- Implement staggered tile pop animation: face overlay flashes on each tile,
then shatters into four quadrants that fly diagonally while shrinking/fading
- Play 8-bit card sound per tile, 8-bit action/win sounds for 4+/5+ tile clears
- Adjust character speed levels in tetrisattack.json (Jerry-1, Michael-2,
Steve-2, Victor-3, Klaxon-4)
- Replace cursor movement SFX with click sound
- Update advancewars-units and tetrisattack-panels sprite sheets and PSDs
- Add sfx-click and sfx-casino-win-8bit to preload and sound registry
- Assign battle sounds to each unit type (gunfire, tank, cannon, missile, etc.)
and play the appropriate sound on attack/counterattack in battle animations
- Add per-unit-type movement sounds (march for infantry/mech, engine-fast,
engine-heavy) that loop during move animations and stop cleanly on completion
- Play jump sound during capture animation hops and activation sound on capture
- Play explosion sound when units are defeated in combat or crash
- Lighten unit tint relative to buildings so units remain visually distinct
when standing on captured buildings
- Add new audio assets: battle sounds, march, 8bit-jump, and update battle-tank
- Introduce soundtrack override system allowing games to define custom music
- Add Nintendo-themed soundtrack for Super Kart (2 tracks with metadata)
- Make main menu track configurable via data/music.json instead of hardcoded
- Add MusicPlayer volume parameter for per-soundtrack volume control
- Lazy-load per-game audio assets via assetManifest on game entry
- Add SPACE/X keyboard shortcuts to advance Super Kart menus
- Play kart-spinner SFX when player picks up an item in Super Kart
- Increase speech queue volume to 1.0
- Add Super Kart icons artwork and additional music assets
- VictoryCamDirector: cinematic post-race camera system with shuffled
shot types (chase, orbit, front, trackside) and hard-cut transitions;
player can press ENTER to skip.
- Engine audio: per-racer engine hum (heavy/fast/medium) with pitch
tracking based on kart speed; engine-start sound at green light.
- Star power loop sound that stops when star expires.
- Positional audio: AI kart sounds (spin, hit, flatten) scale volume
with distance from player.
- Enhanced event sounds: item-use, boost, EMP, squash, bump, coin,
star now play appropriate SFX.
- Player kart autopiloted after finishing for victory-lap vignette;
race phase waits for entire field (up to 90s safety cap).
- EMP now emits target list for per-target shrink sounds; squash
collision emits event.
- Animated race results screen with staggered row reveals.
- Animated cup standings with running point counter and position
arrows; tweens rows to new ranks.
- Podium reveal: 3rd → 2nd → 1st staggered with confetti, count-up,
and CRT pulse; winner speech plays.
- Mode7 camera now tracks height and focal length; setCamera accepts
arbitrary poses for cinematic shots.
- New audio assets: engine-start/heavy/fast/medium/rev, kart-coin,
kart-flatten, kart-thump, kart-shrink, kart-spin, kart-hit,
kart-shell, kart-star.
Add audio feedback for combat events by introducing unit-specific sound
effects that play during attack animations. Each unit in civilization-rules.json
now has a battleSound property mapping to appropriate audio assets. Adds 10
new MP3 files (arrows, cannon, catapult, gunfire-classic/modern, helicopter,
missile, submarine, sword, tank) and integrates playback in CivilizationMapView's
combat lunge animation.
- Chain reaction explosions: player kills trigger delayed secondary blasts
that can destroy nearby missiles (bounded to one extra tier)
- Inter-wave "COLORADO DEFENDED" recap animation showing surviving cities
(+500 each) and leftover missiles (+25 each) with tallying sounds
- Dynamic wave bonus: replaced flat SCORE_WAVE_BONUS with per-surviving-city
and per-remaining-missile bonuses, emitted in waveComplete event data
- Vector-style skyline: hand-authored Rocky Mountain ridgelines with snow
caps, building presets for varied city skylines, wireframe silos/cities
- Minimal VectorFont module for the recap banner text
- Curved CRT overlay: WebGL barrel-distortion pipeline with chromatic
aberration, sheen highlight, vignette, and pulse on impacts
- Three new 8-bit SFX: explode, explode2 (chain), count (tally)
- Updated verification tests for chain reactions, wave bonus breakdown
Add character assets (sprites/videos) and sound effects for Aiko, Blackwind,
DV-8-2303, Kage, Nadia, Nicole, and Steve.
Power overhauls:
- Extreme Ball: lasts 2 shots, cascade splits into 4 balls on 2nd bounces
- Cannonball: adds Space Blast-style explosion on green peg trigger
- Beam Up: retargets to a clear-path orange peg on return
- Overclock: lasts 2 shots, grants free ball every 6 pegs, pitch-rising hum
- Laser Sweep: follow-up sweep on random orange peg after 1s delay
- Shadow Slash: follow-up slash on random orange peg after 1s delay
- Cosmic Bloom: adds small Space Blast around green peg
- Rewind: glitch effect, portal opens targeting clear orange peg, refunds on drain
Add visual effects (shockwave rings, portal animation, glitch bars, split
particles), happy reaction dedup per ball, and comprehensive verification
tests for all new mechanics.
- Add Balatro-style hover tooltips for cards, jokers, consumables, shop
items, packs, and vouchers with detailed stat information
- Add a looping energy hum that climbs in pitch with the running score
- Add visual jitter to chips/mult boxes that intensifies with the hum
- Improve scoring animation by grouping events per card/joker anchor
- Stamp joker UIDs onto events for proper animation anchoring
- Add drag distance threshold to prevent accidental joker drags
- Add `requiresCapital` ability gate to card definitions
- Rework TIE Fighter: constant boost → action that draws a card if you control a capital ship
- Rework Darth Vader: constant +4 attack while Force is with you (removed damage ability)
- Rework Cassian Andor: onBounty trigger forces opponent discard on galaxy row kills
- Rework Luke Skywalker: onPlay destroy enemy capital ship if Force is with you
- Centralize ability requirement checks via `abilityGatePasses()` helper
- Apply gate checks to onBounty, onPlay, and onReveal triggers
- Add Force track shift SFX (light/dark variations) with randomized playback
- Update verification tests for new card behaviors