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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@@ -306,7 +306,8 @@ export function killPlayer() {
// record's two headline slots (see the shape note there), so the best is derived from the record
// rather than stored a second time in its own key and left to drift.
const m = G.match;
const felled = m ? m.opp - 1 : 0, gamesPlayed = score.games[0] + score.games[1];
// the cup's opp is a DRAWN RUNG, not a counter — bodies felled there is completed rounds
const felled = m ? (m.cup ? m.cup.round : m.opp - 1) : 0, gamesPlayed = score.games[0] + score.games[1];
const b = m ? endRun(felled, gamesPlayed, G.splatT, true, MODE_MATCH)
: endRun(G.runGames, G.sets[0], G.splatT);
G.best = b; G.newBest = b.newBest; // b is {games, sets, newBest}; render reads games/sets