round instead of lying with deathmatch arithmetic; the rack
and the apron demo no longer draw under a trophy screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-13 22:20:10 +02:00
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@@ -434,6 +434,26 @@ vetoed (*"the camera movement is distracting"*) and its knobs sit at 0 — see t
(~0.35ms/frame desktop, settled key at both ends) — if the phone stutters in rallies, zero these
two before touching anything else.
## Session log: THE TOURNAMENT (2026-08-13, same day — Oliver picked it over the endless ladder)
The fourth mode tile: four rounds up the dead hierarchy (`config.CUP_ROUNDS` — each round DRAWS a
rung from its band, the final is always THE CHAMPION), riding the whole match machinery and
differing in exactly three places: who walks on (`cupDraw` puts the drawn rung in `d.opp`, so every
ladder dial downstream scales untouched), how deep the body's pool is (`matchOpponent` multiplies
by the round's `need` and `matchPoint` divides the same way, so wound stages SPREAD across the
round — the body enters game two missing what game one cost it), and where a won game goes
(`cupGameWon`: mid-round the same body plays on; round won is the kill + mop beat + next draw;
past the final, `cupWon` banks a NOT-dead match run and holds CHAMPION OF THE DEAD CLUB on the
classic win's summary shape). Blood carries; the trainer's heal-per-game is the distance. Round
one is a single game so a run opens fast; deathmatch stays beside it as the arcade mode.
Also this session: the fall ANTICIPATES the pass (a winner past the net with a closed-form
unreachable landing resolves mid-flight — plus the soft-lock the first version shipped: the
decided-latch must die with its rally, see the beats/gameplay comments); the fall table lost its
rise row and tightened its drop; the ghost trail is PACE-qualified so both tennis modes streak
(`trailSpeed`); and opponent sprites draw brighter via a load-time baked copy
(`render.brighten`, `TUNE.oppBright`) — no PNG touched.
## Session log: the serve gets stakes (2026-08-13, same day)
Oliver: *"the golden mark is just very easy to hit and hitting below it does not necessarily make a