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type-two e5ecadeab5 THE SHELL — the thing that killed the board
Day three of THE BOARD already names what kills it: about a third of you
have got shell accounts now and are not calling any more, and i do not
blame you, because it is better, it is genuinely better. The player never
got to see it. Now they do, immediately afterwards, while the board's
ghost is still warm.

kruuna.helsinki.fi, 1991. It connects instantly, with no dial tone, no
ring and no busy signal, and that silence after eight minutes of the board
is the whole opening beat. who(1) shows the people who are on the machine
at this second, against a board that had forty-four users in nine years
and could hold one at a time. talk(1) puts every character on screen as it
is typed, because that is what talk did. And make compiles a kernel in the
top four lines while you carry on using the shell underneath it — two
things at once, demonstrated rather than stated, which the board could
never do.

Then the interjection. rms has been on ttyp7 since six in the morning. He
waited until the level printed a whole operating system over a build log
in which every single line is gcc, and then he opened a talk request, and
he is right. If you never answer it he leaves mail instead, because of
course he does.

The closing speech now credits the compiler, the linker, the shell, make
and libc, which were all finished and free years before the kernel was.

74 philes. All 14 hops swept clean. README and STAGES.md brought current.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 18:18:37 +10:00
.claude HANDSHAKE — 13 playable hops, one renderer 2026-08-02 15:34:58 +10:00
src THE SHELL — the thing that killed the board 2026-08-02 18:18:37 +10:00
vendor HANDSHAKE — 13 playable hops, one renderer 2026-08-02 15:34:58 +10:00
.gitignore HANDSHAKE — 13 playable hops, one renderer 2026-08-02 15:34:58 +10:00
DESIGN.md HANDSHAKE — 13 playable hops, one renderer 2026-08-02 15:34:58 +10:00
index.html Philes you can read, a save, and MTU that costs you something 2026-08-02 15:46:18 +10:00
README.md THE SHELL — the thing that killed the board 2026-08-02 18:18:37 +10:00
serve.py HANDSHAKE — 13 playable hops, one renderer 2026-08-02 15:34:58 +10:00
STAGES.md THE SHELL — the thing that killed the board 2026-08-02 18:18:37 +10:00

HANDSHAKE

a love story in 64 hops

You are SYN. You want ACK. Root is the only one who can give it to you.

Design doc: DESIGN.md.

Run it

python3 /Users/johnking/Documents/handshake/serve.py 8123

Then open http://localhost:8123/. Headphones — every frequency in this is the real frequency and half the mechanics are inaudible without them.

serve.py is http.server plus Cache-Control: no-store, because ES modules cache hard and it makes every edit look like it did nothing.

Controls

WASD move
SPACE jump / hold 2600 Hz
mouse look (click to capture; dragging works too)
E use
M traceroute — the level select, and where you drop cargo
P philes — read what you've picked up
` hop select (dev)
ESC release the mouse

It saves. Every hop completes a handshake with the world and writes to localStorage; the boot screen offers R — RESUME when there's something to resume.

What's here

Fourteen playable hops, each a different genre, one renderer.

id hop what it is
coldboot 1 FP tutorial in a 512-slot NIC ring buffer, then the DMA rips you out
stack 28 7-floor descent, one verb per layer: transcode, keep the session, reassemble in sequence, route within a hop budget, listen-before-transmit with real exponential backoff, ride the waveform. Stateful FIREWALL boss
timewait 9 walking sim. beige room, 50 Hz hum, half-open connections in plastic chairs, FIN by the door
war 1016 EFnet twin-stick. netsplit riding, ops crowns, and a trojan arms race — four weapons the level patches 70 s after you first use one
smash 1720 2D side-scroll char buf[64]. canary, return address, NOP sled, shellcode — then NX lands and you build a ret2libc chain out of other people's platforms
worm 2128 Morris worm RTS, 1-in-7 reinfection locked on. An antidote you can release that travels only over live links, while you are killing links
cuckoo 2934 LBL 1986 terminal. connection time is visibility. you get caught
board 3544 the BBS, over three days. busy signal, ANSI painting at live baud, ratios, NUP gate, ANSI bomb, the sysop watching you type, FidoNet, playable LORD and Trade Wars — then LAST CALL, and it closes
shell 4344 kruuna.helsinki.fi, 1991. always on, 38 users at once, talk(1) character by character, the comp.os.minix post, and a kernel compiling in the background while you use the shell
handshake 4550 five-boss rhythm arena. dial tone → DTMF → ANSam → V.8bis → carrier
copper 5158 FP through duct, load coils, a Strowger cathedral, a lineman's handset
bluebox 5963 playable 13-button blue box. 2600, KP/MF/ST, tandem stacking, then SS7
climb 63→1 on-rails reverse ascent, one gate per era testing the verb it taught you. Spectre is a real split screen, plus Rowhammer and Log4Shell
root 64 the room is empty. then the ACK comes back — and on Tuesday, so does your FidoNet message

