Aurora Application Guide Open current lane build Project guide

Aurora Application Guide

A generated application reference for Aurora Galactica: audio cues by context, visual atmosphere themes, and the developer-facing presentation controls that shape the live game presentation.

Guide focus: Keep Aurora's atmosphere, sound, and presentation coherent as one application-owned system while preserving a clean boundary with Platinum, use the Galaga cue matrix to map real reference clips against Aurora states, and distinguish clearly between Aurora's own synthetic mix, the Galaga-style synthetic approximation, and the new runtime reference-audio mode that plays actual extracted Galaga clips.
Current Release 1.4.1.1
Lane development
Updated June 11, 2026
Latest Note 1.4.1 production quality release
Sound buttons use a hidden same-origin preview frame running the current lane build, so the page plays Aurora, Galaga synth, and Galaga reference-runtime cues through the real in-game audio engine instead of a separate mock player. Reference buttons play extracted Galaga clips from the curated artifact library. If a button seems silent, check browser audio permission and the game's mute preference in the current lane build.
Preview frame loading. Audio buttons will use the current lane build as soon as it is ready.

Audio Event Matrix

A refreshed event-by-event timing map for Aurora against the current Galaga alignment work. Use this to review what each event is, when the sound should land, which cue or reference excerpt we use, and what should interrupt or protect it.

Game Event Timing Of Activity Audio Name / Status How It Starts / Stops Comment / Gap Review Actions
Front-door navigation tick
frontDoor
Immediate on menu move / focus change. uiTick
Implemented
Start: Initiated by shell navigation events so the shell feels responsive before gameplay starts.
Stop: One-shot cue. No explicit stop rule.
Application-owned shell cue, not part of Galaga reference timing.
Front-door confirm
frontDoor
Immediate on confirm / activation. uiConfirm
Implemented
Start: Initiated by shell confirm actions such as opening panels or starting a selection.
Stop: One-shot cue. No explicit stop rule.
Application-owned shell cue.
Coin inserted / credit accepted
frontDoor
Should occur before game start when a credit or start-ready action is accepted. Missing runtime slot; reference available: galaga3-coin-inserted.m4a
Missing slot, reference exists
Start: Not currently modeled in Aurora. Would likely belong at the shell-to-start boundary if we add a credit/start-ready state.
Stop: Would be a one-shot cue with no stop rule.
Missing event slot. Reference clip exists and is a good future fidelity target. No preview wired yet
Wait-mode score rotation enter
wait
On entering wait mode from the shell or after attract/demo reset. attractEnter
Implemented
Start: Initiated when Aurora enters the score-focused wait surface.
Stop: One-shot cue. Replaced naturally by later pulses.
Aurora-owned shell/wait identity cue.
Wait-mode pulse
wait
Every 2.6s while wait-mode score rotation is active. attractPulse
Implemented
Start: Initiated by the wait-mode pulse timer to keep the surface alive without entering gameplay cadence.
Stop: No explicit stop; naturally suppressed when phase changes out of wait mode.
Ambient shell pulse, not intended to match Galaga gameplay timing.
Demo entry
demo
At the handoff from wait/front door into autoplay demo. attractEnter
Implemented
Start: Initiated once the attract loop leaves score rotation and starts demo play.
Stop: One-shot cue. Followed by demo pulse cadence.
Bridge from Aurora shell into board motion.
Demo pulse / convoy ambience
demo
Every 2.15s while demo is active. attractPulse -> galaga3-ambience-convoy.m4a (demo)
Implemented
Start: Initiated by the attract demo pulse timer.
Stop: Ends when demo ends or a different phase takes over.
In Galaga reference mode this uses the convoy ambience clip rather than a shell pulse.
Game start / start preamble
stage
In Galaga Reference Audio mode, gameStart now begins immediately on start input and preserves the full 4.0s reference phrase. The opening board cadence stays held until the later formation-arrival signal and first enemy entry window. gameStart -> galaga2-game-start.m4a full phrase
Implemented with measured full-phrase policy
Start: Initiated immediately after pressing Start for the measured stage-1 opening flow in Galaga reference mode.
Stop: Stops attractEnter, attractPulse, and stagePulse before playing. One-shot cue.
Measured-reference policy: preserve the canonical 4.0s phrase first, then place the arrival signal and first visible enemies after it.
Formation arrival / stage-ready signal
stage
In Galaga Reference Audio mode on stage 1, it lands about 4.18s after start input, after the full game-start phrase and before the first visible enemy arrivals around 5.35s. formationArrival -> galaga3-level-underscore.m4a excerpt 0.00s-0.82s
Implemented with excerpt policy
Start: Initiated by a dedicated formation-arrival timer during the stage 1 opening handoff.
Stop: Stops stagePulse before playback. One-shot cue.
This is the interstitial 'they are coming' beat between the preserved opening phrase and the first visible arrivals.
Formation pulse / convoy cadence
stage
Gameplay requests a pulse roughly every 0.38s, but Galaga reference mode throttles actual clip playback to about every 1.25s and suppresses it during hold windows. In the measured stage-1 opening it stays held until after the first-arrival window, around 6.15s from start input, and later stage entries now use widened reference timing windows before cadence resumes. stagePulse -> galaga3-ambience-convoy.m4a excerpt 0.18s-1.00s
Implemented with hold policy
Start: Initiated by the ongoing gameplay cadence loop once the stage is active and no transition/result hold is in force.
Stop: Stopped or held during stage transitions, challenge transitions, and challenge result windows.
This still needs continued timing review against visible movement, but the opening window is now driven by measured reference timing rather than a convenience-shortened handoff.
Enemy dive / falling alien charge
stage
In Galaga Reference Audio mode, the cue is intentionally delayed about 0.12s after dive start and after visible downward travel begins, instead of firing on the exact trigger frame. attackCharge -> galaga3-attack-charger.m4a
Implemented, timing under review
Start: Initiated from enemy dive start, including scripted and random dives.
Stop: One-shot cue. No explicit stop rule.
Current known issue area: timing against visible dive movement still needs tuning.
Player shot
stage
Immediate on player fire. playerShot -> galaga3-boss-damage-flagship-fighter-shot.m4a
Implemented, mapping likely too broad
Start: Initiated by the player firing a shot.
Stop: One-shot cue. Cooldown-limited.
Fidelity gap: Galaga reference mode currently shares this clip with enemyShot and bossHit, so the event identity is too collapsed.
Enemy shot
stage
When an enemy projectile is fired, not when a dive starts. enemyShot -> galaga3-boss-damage-flagship-fighter-shot.m4a
Implemented, mapping likely too broad
Start: Initiated from enemy bullet fire during formation or dive attacks.
Stop: One-shot cue. Cooldown-limited.
Likely too broad: it currently reuses the same reference clip as playerShot and bossHit.
Enemy hit / enemy destroyed
stage
Immediate on successful hit / kill confirmation. enemyHit + enemyBoom -> galaga3-zako.m4a
Implemented, hierarchy needs refinement
Start: Initiated on enemy damage or kill resolution.
Stop: One-shot cues. Cooldown-limited.
Reference mode currently uses the same Zako clip for both hit and boom, so destruction hierarchy is still compressed.
Boss hit / boss destroyed
stage
Immediate on boss damage or kill. bossHit -> galaga3-boss-damage-flagship-fighter-shot.m4a; bossBoom -> galaga3-boss-death-sasori.m4a
Implemented, visual emphasis improved and mapping still under review
Start: Initiated on boss damage and boss destruction events.
Stop: One-shot cues. Cooldown-limited.
Boss death has a dedicated clip. Boss first-hit now also gets a dedicated visual flash/emphasis pass, but bossHit still shares the mixed damage/shot clip and may need a cleaner mapping.
Capture beam deploy
stage
When the boss enters beam state during a capture attempt. captureBeam -> galaga3-tractor-beam.m4a
Implemented
Start: Initiated when a capture boss reaches the beam phase and begins the beam attack.
Stop: One-shot cue with cooldown. Beam state itself ends separately.
Good direct reference mapping.
Fighter captured
stage
At the exact moment the player fighter is fully captured. captureSuccess -> galaga3-fighter-captured.m4a
Implemented
Start: Initiated when the capture sequence completes successfully.
Stop: One-shot cue with cooldown.
Important trust/fidelity event and now a dedicated Aurora-owned slot.
Capture retreat / boss exits with fighter
stage
Immediately after a successful capture as the boss retreats with the fighter. captureRetreat -> galaga3-capturing.m4a
Implemented, mapping under review
Start: Initiated after capture success when the boss leaves with the captured ship.
Stop: One-shot cue with cooldown.
Mapping is plausible but still semantically fuzzy; may need a better dedicated reference choice.
Captured fighter destroyed for points
stage
Immediate when the carried fighter is destroyed. capturedFighterDestroyed -> galaga3-captured-fighter-destroyed.m4a
Implemented
Start: Initiated when the carried fighter itself is hit and destroyed.
Stop: One-shot cue with cooldown.
Dedicated slot and direct reference mapping.
Rescue join / dual fighter rejoin
stage
When the released fighter docks back and the dual-fighter state is established. rescueJoin -> galaga2-fighter-rescued-double-ship.m4a excerpt 2.399s-2.579s
Implemented
Start: Initiated at the rescue-join completion beat.
Stop: One-shot cue with cooldown.
Dedicated slot and measured reference-window keeper promoted after full-theme precheck.
Bonus ship award
stage
Immediate when the extend threshold is crossed. extendAward -> galaga3-extra-fighter.m4a
Implemented
Start: Initiated from score-threshold logic when an extra ship is awarded.
Stop: One-shot cue with cooldown.
Direct reference mapping.
Ship destroyed
stage
Immediate on ship loss. playerHit -> galaga3-death.m4a
Implemented, sync under review
Start: Initiated directly from the ship-loss event before respawn or game-over flow continues.
Stop: One-shot cue with cooldown.
Audio fires on the loss event, but visual/audio sync still needs review.
Normal stage-to-stage transition
stage
Queued late in the inter-stage window. The runtime cue now preserves a 3.35s reference-backed phrase when the handoff budget allows, so the inter-level moment no longer collapses into a short flag blip. stageTransition -> galaga-level-flag-v1.m4a excerpt 0.00s-3.35s
Implemented with timing-budget policy
Start: Initiated during the inter-stage handoff once the board has cleared and the transition timer reaches its cue point.
Stop: Stops stagePulse, challengeResults, and challengePerfect before playback.
Now cue-budgeted and backed by reference timing windows, with later-stage entry delays used to keep arrival/cadence from stepping on the handoff.
Challenge-stage entry
challenge
Queued late in the normal-to-challenge window. The challenge-entry window is now 3.35s; the cue starts about 1.13s before challenge spawn, uses a 1.6s excerpt, and preserves about 0.47s of cue tail past spawn in reference mode. challengeTransition -> galaga2-challenging-stage.m4a excerpt 0.00s-1.60s
Implemented with reference timing window
Start: Initiated when the next stage is a challenge stage and the transition timer reaches the challenge cue point.
Stop: Stops stagePulse, stageTransition, challengeResults, and challengePerfect before playback.
Still one of the most sensitive timing/problem areas in live play, but it is now managed by a named reference timing window instead of a single hardcoded delay.
Challenge results
challenge
Queued about 0.34s after challenge clear; the post-challenge result hold is now 4.25s and the next-stage handoff window is 7.35s, giving the full 4.0s reference phrase room to finish before the next-stage cue. challengeResults -> galaga2-challenging-stage-results.m4a excerpt 0.00s-4.00s
Implemented with widened handoff policy
Start: Initiated when a challenge stage is cleared without a perfect result.
Stop: Stops stagePulse, stageTransition, and challengeTransition before playback; also holds ambient cadence.
Now separated from challengePerfect and given a wider hold window so the result phrase can finish before the next-stage handoff.
Challenge perfect result
challenge
Queued about 0.34s after a perfect challenge clear; excerpt runs the full 4.0s reference phrase with the same widened result hold and next-stage handoff window as challenge results. challengePerfect -> galaga2-challenging-stage-perfect.m4a excerpt 0.00s-4.00s
Implemented with hold policy
Start: Initiated when a challenge stage is cleared perfectly.
Stop: Stops stagePulse, stageTransition, and challengeTransition before playback; also holds ambient cadence.
Direct reference mapping with runtime-safe duration.
Game over
results
On terminal ship loss when the game-over state is entered. gameOver -> galaga-last-ship-destroyed-ambience.m4a
Implemented
Start: Initiated from the gameOver transition after the final ship is lost.
Stop: One-shot cue with cooldown.
Uses the long ambience reference; may later need a dedicated runtime-safe excerpt if it collides with results flow.
High score name entry (1st place)
results
When game-over/results enters a 1st-place name-entry flow. highScoreFirst -> galaga3-name-entry-1st.m4a
Implemented
Start: Initiated when the results rank is exactly first place.
Stop: One-shot cue with cooldown.
Dedicated slot.
High score name entry (2nd-10th)
results
When game-over/results enters a non-first high-score entry flow. highScoreOther -> galaga3-name-entry-2nd-5th.m4a
Implemented
Start: Initiated when the results rank is a non-first leaderboard placement.
Stop: One-shot cue with cooldown.
Currently uses the 2nd-5th reference clip for the broader non-first ranking bucket.
Enemy-family-specific attack / death timbres
stage
Would occur on specific enemy-family attack or kill moments. Reference clips exist: galaga3-goei-midori-tonbo-momiji-enterprise.m4a, galaga3-transformation.m4a, galaga3-zako.m4a
Missing finer-grained slots, reference exists
Start: Not currently modeled as distinct Aurora cue slots; Aurora collapses these into generic attackCharge, enemyHit, enemyBoom, and bossHit cues.
Stop: N/A
Likely future fidelity feature rather than a current bug, but it explains why some combat events still feel flattened compared to Galaga. No preview wired yet

Audio Catalog

Every currently documented Aurora sound context, grouped by where it appears in the application and playable directly from this page.

Context Cue Phase Theme Listen For Description Preview
Front Door
Navigation Tick
uiTick frontDoor aurora-crown Light Aurora shell tick, not gameplay urgency. Subtle front-door navigation tick for Aurora-owned shell identity surfaces.
Front Door
Confirm
uiConfirm frontDoor aurora-crown Short confirm flourish with a polished shell feel. Confirmation cue for front-door and shell-level Aurora selections.
Wait Mode
Score Rotation Enter
attractEnter wait aurora-crown A small rising motif that feels like the board is waking up. Entry sting when Aurora transitions into the score-focused wait-mode surface.
Wait Mode
Score Rotation Pulse
attractPulse wait aurora-crown Gentle repeating pulse that stays ambient rather than mechanical. Recurring pulse that keeps the score rotation alive without sounding like gameplay.
Demo
Demo Entry
attractEnter demo aurora-crown Aurora identity at the handoff from shell to autoplay. Bridge from the Aurora shell identity into autoplay demo mode.
Demo
Demo Pulse
attractPulse demo classic-arcade Classic arcade cadence once motion on the board begins. Ongoing demo pulse that leans back toward the classic arcade cadence once play is underway.
Stage Start
Stage 1 Start
gameStart stage classic-arcade A crisp arcade rise that feels close to classic stage-start energy. Opening cue for classic early-stage Aurora presentation.
Stage Start
Aurora Surge Start
gameStart stage aurora-surge A brighter upward flourish that feels more expansive than the classic set. Opening cue for the later Aurora surge/borealis stage family.
Gameplay Loop
Formation Pulse Classic
stagePulse stage classic-arcade Clear march-like pulse that supports classic board pressure. Formation march/pulse for classic early-stage cadence.
Gameplay Loop
Formation Pulse Aurora
stagePulse stage aurora-surge A more glassy pulse that still reads as rhythm, not ambience. Formation pulse for the Aurora-themed later-stage family.
Combat
Player Shot Classic
playerShot stage classic-arcade Early-stage player shot reference aligned to the classic arcade mix.
Combat
Player Shot Aurora
playerShot stage aurora-surge Later-stage Aurora shot variant with a slightly sleeker synth edge.
Combat
Enemy Shot Classic
enemyShot stage classic-arcade Enemy projectile cue for classic stages.
Combat
Enemy Shot Aurora
enemyShot stage aurora-surge Enemy projectile cue for Aurora-leaning later stages.
Combat
Enemy Hit
enemyHit stage aurora-surge Standard enemy hit cue used across Aurora combat.
Combat
Boss Hit
bossHit stage aurora-surge Heavier impact cue for boss and stronger target hits.
Combat
Enemy Boom
enemyBoom stage aurora-surge Standard enemy destruction cue.
Combat
Boss Boom
bossBoom stage aurora-surge Larger destruction cue for boss enemies and rogue fighter losses.
Capture / Rescue
Capture Beam
captureBeam stage aurora-surge Beam/deploy cue for the capture sequence.
Capture / Rescue
Capture Retreat
captureRetreat stage aurora-surge Recovery cue when the capture sequence resolves and retreats.
Capture / Rescue
Fighter Captured
captureSuccess stage aurora-surge A clear loss-state handoff before the boss retreats with the captured ship. Distinct cue for the exact moment the player's fighter is fully captured.
Capture / Rescue
Captured Fighter Destroyed
capturedFighterDestroyed stage aurora-surge A sharp, regrettable destruction cue distinct from ordinary enemy hits. Cue used when the carried/captured fighter itself is destroyed for points.
Capture / Rescue
Rescue Join
rescueJoin stage aurora-surge Join cue for dual-fighter reunification and rescue success.
Scoring
Bonus Ship Award
extendAward stage aurora-surge Extra-ship award cue used when Aurora score extends trigger.
Player State
Ship Loss
playerHit stage aurora-surge Player ship destruction cue during live play.
Transitions
Stage Transition
stageTransition stage aurora-surge A short rising handoff with more melodic identity than a simple beep. Transition cue between standard stages.
Transitions
Challenge Transition
challengeTransition challenge aurora-surge A distinct bonus-stage announcement with more lift and ceremony. Transition cue into challenge/bonus stage presentation.
Challenge Results
Challenge Results
challengeResults challenge aurora-surge A clean wrap-up phrase that feels like challenge scoring has concluded. Result cue for challenge-stage completion when the run was not perfect.
Challenge Results
Challenge Perfect
challengePerfect challenge aurora-surge A more celebratory result than the standard challenge wrap-up. Distinct challenge-stage result cue for perfect clears.
Results
Game Over
gameOver results aurora-surge A readable downward ending phrase, not just an impact effect. End-of-run cue used by Aurora results/game-over flow.
Results
High Score 1st
highScoreFirst results aurora-surge A stronger celebratory placement cue for first place entry. Rank-specific scoreboard cue when a run enters first place.
Results
High Score 2nd-10th
highScoreOther results aurora-surge A positive but smaller placement cue for non-first leaderboard entries. Rank-specific scoreboard cue when a run enters the board outside first place.
Combat
Dive Charge / Falling Alien
attackCharge stage aurora-surge The charge cue should begin with the enemy dive, not with bullet fire. Cue used when an enemy commits to a dive or attack run toward the player.
Stage Start
Formation Arrival Signal
formationArrival stage aurora-surge Short interstitial signal after start music and before alien arrival begins. Pre-entry signal used to separate the opening start phrase from the first enemy formation arrival in Galaga reference mode.

Theme Comparison

Compare the same gameplay moments side by side. Aurora uses the application-owned mix, Galaga uses the current synthetic classic-leaning runtime family for the same cue and phase, and Reference plays the actual extracted Galaga clip we currently treat as the best mapping target.

