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