The three load-bearing ideas

TTL is the health bar and it only goes down. 64 hops, no healing, ever. Levels aren't hard, they're expensive.

Bandwidth is resolutionsrc/link.js. One render target and one shader. Your baud rate sets the target height; at 1200 and below the scene renders as ASCII glyphs. HS.link.setBaud(0..6) in the console to see it. The V.8bis fight sets this for real.

Every header you drop is a piece of clothingmakeSyn() in src/kit.js. Seven wireframe shells, one per OSI layer, shed as you descend.

MTU

Files taken off the BBS are lore, and lore is paid for in distance. Two is free; after that you don't fit down the next hop in one piece and every hop costs a TTL per extra fragment. You can put things down again from the traceroute map. That's the whole economy: everything worth reading costs you some of the distance you have left.

Audio

src/audio.js — every tone is oscillators, nothing is sampled, and every frequency is the real one: 350+440 dial tone, the DTMF matrix, R1 MF pairs with real 100 ms KP / 60 ms digit timing, 2600 Hz, ANSam at 2100 Hz reversing phase every 450 ms, Bell 103 FSK. About 300 lines and zero megabytes.

Layout

index.html          shell, all CSS, importmap
serve.py            dev server, no-store
src/main.js         router, TTL, traceroute map, the loop
src/link.js         bandwidth → resolution. the post shader.
src/audio.js        every tone in the game
src/term.js         80x25 cell terminal, pipe colours, CP437 blocks as geometry
src/kit.js          body/collision, camera rigs, SYN, labels, seeded rng
src/input.js        keys, pointer lock, the ANSI bomb's remap table
src/hud.js          status line, subtitles, title cards, NO CARRIER
src/levels/*.js     one file per hop
vendor/             three.js r17x, vendored

Each level exports { id, hop, title, via, baud, mount(ctx), update(dt,t,ctx), unmount(ctx) }. ctx hands it a fresh scene, camera and collision world, plus say/card/hint/phile/ spendTTL/setBaud/next. Genre switches are just different camera + controller modules over one renderer — that's the whole trick.

Dev handles

HS on window: HS.goto(id), HS.link.setBaud(n), HS.game, HS.philes, HS.run(n) — drives n frames by hand, because requestAnimationFrame is throttled to zero in a hidden tab and that makes the game look broken when it's only asleep.

Skipped

  • Multiplayer (CHECKSUM) — the Journey-style anonymous pass-by. Needs a server; add when there's something to connect to.
  • Playing both fragments — fragmenting costs TTL, it doesn't split you into two packets you alternate between. Add when a level has a corridor narrow enough to need it.
  • The 200 philes — 74 written in src/philes.js, all readable with P. Adding the next 126 is a writing job, not a code job: put the text in that file, call ctx.phile('id') wherever it should be found.
  • Era-generated music — the design doc says each level's pad is built from that era's protocol. Right now they're chords.
  • The retrain — a mid-game renegotiation that drops your baud without warning. One system, touches every level after it.
  • Levels run 38 minutes against a design doc that asks for 520. The genres, mechanics and set pieces are all in — the duration is still short. See STAGES.md for a per-hop breakdown of what's in and what's next.