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