Gameplay Element What To Compare Review Actions
Demo Pulse
Compare autoplay cadence and whether the board feels mechanically alive enough once demo motion begins.
Mapping status: Synthetic Galaga runtime cue vs actual indexed reference clip.
Confidence: high
Ambience / Convoy
Stage Start
Compare whether stage start feels like a clear arcade start/announcement instead of a generic cue.
Mapping status: Best current stage-start mapping from the cue matrix.
Confidence: medium
Start
Formation Pulse
Compare ongoing formation cadence and whether gameplay feels like it has enough marching pressure.
Mapping status: Strongest current reference for the board cadence bed.
Confidence: high
Ambience / Convoy
Player Shot
Compare whether player fire reads as a quick arcade shot instead of a generic impact.
Mapping status: Measured subwindow promoted for shot identity; uses a distinct initial transient so player fire can be scored separately from enemy fire and boss damage.
Confidence: medium-high
Flagship/Fighter Shot
Enemy Shot
Compare whether enemy fire is distinct enough from player fire and boss damage.
Mapping status: Measured subwindow promoted for enemy projectile feedback; still from the same source clip, but scored as a distinct reference phrase from playerShot and bossHit.
Confidence: medium-high
Flagship/Fighter Shot
Enemy Hit
Compare whether an enemy impact gives immediate hit confirmation.
Mapping status: Measured subwindow promoted for impact feedback; hit and kill hierarchy remains under review but is now scored against a distinct phrase from enemyBoom.
Confidence: medium-high
Zako
Boss Hit
Compare whether boss damage reads as a distinct multi-hit event.
Mapping status: Measured subwindow promoted for boss damage feedback; reference source remains shared, but bossHit now has a dedicated scoring window.
Confidence: medium-high
Boss Damage / Flagship Fighter Shot
Enemy Boom
Compare whether normal enemy destruction is more emphatic than a simple hit.
Mapping status: Measured subwindow promoted for normal-enemy destruction feedback; enemyHit and enemyBoom now score against separate Zako phrases.
Confidence: medium-high
Zako
Boss Boom
Compare whether boss destruction feels larger and more final than normal enemy destruction.
Mapping status: Measured coverage added for boss destruction feedback.
Confidence: high
Boss Death / Sasori
Capture Beam
Compare whether the beam deploy moment reads clearly as tractor-beam danger.
Mapping status: Strong direct mapping.
Confidence: high
Tractor Beam
Capture Retreat
Compare whether the post-capture retreat phase remains audible as a distinct state.
Mapping status: Measured coverage added for the transition between beam danger and captured-fighter state.
Confidence: medium
Capturing
Fighter Captured
Compare the exact moment the fighter is fully captured, distinct from beam deploy and retreat.
Mapping status: New Aurora cue slot added from the cue matrix.
Confidence: high
Fighter Captured
Captured Fighter Destroyed
Compare the regret/penalty moment when the carried fighter is destroyed.
Mapping status: New Aurora cue slot added from the cue matrix.
Confidence: high
Captured Fighter Destroyed
Rescue Join
Compare whether the rescue/join moment feels celebratory and distinct from ordinary scoring.
Mapping status: Strong direct mapping.
Confidence: high
Fighter Rescued (Double Ship)
Ship Loss
Compare whether ship loss feels like a real Galaga death moment rather than a generic impact.
Mapping status: Strong direct mapping.
Confidence: high
Death
Challenge Transition
Compare how distinct and ceremonial the challenge-stage announcement feels.
Mapping status: Strong direct mapping.
Confidence: high
Challenging Stage
Challenge Results
Compare whether challenge wrap-up feels like a proper result phrase instead of a generic transition.
Mapping status: New Aurora cue slot added from the cue matrix.
Confidence: high
Challenging Stage Results
Challenge Perfect
Compare whether a perfect challenge result feels more celebratory than the standard results cue.
Mapping status: New Aurora cue slot added from the cue matrix.
Confidence: high
Challenging Stage Perfect
High Score 1st
Compare whether first place entry feels distinct and more important than a lower board placement.
Mapping status: New Aurora cue slot added from the cue matrix.
Confidence: high
Name Entry (1st)
High Score 2nd-10th
Compare whether non-first leaderboard entry feels positive but smaller than first place.
Mapping status: New Aurora cue slot added from the cue matrix.
Confidence: high
Name Entry (2nd-5th)
Game Over
Compare whether the ending cue feels final and emotionally complete enough.
Mapping status: Best current end-state reference; still broader than Aurora's single slot.
Confidence: medium
Last Ship Destroyed Ambience

Visual Themes

The main atmosphere families that Aurora currently uses for front-door identity, classic play, and later-stage Aurora presentation.

Classic Arcade

The closest Aurora gets to the original Galaga look: bright, readable stars on a black field with classic cadence and no aurora ribbon wash.

#ffffff #8bb8ff #1e52ff #fff36a #ff3b33 #db38ff
Theme Id: classic-arcade
Group: Classic
Audio Theme: classic-arcade
Backgrounds: frontDoor classic-stars ยท wait classic-stars ยท demo classic-stars ยท stage classic-stars ยท challenge classic-stars
Starfield: classic-arcade-stars ยท 108 stars
Alpha: 0.52 to 0.96
Speed: 11 to 27

Aurora Hint

Bridge theme where the classic field remains visible but the Aurora wash starts to become part of the stage identity.

#f7f9ff #8fd7ff #72e18c #f0c766 #d27cff #ff8b7a
Theme Id: aurora-hint
Group: Aurora
Audio Theme: aurora-rise
Backgrounds: frontDoor aurora-borealis ยท wait aurora-borealis ยท demo aurora-hint ยท stage aurora-hint ยท challenge aurora-hint
Starfield: aurora-hint-stars ยท 92 stars
Alpha: 0.34 to 0.70
Speed: 8 to 20

Aurora Borealis

Full Aurora stage theme with softer stars under a stronger ribbon treatment and the main later-stage audio palette.

#f7fbff #9edfff #6bf5bf #ffe27a #cf92ff #ffb5cf
Theme Id: aurora-borealis
Group: Aurora
Audio Theme: aurora-surge
Backgrounds: frontDoor aurora-borealis ยท wait aurora-borealis ยท demo aurora-borealis ยท stage aurora-borealis ยท challenge aurora-borealis
Starfield: aurora-borealis-stars ยท 88 stars
Alpha: 0.28 to 0.64
Speed: 8 to 18

Aurora Crown

Aurora-owned shell/front-door theme used to establish the application identity before gameplay falls back toward classic or surge contexts.

#ffffff #aef1ff #8dffd5 #ffe38f #d5a0ff #ffc7d8
Theme Id: aurora-crown
Group: Aurora
Audio Theme: aurora-crown
Backgrounds: frontDoor aurora-borealis ยท wait aurora-borealis ยท demo aurora-borealis ยท stage aurora-borealis ยท challenge aurora-borealis
Starfield: aurora-crown-stars ยท 84 stars
Alpha: 0.30 to 0.68
Speed: 8 to 18

Graphics Contexts

How the visual themes are actually applied across front door, wait mode, standard stages, and challenge stages.

Front Door Atmosphere

The front door keeps Aurora-owned identity with a fuller ribbon field and crown audio theme while still living inside the Platinum shell.

Phase: frontDoor
Theme: aurora-crown
Background Mode: aurora-borealis
Frame Accent: classic-blue

Wait Mode Surface

Score rotation/wait mode shares the Aurora front-door family so the shell remains coherent between idle states.

Phase: wait
Theme: aurora-crown
Background Mode: aurora-borealis
Frame Accent: classic-blue

Stage 1 Classic Gameplay

Stage 1 keeps the classic stars look as the gameplay baseline, with the brighter starfield tuned against Galaga references.

Phase: stage
Theme: classic-arcade
Background Mode: classic-stars
Frame Accent: classic-blue

Stage 8 Aurora Surge

Later stages shift into the stronger Aurora visual family with softer star density and ribbon emphasis.

Phase: stage
Theme: aurora-borealis
Background Mode: aurora-borealis
Frame Accent: aurora-crown

Challenge / Bonus Stage

Challenge stages keep the configured Aurora background family rather than reverting to a special hardcoded board.

Phase: challenge
Theme: aurora-borealis
Background Mode: aurora-borealis
Frame Accent: aurora-crown

Ship And Enemy Catalog

The player ship, dual-fighter state, base enemy types, and challenge-family presentations that currently make up Aurora's live board.

Ship / Type Visual Families / Presentation Where It Appears Gameplay Context Notes
Player Fighter
player
Current Aurora player sprite
Inferred Galaga player fighter model
Private companion store only; not exposed from the public repo.
Consensus model; 8 samples, 84% average confidence.
Galaga player fighter target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for player ship visual comparison.
player ship Every standard and challenge stage as the main player ship. Primary player-controlled ship. Can be captured, rescued, and rejoined into dual-fighter mode. The visual baseline for reserve pips, ship loss, rescue, and extra-ship award feedback.
Dual Fighter
player state
Current dual-fighter state
Inferred Galaga dual-fighter model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga dual-fighter target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for rescue, dual-fighter, and captured-fighter comparison.
joined player pair After a successful rescue join during normal Aurora play. A paired player state rather than a separate enemy or pack. Central to Aurora's rescue and trust-fix behavior. Should be documented separately because it changes shot spread, survival logic, and recovery expectations.
Bee Line
enemy
Current Aurora bee sprite
Inferred Galaga Zako scout model
Private companion store only; not exposed from the public repo.
Consensus model; 3 samples, 92% average confidence.
Galaga Zako scout target
Private companion store only; not exposed from the public repo.
Exact source-frame crop from a live Zako/scout dive pose.
classic, scorpion, stingray, galboss Lower-pressure enemy line across standard stages, with family reskins tied to stage bands. Fast, lighter-value formation and dive enemy. Forms part of the classic opening pressure and remains present through later bands. Uses `type: bee` in gameplay state and changes family art with stage-band progression.
Butterfly Line
enemy
Current Aurora butterfly sprite
Inferred Galaga butterfly escort model
Private companion store only; not exposed from the public repo.
Consensus model; 7 samples, 90% average confidence.
Galaga butterfly escort target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for escort/butterfly visual comparison.
classic, scorpion, stingray, galboss Main non-boss formation rows across standard stages. Mid-tier enemy line with higher scoring and more visible board presence than bees. Uses `type: but` in gameplay state and shares family progression with the stage band.
Boss / Super Boss
enemy
Current Aurora boss sprite
Inferred Galaga command boss model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga command boss target
Private companion store only; not exposed from the public repo.
Exact source-frame crop from a live formation boss window.
classic, stingray, galboss Top formation row in standard stages, with later themed boss families and archetypes. Higher-health enemy that can dive solo or with escorts and is central to capture/rescue flow. Uses `type: boss`, starts with extra health, and picks up named archetypes like `command-core`, `super-boss-scorpion`, `partner-wing-stingray`, `council-boss`, and `super-partner-pair` through stage presentation.
Rogue Fighter
enemy
Current Aurora rogue/captured-fighter sprite
Inferred Galaga dual-fighter model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga dual-fighter target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for rescue, dual-fighter, and captured-fighter comparison.
rogue When a captured fighter is converted into an enemy state. High-value special case enemy tied directly to the capture lifecycle. Uses `type: rogue` and its own dedicated family/visual treatment rather than the standard band families.
Challenge Dragonfly Family
challenge enemy family
Current challenge dragonfly family
Inferred Galaga specialty dive model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga specialty dive target
Private companion store only; not exposed from the public repo.
Exact source-frame dive crop used as the challenge-specialty target until a challenge-only sheet is promoted.
dragonfly Challenge stages from stage 11 onward until the mosquito family takes over. Challenge-only presentation family used to make bonus-stage waves feel distinct from the normal rack. Not a separate gameplay `type`; it is a challenge-family skin applied to challenge enemies.
Challenge Mosquito Family
challenge enemy family
Current challenge mosquito family
Inferred Galaga specialty dive model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga specialty dive target
Private companion store only; not exposed from the public repo.
Exact source-frame dive crop used as the challenge-specialty target until a challenge-only sheet is promoted.
mosquito Late challenge stages from stage 19 onward. Late challenge-family visual used for stronger bonus-stage identity deeper into the Aurora progression. Like dragonfly, this is a challenge-family presentation layer rather than a new base gameplay type.

Stage Family Progression

How Aurora changes the visible enemy families and named boss archetypes as stage bands advance.

Stage Band Families In Use Boss Archetype Description
quiet-skies
from stage 1
bee classic ยท but classic ยท boss classic ยท challenge classic command-core Classic opening Aurora band. Closest to original Galaga feel in stars, enemy look, and cadence.
scorpion-dawn
from stage 4
bee scorpion ยท but scorpion ยท boss classic ยท challenge classic super-boss-scorpion First Aurora-flavored band. Adds scorpion family visuals while keeping the challenge family conservative.
stingray-surge
from stage 8
bee stingray ยท but stingray ยท boss stingray ยท challenge dragonfly partner-wing-stingray Main later-stage Aurora band where both background and audio identity shift clearly away from the classic opening.
galboss-veil
from stage 12
bee galboss ยท but galboss ยท boss galboss ยท challenge dragonfly council-boss Heavier late-stage band with the galboss family and stronger aurora presentation.
crown-aurora
from stage 16
bee galboss ยท but galboss ยท boss galboss ยท challenge mosquito super-partner-pair Late Aurora crown band tying the strongest shell/front-door identity back into the deeper stage family.

Artifact Conformance Status

Target-versus-current conformance across the application artifacts that shape the game: sprite targets, sprite motion, audio cues, backgrounds, shell/icon surfaces, fonts, stage feel, and boss choreography. Rows are generated from the current analysis artifacts so the scorecard stays tied to measured evidence.

Artifact Surface Current / Target Measurement Evidence Next Gap
Sprites: docs catalog proxy vs inferred Galaga pixel models
Measured proxy; keep alongside live runtime canvas score
6.2/10
Target: >=8.5/10 as a fast docs/current-definition proxy
8 catalog keys compared; model confidence 94% from 21 accepted source samples; weakest current proxy challenge-dragonfly 5.5/10. reference-artifacts/analyses/galaga-reference-sprites/model-0.1.json
reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1.json
Use this as the cheap warning metric when docs/current definitions drift from the target model; the runtime canvas metric is the player-visible read.
Sprites: live runtime canvas capture vs inferred Galaga pixel models
Measured from isolated live canvas crops
6.2/10
Target: >=8.5/10 against isolated live-rendered canvas captures
8 live sprite captures; weakest runtime sprite boss-line 5/10; capture mode isolated-live-canvas-sprite-crops. reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest.json Expand from static isolated poses into animation-phase, dive-rotation, formation-context, and capture/rescue runtime sprite windows.
Sprites: live runtime crops vs promoted Galaga target crops
first-pass-normalized-image-grid-comparison
6/10
Target: >=8.5/10 against promoted multi-pose target crop library
8 live runtime crop PNGs compared against 33 promoted target crops; weakest challenge-mosquito 3.7/10; best matched target challenge-yellow-family-front. Target-relative cadence sequence score 5.7/10 across 3 sequence window(s). reference-artifacts/analyses/aurora-runtime-vs-galaga-target-crops/latest.json Use the top candidate mismatch and target-sequence data to update sprite geometry, flap cadence, target mappings, and composite targets; then expand to dive, capture/rescue, projectile, explosion, tractor beam, and challenge-stage specialty motion.
Sprite motion: flapping, pulsing, dive poses, and transition animation
Measured correspondence; frame-labeled-segmented-reference-windows
6.2/10
Target: >=8.0/10 temporal correspondence against frame-labeled target cadence windows
Correspondence score 6.2/10 across 3 Boss/Bee/Butterfly rows; weakest bee-zako-pulse-pair 5.4/10; frame-labeled segmented-reference rows 3; provisional target rows 2. reference-artifacts/analyses/aurora-sprite-motion-correspondence/latest.json
reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest.json
Confirm segmented-reference cadence against raw gameplay or ROM-derived timing, then tune Aurora runtime cadence and challenge-stage alien motion against the accepted target rows.
Impact and explosion visual feedback
static-runtime-effect-crop-plus-lifecycle-and-audio-coupling
5.9/10
Target: >=7.5/10 static event crop score plus temporal lifecycle scoring
4 runtime impact/explosion crops compared against promoted target explosion crops; weakest boss-first-hit 5.6/10; lifecycle 4/10; audio coupling 8.1/10. Impact/explosion visual feedback is measurable but still immature. Weakest static event is boss-first-hit at 5.6/10; weakest lifecycle event is boss-first-hit at 3.7/10. The scorer now checks onset/expansion/decay and expected audio cue presence. reference-artifacts/analyses/aurora-impact-explosion-conformance/latest.json Replace first-pass lifecycle heuristics with exact frame-labeled Galaga gameplay timing, then use visual/audio coupling to decide whether boss first-hit, normal kill, and boss death read distinctly enough to players.
Reference sprite targets: source-frame pixel library
Source-frame pixel targets promoted
8 catalog keys covered by 6 exact crops
Target: All live ship/enemy catalog keys covered by source-frame targets
6 unscaled PNG crops cover bee-line, boss-line, but-line, challenge-dragonfly, challenge-mosquito, dual-fighter, player-fighter, rogue-fighter; target dimensions are verified against crop metadata. reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1.json Add additional formation, animation-phase, and damage-state crops so target references cover more than the static catalog poses.
Reference sprite targets: promoted sheet pose crops
First-pass source-sheet target library; trusted-core-formation-targets-ready-runtime-comparison-pending
33 promoted crops across 7 role sets
Target: Multi-pose target sets for player, bee, butterfly, boss, challenge aliens, projectiles, explosions, and tractor beam
33 exact 1x source-sheet crops; roles bee-zako, boss-galaga, butterfly-escort, challenge-specialty-aliens, player-fighter, projectiles-and-impacts, tractor-beam; source-pixel exact pending. reference-artifacts/analyses/galaga-alien-target-crops/latest.json Replace challenge-only specialty alien provisional cells with clean target motion/gameplay windows, then regenerate Aurora live runtime comparisons with authority-adjusted scoring.
Audio cues: runtime cue assets vs Galaga-family references
Primary user-experience gap
7.3/10
Target: >=7.5
21 cue/event comparisons, 31 segment-role comparisons, semantic score 9.8/10, highest risk challengePerfect 7/10. reference-artifacts/analyses/aurora-audio-conformance-lab-v2/latest.json
reference-artifacts/analyses/aurora-audio-event-gap/latest.json
reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
Tune the highest segment-level gap next: challengePerfect onset. Rerun audio comparison and event-gap analysis after the change.
Audio timing and event alignment
Guardrail measured in quality conformance
9/9 checks passed
Target: All event-alignment checks pass with low drift
Worst current delta 6.31 ms; worst drift from baseline 0 ms. reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json Keep event alignment coupled to the cue-contract promotion pass so timing does not regress while changing source clips.
Backgrounds, starfield, and arcade atmosphere
New explicit gate; first-pass scorer measured
8.6/10
Target: >=8.4
4 browser surfaces measured; evidence coverage 1; frame containment average 1; weakest surface Developer/settings popup surface 7.1/10. reference-artifacts/analyses/aurora-visual-look-conformance/latest.json Add direct Galaga contact-sheet targets for background density, starfield cadence, palette spread, and attract/gameplay contrast.
Frame, popups, shell controls, and icons
Split from generic UI shell before final gate
9.2/10
Target: >=9.4
12 surface guardrails in latest quality report; visual scorer weakest shell surface Developer/settings popup surface 7.1/10. reference-artifacts/analyses/release-conformance-dashboard/latest.json
reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
reference-artifacts/analyses/aurora-visual-look-conformance/latest.json
Split iconography, dock-button affordance, and popup typography into separate target rows once we have icon/font-specific captures.
Fonts, typography, and text containment
Measured as layout/text containment, not yet arcade font identity
7.1/10
Target: >=8.4/10 visual gate; font-authenticity target still pending
4 overflow markers across 4 surfaces; weakest text-heavy surface Developer/settings popup surface at 7.1/10. reference-artifacts/analyses/aurora-visual-look-conformance/latest.json Add pixel-font targets for score labels, score-table labels, popup headings, and HUD numerals so font authenticity gets its own score.
Stage backgrounds, level arc, and encounter shape
Long-play gameplay-quality gate
8.8/10
Target: >=8.8
Release gate tracks stage distinctiveness, challenge identity, pressure curve, reward/rescue layering, and learning/mastery windows. reference-artifacts/analyses/release-conformance-dashboard/latest.json Tie visual background/theme transitions to the level-arc windows so stage identity scores include both motion and look.
Bosses, formation grammar, and alien entry choreography
New measured gate for stage choreography
9.4/10
Target: >=8.0 first gate; >=9.0 mature
Companion novelty gate 8.2/10 for broader alien entry/challenge variety. reference-artifacts/analyses/release-conformance-dashboard/latest.json Continue frame-labeled path references so boss and alien choreography can be judged against exact source trajectories.

Target Artifact Coverage

The online and local Galaga artifacts that best illustrate Aurora's target, with explicit status for what has actually been ingested. This keeps challenge-stage, sprite, audio, rules, and screen-surface work tied to visible evidence instead of loose memory.

Coverage read: 5.1/10 overall target-artifact ingestion; 4.5/10 challenge-stage target readiness; 0 late challenge windows still missing.

Aurora now has media-backed windows for all tracked Galaga challenge stages, including Challenges 4-8. The bottleneck has moved from source acquisition to precision: each window needs five-group frame labels for entry side, path family, scoreable band, exit side, alien family, and perfect-bonus opportunity before direct trajectory scoring should rise.

Source artifact: reference-artifacts/analyses/galaga-target-artifact-coverage/latest.json. Report: GALAGA_TARGET_ARTIFACT_COVERAGE.md.

