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BIG STEAL CAR: ANDREAS-SAN

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README.md

bsc_ui

Every screen in BIG STEAL CAR: ANDREAS-SAN.

The title, with the logo slammed over the lane at dusk. How to play, laid out as an izakaya menu strip on a wooden board under a noren. The HUD: an objective on a paper strip, a countdown, five paper lanterns hanging in the corner that fill as the koban take an interest, a survey plan of Hozumi-dori 3-chome drawn in ink, a speedo when you are in a car, and the radio station when it changes. Mission titles that slam onto the screen. A boxy feature phone for the jobs list. Pause, photo mode, and the two end cards.

Everything a character says is printed as well as spoken, so a line survives a muted player and a noisy room.

The screen is 1080 x 1440 — taller than it is wide — and the whole layout is built for it: nothing spans the top as a bar, nothing sits in a row across the bottom, and the middle of the frame is left to the street.

The art is in art/ui/bsc_ui_art; the type is Anton, Archivo Black, EB Garamond and Berkeley Mono.