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Blockbuster 767

flight: wind the key — a held Launch, the called shot, and a wreck that waits for the city Launch is HELD now. Each Rules.LAUNCH.windSeconds of hold is one wind of the key, the last wind gets a window of its own, past it a red zone of overwindSeconds throws overwound (faster, five seconds of boost fuel, and an airframe that breaks overwindDamage times as easily), and past THAT the spring slips and the throw is a dud. The modelled key on the toy's back turns a full turn per wind, trembles in the red zone and spins back when the spring goes. Boost is what the wind bought: boostFuel is seconds of thrust, it drains only while Boost is thrusting, and an empty tank is a dead throttle. On the launcher Boost and Dive step the called shot forward and back through the landmarks City:landmarks() reports still standing, with 'no call' as one of the stops — no new control on any device. The round now ends when the airframe has settled AND City:atRest() agrees, or after a further restCityGrace; measured last-moving-to-wreck fell from ~1.8 s to 1.20 / 1.22 s on a settled city. The permanent no-op Game.tickChain call is gone, telemetry publishes elevation / winds / windCharge / winding / overwound / boostFuel / launchSpeed every frame, and onModuleReload re-subscribes the bus. Verified on keyboard, gamepad and touch: holds of 0.8 / 1.35 / 1.9 s read 1 / 2 / 3 winds and throw at 9 / 12 / 15 m/s (peaks 8.3 / 10.9 / 13.9), a 2.4 s hold releases overwound at 16 with boostFuel 5.0, a 3.5 s hold is a 6 m/s dud; the called ring reads none/tower/span/tank on all three; a called SPAN topple pays 500 x tier x 2 x 2 = 4000; Escape on the launcher pauses; boosted peak 19.11 m/s under the 20 cap with no CCD anywhere. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MdCaDTnP2jpG8zgk5N2N

b1f23f4fdcd2d1850c66e51820c554888080bd6ea8ae3e8396010b3d651f6676
Author
claude-code @ aura
Date
Sep 6, 2026
Branch
main
Parent
ba8f9f2ac4

11 files changed

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