Target Artifact Status Coverage Why It Matters Current Use Missing Work Evidence
Arcade Game Series Galaga perfect challenge-stage guides
arcade-game-series-late-perfect-guides
source 1
source 2
source 3
not-ingested
critical priority; confidence medium
0/10
axes: late challenge-stage progression, perfect-bonus learning, special enemy appearance, late challenge-stage target list
Late challenge-stage progression, perfect-bonus examples, and novelty enemy appearances around stages 11, 15, 19, 23, 27, and 31. Identifies the late challenge stages that matter most for the next media capture pass. Acquire lawful gameplay windows for the late challenge stages and promote per-group labels. Use the guides only to prioritize stage windows and expected novelty, not as pixel/motion ground truth. 0/0 local anchors
Controlled local arcade/MAME-style capture
controlled-emulation-capture
source 1
planned
critical priority; confidence high-if-source-approved
1.8/10
axes: controlled reference capture, native timing, late challenge-stage windows, trajectory extraction
Repeatable clean capture of exact challenge-stage windows with consistent frame rate, native aspect, known input, and reproducible timestamps. Not currently used. This is the best future route for high-precision stage-by-stage measurement if lawful source setup is available. Set up an approved capture source, record source manifest, capture challenges 1-8, and extract trajectories/contact sheets with the same harness shape used for existing media. 0/0 local anchors
Galaga (1981) - Gameplay Arcade - Snake Latino
snake-latino-galaga-gameplay-video
source 1
source 2
partial
critical priority; confidence medium-high
5.1/10
axes: normal-stage entry, challenge-stage entry, trajectory, contact sheets
Concrete visual timing reference for early normal-stage entry, first challenge arrival, early challenge result flow, and early capture pressure. This is the current strongest media-backed path reference. It has 10 extracted windows and validated path labels, including 4 accepted challenge-entry labels. It is only a 360p early-window corpus. Add complete challenge-stage windows and later challenge stages beyond Challenge 3 before using it as the sole movement target. 13/13 local anchors
User-supplied Galaga alien close-up image pack
user-supplied-galaga-alien-closeups
Local or derived source
partial
critical priority; confidence medium-high
5.1/10
axes: sprites, enemy taxonomy, player ship, projectiles
Close-up static visual grounding for Galaga alien taxonomy, sprite silhouette, player fighter shape, projectile scale, tractor-beam context, and future crop-target promotion. The pack now distinguishes source-sheet crop candidates from fan/product/context images, links the images to role keys, exposes the analysis in the Application Guide alien visual-reference section, includes a first-pass crop-box manifest for the strongest sprite sheet, includes generated crop previews/grid overlays for review, and promotes 32 exact first-pass source-sheet target crops across 7 role sets. Compare Aurora live runtime sprite crops against the promoted multi-pose target crop library, add temporal/motion scoring for flap, dive, damage, capture/rescue, tractor beam, projectile, explosion, and challenge-specialty phases, and replace any disputed target cells when better source crops are ingested. 9/9 local anchors
User-supplied Galaga challenge-stage compilation videos
user-supplied-galaga-challenge-compilations
Local or derived source
partial
critical priority; confidence medium
4.2/10
axes: challenge-stage entry, late challenge-stage progression, later challenge stages, trajectory
Concrete challenge-stage choreography reference for all eight visible Galaga challenge stages, including late-stage alien-family novelty, five-group score exhibitions, perfect-result cadence, and non-combat safety. All eight challenge stages now have first-pass media-backed windows and Aurora implementation contracts. Late challenges 4-8 are no longer empty evidence gaps, but they still need five-group frame labels before direct trajectory scoring can be trusted. Promote five-group labels for each challenge window: first visible time, entry side, path family, scoreable upper-band interval, exit side, alien family, and perfect-bonus opportunity. 8/8 local anchors
Bandai Namco Galaga Web history/game page
bandai-namco-official-galaga-history
source 1
ingested
high priority; confidence high
10/10
axes: rules, enemy taxonomy, formation entry, challenge-stage purpose
Official grounding for the game identity: formation entry, three enemy roles, tractor beam, dual fighter, challenging stages, and depth over repeat play. Formal official-source notes now ground Galaga identity, formation entry, enemy-role taxonomy, capture/rescue, and challenge-stage depth. Promote selected assertions into rule-specific checks where they can reduce prose-only documentation debt. 2/2 local anchors
Galaga 1981 Namco/Midway manual
galaga-1981-namco-manual
source 1
source 2
ingested
high priority; confidence high
10/10
axes: rules, scoring, challenge-stage structure, capture-rescue
Rules, scoring, challenge-stage structure, capture behavior, bonus logic, presentation flow, and official cabinet/operator framing. Manual observations already support challenge-stage and scoring rules. Promote richer manual-derived assertions into structured per-rule artifacts so checks can cite rule IDs instead of prose notes. 2/2 local anchors
Galaga reference audio cue library
galaga-reference-audio-cues
Local or derived source
ingested
high priority; confidence medium-high
8.2/10
axes: audio, cue comparison, event feedback, challenge result feedback
Reference cue comparison for shots, impacts, explosions, capture/rescue, challenge transition/results/perfect, stage start, and game over. Audio reference comparison is active and has extensive candidate history. Improve scoring stability and segment-boundary strategy before promoting more runtime audio changes. 3/3 local anchors
Galaga inferred sprite target models
galaga-reference-sprite-models
Local or derived source
ingested
high priority; confidence medium-high-static-only
8.2/10
axes: sprites, pixel targets, static runtime crop comparison, visual identity
Static sprite target comparison for player fighter, dual fighter, boss, butterfly, bee, and specialty challenge families. Static sprite comparisons are active and measured, but motion is intentionally unscored. Add active sprite motion windows for flapping, pulsing, dive/rotation, capture/rescue, and carried-fighter transitions. 3/3 local anchors
Arcade Longplay Galaga by World of Longplays
world-of-longplays-galaga-longplay
source 1
candidate
high priority; confidence medium
1.9/10
axes: late-stage progression, later challenge stages, long-run pacing, enemy novelty
Long-run gameplay reference for later stages, challenge-stage variation, and progression beyond early windows. Discovered as a likely useful longplay source through third-party references, but not yet ingested. Find the exact source URL, record provenance, extract later challenge-stage windows, and label at least Challenges 4-8. 0/0 local anchors
GamesDatabase Galaga page
gamesdatabase-galaga-screens-and-rules
source 1
partial
medium-high priority; confidence medium
4.2/10
axes: screen surfaces, high-score UI, title UI, game-over UI
Readable screen-surface examples and rule summaries: title, game-over, high-score, cabinet/artwork, challenge-stage non-combat rule, transforms, and alien roles. A derived screen-surface target map now identifies title, in-game, high-score, game-over, cabinet, and challenge-result surfaces. Add approved screenshot/contact-sheet provenance before using this source for fine pixel/layout scoring. 2/2 local anchors
StrategyWiki Galaga walkthrough
strategywiki-galaga-walkthrough
source 1
partial
medium priority; confidence medium
4.2/10
axes: player tactics, challenge-stage learnability, entrance-pattern explanation, capture-rescue explanation
Player-experience interpretation of entrance patterns, challenge-stage positioning, perfect-bonus learning, capture/rescue tactics, and transform progression. Derived player-guide notes now ground challenge-stage learnability, five-group challenge structure, entrance anticipation, capture/rescue risk, and transform progression. Use the notes to define player/designer meaning rows, then use measured media windows for actual path scoring. 2/2 local anchors
Galaga Collection Fandom challenging-stage page
galaga-fandom-challenging-stage
source 1
not-ingested
low-medium priority; confidence medium-low
0/10
axes: challenge-stage cadence, challenge scoring totals, community summary
Supplemental challenge-stage cadence and set-point totals. Useful cross-check only; lower authority than manual or measured video. Use only as a secondary consistency check against manual and captured gameplay. 0/0 local anchors
Challenge Target Status Coverage Current Evidence Next Need
Challenging Stage 1
marker 3
partially-ingested 4.5/10 challenge-1-arrival, challenge-1-late-wave, challenge-01-classic-column-lesson Convert existing windows into fuller five-group trajectory labels and build Aurora Stage 3 against those exact group contracts.
Challenging Stage 2
marker 7
partially-ingested 4.5/10 challenge-2-arrival, challenge-02-cross-and-column Add late-wave/results windows and group 2-5 labels.
Challenging Stage 3
marker 11
partially-ingested 4.5/10 challenge-3-arrival, challenge-03-blue-hook-and-green-novelty Add late-wave/results windows and map specialty alien novelty explicitly.
Challenging Stage 4
marker 15
partially-ingested 4.5/10 challenge-04-pink-serpentine Promote five-group labels for the pink serpentine reference and rebuild Aurora Stage 15 around a distinct late-stage specialty arc.
Challenging Stage 5
marker 19
partially-ingested 4.5/10 challenge-05-pink-and-green-cascade Promote five-group labels for the pink/green cascade reference and align Aurora's mosquito/specialty-family novelty to the visible target.
Challenging Stage 6
marker 23
partially-ingested 4.5/10 challenge-06-green-ladder-split Promote five-group labels for the green ladder/split reference and add runtime probes for staggered group spacing.
Challenging Stage 7
marker 27
partially-ingested 4.5/10 challenge-07-yellow-diagonal-fan Promote five-group labels for the yellow diagonal fan reference and use it as the strongest late-stage visual novelty target.
Challenging Stage 8
marker 31
partially-ingested 4.5/10 challenge-08-blue-purple-finale Promote five-group labels for the blue/purple finale reference and use it as the late-loop capstone contract.

Alien Visual References

Close-up Galaga alien and player-fighter references supplied for sprite analysis, role indexing, target-crop planning, and future graphical conformance scoring. The guide intentionally separates target candidates from fan/product/context images so automated scoring stays grounded.

Current read: 11 committed images, 10 unique hashes, 2 target candidates, and 11 covered role families.

Source artifact: reference-artifacts/analyses/galaga-alien-visual-reference/latest.json. Report: GALAGA_ALIEN_VISUAL_REFERENCE.md. Strongest current source: general-sprites-sheet.

Reference Preview Role Coverage Target Use Promotion Note
General sprite sheet
general-sprites-sheet
ripped-sprite-sheet
Supplied reference image
Private companion store only; not exposed from the public repo.
Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
player-fighter
dual-fighter
rogue-fighter
bee-line
but-line
boss-line
challenge-dragonfly
challenge-mosquito
tractor-beam
projectiles
explosions
direct crop target candidate
strongest supplied static target; still secondary to controlled emulator/lossless extraction
Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
Close-up alien and fighter lineup on black
closeup-alien-lineup-black
assembled-pixel-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
player-fighter
rogue-fighter
bee-line
but-line
boss-line
challenge-dragonfly
challenge-mosquito
projectiles
human review and role-shape target context
human-readable role reference, not pixel-exact source
Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
Physical pixel cutout lineup
pixel-cutout-lineup
fan-product-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Useful as a quick visual teaching aid; do not use for automated conformance scoring.
player-fighter
bee-line
but-line
boss-line
human review only
low for pixel measurement; useful for coarse silhouette recognition
Useful as a quick visual teaching aid; do not use for automated conformance scoring.
Player fighter pixel grid
player-fighter-grid
pixel-grid-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Good for the player-fighter silhouette, color placement, and centerline proportions.
player-fighter player fighter crop-grid candidate
medium static player-fighter target context
Good for the player-fighter silhouette, color placement, and centerline proportions.
Fighter and four-alien lineup
formation-lineup-black
assembled-pixel-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Useful for relative scale and the simple early-game family palette.
player-fighter
bee-line
but-line
boss-line
projectiles
role proportion context
medium human-reference context
Useful for relative scale and the simple early-game family palette.
Mobile title and formation reference
mobile-title-formation-reference
screen-context-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Useful for title/wait-mode messiness review and screen composition, not source-accurate sprite measurement.
player-fighter
rogue-fighter
bee-line
but-line
boss-line
tractor-beam
start-screen and formation composition context
context only; likely modern/mobile presentation
Useful for title/wait-mode messiness review and screen composition, not source-accurate sprite measurement.
Vertical formation art
vertical-formation-art
fan-art-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Good for explaining the role stack to a human reviewer; not a crop target.
player-fighter
bee-line
but-line
boss-line
human review only
low for scoring; useful for role recognition
Good for explaining the role stack to a human reviewer; not a crop target.
Tractor beam poster A
tractor-beam-poster-a
fan-art-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Human-readable capture-beam staging reference. Treat as composition context, not gameplay-source evidence.
player-fighter
rogue-fighter
boss-line
tractor-beam
capture/tractor-beam context
context only
Human-readable capture-beam staging reference. Treat as composition context, not gameplay-source evidence.
Compact player and alien lineup
compact-player-alien-lineup
assembled-pixel-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Compact reference for projectile scale and core role silhouettes.
player-fighter
bee-line
but-line
boss-line
projectiles
role proportion context
medium human-reference context
Compact reference for projectile scale and core role silhouettes.
Player fighter sticker
player-fighter-sticker
fan-product-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Readable but product-stylized. Do not use as a numeric pixel target.
player-fighter human review only
low for scoring; useful for player-fighter silhouette review
Readable but product-stylized. Do not use as a numeric pixel target.
Tractor beam poster B duplicate
tractor-beam-poster-b-duplicate
fan-art-reference
Supplied reference image
Private companion store only; not exposed from the public repo.
Byte-identical duplicate of the supplied tractor-beam poster; retained so the ingestion manifest accounts for every supplied file.
player-fighter
rogue-fighter
boss-line
tractor-beam
duplicate of tractor-beam-poster-a
duplicate context only
Byte-identical duplicate of the supplied tractor-beam poster; retained so the ingestion manifest accounts for every supplied file.

Alien Motion Reference

Segmented Galaga alien video reference for pulse cadence, role taxonomy, and clean human-readable sprite identity. This sits between static crop extraction and gameplay trajectory scoring: it helps us see whether the sprite identities move and pulse like the target before we promote a conformance claim.

Current read: ingested-reference-motion-taxonomy. User-supplied Galaga alien motion/pulse video ingested as a durable sprite-motion reference for taxonomy, pulse cadence, and clean role-silhouette review.

Conformance use: This artifact is stronger for human-readable taxonomy, pulse cadence, and clean silhouette targets than the currently polluted crop boxes in some rows. It should not replace source-sheet exact crops alone; it should validate and correct target crops, then seed temporal pulse/cadence scoring.

Source artifact: reference-artifacts/analyses/galaga-alien-motion-reference/latest.json. Readable report: GALAGA_ALIEN_MOTION_REFERENCE.md. Generated: 2026-05-19T16:46:29.967Z.

Duration20.533s30 fps
Frame Size576x576source video pixels
Role Families11taxonomy rows
Next Fixclean cropsboss, bee, butterfly first
Segmented alien pulse reference video
Private companion store only; not exposed from the public repo.
User-supplied segmented Galaga alien reference showing named roles and pulse/motion phases.
Alien pulse contact sheet
Private companion store only; not exposed from the public repo.
1 fps review sheet for quickly scanning the whole segmented video.
Alien pulse motion sheet
Private companion store only; not exposed from the public repo.
2 fps review sheet for inspecting pulse cadence and transition frames.
Role Reference Use Next Extraction Priority Read
Fighter
player-fighter
Player fighter, captured fighter, dual fighter
Clean player silhouette, red/white/blue color placement, capture/rescue meaning, dual-fighter context. Extract front, captured-red, and dual-fighter pulse/context crops. Use after core formation roles are corrected.
Bee
bee-zako
Zako, attack drone
Formation drone role, flank/wing pulse, small high-count enemy identity. Extract closed/open pulse frames and score against Aurora bee-line cadence. High priority: core formation aliens need clean pulse pairs.
Butterfly
butterfly-escort
Leader convoy, escort
Red/white/blue block silhouette and leader-escort pulse identity. Extract closed/open pulse frames and dive silhouette target. High priority: core formation aliens need clean pulse pairs.
Boss
boss-galaga
Boss Galaga, squad leader
Boss wing/body shape, open/closed pulse, capture-beam host context, two-hit target identity. Replace polluted boss crop targets with clean pulse frames and damage-state placeholders. Highest priority: current target evidence has visible crop pollution.
Scorpion
scorpion
Morph target
Later-round morph target taxonomy and distinctive yellow/cyan/red silhouette. Extract morph target front pose and any pulse frame available. Use after core formation roles are corrected.
Bosconian-style morph
bosconian
Bosconian, green morph target
Later-round morph novelty role and green/yellow/red color grammar. Extract front pose for role taxonomy and future morph scoring. Use after core formation roles are corrected.
Galaxian
galaxian
Galaxian morph target
Later-round morph novelty and classic Galaxian callback silhouette. Extract front pose and compare to Aurora specialty enemy families. Use after core formation roles are corrected.
Dragonfly
dragonfly
Challenge-round bonus target
Challenge-only alien identity and non-combat bonus-stage target shape. Extract front pose and challenge-stage movement/pulse sample. Use after core formation roles are corrected.
Satellite
satellite
Challenge-round bonus target
Challenge-only alien identity, rotation-like silhouette, and late-stage novelty. Extract front/rotation pulse sequence for challenge-stage scoring. Use after core formation roles are corrected.
Starship
starship
Challenge-round bonus target
Challenge-only alien identity and large blue/red target silhouette. Extract front pose and compare against Aurora challenge-mosquito/starship proxies. Use after core formation roles are corrected.
Tractor Beam
tractor-beam
Capture beam
Beam geometry and capture-state screen grammar. Extract beam width sequence for capture lifecycle visual scoring. Use after core formation roles are corrected.

Trusted Target Evidence Audit

Human review found that some visually precise target crops were precise about the wrong thing: polluted sheet cells, partial neighboring sprites, or ambiguous evidence. This audit separates trusted target evidence from provisional planning evidence before scores drive more runtime sprite work.

Current read: trusted-target-manifest-active. Next best step: Promote clean challenge-specialty target windows before treating late challenge alien graphics as release-facing conformance truth.

Source artifact: reference-artifacts/analyses/galaga-target-evidence-audit/latest.json. Readable report: GALAGA_TARGET_EVIDENCE_AUDIT.md. Generated: 2026-05-27T06:58:28.054Z.

Audited Roles5includes challenge specialty
Trusted Primaries4usable for scoring now
Motion Crops6cleaned from segmented video
Provisional Cells18do not overclaim
Challenge Authority3.2/10planning evidence only
Role Evidence Previous Risk Scoring Use Player Meaning Next Gap
Boss Galaga
boss-galaga
trusted-primary-target-available
confidence: medium-high
boss-galaga-formation-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference; frame 10s
boss-galaga-flap-a
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference; frame 10s
boss-galaga-flap-b
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference; frame 10s
The prior sheet-cell primary crop visibly included neighboring/polluted pixels and was misleading in the Application Guide. Primary target for boss-line runtime comparison; sheet dive cells remain provisional until recropped from gameplay/motion windows. Boss identity needs to read as the capture-beam host and high-value threat before motion and damage states are tuned. Promote clean boss dive, damage, tractor-beam host, and captured-fighter paired frames.
Bee / Zako
bee-zako
trusted-primary-target-available
confidence: medium
bee-zako-formation-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference; frame 10s
The prior sheet-cell crop was usable as a source-sheet hint but too small and ambiguous as a primary visible target. Primary formation target for bee-line; flap and dive sheet cells remain provisional evidence. Bee sprites set the baseline fleet texture and need to stay readable during formation rows and fast challenge-stage entries. Extract target pulse pairs and dive silhouettes from clean temporal windows.
Butterfly / Escort
butterfly-escort
trusted-primary-target-available
confidence: medium
butterfly-escort-formation-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference; frame 10s
The prior sheet-cell crop was not reliable enough for a human-readable target row. Primary formation target for but-line; flap and dive sheet cells remain provisional evidence. Butterflies are the playerโ€™s main convoy-shape cue; their red/white/blue block silhouette must be recognizable at speed. Extract target pulse pairs and dive/escort turns from gameplay/motion windows.
Player Fighter
player-fighter
trusted-primary-target-available
confidence: medium-high
player-fighter-single-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference; frame 10s
player-fighter-dual-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference-composite
Player ship proportions were corrected in runtime, but the earlier target crop lane still leaned on a tiny provisional source-sheet cell. Primary target for player-fighter runtime comparison and the derived dual-fighter composite; turn/capture poses remain provisional. The fighter must feel smaller, crisp, and separate from reserve icons while preserving shot alignment and dual-fighter readability. Promote clean turn, captured, carried, rescue, and dual-fighter spacing evidence from true target gameplay windows.
Challenge Specialty Aliens
challenge-specialty-aliens
provisional-target-only
confidence: low-medium
challenge-green-family-front
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
challenge-green-family-dive
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
challenge-yellow-family-front
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
challenge-yellow-family-dive
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
The current challenge-only target crops are small source-sheet cells. They are helpful taxonomy hints, but human review has not promoted them to canonical scoring truth. Do not use these cells as release-facing proof of challenge alien graphical conformance. Use them to plan runtime families and to prioritize better ingestion. Late challenging stages should introduce memorable bonus-stage aliens. The current evidence is enough to say we need novelty, not enough to claim the novelty is visually conformant. Extract clean challenge-specialty alien frames from segmented motion clips or target gameplay windows, then split the generic role into named target families.

Alien Temporal Targets

Temporal sprite identity is now treated separately from static sprite identity. These rows define the pose sequences the runtime cadence scorer uses for Boss, Bee, and Butterfly, while clearly marking which parts are trusted motion-reference evidence and which parts are still provisional.

Current read: mixed-confidence-temporal-target-sequences. Next best step: Confirm segmented-reference cadence against raw gameplay or ROM-derived timing, then extend the method to dive/rotation and challenge-only aliens.

Source artifact: reference-artifacts/analyses/galaga-alien-temporal-targets/latest.json. Cadence artifact: reference-artifacts/analyses/galaga-alien-frame-cadence-targets/latest.json. Validation artifact: reference-artifacts/analyses/galaga-alien-cadence-validation/latest.json. Readable reports: GALAGA_ALIEN_TEMPORAL_TARGETS.md, GALAGA_ALIEN_FRAME_CADENCE_TARGETS.md, GALAGA_ALIEN_CADENCE_VALIDATION.md. Generated: 2026-05-19T23:43:43.499Z.

