206 lines
14 KiB
Markdown
206 lines
14 KiB
Markdown
# RECORD STORE GUY — worlds & setpiece design (v1 draft for John's review)
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Tone target: **Uncharted setpiece adrenaline × Dragon's Lair urgency × Looney Tunes
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comedy.** Everything is always collapsing, flooding, erupting, or chasing the guy
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toward camera, and every wrong/late input is an instant, funny, held-tableau death.
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Because every clip is generated to exact spec, there is zero cost difference between
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"guy trips over a crate" and "the ocean is a spinning turntable whirlpool with a
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needle arm crashing down" — so we ALWAYS pick the wilder shot.
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## Premise (one screen, shown as the intro clip)
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Closing time, night shift. The guy finds an unlabeled record in the returns bin,
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shrugs, drops the needle. The run-out groove bleeds black liquid vinyl — **the Dead
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Wax** — and the store starts *playing* him: each "track" warps the shop into a new
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hostile world. Survive all seven tracks, reach the turntable, and lift the tonearm
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at the exact right beat to end it.
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Structure = a record: **7 worlds = 7 tracks**, side A (1–3) escalates the store, side
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B (4–6) leaves reality entirely, track 7 is the boss. Between worlds: a 2s "needle
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skip" transition clip (screen judders like a skipping record) — hides all continuity
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drift and became our scene-change idiom for free.
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## The worlds
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### Track 1 — CLOSING TIME (tutorial; the shop turns hostile)
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Set block: BIBLE SET-A (store floor, night, neon).
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Scenes (~4): shelf avalanche dodge (←), giant rolling 12" chases him down the aisle
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Indiana-Jones-boulder style (sprint, ↑ to vault the counter), cassette-tape tentacles
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burst from the bargain bin and whip at his ankles (jump →), ceiling fan rips loose
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and helicopters at head height (duck ↓).
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Deaths: flattened under crate avalanche, sneakers-and-thumbs-up tableau · steamrolled
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into a groove-embossed pancake by the rolling 12" · mummified in brown cassette tape,
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eyes blinking.
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### Track 2 — SIDE A / SEA (the flood)
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Set block v1: > the record store flooded into an open ocean at night, aisles of
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> wooden record racks bobbing like rafts on rolling waves, neon store signs glowing
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> underwater, spray and foam, no walls, horizon of black water under a starless sky.
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Scenes (~5): floor liquefies, scramble onto a floating rack (↑) · rack-to-rack jumps
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across swells, timed to the wave peaks (→,→) · **shark run**: fins circle — the fins
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are records — sharks with vinyl dorsal fins lunge as he crosses a chain of half-
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sunk crates (←,↑) · whirlpool: the whole ocean starts SPINNING like a platter, a
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skyscraper-sized tonearm swings down, ride the outer groove-current and leap the
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needle as it plows past (action) · escape: surf a floating gatefold sleeve down a
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wave toward the stockroom door (→, action).
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Deaths: swallowed whole, camera holds on the shark burping out headphones · sucked
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down the spindle-hole at the whirlpool's center like a draining tub, glug ·
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mistimed jump, faceplants a rack that tips him in with theatrical slow topple.
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### Track 3 — HOT WAX (lava)
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Set block v1: > the record store as a volcanic cavern, floor of glowing molten
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> orange vinyl, record crates floating like obsidian rafts, dripping melted records
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> hanging from shelves like stalactites, ember flecks in the air, red-black palette.
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Scenes (~4): hop the crate stepping-stones as they sink one beat after landing
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(→,→,↑ rhythm section — this is the "musical" QTE scene) · melted-record stalactite
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drips a lava blob — sidestep (←) · **sleeve-dactyls**: gatefold album covers flap off
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the walls like pterodactyls and dive-bomb (duck ↓, then action to swat one with a
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crate lid) · geyser finale: molten wax geysers erupt in sequence down the aisle,
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run the gauntlet toward camera, Uncharted-style collapse escape (↑,→, action).
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Deaths: sinks slowly into molten vinyl giving a solemn Terminator thumbs-up ·
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snatched by a sleeve-dactyl, exits screen-right screaming, feather (single record)
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floats down · one beat late on a geyser — launched skyward, lands as a freshly
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pressed 7" with his face as the label.
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### Track 4 — B-SIDE / SPACE (roof rips off)
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Set block v1: > the record store torn open to deep space, shelving units drifting
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> in zero gravity trailing debris fields of floating records, Earth tiny below,
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> nebula light in purple and teal, the guy in a fishbowl bubble helmet formed from
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> his headphones' glow, silent starfield.
