# PARADRAMORAMA — design ## Lineage Ranarama (Graftgold 1987) had three great ideas and shipped two of them: 1. **One resource is everything** — Power was health, ammo and fuel at once. 2. **Context switching under pressure** — twitch action interrupted by a timed logic duel (the anagram, lifted from Paradroid's transfer game). 3. **Weakness as camouflage** — Mervyn survived the massacre because warlocks ignored a harmless frog. *The game never used this.* Enemies attacked the frog anyway. The best idea in the premise sat unused for 39 years. Paradroid (same developer) had the idea Ranarama dropped: you don't kill what you beat in the minigame — you **take its body**, and the body decays, forcing a chain of hijacks. PARADRAMORAMA fuses all four: possession chain + decaying bodies + live duels + weakness-as-camouflage, skinned as audio because the thing everyone remembers about Ranarama is the garbled digitised voice on the title screen. ## Pillars - **The world never pauses.** 1987 froze the game for the duel sub-screen. We run the duel picture-in-picture while your helpless real body stands in a live room. That's the whole modernisation in one sentence. - **Your body is a countdown.** Health = ammo = disguise timer. Every decision is "spend the body or save it". - **Loud is strong and strong is loud.** Gain scales damage AND aggro. There is no silent power option. - **Audio is mechanics, not garnish.** The duel is audible (two oscillators beating against each other as you tune in). The floor's drone is the map state — dissonant while infested, resolves to a major chord when cleansed. ## The two-sided food chain | | sees bare Signal | sees possessed body | |----------------|------------------|---------------------| | **Hardware** | no — you're line noise | yes, once you make noise | | **Static** | yes — hunts you | no — ignores machines | Bare = safe from guns, hunted by gremlins. Possessed = safe from gremlins, at war with guns. There is no fully safe state. This is the frog insight, finally load-bearing. ## Entities (slice roster) | Unit | HP | Role | |---|---|---| | **Signal** (you) | 3 coherence | fast, unarmed, invisible to hardware | | **Static** | 1 | gremlin, spawned by amps, hunts bare signals, interrupts duels | | **AMP** (spawner) | 8 | stationary nest, not possessable, drops charge pickups | | **DRUM** | 5 | possessable. Fires quantised bursts on the global 112 BPM clock | | **SYNTH** | 7 | possessable. Charge-and-release heavy orb, filter-sweep voice | | **SAMP** (post-slice) | 6 | captures the last projectile that hit it, fires copies back | ## Possession duel (the Warlock fight, modernised) - Trigger: bare signal touches active hardware. - PiP panel opens; **game keeps running**. Your signal stands frozen and vulnerable at the machine — a static hit mid-duel = instant fail + damage. - Mechanic (slice): **tune-to-lock.** Target tone plays; you sweep your oscillator W/S in log-frequency space; within ±6% a lock meter fills (~1s of continuous hold); leave tolerance and it drains. 5s total timer. You tune by EAR as much as by eye — the beat-frequency between the two oscillators disappears as you converge. - Fail/timeout: 1 coherence damage, knockback, 2s lockout on that target. - Post-slice: duel minigame varies by hardware family — beat-match for drums (nudge a drifting metronome into phase), pitch for synths, a gain-ride (keep a jumping fader inside a moving sweet spot) for amps if we make them possessable, and a scratch duel via the scratchlab worklet engine as the boss variant. ## Decay economy | Drain | Cost | |---|---| | passive decay, any body | 0.35 HP/s | | DRUM shot (auto, per 8th note held) | 0.18 HP | | SYNTH orb | 0.4 + 0.8×gain HP | | body destroyed while worn | eject + 1 coherence + stun | | voluntary eject (E) | free; husk keeps remaining HP, decays 0.8 HP/s, re-enter without duel | Gain: hold fire to ramp 0→1. Damage scales with gain. Each shot adds noise; noise decays slowly; aggro radius = 240px + noise×700px. Max noise = the whole revealed floor knows where you are. Charge pickups (amp kills always, hardware kills 30%): +2.5 integrity to a worn body, or +1 coherence when bare. **Anti-softlock:** if amps remain but no possessable hardware exists, the system dispatches a repair DRUM from a living amp every few seconds. You can always claw back a body. ## Win state Floor cleansed = every amp and every machine dead (the body you're wearing counts as cleansed — walk it home). Statics pop with the last amp. The dissonant drone (detune scales with enemies remaining) resolves to a major add9 pad and the floor shifts deep blue — Ranarama's victory colour, kept. ## Roadmap 1. **This slice** — one floor, DRUM/SYNTH/AMP/static, tune-duel, full loop. 2. Floors 2–8 with descent glyph, per-floor palette + drone key change. 3. SAMP body + per-family duel minigames. 4. Build-crafting between floors: spend "kernel shards"—no. Spend **patch cables**: route body mods (eject refunds integrity as a stun burst, gain ramps faster but caps noise higher, husks don't decay...). 5. Scratch duel boss on the worklet engine. Digitised voice taunts, PARADRAMORAMA garble as the boss language.