Temporal Rows3Boss, Bee, Butterfly
Trusted Links5motion-reference crops
Raw Validation8.0/10segmented-cadence-corroborated-by-low-resolution-gameplay
Frame-Labeled Rows33 segmented reference
Temporal Target Pose Sequence Evidence Source Read Scoring Use Next Gap
Boss Galaga Pulse Pair
boss-line
frame-timed-target-window
frame-labeled-segmented-reference-window
confidence: medium-high
formation-front
flap-a
flap-b
flap-b
flap-a
formation-front
boss-galaga-formation-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference
boss-galaga-flap-a
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference
boss-galaga-flap-b
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference
boss-line compact
Private companion store only; not exposed from the public repo.
frame-labeled 2s; compact
boss-line compact
Private companion store only; not exposed from the public repo.
frame-labeled 5s; compact
boss-line extended
Private companion store only; not exposed from the public repo.
frame-labeled 7.75s; extended

Cadence: 24 frames at 4 fps; cycle 1s; phases compact extended.
Uses two cleaned boss identities visible in the segmented alien motion reference as a trusted color/pulse target pair. Frame-labeled cadence now comes from segmented-motion-reference-video: Frame-labeled window from the preserved segmented Galaga alien motion reference. It shows a repeated compact/extended Boss pulse at readable cadence, but it is not raw gameplay footage. Used for runtime cadence comparison with explicit timecodes and phase labels. Still treated as segmented-reference evidence, not final raw gameplay timing. Confirm this segmented-reference cadence against raw gameplay or ROM-derived timing, then extend the same target method to dive/rotation and challenge-only aliens.
Bee / Zako Pulse Pair
bee-line
frame-timed-target-window
frame-labeled-segmented-reference-window
confidence: medium-high
formation-front
flap-a
flap-b
flap-b
flap-a
formation-front
bee-zako-formation-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference
bee-zako-flap-a
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
bee-zako-flap-b
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
bee-line extended
Private companion store only; not exposed from the public repo.
frame-labeled 2s; extended
bee-line extended
Private companion store only; not exposed from the public repo.
frame-labeled 5s; extended
bee-line extended
Private companion store only; not exposed from the public repo.
frame-labeled 7.75s; extended

Cadence: 24 frames at 4 fps; cycle 1s; phases extended compact.
Formation identity is trusted from the segmented alien motion reference; flap pair still comes from provisional source-sheet cells. Frame-labeled cadence now comes from segmented-motion-reference-video: Frame-labeled window from the preserved segmented Galaga alien motion reference. It cleanly separates Bee wing-open and wing-compact phases for runtime cadence scoring. Used for runtime cadence comparison with explicit timecodes and phase labels. Still treated as segmented-reference evidence, not final raw gameplay timing. Confirm this segmented-reference cadence against raw gameplay or ROM-derived timing, then extend the same target method to dive/rotation and challenge-only aliens.
Butterfly / Escort Pulse Pair
but-line
frame-timed-target-window
frame-labeled-segmented-reference-window
confidence: medium-high
formation-front
flap-a
flap-b
flap-b
flap-a
formation-front
butterfly-escort-formation-front
Private companion store only; not exposed from the public repo.
accepted-trusted-motion-reference
butterfly-escort-flap-a
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
butterfly-escort-flap-b
Private companion store only; not exposed from the public repo.
provisional-source-sheet-cell
but-line compact
Private companion store only; not exposed from the public repo.
frame-labeled 2s; compact
but-line compact
Private companion store only; not exposed from the public repo.
frame-labeled 5s; compact
but-line compact
Private companion store only; not exposed from the public repo.
frame-labeled 7.75s; compact

Cadence: 24 frames at 4 fps; cycle 1s; phases compact extended.
Formation identity is trusted from the segmented alien motion reference; flap pair still comes from provisional source-sheet cells. Frame-labeled cadence now comes from segmented-motion-reference-video: Frame-labeled window from the preserved segmented Galaga alien motion reference. It cleanly separates Butterfly wing-compact and wing-open phases for runtime cadence scoring. Used for runtime cadence comparison with explicit timecodes and phase labels. Still treated as segmented-reference evidence, not final raw gameplay timing. Confirm this segmented-reference cadence against raw gameplay or ROM-derived timing, then extend the same target method to dive/rotation and challenge-only aliens.

Sprite Motion Correspondence

This is the bridge between Galaga temporal target evidence and Aurora runtime motion captures. It answers whether current sprites merely look acceptable in still crops or actually move with enough flap, pulse, cadence, dive, and transition evidence to support challenge-stage conformance claims.

Current read: 6.2/10. Timing status: frame-labeled-segmented-reference-windows. Next best step: Confirm segmented-reference cadence against raw gameplay or ROM-derived timing, then tune Aurora runtime cadence and challenge-stage alien motion against the accepted target rows.

Source artifact: reference-artifacts/analyses/aurora-sprite-motion-correspondence/latest.json. Readable report: AURORA_SPRITE_MOTION_CORRESPONDENCE.md. Generated: 2026-05-31T01:28:54.032Z.

Rows3Boss, Bee, Butterfly
Weakestbee-line5.4/10
Frame Timed3target cadence rows
Phase Order4.8/10runtime vs target labels
Motion Row Score Target Readiness Runtime Readiness Evidence Cap / Next Gap
Boss Galaga Pulse Pair
boss-line
frame-timed-target-window
7.5/10
raw 7.5/10; cap 8.5/10
target 8.8/10
trusted 3; provisional 0
phase 6.8/10
cadence 7.4/10
phase order 5.9/10
static 5.0/10
Closed phase
Private companion store only; not exposed from the public repo.
Runtime closed/pulse phase.
Open phase
Private companion store only; not exposed from the public repo.
Runtime open/pulse phase.
Cadence 0
Private companion store only; not exposed from the public repo.
Runtime cadence frame; score 5.0/10
Cadence 4
Private companion store only; not exposed from the public repo.
Runtime cadence frame; score 5.6/10
Frame-labeled target rows exist, so the correspondence score may move beyond pose-only planning evidence.
Confirm Boss Galaga Pulse Pair cadence against raw gameplay or ROM-derived timing, then tune Aurora runtime cadence toward that target.
Bee / Zako Pulse Pair
bee-line
frame-timed-target-window
5.4/10
raw 5.4/10; cap 8.5/10
target 8.8/10
trusted 1; provisional 2
phase 1.0/10
cadence 3.3/10
phase order 4.2/10
static 5.5/10
Closed phase
Private companion store only; not exposed from the public repo.
Runtime closed/pulse phase.
Open phase
Private companion store only; not exposed from the public repo.
Runtime open/pulse phase.
Cadence 0
Private companion store only; not exposed from the public repo.
Runtime cadence frame; score 5.5/10
Cadence 4
Private companion store only; not exposed from the public repo.
Runtime cadence frame; score 5.5/10
Frame-labeled segmented-reference cadence replaces provisional flap-cell timing for this row; final raw gameplay timing is still needed before high-confidence conformance claims.
Confirm Bee / Zako Pulse Pair cadence against raw gameplay or ROM-derived timing, then tune Aurora runtime cadence toward that target.
Butterfly / Escort Pulse Pair
but-line
frame-timed-target-window
5.6/10
raw 5.6/10; cap 8.5/10
target 8.8/10
trusted 1; provisional 2
phase 1.0/10
cadence 3.3/10
phase order 4.2/10
static 7.6/10
Closed phase
Private companion store only; not exposed from the public repo.
Runtime closed/pulse phase.
Open phase
Private companion store only; not exposed from the public repo.
Runtime open/pulse phase.
Cadence 0
Private companion store only; not exposed from the public repo.
Runtime cadence frame; score 7.6/10
Cadence 4
Private companion store only; not exposed from the public repo.
Runtime cadence frame; score 7.6/10
Frame-labeled segmented-reference cadence replaces provisional flap-cell timing for this row; final raw gameplay timing is still needed before high-confidence conformance claims.
Confirm Butterfly / Escort Pulse Pair cadence against raw gameplay or ROM-derived timing, then tune Aurora runtime cadence toward that target.

Sprite Conformance Plan

Build one repeatable sprite pipeline that can reach high measured reference conformance, then branch into production-safe Aurora and future-game visual themes without losing the era, motion, and gameplay readability characteristics of the source.

Plan status: active-plan. Next best step: Promote a clean player-fighter target-crop, add temporal pulse-pair targets for Boss/Bee/Butterfly, then tune Aurora runtime-vs-target sprite geometry against the corrected target library before the next beta handoff.

This plan separates the internal reference-conformance lane from the Aurora production theme lane. The goal is to ingest and measure toward a conforming experience, then let Aurora and later Platinum games ship distinctive original visual styles that preserve era, motion, role readability, and gameplay meaning.

Source artifact: reference-artifacts/ingestion/sprite-conformance-variation-plan/plan-0.1.json. Readable plan: SPRITE_CONFORMANCE_VARIATION_STRATEGY.md.

Galaga Sprite Crop Preview

The supplied Galaga general sprite sheet now has generated region previews and grid overlays. These are review artifacts, not promoted canonical targets yet: the next conformance step is to choose exact per-role and per-pose boxes, then score Aurora runtime sprites against those accepted targets.

Preview status: preview-generated-review-required. Scoring status: unscored-preview-only.

Source artifact: reference-artifacts/analyses/galaga-alien-visual-crop-previews/latest.json. Readable report: GALAGA_ALIEN_CROP_PREVIEW.md. Generated: 2026-05-18T16:50:10.974Z.

Preview Regions4source-sheet sections
Grid Cells197candidate cells scanned
Lit Candidates187persisted for crop promotion
Target Roles7planned for crop promotion
Source Region Preview Grid Review Candidate Read Next Review
Primary enemy/player sprite grid
left-primary-sprite-grid
region-only
Region preview
Private companion store only; not exposed from the public repo.
Source-sheet region crop generated from the crop-box manifest.
Grid review overlay
Private companion store only; not exposed from the public repo.
Grid overlay for reviewing exact candidate cells before promotion.
108/117 lit candidate cells
channels: B, G, M, R, W, Y
Review grid overlay, then promote exact role/pose cells into target crops.
Alternate alien pose and color grid
center-alien-pose-grid
region-only
Region preview
Private companion store only; not exposed from the public repo.
Source-sheet region crop generated from the crop-box manifest.
Grid review overlay
Private companion store only; not exposed from the public repo.
Grid overlay for reviewing exact candidate cells before promotion.
79/80 lit candidate cells
channels: G, M, R, W, Y
Review grid overlay, then promote exact role/pose cells into target crops.
Top effects and capture icons
top-effects-and-capture-icons
region-only
Region preview
Private companion store only; not exposed from the public repo.
Source-sheet region crop generated from the crop-box manifest.
No grid overlay for this region. Region-level review
2329 lit pixels; channels: G, R, W, Y
Review region contents and add exact crop boxes for effects or beam phases.
Tractor beam, projectiles, scoring, and emblems
right-tractor-beam-and-scoring
region-only
Region preview
Private companion store only; not exposed from the public repo.
Source-sheet region crop generated from the crop-box manifest.
No grid overlay for this region. Region-level review
5294 lit pixels; channels: B, G, R, W, Y
Review region contents and add exact crop boxes for effects or beam phases.
Target Role Required Poses Candidate Regions Candidate Cells Next Action
player-fighter
preview-generated-review-required
single-ship-front
dual-fighter
captured-or-carried-fighter
ship-loss-fragment-or-explosion-context
left-primary-sprite-grid 108/117 candidate cells
1 source region(s)
Promote exact player-fighter cells and compare against the existing source-frame target.
bee-zako
preview-generated-review-required
formation-front
flap-a
flap-b
dive-or-rotation
left-primary-sprite-grid
center-alien-pose-grid
187/197 candidate cells
2 source region(s)
Map cells for formation and dive poses so challenge scoring is not forced to reuse one dive crop.
butterfly-escort
preview-generated-review-required
formation-front
flap-a
flap-b
escort-dive
left-primary-sprite-grid
center-alien-pose-grid
187/197 candidate cells
2 source region(s)
Promote multiple escort poses and update runtime scoring to treat flap cadence as a first-class identity signal.
boss-galaga
preview-generated-review-required
formation-front
flap-a
flap-b
damage-state
capture-beam-host
left-primary-sprite-grid
center-alien-pose-grid
187/197 candidate cells
2 source region(s)
Promote boss pose and damage-state boxes so first-hit and boss-death feedback can be scored visually.
challenge-specialty-aliens
preview-generated-review-required
dragonfly-or-scorpion-family
mosquito-or-serpentine-family
late-blue-purple-family
flap-cycle
left-primary-sprite-grid
center-alien-pose-grid
187/197 candidate cells
2 source region(s)
Separate challenge alien families instead of scoring them through a single generic specialty target.
projectiles-and-impacts
preview-generated-review-required
player-shot
enemy-shot
first-hit-impact
enemy-explosion
boss-explosion
top-effects-and-capture-icons
right-tractor-beam-and-scoring
0/0 candidate cells
2 source region(s)
Promote projectile and explosion boxes so hit feedback can be measured against target visual vocabulary.
tractor-beam
preview-generated-review-required
beam-start
beam-mid
beam-wide
beam-collapse
right-tractor-beam-and-scoring 0/0 candidate cells
1 source region(s)
Extract beam bands and compare against Aurora capture-beam width, cadence, and color-band motion.

Promoted Galaga Target Crops

The target crop library now combines trusted cleaned motion-reference crops for the core Boss, Bee, and Butterfly formation targets with provisional source-sheet pose crops for broader planning coverage. These crops are target-lane evidence for measurement and review; they are not public production art. Aurora live runtime sprites are compared against this multi-pose library, and the next lift is deeper temporal windows for flap cadence, dive rotation, beam, explosion, capture, and challenge-stage motion.

Source artifact: reference-artifacts/analyses/galaga-alien-target-crops/latest.json. Readable report: GALAGA_ALIEN_TARGET_CROPS.md. Generated: 2026-05-27T06:57:46.883Z.

Target Crops33trusted plus provisional images
Role Sets7player, aliens, effects, beam
Trusted Motion Crops6cleaned from video reference
Scoring Statustrusted-core-formation-targets-ready-runtime-comparison-pendingruntime comparison next
Role Promoted Poses Promotion Coverage Read
Bee Zako
bee-zako
formation-front
flap-a
flap-b
dive-left
dive-right
5 promoted crop(s)
accepted-first-pass
5 promoted crop(s); required pose contract: formation-front, flap-a, flap-b, dive-or-rotation
Boss Galaga
boss-galaga
formation-front
flap-a
flap-b
dive-left
dive-right
5 promoted crop(s)
accepted-first-pass
5 promoted crop(s); required pose contract: formation-front, flap-a, flap-b, damage-state, capture-beam-host
Butterfly Escort
butterfly-escort
formation-front
flap-a
flap-b
dive-left
dive-right
5 promoted crop(s)
accepted-first-pass
5 promoted crop(s); required pose contract: formation-front, flap-a, flap-b, escort-dive
Challenge Specialty Aliens
challenge-specialty-aliens
green-family-front
green-family-dive
yellow-family-front
yellow-family-dive
magenta-family-front
blue-yellow-family-front
6 promoted crop(s)
accepted-first-pass
6 promoted crop(s); required pose contract: dragonfly-or-scorpion-family, mosquito-or-serpentine-family, late-blue-purple-family, flap-cycle
Player Fighter
player-fighter
single-ship-front
turn-left
turn-right
dual-fighter-front
4 promoted crop(s)
accepted-first-pass
4 promoted crop(s); required pose contract: single-ship-front, dual-fighter, captured-or-carried-fighter, ship-loss-fragment-or-explosion-context
Projectiles And Impacts
projectiles-and-impacts
enemy-explosion-small
boss-explosion-large
player-shot
enemy-shot
diagonal-shot
5 promoted crop(s)
accepted-first-pass
5 promoted crop(s); required pose contract: player-shot, enemy-shot, first-hit-impact, enemy-explosion, boss-explosion
Tractor Beam
tractor-beam
beam-wide
beam-mid
beam-narrow
3 promoted crop(s)
accepted-first-pass
3 promoted crop(s); required pose contract: beam-start, beam-mid, beam-wide, beam-collapse
Role Pose Crop Source Metrics Conformance Use
player-fighter
accepted-trusted-motion-reference
single-ship-front
single-ship-front
Private companion store only; not exposed from the public repo.
Trusted cleaned target crop promoted from the segmented Galaga alien motion reference.
segmented-alien-motion-reference
248:430 82x64
894 lit px; B, G, R, W, Y
authority: 7.5/10
trusted-cleaned-motion-reference
Trusted clean player-fighter crop from the segmented alien motion reference; replaces the provisional sheet-cell primary fighter target.
Primary runtime scoring target with medium-high confidence; still not ROM-perfect source truth.
player-fighter
provisional-source-sheet-cell
turn-left
turn-left
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r1 c6
80:0 16x16
62 lit px; B, R, W
authority: 4.4/10
provisional-pose-cell
Rotation/turn pose for future motion and capture/rescue scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
player-fighter
provisional-source-sheet-cell
turn-right
turn-right
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r1 c7
96:0 16x16
86 lit px; B, R, W
authority: 4.4/10
provisional-pose-cell
Rotation/turn pose for future motion and capture/rescue scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
bee-zako
accepted-trusted-motion-reference
formation-front
formation-front
Private companion store only; not exposed from the public repo.
Trusted cleaned target crop promoted from the segmented Galaga alien motion reference.
segmented-alien-motion-reference
384:86 58x54
766 lit px; B, G, M, R, W, Y
authority: 7.5/10
trusted-cleaned-motion-reference
Trusted clean bee/Zako formation crop from the segmented alien motion reference; replaces the polluted sheet-cell primary target.
Primary runtime scoring target with medium-high confidence; still not ROM-perfect source truth.
bee-zako
provisional-source-sheet-cell
flap-a
flap-a
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r6 c6
80:80 16x16
50 lit px; B, R, W, Y
authority: 4.4/10
provisional-pose-cell
Wing/pose phase candidate for future flap cadence scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
bee-zako
provisional-source-sheet-cell
flap-b
flap-b
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r6 c7
96:80 16x16
46 lit px; B, R, W, Y
authority: 4.4/10
provisional-pose-cell
Alternating wing/pose phase candidate for future flap cadence scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
bee-zako
provisional-source-sheet-cell
dive-left
dive-left
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r6 c1
0:80 16x16
71 lit px; B, R, W
authority: 4.4/10
provisional-pose-cell
Dive/rotation silhouette candidate for approach-path scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
bee-zako
provisional-source-sheet-cell
dive-right
dive-right
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r6 c2
16:80 16x16
39 lit px; B, R, W
authority: 4.4/10
provisional-pose-cell
Mirrored dive/rotation silhouette candidate for approach-path scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
butterfly-escort
accepted-trusted-motion-reference
formation-front
formation-front
Private companion store only; not exposed from the public repo.
Trusted cleaned target crop promoted from the segmented Galaga alien motion reference.
segmented-alien-motion-reference
225:95 62x42
677 lit px; B, G, R, W, Y
authority: 7.5/10
trusted-cleaned-motion-reference
Trusted clean butterfly/escort formation crop from the segmented alien motion reference; replaces the polluted sheet-cell primary target.
Primary runtime scoring target with medium-high confidence; still not ROM-perfect source truth.
butterfly-escort
provisional-source-sheet-cell
flap-a
flap-a
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r5 c6
80:64 16x16
41 lit px; B, R, W
authority: 4.4/10
provisional-pose-cell
Wing/pose phase candidate for future flap cadence scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
butterfly-escort
provisional-source-sheet-cell
flap-b
flap-b
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r5 c7
96:64 16x16
56 lit px; B, M, R, W
authority: 4.4/10
provisional-pose-cell
Alternating wing/pose phase candidate for future flap cadence scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
butterfly-escort
provisional-source-sheet-cell
dive-left
dive-left
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r5 c1
0:64 16x16
90 lit px; B, M, R, W
authority: 4.4/10
provisional-pose-cell
Dive/rotation silhouette candidate for escort path scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
butterfly-escort
provisional-source-sheet-cell
dive-right
dive-right
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r5 c2
16:64 16x16
60 lit px; B, M, R, W
authority: 4.4/10
provisional-pose-cell
Mirrored dive/rotation silhouette candidate for escort path scoring.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
boss-galaga
accepted-trusted-motion-reference
formation-front
formation-front
Private companion store only; not exposed from the public repo.
Trusted cleaned target crop promoted from the segmented Galaga alien motion reference.
segmented-alien-motion-reference
22:78 60x62
1174 lit px; B, G, M, R, Y
authority: 7.5/10
trusted-cleaned-motion-reference
Trusted clean teal boss formation crop from the segmented alien motion reference; replaces the polluted sheet-cell primary target.
Primary runtime scoring target with medium-high confidence; still not ROM-perfect source truth.
boss-galaga
accepted-trusted-motion-reference
flap-a
flap-a
Private companion store only; not exposed from the public repo.
Trusted cleaned target crop promoted from the segmented Galaga alien motion reference.
segmented-alien-motion-reference
22:78 60x62
1174 lit px; B, G, M, R, Y
authority: 7.5/10
trusted-cleaned-motion-reference
Trusted clean boss pulse/pose phase A from the segmented alien motion reference.
Primary runtime scoring target with medium-high confidence; still not ROM-perfect source truth.
boss-galaga
accepted-trusted-motion-reference
flap-b
flap-b
Private companion store only; not exposed from the public repo.
Trusted cleaned target crop promoted from the segmented Galaga alien motion reference.
segmented-alien-motion-reference
86:78 60x62
1298 lit px; B, M
authority: 7.5/10
trusted-cleaned-motion-reference
Trusted clean purple boss pulse/pose phase B from the segmented alien motion reference.
Primary runtime scoring target with medium-high confidence; still not ROM-perfect source truth.
boss-galaga
provisional-source-sheet-cell
dive-left
dive-left
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r3 c1
0:32 16x16
93 lit px; B, G, R, Y
authority: 4.4/10
provisional-pose-cell
Boss dive/rotation silhouette candidate.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
boss-galaga
provisional-source-sheet-cell
dive-right
dive-right
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r3 c2
16:32 16x16
82 lit px; B, G, R, Y
authority: 4.4/10
provisional-pose-cell
Mirrored boss dive/rotation silhouette candidate.
Pose-planning evidence only; useful for candidate ranking but not strong enough for a release-facing score claim.
challenge-specialty-aliens
provisional-source-sheet-cell
green-family-front
green-family-front
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r8 c7
96:112 16x16
39 lit px; G, R, Y
authority: 3.2/10
planning-only-challenge-specialty-cell
Green specialty/challenge-family pose; first-pass target for late challenge novelty.
Planning and taxonomy evidence only; do not treat as canonical challenge alien truth until clean target windows replace it.
challenge-specialty-aliens
provisional-source-sheet-cell
green-family-dive
green-family-dive
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r8 c1
0:112 16x16
46 lit px; G, R, Y
authority: 3.2/10
planning-only-challenge-specialty-cell
Green specialty/challenge-family dive silhouette.
Planning and taxonomy evidence only; do not treat as canonical challenge alien truth until clean target windows replace it.
challenge-specialty-aliens
provisional-source-sheet-cell
yellow-family-front
yellow-family-front
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r9 c7
96:128 16x16
56 lit px; G, M, R
authority: 3.2/10
planning-only-challenge-specialty-cell
Yellow specialty/challenge-family pose; first-pass target for late challenge novelty.
Planning and taxonomy evidence only; do not treat as canonical challenge alien truth until clean target windows replace it.
challenge-specialty-aliens
provisional-source-sheet-cell
yellow-family-dive
yellow-family-dive
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
left-primary-sprite-grid r9 c1
0:128 16x16
64 lit px; G, M, R
authority: 3.2/10
planning-only-challenge-specialty-cell
Yellow specialty/challenge-family dive silhouette.
Planning and taxonomy evidence only; do not treat as canonical challenge alien truth until clean target windows replace it.
challenge-specialty-aliens
provisional-source-sheet-cell
magenta-family-front
magenta-family-front
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
center-alien-pose-grid r10 c3
177:192 16x16
51 lit px; G, M, R
authority: 3.2/10
planning-only-challenge-specialty-cell
Magenta late-family cell for challenge-stage alien variety.
Planning and taxonomy evidence only; do not treat as canonical challenge alien truth until clean target windows replace it.
challenge-specialty-aliens
provisional-source-sheet-cell
blue-yellow-family-front
blue-yellow-family-front
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
center-alien-pose-grid r10 c6
225:192 16x16
34 lit px; R, Y
authority: 3.2/10
planning-only-challenge-specialty-cell
Blue/yellow late-family cell for challenge-stage alien variety.
Planning and taxonomy evidence only; do not treat as canonical challenge alien truth until clean target windows replace it.
projectiles-and-impacts
accepted-source-sheet-crop
enemy-explosion-small
enemy-explosion-small
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
top-effects-and-capture-icons
177:0 32x32
402 lit px; G, R, W
authority: 5.6/10
accepted-static-sheet-support
Small-to-medium explosion/impact phase candidate.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
projectiles-and-impacts
accepted-source-sheet-crop
boss-explosion-large
boss-explosion-large
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
top-effects-and-capture-icons
209:0 32x32
572 lit px; G, R, W
authority: 5.6/10
accepted-static-sheet-support
Large explosion/impact phase candidate for boss and ship-loss feedback.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
projectiles-and-impacts
accepted-source-sheet-crop
player-shot
player-shot
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
right-tractor-beam-and-scoring
304:120 16x16
12 lit px; B, R, W
authority: 5.6/10
accepted-static-sheet-support
Vertical projectile candidate for player-shot scale and palette.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
projectiles-and-impacts
accepted-source-sheet-crop
enemy-shot
enemy-shot
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
right-tractor-beam-and-scoring
304:136 16x16
12 lit px; G, R, W
authority: 5.6/10
accepted-static-sheet-support
Enemy projectile candidate for shot feedback and avoidance readability.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
projectiles-and-impacts
accepted-source-sheet-crop
diagonal-shot
diagonal-shot
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
right-tractor-beam-and-scoring
320:120 16x16
13 lit px; B, R, W
authority: 5.6/10
accepted-static-sheet-support
Diagonal projectile candidate for enemy-shot vocabulary.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
tractor-beam
accepted-source-sheet-crop
beam-wide
beam-wide
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
right-tractor-beam-and-scoring
288:34 50x84
898 lit px; B, G
authority: 5.6/10
accepted-static-sheet-support
Wide tractor-beam band candidate for capture-state width and color rhythm.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
tractor-beam
accepted-source-sheet-crop
beam-mid
beam-mid
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
right-tractor-beam-and-scoring
342:34 50x84
898 lit px; B, G
authority: 5.6/10
accepted-static-sheet-support
Mid-width tractor-beam band candidate.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
tractor-beam
accepted-source-sheet-crop
beam-narrow
beam-narrow
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
right-tractor-beam-and-scoring
396:34 50x84
863 lit px; B, G
authority: 5.6/10
accepted-static-sheet-support
Narrow tractor-beam band candidate.
Useful supporting target evidence, but should be cross-checked against gameplay or motion windows before major tuning.
player-fighter
accepted-trusted-motion-reference-composite
dual-fighter-front
dual-fighter-front
Private companion store only; not exposed from the public repo.
Target crop promoted from the supplied Galaga general sprite sheet.
derived-composite
0:0 114x45
1798 lit px; B, C, G, R, W, Y
authority: 7.2/10
trusted-derived-composite
Derived dual-fighter target composed from two trusted cleaned player-fighter crops. This prevents the dual runtime state from being scored against a single fighter while preserving the accepted target proportions.
May anchor runtime scoring for the exact composite state while separate source-frame evidence is still being promoted.