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Scenes (~5): decompression — grab a shelf as everything goes weightless (action) ·
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zero-g leaps between drifting racks, momentum only, one chance per push (→,↑) ·
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asteroid field of tumbling records — weave (←,→,←) · **the black hole spindle**: a
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spindle-shaped singularity starts pulling the whole debris field into orbit —
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slingshot around it Interstellar-style by kicking off a passing Marantz amplifier
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(action at perihelion, the hardest window in the game) · re-entry: ride a flaming
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record like a heat-shield surfboard back down through the atmosphere (hold ↓, then
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action to bail into the store's chimney).
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Deaths: drifts away slowly, tiny, waving politely forever · spaghettified into a
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long thin groove around the spindle singularity · re-entry mistimed — arrives as a
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smoking crater in the checkerboard floor, hand emerges holding the record, unharmed.
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### Track 5 — THE GRID (sucked into the hi-fi — Tron world)
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Set block v1: > inside a computerized hi-fi system rendered as a neon wireframe
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> world, glowing cyan and magenta grid floor like a giant equalizer, towers of
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> circuit-board skyscrapers, records rendered as glowing light-discs, black sky
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> with scrolling waveform aurora, the guy outlined in neon piping.
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Scenes (~5): equalizer floor — the grid tiles are EQ bars pumping to the bass, cross
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during the quiet bars (→ on the beat, ✕2) · **light-disc battle**: Dead Wax security
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programs (faceless neon figures) fling light-discs — deflect (←), catch (action),
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throw back (→): first real "combat" volley of the game, 3-input chain · derezz
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tunnel: a wall of static deletion sweeps the corridor, outrun it toward camera (↑,↑)
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· hack the gate: giant spinning platter-lock, hit the action input when the groove
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gap aligns (action) · escape on a light-cycle that is obviously a Technics 1200
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with wheels (hold →, then ↑ off the ramp).
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Deaths: derezzes into pixels that reform as a sad 8-bit sprite of himself, bloop ·
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takes a light-disc to the chest, freezes, falls over rigid like a mannequin, clang ·
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light-cycle wipeout — respawns momentarily as a screensaver bouncing between screen
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edges.
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(Tron-adjacent styling note: neon-grid aesthetic is fine; avoid literal TRON
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trade-dress terms in prompts — our version is "inside a hi-fi", discs are records.)
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### Track 6 — THE RUN-OUT (inside the groove — the Dead Wax's home)
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Set block v1: > a surreal endless landscape inside a record's run-out groove, black
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> glossy vinyl canyons with concentric ridge walls curving to the horizon, a distant
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> impossibly huge chrome needle plowing the groove like a ship's prow, dust motes
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> the size of boulders, single spotlight sun, oppressive silence.
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Scenes (~4): canyon sprint as THE NEEDLE plows up the groove behind him, monolith-
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sized, throwing a bow-wave of shredded vinyl (↑, →, ↑ escalating chase — the
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scariest sequence, minimal comedy, earn the finale) · boulder-dust storm — shelter
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in a scratch crevice at the right instant (↓) · groove-wall ridge-run: the walls
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ripple with the music, ride a ripple crest up and over into the next groove (→ at
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the crest) · the label: reach the paper label — a vast circular plain — as black
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tendrils erupt from the spindle hole ahead (final approach, action).
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Deaths: the needle catches him — screen-filling white scratch-noise flash, then he's
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a click in the groove forever (the one genuinely eerie death; earn it) · buried by a
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dust boulder, pops out coughing a 78rpm shellac · mistimes the ridge-run and is
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flung into the next groove over, has to watch himself rerun the same scene (meta gag).
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### Track 7 — THE DEAD WAX (boss)
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Set block v1: > the record store restored but wrong, bathed in black glossy liquid
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> vinyl dripping upward, the Dead Wax towering as a shifting mass of molten records
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> and tonearm limbs over the sacred glowing turntable altar at the listening booth.
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Structure — three QTE volleys, Dragon's Lair final-dragon style:
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1. **Tendril storm**: dodge chain ←,↓,→ as vinyl tendrils smash the floor.
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2. **The remix**: the Dead Wax replays hazards from every world in 1s flashes (shark!
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geyser! disc! needle!) — 4-input rapid chain, one per callback. Victory-lap scene
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that reuses the audience's training.
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3. **The needle drop**: the guy leaps onto the spinning platter, runs against its
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rotation in place toward the tonearm, and must LIFT THE NEEDLE on the exact final
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beat of the music (action, tightest window in the game, 0.4s).
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Win clip: needle lifts → the Dead Wax deflates into an ordinary record with a
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"PROMO — NOT FOR SALE" sticker → dawn light, store normal, he sleeves the record,
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files it under "Misc", sips cold coffee. Stinger after credits: the store cat paws
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the record back out of the bin. RECORD STORE GUY WILL RETURN.
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Boss deaths: pressed between two giant platters into a limited-edition picture disc
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of his own face · the remix callbacks get him in whichever way he failed most (if
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engine tracks death stats, pick that clip — cheap personalization, huge laugh).
