The title screen now cycles every 7s like a real cabinet:
0 SELECT — logo + portrait class cards (playable page, maze visible behind)
1 STORY — the closing-down shop painting + the last-night premise
2 BESTIARY — 8 grunts with names ("they are not here for the music")
3 BOSSES — the 5 unkillables ("the airhorn does not work on everything")
4 ARCHIVE — the descending-staircase painting + the White Label
5 SCORES — hall of fame, or "NO NAMES ON THE WALL YET"
Any key or tap snaps back to page 0; keys 1-4 start the game from any page, so
the attract loop never costs you a coin. Info pages get a dimmed backdrop and
label backgrounds so art reads instead of fighting the maze behind it.
Wires up attract_shop + attract_archive (generated in batch 3, never used).
Bug caught while verifying: the backdrop was pushed into 5 page arrays, but the
per-page visibility loop sets each object true for its page then false again for
every later page — last write wins, so it never appeared. Shared objects can't
live in the page arrays; it's toggled explicitly in showAttract now.
Verified: full 0-1-2-3-4-5-0 cycle runs unattended, any-key returns to select,
1-4 starts from any page with the right class sprite, no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>