Aurora Runtime Versus Target Crops

This is the stricter live-rendered sprite read: each Aurora canvas crop is compared against accepted Galaga target crops after semantic role filtering. Low values here are not failures of the plan; they are the exact gaps the next sprite passes should attack.

Runtime artifact: reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest.json. Direct target artifact: reference-artifacts/analyses/aurora-runtime-vs-galaga-target-crops/latest.json. Generated: 2026-05-30T23:27:53.558Z.

Runtime Static Score6.2/108 live canvas crop(s)
Direct Target Score6.0/1033 target crop(s)
Target Sequence Score5.7/103 cadence sequence(s)
Weakest Direct Matchchallenge-mosquito3.7/10
Motion Axes Covered4/45 phase pair(s); 5 cadence window(s)
Runtime Sprite Aurora Current Best Galaga Target Score Component Read
player-fighter
runtime model 7.7/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
player-fighter-single-front
Private companion store only; not exposed from the public repo.
player-fighter / single-ship-front
6.6/10
candidates: 1; role filter: player-fighter
Jaccard 0.6248; silhouette 0.7754; color 0.7663.
dual-fighter
runtime model 6.8/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
player-fighter-dual-front
Private companion store only; not exposed from the public repo.
player-fighter / dual-fighter-front
6.1/10
candidates: 1; role filter: player-fighter
Jaccard 0.542; silhouette 0.7441; color 0.7473.
bee-line
runtime model 5.5/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
bee-zako-formation-front
Private companion store only; not exposed from the public repo.
bee-zako / formation-front
7.6/10
candidates: 3; role filter: bee-zako
Jaccard 0.7534; silhouette 0.8252; color 0.8603.
but-line
runtime model 7.6/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
butterfly-escort-formation-front
Private companion store only; not exposed from the public repo.
butterfly-escort / formation-front
7.9/10
candidates: 3; role filter: butterfly-escort
Jaccard 0.769; silhouette 0.8008; color 0.8638.
boss-line
runtime model 5.0/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
boss-galaga-flap-b
Private companion store only; not exposed from the public repo.
boss-galaga / flap-b
5.3/10
candidates: 3; role filter: boss-galaga
Jaccard 0.4367; silhouette 0.583; color 0.724.
rogue-fighter
runtime model 6.7/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
player-fighter-single-front
Private companion store only; not exposed from the public repo.
player-fighter / single-ship-front
6.6/10
candidates: 3; role filter: player-fighter boss-galaga
Jaccard 0.6248; silhouette 0.7754; color 0.7663.
challenge-dragonfly
runtime model 5.0/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
challenge-green-family-front
Private companion store only; not exposed from the public repo.
challenge-specialty-aliens / green-family-front
4.0/10
candidates: 4; role filter: challenge-specialty-aliens
Jaccard 0.1237; silhouette 0.7441; color 0.9247.
challenge-mosquito
runtime model 5.4/10
Aurora runtime crop
Private companion store only; not exposed from the public repo.
Isolated live canvas crop from the current Aurora renderer.
challenge-yellow-family-front
Private companion store only; not exposed from the public repo.
challenge-specialty-aliens / yellow-family-front
3.7/10
candidates: 4; role filter: challenge-specialty-aliens
Jaccard 0.1614; silhouette 0.7158; color 0.6711.
Motion Subject Closed Phase Open Phase Delta Read
bee-line
two-phase-flap-pulse
Closed phase
Private companion store only; not exposed from the public repo.
Harness-captured closed/static flap phase.
Open phase
Private companion store only; not exposed from the public repo.
Harness-captured open flap phase.
0 filled-cell delta
0 lit-pixel delta; score delta 0
Captured closed/open flap phases for bee-line; lit-pixel delta 0, filled-cell delta 0.
but-line
two-phase-flap-pulse
Closed phase
Private companion store only; not exposed from the public repo.
Harness-captured closed/static flap phase.
Open phase
Private companion store only; not exposed from the public repo.
Harness-captured open flap phase.
0 filled-cell delta
0 lit-pixel delta; score delta 0
Captured closed/open flap phases for but-line; lit-pixel delta 0, filled-cell delta 0.
boss-line
two-phase-flap-pulse
Closed phase
Private companion store only; not exposed from the public repo.
Harness-captured closed/static flap phase.
Open phase
Private companion store only; not exposed from the public repo.
Harness-captured open flap phase.
37 filled-cell delta
208 lit-pixel delta; score delta 0.61
Captured closed/open flap phases for boss-line; lit-pixel delta 208, filled-cell delta 37.
challenge-dragonfly
two-phase-flap-pulse
Closed phase
Private companion store only; not exposed from the public repo.
Harness-captured closed/static flap phase.
Open phase
Private companion store only; not exposed from the public repo.
Harness-captured open flap phase.
36 filled-cell delta
384 lit-pixel delta; score delta 0.11
Captured closed/open flap phases for challenge-dragonfly; lit-pixel delta 384, filled-cell delta 36.
challenge-mosquito
two-phase-flap-pulse
Closed phase
Private companion store only; not exposed from the public repo.
Harness-captured closed/static flap phase.
Open phase
Private companion store only; not exposed from the public repo.
Harness-captured open flap phase.
7 filled-cell delta
256 lit-pixel delta; score delta 0.39
Captured closed/open flap phases for challenge-mosquito; lit-pixel delta 256, filled-cell delta 7.
Cadence Subject Runtime Window Frames Score Motion Pixel Motion Read
bee-line
full-flap-cadence-window; 8 frame(s)
Frame 0
Private companion store only; not exposed from the public repo.
tm 0; score 5.5/10
Frame 4
Private companion store only; not exposed from the public repo.
tm 0.22; score 5.5/10
Frame 7
Private companion store only; not exposed from the public repo.
tm 0.385; score 5.5/10
0 score range
0 avg adjacent lit-pixel delta
0 avg adjacent filled-cell delta Captured 8 cadence frames for bee-line; average adjacent lit-pixel delta 0, filled-cell delta 0. This measures visible runtime motion, but not yet Galaga target-frame cadence.
but-line
full-flap-cadence-window; 8 frame(s)
Frame 0
Private companion store only; not exposed from the public repo.
tm 0; score 7.6/10
Frame 4
Private companion store only; not exposed from the public repo.
tm 0.22; score 7.6/10
Frame 7
Private companion store only; not exposed from the public repo.
tm 0.385; score 7.6/10
0 score range
0 avg adjacent lit-pixel delta
0 avg adjacent filled-cell delta Captured 8 cadence frames for but-line; average adjacent lit-pixel delta 0, filled-cell delta 0. This measures visible runtime motion, but not yet Galaga target-frame cadence.
boss-line
full-flap-cadence-window; 8 frame(s)
Frame 0
Private companion store only; not exposed from the public repo.
tm 0; score 5.0/10
Frame 4
Private companion store only; not exposed from the public repo.
tm 0.22; score 5.6/10
Frame 7
Private companion store only; not exposed from the public repo.
tm 0.385; score 5.0/10
0.61 score range
59.43 avg adjacent lit-pixel delta
10.57 avg adjacent filled-cell delta Captured 8 cadence frames for boss-line; average adjacent lit-pixel delta 59.4, filled-cell delta 10.6. This measures visible runtime motion, but not yet Galaga target-frame cadence.
challenge-dragonfly
full-flap-cadence-window; 8 frame(s)
Frame 0
Private companion store only; not exposed from the public repo.
tm 0; score 5.0/10
Frame 4
Private companion store only; not exposed from the public repo.
tm 0.22; score 5.1/10
Frame 7
Private companion store only; not exposed from the public repo.
tm 0.385; score 5.0/10
0.11 score range
109.71 avg adjacent lit-pixel delta
10.29 avg adjacent filled-cell delta Captured 8 cadence frames for challenge-dragonfly; average adjacent lit-pixel delta 109.7, filled-cell delta 10.3. This measures visible runtime motion, but not yet Galaga target-frame cadence.
challenge-mosquito
full-flap-cadence-window; 8 frame(s)
Frame 0
Private companion store only; not exposed from the public repo.
tm 0; score 5.4/10
Frame 4
Private companion store only; not exposed from the public repo.
tm 0.22; score 5.8/10
Frame 7
Private companion store only; not exposed from the public repo.
tm 0.385; score 5.4/10
0.39 score range
73.14 avg adjacent lit-pixel delta
2 avg adjacent filled-cell delta Captured 8 cadence frames for challenge-mosquito; average adjacent lit-pixel delta 73.1, filled-cell delta 2. This measures visible runtime motion, but not yet Galaga target-frame cadence.
Target Sequence Expected Poses Runtime Frames Sequence Score Read
bee-line
full-flap-cadence-window; 8 frame(s)
formation-front -> flap-a -> flap-b -> flap-b -> flap-a -> formation-front
Frame 0
Private companion store only; not exposed from the public repo.
expected formation-front; best target formation-front
Frame 4
Private companion store only; not exposed from the public repo.
expected flap-b; best target flap-b
Frame 7
Private companion store only; not exposed from the public repo.
expected formation-front; best target formation-front
5.5/10
avg frame 4.3/10; pose coverage 100%
bee-line cadence now scores each runtime frame against an expected Galaga pose sequence; this is a target-relative animation read, not merely local motion delta.
but-line
full-flap-cadence-window; 8 frame(s)
formation-front -> flap-a -> flap-b -> flap-b -> flap-a -> formation-front
Frame 0
Private companion store only; not exposed from the public repo.
expected formation-front; best target formation-front
Frame 4
Private companion store only; not exposed from the public repo.
expected flap-b; best target flap-b
Frame 7
Private companion store only; not exposed from the public repo.
expected formation-front; best target formation-front
5.3/10
avg frame 4.0/10; pose coverage 100%
but-line cadence now scores each runtime frame against an expected Galaga pose sequence; this is a target-relative animation read, not merely local motion delta.
boss-line
full-flap-cadence-window; 8 frame(s)
formation-front -> flap-a -> flap-b -> flap-b -> flap-a -> formation-front
Frame 0
Private companion store only; not exposed from the public repo.
expected formation-front; best target formation-front
Frame 4
Private companion store only; not exposed from the public repo.
expected flap-b; best target flap-b
Frame 7
Private companion store only; not exposed from the public repo.
expected formation-front; best target formation-front
6.2/10
avg frame 5.2/10; pose coverage 100%
boss-line cadence now scores each runtime frame against an expected Galaga pose sequence; this is a target-relative animation read, not merely local motion delta.
Active Pose Runtime Crop Model Score Read
bee-line-dive-left
dive-rotation-pose
bee-line-dive-left
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
7.2/10
filled 512; lit 1238
Captured bee-line-dive-left with forced dive vector (-88, 134) so rotation silhouette can be tracked over time.
but-line-dive-right
dive-rotation-pose
but-line-dive-right
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
7.1/10
filled 524; lit 1790
Captured but-line-dive-right with forced dive vector (88, 134) so rotation silhouette can be tracked over time.
boss-line-dive-left
dive-rotation-pose
boss-line-dive-left
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
6.7/10
filled 284; lit 1273
Captured boss-line-dive-left with forced dive vector (-70, 118) so rotation silhouette can be tracked over time.
challenge-dragonfly-route-left
dive-rotation-pose
challenge-dragonfly-route-left
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
6.0/10
filled 289; lit 534
Captured challenge-dragonfly-route-left with forced dive vector (-76, 118) so rotation silhouette can be tracked over time.
challenge-mosquito-route-right
dive-rotation-pose
challenge-mosquito-route-right
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
6.4/10
filled 356; lit 653
Captured challenge-mosquito-route-right with forced dive vector (76, 118) so rotation silhouette can be tracked over time.
boss-capture-beam
capture-rescue-dual-transition
boss-capture-beam
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
5.3/10
filled 688; lit 20482
Captured boss-capture-beam as a first transition-state measurement seed.
boss-carrying-fighter
capture-rescue-dual-transition
boss-carrying-fighter
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
5.5/10
filled 365; lit 2432
Captured boss-carrying-fighter as a first transition-state measurement seed.
dual-fighter-transition
capture-rescue-dual-transition
dual-fighter-transition
Private companion store only; not exposed from the public repo.
Harness-captured runtime pose seed for active sprite-motion conformance.
6.8/10
filled 765; lit 2496
Captured dual-fighter-transition as a first transition-state measurement seed.

Impact And Explosion Feedback

The first impact/explosion comparator captures event visuals from the current runtime and compares them against promoted Galaga target explosion crops. This is the start of making missile impacts, boss damage, kills, and death rewards measurable instead of relying on subjective review.

Current read: 5.8/10 average static event score; 4.0/10 lifecycle score; weakest boss-first-hit 5.6/10.

Source artifact: reference-artifacts/analyses/aurora-impact-explosion-conformance/latest.json. The scorer now captures onset/expansion/decay and expected audio cue coupling, but still needs exact target-video frame labels.