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## THE SHIFT — tedium interstitials (John's daily hell, canonized 2026-07-19)
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Between tracks, the store snaps back to normal and the guy must do an ORDINARY
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JOB TASK — shot and scored with exactly the same life-or-death gravity as the
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setpieces. The joke is there is no tonal difference: the ocean of sharks and the
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postage calculation are equally lethal. These use **choice windows** (see ENGINE.md
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§Branching): 2–3 cues shown at once, pick under time pressure; wrong answers die
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OR branch to a punishment level. Beyond Morp arrives with a script; Record Store
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Guy's open slate is exactly this: John's actual shift, dramatized.
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- **FILING** (recurring, escalating): a record hovers over the crates, genre tags
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glowing. *House… or Techno under House… or Techno?* — 3-way choice, 1.5s. Wrong
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section: the crate row splits open into a pit (BRANCH: fall into "The Misfile
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Dimension" — a punishment mini-level of endless wrongly-alphabetized crates).
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Sequel questions: does "The" count for alphabetizing? Does DJ? **Da Brat: D or
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B?** — the game's recurring unanswerable; whichever you pick, a customer
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materializes to say it's the other one (survive their disappointment, ↓ to nod).
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- **THE TAPE** (mimic encounter): sealing a mailer. Two rolls on the counter:
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thin sticky tape and thick sticky tape. One is tape. The other is a MIMIC — a
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D&D-familiar-grade counter-predator that eats your hand to the elbow. Which one
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is real changes per playthrough (both clips generated; engine picks at random —
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first genuinely random-death gag, tutorial for trust-nothing).
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- **POSTAGE** (the double-death): customer buys 3 LPs to Belgium. Quote the
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postage — 3-way choice. Overquote: the POSTMAN kicks the door in and executes
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you for bringing the service into disrepute. Underquote: your ACCOUNTANT rises
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from the floor like the Dead Wax, adjusting glasses, and ends you. Exact quote:
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both appear, nod once, withdraw. (Both death clips are premium-tier candidates.)
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- **THE BORING GUY**: he approaches. He has thoughts about remasters. Endurance
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QTE: nod (↓) at PRECISELY the right conversational beats — 4 windows across one
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clip while his monologue drones. Miss a nod: he *starts over*. Three restarts =
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death by natural causes (time-lapse: cobwebs, seasons changing through the shop
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window, skeleton in a flannel).
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- **THE NAME-DROPPER**: "you got the original 'Frozen Explosion' 12"? not to
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buy — I had three." Trap choice: enthusiasm (↑) = death (45-minute conversation,
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rendered as the store aging around you); naming a rarer record back (→) = he
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evaporates in shame — bonus points; the correct survival play is the
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noncommittal grunt (↓, tight window).
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- **MAILERS**: flat-pack record mailer folding as a rhythm QTE — 4 folds, 4 beats;
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wrong fold = papercut = (in this universe) fatal, played with full slow-mo
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operatic gravity.
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Placement: one Shift scene between each pair of tracks (6 total), FILING recurs
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inside worlds too (filing DURING the flood, treading water). Budget note: Shift
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scenes are 1 static location + dialogue-free acting = cheap, reliable gens —
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they're the contingency-friendly half of the clip list.
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- Wile E. Coyote physics: instant, absurd, painless-looking, held tableau for
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DEATH_HOLD, hero always intact on retry. Never gore.
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- Every death is a *punchline to the specific mistake* — late jump gets a different
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death than wrong direction where the budget allows.
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- Budget trick: each world gets ONE generic world-death (splash/sink/derezz) shared
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across its scenes + scene-specific deaths only for the setpiece scenes. Dragon's
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Lair reused deaths constantly; nobody minded.
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## Clip budget vs the 9000 credits
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| Bucket | clips | gens @1-in-2.5 keep | credits (Fast=20) |
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|---|---|---|---|
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| Action scenes: 31 (4+5+4+5+5+4+4 incl. boss volleys) | 31 | ~78 | ~1560 |
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| Deaths: 7 world-generic + ~14 scene-specific | 21 | ~53 | ~1060 |
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| Needle-skip transitions (1 per world, reused) | 7 | ~14 | ~280 |
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| Intro, win, stinger, attract, game-over | 5 | ~15 | ~300 |
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| Quality-tier re-shoots of ~8 hero moments (@100) | — | ~12 | ~1200 |
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| **Total** | **~64** | | **~4400** |
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Leaves ~4600 credits of contingency — enough to survive a 1-in-4 keep rate or add
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a whole bonus world (John will have ideas). Discipline rules in PLAN.md Phase 5 apply.
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## QTE difficulty curve
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Track 1 windows 0.9s single inputs → mid-game 0.7s with 2–3 chains → Track 6 chase
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0.6s → boss finale 0.4s. Checkpoint at the start of each track (checkpoint:true),
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5 lives, so a run is tense but finishable — Dragon's Lair quarter-munching cruelty
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is the vibe, not the economics.
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