Event Aurora Current Galaga Target Score Player Meaning
enemy-hit
usable-static-keeper-candidate
Aurora runtime event
Private companion store only; not exposed from the public repo.
A missile contact should visibly tell the player that a small enemy was hit.
impact-explosion-small
Private companion store only; not exposed from the public repo.
Promoted Galaga target-crop candidate for this event family.
5.7/10
Jaccard 0.4863; silhouette 0.6328; color 0.7027
lifecycle 4.2/10; audio 8.0/10
A missile contact should visibly tell the player that a small enemy was hit.
enemy-hit lifecycle score 4.23/10 from onset/expansion/decay frames; this starts measuring whether the event unfolds clearly instead of being one generic flash.
enemyHit audio mapping exists; worst audio segment risk 2.17/10, semantic score 9.8/10.
enemy-boom
usable-static-keeper-candidate
Aurora runtime event
Private companion store only; not exposed from the public repo.
A destroyed enemy should have a short, readable arcade burst that pairs with the boom cue.
impact-explosion-small
Private companion store only; not exposed from the public repo.
Promoted Galaga target-crop candidate for this event family.
5.7/10
Jaccard 0.4863; silhouette 0.6328; color 0.7002
lifecycle 3.7/10; audio 8.4/10
A destroyed enemy should have a short, readable arcade burst that pairs with the boom cue.
enemy-boom lifecycle score 3.71/10 from onset/expansion/decay frames; this starts measuring whether the event unfolds clearly instead of being one generic flash.
enemyBoom audio mapping exists; worst audio segment risk 0.86/10, semantic score 10/10.
boss-first-hit
usable-static-keeper-candidate
Aurora runtime event
Private companion store only; not exposed from the public repo.
The first boss hit should read as damage, not as a confusing full death explosion.
impact-explosion-small
Private companion store only; not exposed from the public repo.
Promoted Galaga target-crop candidate for this event family.
5.6/10
Jaccard 0.4744; silhouette 0.6289; color 0.7114
lifecycle 3.7/10; audio 8.3/10
The first boss hit should read as damage, not as a confusing full death explosion.
boss-first-hit lifecycle score 3.7/10 from onset/expansion/decay frames; this starts measuring whether the event unfolds clearly instead of being one generic flash.
bossHit audio mapping exists; worst audio segment risk 0.92/10, semantic score 9.8/10.
boss-boom
usable-static-keeper-candidate
Aurora runtime event
Private companion store only; not exposed from the public repo.
A boss death should have a larger visual reward and should not be mistaken for the first-hit damage flash.
impact-explosion-large
Private companion store only; not exposed from the public repo.
Promoted Galaga target-crop candidate for this event family.
6.5/10
Jaccard 0.614; silhouette 0.666; color 0.7291
lifecycle 4.2/10; audio 7.6/10
A boss death should have a larger visual reward and should not be mistaken for the first-hit damage flash.
boss-boom lifecycle score 4.17/10 from onset/expansion/decay frames; this starts measuring whether the event unfolds clearly instead of being one generic flash.
bossBoom audio mapping exists; worst audio segment risk 3.54/10, semantic score 10/10.
Lane Purpose Renderer Expectation Metrics Use
Reference Conformance Lane
reference-conformance-lane
developer/internal measurement first
Show and measure the closest legally appropriate Galaga-like game experience so the team can assess what conformance would look like before creative variation. Fixed low-resolution gameplay buffer, integer or controlled scaling, no smoothing, target-crop sprite atlases or target-derived pixel-row manifests, authored pose frames instead of arbitrary canvas rotation. static target crop similarity
pose-set coverage
flap and pulse cadence
dive/rotation silhouette sequence similarity
capture/rescue transition readability
projectile/explosion vocabulary alignment
formation and challenge-stage context fit
Use for internal target comparison and measurement.
Aurora Production Theme Lane
aurora-production-theme-lane
public Aurora production
Ship original Aurora art that feels era-faithful and arcade-readable while avoiding a direct copy of target art. Uses the same sprite-role/pose manifest shape as the conformance lane, but with Aurora-owned pixel art, palettes, effects, and themed variations. role readability
silhouette family similarity band
palette-era fit
motion cadence fit
player comprehension during hits, captures, rescues, and challenge stages
theme distinctiveness
Use for public Aurora originality and era-faithful presentation.
Future Game Ingestion Lane
future-game-ingestion-lane
new game onboarding
Use the same source-to-target-to-variation loop for Galaxy Guardians and later games so new games begin with measured artifacts, not hand-waved design memory. Game-owned target packs and themed packs share the same manifest schema, crop review, scorer, and developer toggle vocabulary. source coverage
target extraction confidence
role/pose manifest completeness
runtime-vs-target conformance
theme variation distance
compute cost per conformance lift
Use to onboard future games through the same artifact loop.
Pipeline Step Goal Current Status Next Action
1. Source Manifest
source-manifest
Register lawful target sources and classify them as scoring targets, human-review context, secondary validation, or planning-only references. Galaga alien close-ups are ingested and classified; general sprite sheet is the strongest current static target candidate; a segmented alien motion/pulse video is now registered as a target-validation and temporal-reference source. Keep source authority explicit when new sprite sheets, gameplay clips, posters, or manual screenshots enter the project.
2. Crop-Box Manifest
crop-box-manifest
Define bounding boxes for player, bee, butterfly, boss, captured fighter, projectiles, tractor beam, explosions, challenge aliens, and each important pose frame. First-pass region manifest exists at reference-artifacts/ingestion/galaga-alien-visual-reference/crop-box-manifest-0.1.json, generated review previews exist at reference-artifacts/analyses/galaga-alien-visual-crop-previews/latest.json, and per-role/per-pose target crops now exist at reference-artifacts/analyses/galaga-alien-target-crops/latest.json. Human review found polluted crop evidence for the original boss/bee/butterfly target rows, so the library now separates trusted cleaned motion-reference crops from provisional source-sheet cells and records that decision in reference-artifacts/analyses/galaga-target-evidence-audit/latest.json. Regenerate runtime-vs-target scoring against the trusted boss, bee, and butterfly crops, then promote clean player-fighter and temporal pulse-pair targets before making additional runtime sprite changes.
3. Pose And Motion Targets
pose-and-motion-targets
Group static crops into temporal identities: flap cycles, dive turns, boss damage, capture/rescue, dual fighter, projectiles, and explosions. Static model and runtime crop scoring exist, and a 33-crop/7-role promoted target library now supplies multi-pose static targets. Primary Boss/Bee/Butterfly/Fighter crops are trusted cleaned motion-reference targets; remaining source-sheet cells are provisional until recropped or replaced by temporal windows. Seed runtime windows now cover all four planned motion axes: flap phase pairs, full flap cadence, dive/rotation poses, capture/carry/dual transitions, and first-pass impact/explosion event crops. A segmented alien motion/pulse video now provides cleaner human-readable pulse/cadence evidence for Boss, Butterfly, Bee, specialty aliens, Fighter, and Tractor Beam. Temporal target rows now exist at reference-artifacts/analyses/galaga-alien-temporal-targets/latest.json, with Boss stronger than Bee/Butterfly because the latter still depend on provisional flap cells. Replace provisional Bee and Butterfly flap cells with clean frame-timed target windows, then score Aurora runtime cadence against those target sequences.
4. Runtime Renderer Path
runtime-renderer-path
Render sprites through a fixed-buffer, smoothing-free, artifact-driven path that supports target mode and creative theme variants. Current canvas path is DPR-aware and smoothing-free, but sprites are still compact hand-authored patterns and responsive scaling complicates pixel scoring. Prototype a sprite atlas/pixel-row renderer behind a development flag before changing normal gameplay.
5. Scoring And Gates
scoring-and-gates
Score static crops, active motion, stage context, player meaning, and shipped-theme originality separately. Runtime static sprite score is 5.75/10 against inferred models while the stricter runtime-vs-promoted-target-crop comparator now reads 4.33/10 after replacing polluted Boss/Bee/Butterfly targets with trusted motion-reference crops. That score decrease is useful: it removes false confidence and exposes the direct visible geometry gap. Impact/explosion feedback has a first-pass static crop comparator at 5.86/10 after adding a target-derived pixel explosion layer. Active sprite motion has seed windows but is not yet target-frame temporal scoring. Move direct target sprite score toward 5.5+ before the next beta claim, keep challenge-stage set-piece conformance above 5.0 before claiming a beta conformance lift, and add confidence/resolution plus temporal target scoring.
6. Variation Generation
variation-generation
Use artists, scripts, model-assisted generation, or tools such as agent-sprite-forge to create era-faithful original variants after the target lane is understood. Candidate tooling noted but not adopted; generated assets should be treated as candidates until reviewed, cropped, scored, and committed. Evaluate candidate generation tools against the same manifest and scoring shape, not as a replacement for source-grounded targets.
7. Developer Controls
developer-controls
Expose conforming mode, Aurora theme mode, and future-game theme variants through developer settings for visual comparison and evidence capture. Developer graphics/audio settings exist, but no formal sprite-conformance lane toggle exists yet. Add a future developer setting for Sprite Mode: Reference Conformance, Aurora Production, and Theme Variant once target packs exist.
Gate Target Meaning
Short Term
short-term
Crop-box manifest exists for the strongest Galaga sprite sheet, and the Application Guide shows target crops beside Aurora runtime crops. Next practical implementation target.
Medium Term
medium-term
Runtime sprite scoring compares multiple poses per role and moves from static-only 6.2/10 toward 7.5+/10 without overstating motion coverage. Tracked as the sprite pipeline matures.
Release Gate
release-gate
Before the next beta conformance claim, strict direct target sprite conformance should be at least 5.5/10 and challenge-stage set-piece conformance should be at least 5.0/10. Before broad public promotion, production theme sprites are original, readable, era-faithful, and backed by conformance-lane evidence plus variation-distance notes. Required before broad public claims.
Long Term
long-term
The same sprite ingestion, scoring, and variation pipeline can onboard a new Platinum game with minimal bespoke authoring. Tracked as the sprite pipeline matures.

Alien Conformance Index

Current game-visible alien and enemy roles with activity, presence, evidence anchors, confidence, and the next conformance gap. This is the generated-guide view of the maintained game conformance catalog.

Alien / Role Visual Evidence Activity Presence Reference Score / Confidence Next Gap
Bee / Zako Scout
type bee; families classic, scorpion, stingray, galboss
Current Aurora bee sprite
Inferred Galaga Zako scout model
Private companion store only; not exposed from the public repo.
Consensus model; 3 samples, 92% average confidence.
Galaga Zako scout target
Private companion store only; not exposed from the public repo.
Exact source-frame crop from a live Zako/scout dive pose.
General sprite sheet
Private companion store only; not exposed from the public repo.
ripped-sprite-sheet; direct crop target candidate. Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
Close-up alien and fighter lineup on black
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; human review and role-shape target context. Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
Compact player and alien lineup
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; role proportion context. Compact reference for projectile scale and core role silhouettes.
Galaga reference context
Private companion store only; not exposed from the public repo.
Score-table context for role and color family.
Basic formation alien; dives, fires, supplies early pressure, and appears in challenge groups. All regular stages and challenge stages. Galaga Zako/scout behavior, challenge-stage evidence, and galaga3-zako audio reference. 7.8/10 behavior/stage-role within current alien-entry scorer
medium; visual likeness is still low-confidence proxy
Score Aurora displayed sprites against the inferred Galaga consensus models and source-frame pixel targets, then promote lossless/emulator targets when available.
Butterfly / Escort Alien
type but; families classic, scorpion, stingray, galboss
Current Aurora butterfly sprite
Inferred Galaga butterfly escort model
Private companion store only; not exposed from the public repo.
Consensus model; 7 samples, 90% average confidence.
Galaga butterfly escort target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for escort/butterfly visual comparison.
General sprite sheet
Private companion store only; not exposed from the public repo.
ripped-sprite-sheet; direct crop target candidate. Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
Close-up alien and fighter lineup on black
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; human review and role-shape target context. Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
Compact player and alien lineup
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; role proportion context. Compact reference for projectile scale and core role silhouettes.
Galaga reference context
Private companion store only; not exposed from the public repo.
Score-table context for role and color family.
Mid-value formation alien; dives more dangerously, escorts bosses in special attacks, and participates in challenge set pieces. All regular stages, with high-value role in stages 4 and later. Galaga butterfly/escort behavior through boss/formation grammar and path-family reports. 7.8/10 behavior/stage-role; 9.2/10 boss grammar contribution
medium; visual likeness pending
Run per-role visual scoring against the inferred Galaga consensus model and separate escort-path precision against reference windows.
Boss Galaga / Command Boss
type boss; families classic, stingray, galboss
Current Aurora boss sprite
Inferred Galaga command boss model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga command boss target
Private companion store only; not exposed from the public repo.
Exact source-frame crop from a live formation boss window.
General sprite sheet
Private companion store only; not exposed from the public repo.
ripped-sprite-sheet; direct crop target candidate. Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
Close-up alien and fighter lineup on black
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; human review and role-shape target context. Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
Compact player and alien lineup
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; role proportion context. Compact reference for projectile scale and core role silhouettes.
Galaga boss context
Private companion store only; not exposed from the public repo.
Score-table context for boss role and points.
Two-hit boss; captures player ship, carries captured fighter, leads special attacks, and awards high dive/squadron points. All regular stages; capture/rescue and special-attack windows. Galaga boss, tractor beam, capture/rescue, boss-hit, and boss-death timing/audio references. 9.2/10 boss/formation grammar
medium-high for behavior; audiovisual damage feedback still weaker
Improve explosion/damage visual event authenticity and direct boss path precision from extracted reference paths.
Challenge Rogue / Specialty Alien
type rogue in challenge and captured-fighter contexts
Current Aurora rogue/captured-fighter sprite
Inferred Galaga dual-fighter model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga dual-fighter target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for rescue, dual-fighter, and captured-fighter comparison.
General sprite sheet
Private companion store only; not exposed from the public repo.
ripped-sprite-sheet; direct crop target candidate. Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
Player fighter pixel grid
Private companion store only; not exposed from the public repo.
pixel-grid-reference; player fighter crop-grid candidate. Good for the player-fighter silhouette, color placement, and centerline proportions.
Close-up alien and fighter lineup on black
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; human review and role-shape target context. Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
Capture/rescue context
Private companion store only; not exposed from the public repo.
Reference-media context for capture and rescue flow.
Challenge-stage novelty role used to create distinct set pieces and visible learning opportunities. Challenge stages 7, 11, and 15 in current evidence windows. Galaga challenging-stage specialty waves and bonus-stage composition. 7.8/10 challenge alien novelty
medium
Promote a challenge-only Galaga target when the ingestion has a clean bonus-stage sheet, then score reward clarity separately.
Captured Fighter
carried player fighter state on boss
Current Aurora rogue/captured-fighter sprite
Inferred Galaga dual-fighter model
Private companion store only; not exposed from the public repo.
Consensus model; 1 sample, 100% average confidence.
Galaga dual-fighter target
Private companion store only; not exposed from the public repo.
Exact source-frame crop for rescue, dual-fighter, and captured-fighter comparison.
General sprite sheet
Private companion store only; not exposed from the public repo.
ripped-sprite-sheet; direct crop target candidate. Best close-up artifact in this pack. Use for crop-box authoring and pose taxonomy before promotion into pixel target scoring.
Player fighter pixel grid
Private companion store only; not exposed from the public repo.
pixel-grid-reference; player fighter crop-grid candidate. Good for the player-fighter silhouette, color placement, and centerline proportions.
Close-up alien and fighter lineup on black
Private companion store only; not exposed from the public repo.
assembled-pixel-reference; human review and role-shape target context. Good for visual vocabulary: boss wings, butterfly/bee silhouettes, challenge alien color families, projectile scale.
Capture/rescue context
Private companion store only; not exposed from the public repo.
Reference-media context for capture and rescue flow.
Converts player state into risk/reward: destroy too early for loss, rescue for dual fighter. Capture/rescue stages after boss capture. Galaga capture/rescue audio and event flow correspondence artifacts. guardrail pass for flow
medium-high for state flow; visual feedback lower
Use the generated dual-fighter target for rescue/carry review, then add visual event scoring for destruction, rescue join, and player comprehension.

Audio Conformance Index

The major event-audio families, what they mean to the player, which Galaga-family references currently ground them, and where measurement still needs to improve.

Cue Family Gameplay Meaning Human Review Reference Score / Confidence Next Gap
Start and stage entry
gameStart, formationArrival, stageTransition
Begins run and anchors formation-arrival timing.
Waveform or spectrogram preview pending for this row.
galaga2-game-start, galaga3-level-underscore, galaga-level-flag. 7.1/10 audio category
medium
Continue waveform/spectral comparison and fit full reference phrases where runtime windows allow.
Player and enemy fire
playerShot, enemyShot
Differentiates player action from enemy pressure.
Waveform or spectrogram preview pending for this row.
Dedicated subwindows from galaga3-boss-damage-flagship-fighter-shot. measured but weak category
medium
Improve cue distinctness, cooldown fit, and event alignment without masking hit feedback.
Enemy impact and destruction
enemyHit, enemyBoom
Immediate feedback that a missile impacted or destroyed a normal alien.
Waveform or spectrogram preview pending for this row.
galaga3-zako subwindows and aurora-audio-event-gap latest report. open high-value gap
medium
Add event-specific explosion/impact scorer for missile impact, alien death, ship impact, immunity, and boss damage.
Boss damage and destruction
bossHit, bossBoom
Shows multi-hit boss damage and final destruction clearly.
Waveform or spectrogram preview pending for this row.
galaga3-boss-damage-flagship-fighter-shot and galaga3-boss-death-sasori. measured but still in audio gap
medium-high
Score first-hit flash, sound onset, hold/cadence, final explosion, and player comprehension.
Capture and rescue
captureBeam, captureSuccess, captureRetreat, rescueJoin, capturedFighterDestroyed
Explains the most important Galaga-style risk/reward loop.
Waveform or spectrogram preview pending for this row.
Tractor beam, captured-fighter, capturing, rescued-double-ship, and captured-fighter-destroyed clips. flow guardrail pass; rescueJoin keeper promoted after full-theme precheck
medium-high
Improve event-rich logs and status/commentary hooks around capture and rescue, then revisit captureBeam tail separation.
Player loss and game over
playerHit, gameOver
Explains ship loss, final loss, and the emotional end of a run without muting the next start.
Waveform or spectrogram preview pending for this row.
galaga3-death and game-over reference windows with onset/body/tail segmentation. measured ship-loss cue promoted; residual playerHit tail is still the highest current segment gap
medium-high
Refine the remaining tail/body fit with composite modeling and browser-capture calibration before attempting another runtime audio promotion.
Challenge results
challengeTransition, challengeResults, challengePerfect
Marks bonus-stage entry and result/reward feedback.
Waveform or spectrogram preview pending for this row.
galaga challenging-stage, results, and perfect-result clips. timing guardrail pass
medium
Add score/result surface conformance and direct challenge-stage audio fit checks.

Stage Conformance Summary

Stage-by-stage and stage-band summary of difficulty, maneuvers, trajectory identity, gameplay description, current evidence, and the main conformance gap.

Stage / Band Gameplay Summary Key Aspects Evidence Gap
Stage 1 Baseline rack entry, first dives, low pressure, player onboarding. Formation arrival timing, first dive timing, safe early pressure, classic visual/audio framing. stage-1-baseline evidence window; stage-1 geometry and shot trust guardrails. Improve direct visual reference grounding for alien/player likeness.
Stage 3 / first challenge First challenging stage and bonus-stage learning moment. Current critical read: the rule baseline is present, but the set piece does not yet read enough like Galaga's first challenge. Non-lethal challenge behavior, no enemy shooting, no ship loss, visible arrival and peel-off patterns, bee/butterfly bonus-line grammar. Challenge timing guardrails, challenge-stage candidate window, and reference-artifacts/analyses/challenge-stage-conformance/latest.json. Make stage 3 best-match challenge-1 arrival/late-wave references instead of a later mixed challenge target.
Stage 4 First major pressure step and capture/squadron importance. Boss capture, special attacks, lane pressure, player loss windows, fairness. Stage 4 pressure geometry, lane loss windows, close-shot trust harnesses. Continue pressure precision while protecting fairness and persona safety.
Stage 7 challenge Scorpion cross-sweep challenge set piece. Current critical read: the label variation exists, but the measured vector still clusters too close to the same broad challenge-reference family. No enemy shooting, no ship loss, mixed alien families, cross-sweep path family, higher-density bonus pattern. challenge-stage-scorpion-cross, alien-entry/challenge-variation, formation-boss path extraction, and challenge-stage conformance artifacts. Turn stage 7 into a true challenge-2 contract with group-by-group mixed-novelty scoring and visible entry/exit differences.
Stage 11 challenge Stingray hook-arc challenge set piece. Current critical read: dragonfly family presentation is visible, but active sprite-motion novelty is not yet measured. No enemy shooting, no ship loss, new challenge-family visual language, hook-arc motion, later-stage bonus pattern novelty. challenge-stage-stingray-hook, path-family comparison, and challenge-stage conformance artifact. Add challenge-3 reference phase scoring and active visual-motion scoring for flapping, pulsing, and silhouette changes.
Stage 12 to 14 Late-run cleanup, pressure, squadron reward, and advanced route planning. Higher pressure, special-attack scoring, escort recovery route, advanced-persona outcomes. late-run-cleanup-or-failure, late-run-escort-variant, level-arc probes, escort-reward sweeps. Improve direct late-stage path/cadence precision and replay-style pressure analysis.
Stage 15 challenge Boss-led late-loop challenge set piece. Current critical read: the widest motion shape is present, but it still lacks a mature late-challenge reference target. No enemy shooting, no ship loss, boss-heavy formation choreography, late-loop motion, advanced bonus-stage path reading. challenge-stage-boss-led-loop, formation-boss path-slot extraction, alien-entry challenge variation, and challenge-stage conformance artifact. Capture or label later Galaga challenge references, then tune boss-led late-loop exits and high-bonus readability against that target.
Stage 19 challenge Crown split-cascade challenge set piece configured for very-late play, but not yet mature as a documented conformance target. No enemy shooting, no ship loss, mosquito-family visual novelty, split/cascade path identity, late-stage bonus complexity. reference-artifacts/analyses/challenge-stage-conformance/latest.json. Create durable stage-19 evidence windows and late Galaga challenge reference labels before treating this as conformant.

Level Visual Conformance Index

Ordered current-versus-target visual evidence for every Aurora level and each Challenging Stage. Each row keeps the current runtime screenshot beside an actual Galaga gameplay target frame, then expands into scene roles, bitmap pairs, conformance metrics, and the next gap.

Current read: 39 ordered rows; 31 regular levels; 8 challenging stages; 39 Aurora screenshots; 39 target gameplay screenshots; 39 Aurora 10s clips; 39 target 10s clips.

Conformance pressure: 4.2/10 challenge visual conformance and 3.6/10 target grounding. The generated index now contains 39 ordered rows: 31 regular levels and 8 challenging stages. Every row has a current Aurora runtime screenshot, an actual Galaga target-gameplay frame, and paired 10-second current/target gameplay clips for inline motion review. The important caveat is grounding quality: 14/39 target rows are exact ingested windows, while 25 regular-level rows use representative actual Galaga gameplay until a full per-level normal-stage corpus is ingested. Challenge-stage visual conformance remains the most human-visible failure: exact challenge target screenshots exist, but the strict challenge score is only 4.2/10.

Target-grounding caveat: 14/39 rows currently use exact ingested target windows. 25 regular-level rows use representative actual Galaga gameplay frames until the normal-stage corpus is extended. That means the section is excellent for seeing the shape of the gap, but it is not yet a complete per-level proof of conformance.

Source artifact: reference-artifacts/analyses/level-visual-conformance-index/latest.json. Report: LEVEL_VISUAL_CONFORMANCE_INDEX.md.

Level 1 Level 1 ยท Regular Level ยท Exact regular target unscoredexact regular-stage target pending movementpending graphics; pending novelty Scene rolesBee / Zako: 20, Butterfly / escort: 16, Boss Galaga: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact regular target; source time 17.2s.

Exact ingested regular-stage reference window for this displayed level.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 5.2s into this displayed row.

Bee / Zako: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row has an exact ingested Galaga regular-stage target frame. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.

Next: Add target/current motion overlays for the first two entry groups and boss/capture windows.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 17.2s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 5.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact regular target. This row has an exact ingested target window.

Variation read: Regular level band opening; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
Exact ingested regular-stage reference window for this displayed level.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 2 Level 2 ยท Regular Level ยท Exact regular target unscoredexact regular-stage target pending movementpending graphics; pending novelty Scene rolesBee / Zako: 20, Butterfly / escort: 16, Boss Galaga: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact regular target; source time 61.2s.

Exact ingested regular-stage reference window for this displayed level.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 5.2s into this displayed row.

Bee / Zako: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row has an exact ingested Galaga regular-stage target frame. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.

Next: Add target/current motion overlays for the first two entry groups and boss/capture windows.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 61.2s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 5.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact regular target. This row has an exact ingested target window.

Variation read: Regular level band opening; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
Exact ingested regular-stage reference window for this displayed level.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 3 Level 3 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 131.04s.

No exact ingested Galaga Level 3 target window yet; this uses actual Galaga gameplay from the nearest available stage-4 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 6.2s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 4 post-challenge rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 3 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 3 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 131.04s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 6.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band early-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 3 target window yet; this uses actual Galaga gameplay from the nearest available stage-4 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 1 (Levels 3-4) Challenge 1 ยท Challenging Stage ยท Exact challenge target 4.2/10strict challenge-stage scorer 4.2/10 movement4.3/10 graphics; 3.9/10 novelty Scene rolesBee / Zako: 20, Butterfly / escort: 20 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 19.26s.

Introductory challenge teaches vertical columns, simple side hooks, upper-band score windows, and the perfect-result loop.

Target families: classic bee, classic butterfly, boss marker.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 8.2s into this displayed row.

first-challenge-peel / first-challenge-peel; lanes bee, bee, bee, bee, but, but, but, but; first-wave types bee, bee, bee, bee, but, but, but, but; visual families classic; strict movement 4.2/10, graphics 4.3/10, alien novelty 3.9/10, shot opportunity 5.8/10, target-contract fit 6.8/10.

Captured from the current local/runtime build. Enemy count 40; challenge enemies 40.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Protect the first-challenge bee/butterfly line contract, then tune path length, turn count, and rack-slot precision against challenge-1 arrival and late-wave labels.

Overall: 4.2/10Movement: 4.2/10Graphics: 4.3/10Alien novelty: 3.9/10Progression: 3.2/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 19.26s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 8.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Introductory challenge teaches vertical columns, simple side hooks, upper-band score windows, and the perfect-result loop.

Aurora contract: Use as the teaching stage: five readable groups, no combat, clear upper-band score lanes, and a result cadence that lets the player understand 40/40.

Target contact sheet
Private companion store only; not exposed from the public repo.
Introductory challenge teaches vertical columns, simple side hooks, upper-band score windows, and the perfect-result loop.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 4 Level 4 ยท Regular Level ยท Exact regular target unscoredexact regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact regular target; source time 131.04s.

Exact ingested regular-stage reference window for this displayed level.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 6.2s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row has an exact ingested Galaga regular-stage target frame. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.

Next: Add target/current motion overlays for the first two entry groups and boss/capture windows.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 131.04s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 6.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact regular target. This row has an exact ingested target window.

Variation read: Regular level band early-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
Exact ingested regular-stage reference window for this displayed level.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 5 Level 5 ยท Regular Level ยท Exact regular target unscoredexact regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact regular target; source time 175.04s.

Exact ingested regular-stage reference window for this displayed level.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 6.2s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row has an exact ingested Galaga regular-stage target frame. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.

Next: Add target/current motion overlays for the first two entry groups and boss/capture windows.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 175.04s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 6.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact regular target. This row has an exact ingested target window.

Variation read: Regular level band early-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
Exact ingested regular-stage reference window for this displayed level.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 6 Level 6 ยท Regular Level ยท Exact regular target unscoredexact regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact regular target; source time 205.04s.

Exact ingested regular-stage reference window for this displayed level.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 6.2s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row has an exact ingested Galaga regular-stage target frame. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.

Next: Add target/current motion overlays for the first two entry groups and boss/capture windows.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 205.04s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 6.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact regular target. This row has an exact ingested target window.

Variation read: Regular level band early-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
Exact ingested regular-stage reference window for this displayed level.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 7 Level 7 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 205.04s.

No exact ingested Galaga Level 7 target window yet; this uses actual Galaga gameplay from the nearest available stage-6 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 6 capture and boss pressure, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 7 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 7 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 205.04s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band capture-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 7 target window yet; this uses actual Galaga gameplay from the nearest available stage-6 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 2 (Levels 7-8) Challenge 2 ยท Challenging Stage ยท Exact challenge target 4.1/10strict challenge-stage scorer 4.3/10 movement4.0/10 graphics; 3.9/10 novelty Scene rolesBoss Galaga: 10, Butterfly / escort: 10, Captured / rogue fighter: 10, Specialty challenge alien: 8, Bee / Zako: 2 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 53.94s.

Adds side-crossing and vertical red-column trains; groups arrive through visible route commitments rather than appearing in place.

Target families: red column family, blue side family, green side family.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 8.2s into this displayed row.

scorpion-cross-sweep / cross-sweep; lanes but, boss, rogue, bee, bee, rogue, boss, but; first-wave types but, boss, rogue, bee, bee, rogue, boss, but; visual families classic; strict movement 4.3/10, graphics 4/10, alien novelty 3.9/10, shot opportunity 5.5/10, target-contract fit 6.3/10.

Captured from the current local/runtime build. Enemy count 40; challenge enemies 40.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Tune challenge 2 toward the denser mixed-novelty-line reference instead of relying on a generic cross-sweep.

Overall: 4.1/10Movement: 4.3/10Graphics: 4.0/10Alien novelty: 3.9/10Progression: 3.2/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 53.94s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 8.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Captured / rogue fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Adds side-crossing and vertical red-column trains; groups arrive through visible route commitments rather than appearing in place.

Aurora contract: Add distinct side-entry crossing groups and a red-column vertical train; preserve no-shot/no-collision behavior while increasing route memory.

Target contact sheet
Private companion store only; not exposed from the public repo.
Adds side-crossing and vertical red-column trains; groups arrive through visible route commitments rather than appearing in place.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 8 Level 8 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 8 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 8 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 8 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band capture-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 8 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 9 Level 9 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 9 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 9 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 9 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band capture-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 9 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 10 Level 10 ยท Regular Level ยท Exact regular target unscoredexact regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact regular target; source time 396.12s.

Exact ingested regular-stage reference window for this displayed level.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row has an exact ingested Galaga regular-stage target frame. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.

Next: Add target/current motion overlays for the first two entry groups and boss/capture windows.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact regular target. This row has an exact ingested target window.

Variation read: Regular level band capture-pressure; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
Exact ingested regular-stage reference window for this displayed level.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 11 Level 11 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 11 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 11 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 11 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 11 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 3 (Levels 11-12) Challenge 3 ยท Challenging Stage ยท Exact challenge target 4.3/10strict challenge-stage scorer 4.3/10 movement4.5/10 graphics; 3.9/10 novelty Scene rolesBoss Galaga: 12, Butterfly / escort: 9, Captured / rogue fighter: 9, Challenge dragonfly family: 4, Specialty challenge alien: 2 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 92.48s.

Blue side hooks and green novelty shapes make the third challenge visually distinct and less column-like.

Target families: blue hook family, green novelty family, boss marker.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 8.2s into this displayed row.

stingray-crown-hook-hybrid / hook-arc; lanes boss, rogue, but, bee, boss, bee, but, rogue; first-wave types boss, rogue, but, bee, boss, bee, but, rogue; visual families dragonfly; strict movement 4.3/10, graphics 4.5/10, alien novelty 3.9/10, shot opportunity 5.6/10, target-contract fit 7/10.

Captured from the current local/runtime build. Enemy count 36; challenge enemies 36.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Promote challenge-3 boss-led reference phases and score dragonfly visual novelty as animation, not only family label.

Overall: 4.3/10Movement: 4.3/10Graphics: 4.5/10Alien novelty: 3.9/10Progression: 3.2/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 92.48s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 8.2s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Challenge dragonfly family

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Captured / rogue fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Blue side hooks and green novelty shapes make the third challenge visually distinct and less column-like.

Aurora contract: Introduce a clearly new visual family and hooked side trajectories; score should reward anticipation of the hook, not pure center firing.

Target contact sheet
Private companion store only; not exposed from the public repo.
Blue side hooks and green novelty shapes make the third challenge visually distinct and less column-like.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 12 Level 12 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 12 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 12 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 12 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 12 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 13 Level 13 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 13 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 13 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 13 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 13 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 14 Level 14 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 14 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 14 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 14 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 14 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 15 Level 15 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 19, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 15 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 19, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 15 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 15 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 15 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 4 (Levels 15-16) Challenge 4 ยท Challenging Stage ยท Exact challenge target 4.2/10strict challenge-stage scorer 4.3/10 movement4.5/10 graphics; 3.9/10 novelty Scene rolesButterfly / escort: 7, Boss Galaga: 6, Captured / rogue fighter: 6, Challenge dragonfly family: 4, Specialty challenge alien: 4 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 129.1s.

Late challenge starts showing long pink serpentine arcs and separate green specialty entries.

Target families: pink specialty family, green specialty family.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 9.4s into this displayed row.

pink-serpentine-late / pink-serpentine; lanes boss, rogue, but, bee, bee, but, rogue, boss; first-wave types boss, rogue, but, bee, bee, but, rogue, boss; visual families galboss; strict movement 4.3/10, graphics 4.5/10, alien novelty 3.9/10, shot opportunity 5.5/10, target-contract fit 4.5/10.

Captured from the current local/runtime build. Enemy count 27; challenge enemies 27.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Promote the Challenge 4 pink-serpentine window into five group labels and tune the runtime path so all groups keep a readable serpentine score lane.

Overall: 4.2/10Movement: 4.3/10Graphics: 4.5/10Alien novelty: 3.9/10Progression: 3.1/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 129.1s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 9.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Captured / rogue fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Challenge dragonfly family

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Late challenge starts showing long pink serpentine arcs and separate green specialty entries.

Aurora contract: Replace repeated boss-led loops with a long serpentine specialty arc; this is the first high-priority late-stage rebuild target.

Target contact sheet
Private companion store only; not exposed from the public repo.
Late challenge starts showing long pink serpentine arcs and separate green specialty entries.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 16 Level 16 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 16 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 16 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 16 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 16 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 17 Level 17 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 17 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 17 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 17 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 17 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 18 Level 18 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 18 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 18 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 18 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band mid-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 18 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 19 Level 19 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 19 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 19 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 19 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 19 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 5 (Levels 19-20) Challenge 5 ยท Challenging Stage ยท Exact challenge target 4.3/10strict challenge-stage scorer 4.6/10 movement4.5/10 graphics; 3.9/10 novelty Scene rolesButterfly / escort: 7, Captured / rogue fighter: 4, Boss Galaga: 3, Specialty challenge alien: 2, Challenge dragonfly family: 1 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 158.1s.

Continues specialty novelty with pink arcs, green lower-field entries, and a clearer split between group identities.

Target families: pink specialty family, green ladder family, boss marker.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 9.4s into this displayed row.

pink-green-cascade / pink-green-cascade; lanes rogue, boss, but, bee, boss, but, bee, rogue; first-wave types rogue, boss, but, bee, boss, but, bee, rogue; visual families galboss; strict movement 4.6/10, graphics 4.5/10, alien novelty 3.9/10, shot opportunity 5.5/10, target-contract fit 4.3/10.

Captured from the current local/runtime build. Enemy count 17; challenge enemies 17.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Promote the Challenge 5 pink/green cascade window into five group labels and tune lower-field pass timing against those labels.

Overall: 4.3/10Movement: 4.6/10Graphics: 4.5/10Alien novelty: 3.9/10Progression: 3.1/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 158.1s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 9.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Captured / rogue fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Challenge dragonfly family

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Continues specialty novelty with pink arcs, green lower-field entries, and a clearer split between group identities.

Aurora contract: Build as a cascade stage: alternating specialty groups, lower-field pass risk, and stronger color/family novelty than Challenge 4.

Target contact sheet
Private companion store only; not exposed from the public repo.
Continues specialty novelty with pink arcs, green lower-field entries, and a clearer split between group identities.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 20 Level 20 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 20 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 20 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 20 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 20 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 21 Level 21 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 21 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 21 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 21 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 21 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 22 Level 22 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 22 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 22 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 22 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 22 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 23 Level 23 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 23 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 23 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 23 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 23 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 6 (Levels 23-24) Challenge 6 ยท Challenging Stage ยท Exact challenge target 4.2/10strict challenge-stage scorer 4.3/10 movement4.4/10 graphics; 3.9/10 novelty Scene rolesCaptured / rogue fighter: 9, Challenge dragonfly family: 7, Boss Galaga: 6, Butterfly / escort: 5, Challenge mosquito family: 2 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 192.48s.

Green ladder and split entries emphasize staggered group timing and route separation.

Target families: green ladder family, blue/purple support family.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 9.4s into this displayed row.

green-ladder-split / green-ladder-split; lanes bee, but, rogue, boss, boss, rogue, but, bee; first-wave types bee, but, rogue, boss, boss, rogue, but, bee; visual families dragonfly; strict movement 4.3/10, graphics 4.4/10, alien novelty 3.9/10, shot opportunity 5.9/10, target-contract fit 4.6/10.

Captured from the current local/runtime build. Enemy count 29; challenge enemies 29.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Rebuild Challenge 6 around green ladder and split-exit timing until its measured vector hits challenge-6-green-ladder-split-group-1.

Overall: 4.2/10Movement: 4.3/10Graphics: 4.4/10Alien novelty: 3.9/10Progression: 2.7/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 192.48s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 9.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Captured / rogue fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Challenge dragonfly family

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Challenge mosquito family

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Green ladder and split entries emphasize staggered group timing and route separation.

Aurora contract: Use staggered ladders and split exits; measure group spacing and route separation so the stage feels authored, not dense noise.

Target contact sheet
Private companion store only; not exposed from the public repo.
Green ladder and split entries emphasize staggered group timing and route separation.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 24 Level 24 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 19, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 24 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 19, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 24 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 24 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 24 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 25 Level 25 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 25 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 25 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 25 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 25 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 26 Level 26 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 26 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 26 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 26 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 26 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 27 Level 27 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 27 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 40; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 27 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 27 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 27 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 7 (Levels 27-28) Challenge 7 ยท Challenging Stage ยท Exact challenge target 4.0/10strict challenge-stage scorer 4.2/10 movement4.3/10 graphics; 3.9/10 novelty Scene rolesNo active enemy roles visible in this sampled current frame. exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 230.64s.

Yellow diagonal trains create a memorable late-stage fan/diagonal score lane.

Target families: yellow specialty family, green support family.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 9.4s into this displayed row.

yellow-diagonal-fan / yellow-diagonal-fan; lanes boss, bee, but, rogue, rogue, but, bee, boss; first-wave types boss, bee, but, rogue, rogue, but, bee, boss; visual families crown; strict movement 4.2/10, graphics 4.3/10, alien novelty 3.9/10, shot opportunity 4.5/10, target-contract fit 4.7/10.

Captured from the current local/runtime build. Enemy count 0; challenge enemies 0.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Rebuild Challenge 7 around the yellow diagonal fan so the best match lands on challenge-7-yellow-diagonal-fan-group-1, not the finale label.

Overall: 4.0/10Movement: 4.2/10Graphics: 4.3/10Alien novelty: 3.9/10Progression: 2.7/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 230.64s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 9.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Yellow diagonal trains create a memorable late-stage fan/diagonal score lane.

Aurora contract: Add a yellow diagonal/fan stage with long path length, readable aim bands, and a visually obvious new family.

Target contact sheet
Private companion store only; not exposed from the public repo.
Yellow diagonal trains create a memorable late-stage fan/diagonal score lane.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 28 Level 28 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 28 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 28 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 28 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 28 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 29 Level 29 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 29 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 29 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 29 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 29 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 30 Level 30 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 30 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 15, Boss Galaga: 4

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 30 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 30 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 30 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Level 31 Level 31 ยท Regular Level ยท representative regular-stage target unscoredrepresentative regular-stage target pending movementpending graphics; pending novelty Scene rolesSpecialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3 representative target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
representative regular-stage target; source time 396.12s.

No exact ingested Galaga Level 31 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.

Target families: player fighter, bee/zako, butterfly, boss galaga.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 7.4s into this displayed row.

Specialty challenge alien: 20, Butterfly / escort: 16, Boss Galaga: 3

Captured from the current local/runtime build. Enemy count 39; challenge enemies 0.

Conformance Read

This row is honest about target debt: it uses actual Galaga gameplay from Representative Galaga target: Stage 10 opening rack entry, but not an exact per-level target capture. The useful review question is whether Auroraโ€™s current frame has a readable rack/entry state, recognizable bee/butterfly/boss roles, and stage-band pressure rather than only a different background.

Critical gap: Exact target frame for Level 31 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.

Next: Ingest or extract a precise Galaga Level 31 window, then replace this representative target row.

Overall: pendingMovement: pendingGraphics: pendingAlien novelty: pendingProgression: pending

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 396.12s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 7.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Bee / Zako

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: representative regular-stage target. This row uses an actual Galaga gameplay frame as a representative target until exact per-level normal-stage windows are ingested.

Variation read: Regular level band late-loop; target family regular-stage-entry.

Aurora contract: Regular levels should form racks through visible arrival waves, then create readable boss/escort, capture, dive, and pressure opportunities.

Target contact sheet
Private companion store only; not exposed from the public repo.
No exact ingested Galaga Level 31 target window yet; this uses actual Galaga gameplay from the nearest available stage-10 reference window.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.
Challenging Stage 8 (Levels 31-32) Challenge 8 ยท Challenging Stage ยท Exact challenge target 4.3/10strict challenge-stage scorer 4.4/10 movement4.5/10 graphics; 3.9/10 novelty Scene rolesButterfly / escort: 5, Captured / rogue fighter: 4, Specialty challenge alien: 4, Boss Galaga: 3 exact target

Reference Target

Actual Galaga target gameplay
Private companion store only; not exposed from the public repo.
Exact challenge target; source time 254.8s.

Final visible challenge window emphasizes blue/purple clustered arcs and a compact all-perfect finish.

Target families: blue/purple specialty family, boss marker.

Aurora Current

Current Aurora runtime capture
Private companion store only; not exposed from the public repo.
Captured from the current Aurora build at 9.4s into this displayed row.

blue-purple-finale / blue-purple-finale; lanes rogue, boss, bee, but, but, bee, boss, rogue; first-wave types rogue, boss, bee, but, but, bee, boss, rogue; visual families stingray; strict movement 4.4/10, graphics 4.5/10, alien novelty 3.9/10, shot opportunity 5.6/10, target-contract fit 4.3/10.

Captured from the current local/runtime build. Enemy count 16; challenge enemies 16.

Conformance Read

This is a no-combat bonus exhibition, so safety is only the floor. Current Aurora still reads weak on movement grammar, alien novelty, and graphical spectacle unless the strict scores here are materially higher than 6/10.

Critical gap: Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.

Next: Refine the Challenge 8 blue/purple finale with fuller path length and compact late-loop timing.

Overall: 4.3/10Movement: 4.4/10Graphics: 4.5/10Alien novelty: 3.9/10Progression: 3.1/10

10s Motion Review Clips

These clips are intentionally large enough to compare side by side in-page. They are the first human-readable motion layer for this index: the still frame anchors the moment, while the clip exposes entry route, pacing, turn shape, density, and whether the level feels authored or merely populated.

Target Galaga 10s gameplay
Private companion store only; not exposed from the public repo.
extracted-target-10s-video; starts at 254.8s in the source video.
Aurora current 10s gameplay
Private companion store only; not exposed from the public repo.
rendered-current-10s-video; starts at the row's 9.4s Aurora sample point.

Aliens, Ships, And Bitmaps

The cards below pair current Aurora runtime bitmaps with Galaga target crops/models for each ship or alien family visible or expected in this scene. Static bitmap similarity is not the whole conformance story; live motion, entry route, flapping/pulsing, capture/rescue, and formation context still require temporal scoring.

Player fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Boss Galaga

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Specialty challenge alien

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Butterfly / escort

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.

Captured / rogue fighter

Aurora current bitmap
Private companion store only; not exposed from the public repo.
Captured from the current Aurora runtime sprite-conformance harness.
Open supporting target sheets and measurement notes

Target grounding: Exact challenge target. This row has an exact ingested target window.

Variation read: Final visible challenge window emphasizes blue/purple clustered arcs and a compact all-perfect finish.

Aurora contract: Use as the late-loop capstone: blue/purple clustered arcs, compact timing, and no repeated early-stage motion vocabulary.

Target contact sheet
Private companion store only; not exposed from the public repo.
Final visible challenge window emphasizes blue/purple clustered arcs and a compact all-perfect finish.
Target dense contact sheet
Private companion store only; not exposed from the public repo.
Denser target-stage contact sheet for frame-by-frame visual review.
Target motion sheet
Private companion store only; not exposed from the public repo.
Motion-difference or motion-review sheet from the target-gameplay evidence.

Challenge Timing Alignment Review

Stage-start synchronized Galaga target versus Aurora current videos for challenging stages. These clips make pace drift, visible arrival timing, score-window timing, and complexity mismatches reviewable without guessing which mid-stage moment is being compared.

Current read: 4 challenging-stage row(s), 4 paired timing clips, 4 contact sheets, average absolute end drift 1.53s.

Requested challenges 1, 2, 3, 4; completed 1, 2, 3, 4; no capture failures. These videos put Galaga target footage on the left and Aurora current controlled-clock footage on the right from t=0, so pace and complexity drift can be reviewed without guessing which mid-stage moment was sampled.

Source artifact: reference-artifacts/analyses/level-visual-timing-alignment/latest.json. Report: LEVEL_VISUAL_TIMING_ALIGNMENT.md.

Challenging Stage 1 (Levels 3-4) Stage-start synchronized target/current review 31s windowtarget left; Aurora right -1.10s end driftfirst active 0s time aligned

Stage-Start Aligned Motion Review

The video starts both sides at t=0 for the challenging stage: Galaga target footage on the left, current Aurora controlled-clock runtime on the right. This is the review layer for pacing drift, group count, visible arrival versus appearance, route complexity, and whether the score window arrives at the right relative time.

Selection explicit-challenge-list; requested 1, 2, 3, 4; completed 1, 2, 3, 4.

Challenging Stage 1 (Levels 3-4) target/current aligned clip
Private companion store only; not exposed from the public repo.
Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 14.7s; target visible-motion drift is -1.18s, while full-window drift is -16.3s. Last challenge enemy present is sampled around 14.7s; enemy-presence drift versus target window is -16.3s. Aurora exits challenge state around 29.9s, versus target window 31s; drift -1.1s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 15.2s; target-result-hold drift is 0.08s.

Timing Read

Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 14.7s; target visible-motion drift is -1.18s, while full-window drift is -16.3s. Last challenge enemy present is sampled around 14.7s; enemy-presence drift versus target window is -16.3s. Aurora exits challenge state around 29.9s, versus target window 31s; drift -1.1s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 15.2s; target-result-hold drift is 0.08s.

Target: challenge-01-classic-column-lesson starts at 5s for 31s.

Contact Sheet

Aligned stage-start contact sheet
Private companion store only; not exposed from the public repo.
One frame per second from the paired review clip.

Known Limit

This aligns clips from stage start, but target object tracks and current object tracks are not yet time-warped. Human review should look for pace drift, group-count drift, visible arrival-vs-appearance drift, and whether the scoring window arrives at the same relative time.

Next: promote target/current group first-visible times into set-piece contracts.

Challenging Stage 2 (Levels 7-8) Stage-start synchronized target/current review 39s windowtarget left; Aurora right -1.00s end driftfirst active 0s time aligned

Stage-Start Aligned Motion Review

The video starts both sides at t=0 for the challenging stage: Galaga target footage on the left, current Aurora controlled-clock runtime on the right. This is the review layer for pacing drift, group count, visible arrival versus appearance, route complexity, and whether the score window arrives at the right relative time.

Selection explicit-challenge-list; requested 1, 2, 3, 4; completed 1, 2, 3, 4.

Challenging Stage 2 (Levels 7-8) target/current aligned clip
Private companion store only; not exposed from the public repo.
Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 14.7s; target visible-motion drift is -1.18s, while full-window drift is -24.3s. Last challenge enemy present is sampled around 14.7s; enemy-presence drift versus target window is -24.3s. Aurora exits challenge state around 38s, versus target window 39s; drift -1s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 23.3s; target-result-hold drift is 0.18s.

Timing Read

Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 14.7s; target visible-motion drift is -1.18s, while full-window drift is -24.3s. Last challenge enemy present is sampled around 14.7s; enemy-presence drift versus target window is -24.3s. Aurora exits challenge state around 38s, versus target window 39s; drift -1s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 23.3s; target-result-hold drift is 0.18s.

Target: challenge-02-cross-and-column starts at 36s for 39s.

Contact Sheet

Aligned stage-start contact sheet
Private companion store only; not exposed from the public repo.
One frame per second from the paired review clip.

Known Limit

This aligns clips from stage start, but target object tracks and current object tracks are not yet time-warped. Human review should look for pace drift, group-count drift, visible arrival-vs-appearance drift, and whether the scoring window arrives at the same relative time.

Next: promote target/current group first-visible times into set-piece contracts.

Challenging Stage 3 (Levels 11-12) Stage-start synchronized target/current review 38s windowtarget left; Aurora right -2.30s end driftfirst active 0s time aligned

Stage-Start Aligned Motion Review

The video starts both sides at t=0 for the challenging stage: Galaga target footage on the left, current Aurora controlled-clock runtime on the right. This is the review layer for pacing drift, group count, visible arrival versus appearance, route complexity, and whether the score window arrives at the right relative time.

Selection explicit-challenge-list; requested 1, 2, 3, 4; completed 1, 2, 3, 4.

Challenging Stage 3 (Levels 11-12) target/current aligned clip
Private companion store only; not exposed from the public repo.
Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 13.4s; target visible-motion drift is -2.48s, while full-window drift is -24.6s. Last challenge enemy present is sampled around 13.4s; enemy-presence drift versus target window is -24.6s. Aurora exits challenge state around 35.7s, versus target window 38s; drift -2.3s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 22.3s; target-result-hold drift is 0.18s.

Timing Read

Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 13.4s; target visible-motion drift is -2.48s, while full-window drift is -24.6s. Last challenge enemy present is sampled around 13.4s; enemy-presence drift versus target window is -24.6s. Aurora exits challenge state around 35.7s, versus target window 38s; drift -2.3s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 22.3s; target-result-hold drift is 0.18s.

Target: challenge-03-blue-hook-and-green-novelty starts at 75s for 38s.

Contact Sheet

Aligned stage-start contact sheet
Private companion store only; not exposed from the public repo.
One frame per second from the paired review clip.

Known Limit

This aligns clips from stage start, but target object tracks and current object tracks are not yet time-warped. Human review should look for pace drift, group-count drift, visible arrival-vs-appearance drift, and whether the scoring window arrives at the same relative time.

Next: promote target/current group first-visible times into set-piece contracts.

Challenging Stage 4 (Levels 15-16) Stage-start synchronized target/current review 35s windowtarget left; Aurora right -1.70s end driftfirst active 0s time aligned

Stage-Start Aligned Motion Review

The video starts both sides at t=0 for the challenging stage: Galaga target footage on the left, current Aurora controlled-clock runtime on the right. This is the review layer for pacing drift, group count, visible arrival versus appearance, route complexity, and whether the score window arrives at the right relative time.

Selection explicit-challenge-list; requested 1, 2, 3, 4; completed 1, 2, 3, 4.

Challenging Stage 4 (Levels 15-16) target/current aligned clip
Private companion store only; not exposed from the public repo.
Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 14s; target visible-motion drift is -1.88s, while full-window drift is -21s. Last challenge enemy present is sampled around 14s; enemy-presence drift versus target window is -21s. Aurora exits challenge state around 33.3s, versus target window 35s; drift -1.7s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 19.3s; target-result-hold drift is 0.18s.

Timing Read

Aurora first visible active enemies appear around 0s after challenge start. Last visible challenge enemy is sampled around 14s; target visible-motion drift is -1.88s, while full-window drift is -21s. Last challenge enemy present is sampled around 14s; enemy-presence drift versus target window is -21s. Aurora exits challenge state around 33.3s, versus target window 35s; drift -1.7s. Result-ceremony/empty-challenge hold after the last challenge enemy is about 19.3s; target-result-hold drift is 0.18s.

Target: challenge-04-pink-serpentine starts at 113s for 35s.

Contact Sheet

Aligned stage-start contact sheet
Private companion store only; not exposed from the public repo.
One frame per second from the paired review clip.

Known Limit

This aligns clips from stage start, but target object tracks and current object tracks are not yet time-warped. Human review should look for pace drift, group-count drift, visible arrival-vs-appearance drift, and whether the scoring window arrives at the same relative time.

Next: promote target/current group first-visible times into set-piece contracts.

Challenge Stage Deep Dive

A deliberately critical stage-by-stage comparison of Aurora challenging stages against Galaga-style bonus-stage behavior. This separates rule conformance from interesting visual conformance: no enemy shooting and no ship loss are necessary, but the higher-value gap is authored alien movement, alien-family variation, and learnable set-piece novelty.

Current strict read: 4.3/10 interesting factor; 4.4/10 movement; 4.5/10 graphics; 3.9/10 alien novelty; 5.4/10 shot opportunity; 4.3/10 challenge-stage conformance.

current challenge stages are functionally safe but not yet fully credible Galaga-like bonus exhibitions: strict movement is 4.4/10, strict graphics is 4.5/10, alien/stage novelty is 3.9/10, player shot opportunity is 5.4/10, target-video object-track fit is 3.5/10, and sprite-motion correspondence is 6.18/10 with target timing status frame-labeled-segmented-reference-windows. Diagnostic legacy coverage was 6.8/10, which is why the old read was too generous.

Scoring model: strict-v2-user-baseline. Each challenge starts at 1/10 for interest, movement, and graphics; no-shot/no-kill safety is a required guardrail, not a score booster. Legacy broad coverage is diagnostic only.

Latest candidate sweep: Stage 7 measured 2565 candidates and retained 163 review rows. Decision: no-runtime-keeper-yet. Best candidate stage7-centerline-spacing-spread-left-right-lead078-flat-widefield-centered-id-sd018 scored 5.7/10 expected-reference and 4.2/10 target-video fit. This is process evidence unless the full analyzer and guardrails confirm a runtime promotion.

Readability diagnostics: 12 row(s) retained. Best readability diagnostic stage7-read-balanced-balanced-outer-ls0-sd022-ripple scored 7.6/10 human-visible and remains blocked by: Human-visible guardrails block promotion: 5/5 groups visible, arrival continuity 0.93, magic-appearance risk 0.07, spacing 0.37, bunching risk 0.75.

Swarm readability visual: Swarm readability visual: least-bunched diagnostic stage7-route-spread-left-right-id-sd016 has bunching risk 0.667 (delta -0.333 vs baseline). SVG: reference-artifacts/analyses/challenge-stage-readability-visuals/latest.svg.

Stage challenge readability comparison visual
Baseline, best selection, best readability, and least-bunched candidates from the latest challenge-stage sweep.

Deconflict underperformance: Route-aware group offsets now beat direct deconflict on bunching risk, but they remain far from the promotion gate and need density, target-fit, and human-perfect review before runtime promotion. Direct deconflict still improves baseline readability, but the rejected full-analyzer trial shows local deconfliction can create misleading wins. Baseline risk 1, direct deconflict 0.688, route-aware 0.667, least-bunched 0.667. Best deconflict row: stage7-deconflict-wide-softbias-flat-sync; best route-aware row: stage7-route-spread-left-right-fan-sd016. Source artifact: reference-artifacts/analyses/challenge-deconflict-underperformance/latest.json.

Route/path visual: Path visual compares 5 candidate route families. Path visuals make the alien route grammar inspectable: reviewers can see whether candidates arrive as coherent waves or collapse into unreadable clusters. Source artifact: reference-artifacts/analyses/challenge-path-visuals/latest.json.

Stage challenge path visual comparison
Trajectory comparison across baseline, best selection, least-bunched/deconflict, and route-aware candidate families.

Stage 7 authoring contract: Stage 7 / Challenging Stage 2: 5 target group(s). Current best stage7-target-starts-current-speed-p0 has bunching risk 0.811 and magic risk 0.288; least-bunched stage7-route-spread-left-right-id-sd016 has risk 0.667; route-aware stage7-route-spread-left-right-fan-sd016 has risk 0.667. Decision: no-runtime-keeper-yet. Gates: Safety remains pass: no challenge enemy shots, enemy attacks, or ship loss. Human-perfect potential must not regress from baseline and should remain >= 7.4/10. Human-visible score should improve materially and remain >= 7.8/10 before promotion. Bunching risk should move toward <= 0.36; interim candidates below 0.65 are worth full-analyzer review.. Next: Use route-aware group offsets to separate whole groups before adding object-level offsets. Prefer contract-shaped candidates over broad blind sweeps. Generate path visuals for baseline, best readability, best route-aware, and best deconflict candidates. Promote only after full analyzer confirms the expected-label and target-video lift.. Source artifact: reference-artifacts/analyses/stage7-authoring-contract/latest.json.

Full-analyzer candidate review: Latest full-analyzer candidate review: Stage 7 candidate stage7-deconflict-wide-softbias-flat-sync was rejected-full-analyzer-regression. Rejected stage7-deconflict-wide-softbias-flat-sync: the focused sweep found a narrow shape win, but the full analyzer did not confirm a player-facing improvement. Summary movement delta 0, target-video object-track delta -0.1, and Stage 7 target-fit delta 0.3 are not acceptable for runtime promotion. Source artifact: reference-artifacts/analyses/challenge-stage-candidate-full-analyzer-review/latest.json.

Candidate sweep matrix: 8 stage(s), 17218 latest per-stage candidates represented, 0 runtime-ready. Stage 3: no-runtime-keeper-yet, expected 5.6/10, target-video 4.6/10, identity margin 0. late identity pass. Stage 7: no-runtime-keeper-yet, expected 5.7/10, target-video 4.2/10, identity margin 0. late identity pass. Stage 11: no-runtime-keeper-yet, expected 5.1/10, target-video 4.6/10, identity margin 0. late identity pass. Stage 15: no-runtime-keeper-yet, expected 5.9/10, target-video 3.8/10, identity margin 0. late identity pass. Stage 19: no-runtime-keeper-yet, expected 4.5/10, target-video 4/10, identity margin 0. late identity pass. Stage 23: no-runtime-keeper-yet, expected 5.4/10, target-video 4.1/10, identity margin -0.4. Stage 27: no-runtime-keeper-yet, expected 5.1/10, target-video 3/10, identity margin -0.2. late identity blocked (challenge-1-arrival-group-1 vs challenge 7). Stage 31: no-runtime-keeper-yet, expected 6/10, target-video 2.9/10, identity margin n/a.

Target trajectory controls: 8 challenge(s), 40 target group controls, 8.6/10 control readiness. Reference video object tracks now produce explicit candidate controls for challenge-stage group timing, speed, arc/drop scale, lower-field travel, y-offset, path-family hints, and representative sampled paths. This should reduce blind CPU sweeps and make failed candidates easier to diagnose. Source artifact: reference-artifacts/analyses/challenge-trajectory-controls/latest.json.

Set-piece contracts: 8 challenge contract(s), 40/40 reference-backed groups, current average 4.3/10, target-contract fit 5.3/10. Source artifact: reference-artifacts/analyses/challenge-setpiece-contracts/latest.json.

Runtime motion spec trial: Challenge 2 / internal Stage 7 has 5 runtime-facing spec group(s), 5 reference-backed, using reference-spline-v1. The strict score has not lifted yet; this is a measured seam for the next tuning pass. Source artifact: reference-artifacts/analyses/challenge-motion-spec/latest.json.

Source artifact: reference-artifacts/analyses/challenge-stage-conformance/latest.json. Report: CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md.

Latest gameplay segment evidence: 28s Level 7 capture for professional review; 1 audio track captured; seed 9052; generated 2026-06-06T02:50:10.168Z.

Harness: npm run harness:capture:gameplay-segment -- --start-kind=challenge --challenge-stage=N --mode=watch --persona=professional --seconds=30 --label=.... Use the same seed/persona/start options for before-after candidate comparisons.

Direct artifact links: Private companion store only; not exposed from the public repo.

Latest gameplay segment review clip
Private companion store only; not exposed from the public repo.
Keep the review media in the private companion store and use the public metrics/manifests for summary reporting.

Naming rule: normal Levels and Challenging Stages are separate. The challenge rows below preserve internal stage markers for traceability; human-facing copy should use between-stage labels like Challenging Stage A-B once the runtime mapping is confirmed.

Evidence-image rule: contact sheets are supporting artifacts for visual inspection, not the main human-readable conformance explanation. Use each row's target/current/conformance text for the judgment; open the evidence panel only when you need to inspect the underlying frames at native scale.

Stage 7 Before/After Evidence

Stage 7 now preserves reference-path metadata across 5 target tracks and 80% of sampled challenge enemies, compared with 0% in the pre-promotion control. Use the contact sheet to review whether that metadata lift is visible as better authored motion; do not treat it as a solved challenge-stage conformance score.

  • Before reference-path coverage: 0%
  • After reference-path coverage: 80%
  • After target tracks: target-track-10, target-track-110, target-track-142, target-track-66, target-track-71

Player-Facing Read

The visible aim is a safer, more learnable bonus-stage route: enemies should feel like authored groups sweeping in, not appearing or bunching unpredictably.

Artifact: reference-artifacts/analyses/stage7-reference-path-before-after/latest.json

Process Read

This artifact keeps the before/after proof close to the metric so future challenge promotions must show visible evidence, not only numerical candidate fit.

Next: use this pattern before promoting another challenge-stage runtime change.

Stage 7 before/after contact sheet pending.
Peek at the living effort summary

A player should experience challenging stages as safe but tense score exhibitions with memorable entry routes, fresh alien types, readable trajectories, and a learnable perfect-bonus opportunity. Aurora currently preserves the safety rule, but the actual spectacle, motion, and visual novelty are still early.

Open full effort summary

Peek at related report and measurements

Design work should move from broad path-family labels to explicit per-challenge contracts: group order, first-visible frame, entry side, exit side, path length, turn count, alien family, animation phases, bonus opportunity, and result feedback.

Improvement plan:

  • Use strict challenge-stage scores as the release-facing truth; keep broad coverage scores only as diagnostics.
  • Define a challenge-stage target grammar for group order, entry/exit side, path length, turn count, featured alien, scoring window, perfect bonus, animation phases, and result feedback.
  • Stage 3: rebuild Challenging Stage 1 against the Galaga challenge-1 arrival and late-wave references with visibly longer movement and readable exits.
  • Stage 7: rebuild Challenging Stage 2 as a separate mixed-novelty crossing set piece with different entry/exit and timing grammar.
  • Stage 11: rebuild Challenging Stage 3 around boss-led novelty plus active sprite-motion scoring.
  • Stage 15/19/23/27/31: continue replacing repeated late-stage patterns with first-pass media-backed contracts, then promote each to five-group frame labels.
  • Publish contact sheets, trajectory SVGs, per-stage critical gaps, and strict axis scores in generated docs.

Open rendered effort report

Challenge Contract Strict Score Target Shape Reference Tracks Fit / Safety Target Authority Next Implementation
Challenging Stage 3-4
priority: highest
stage 3
4.2/10
move 4.2; graphics 4.4; novelty 3.9
5 groups / 40 targets
first-challenge-peel, classic-column-drop, side-hook-return
5/5 reference paths
avg confidence 0.714
contract 6.8/10
target-video 2.8/10
safety pass
3.2/10
provisional-target-only
Protect the first-challenge bee/butterfly line contract, then tune path length, turn count, and rack-slot precision against challenge-1 arrival and late-wave labels.
Challenging Stage 7-8
priority: highest
stage 7
4.2/10
move 4.4; graphics 4.1; novelty 3.9
5 groups / 40 targets
cross-sweep, hook-arc
5/5 reference paths
avg confidence 0.67
contract 7.2/10
target-video 4.7/10
safety pass
3.2/10
provisional-target-only
Tune challenge 2 toward the denser mixed-novelty-line reference instead of relying on a generic cross-sweep.
Challenging Stage 11-12
priority: high
stage 11
4.4/10
move 4.4; graphics 4.6; novelty 3.9
5 groups / 40 targets
hook-arc
5/5 reference paths
avg confidence 0.686
contract 7.2/10
target-video 4.7/10
safety pass
3.2/10
provisional-target-only
Promote challenge-3 boss-led reference phases and score dragonfly visual novelty as animation, not only family label.
Challenging Stage 15-16
priority: highest
stage 15
4.2/10
move 4.3; graphics 4.6; novelty 3.9
5 groups / 40 targets
pink-serpentine
5/5 reference paths
avg confidence 0.691
contract 4.4/10
target-video 3.4/10
safety pass
3.2/10
provisional-target-only
Promote the Challenge 4 pink-serpentine window into five group labels and tune the runtime path so all groups keep a readable serpentine score lane.
Challenging Stage 19-20
priority: highest
stage 19
4.4/10
move 4.6; graphics 4.7; novelty 3.9
5 groups / 40 targets
pink-green-low-sweep, pink-green-cascade
5/5 reference paths
avg confidence 0.681
contract 3.9/10
target-video 2.7/10
safety pass
3.2/10
provisional-target-only
Promote the Challenge 5 pink/green cascade window into five group labels and tune lower-field pass timing against those labels.
Challenging Stage 23-24
priority: highest
stage 23
4.2/10
move 4.3; graphics 4.5; novelty 3.9
5 groups / 40 targets
green-ladder-high-exit, green-ladder-deep-drop
5/5 reference paths
avg confidence 0.678
contract 4.6/10
target-video 3.6/10
safety pass
3.2/10
provisional-target-only
Rebuild Challenge 6 around green ladder and split-exit timing until its measured vector hits challenge-6-green-ladder-split-group-1.
Challenging Stage 27-28
priority: highest
stage 27
4.2/10
move 4.5; graphics 4.6; novelty 3.9
5 groups / 40 targets
yellow-fan-low-drift, yellow-fan-cross-cut
5/5 reference paths
avg confidence 0.651
contract 4.2/10
target-video 3.2/10
safety pass
3.2/10
provisional-target-only
Rebuild Challenge 7 around the yellow diagonal fan so the best match lands on challenge-7-yellow-diagonal-fan-group-1, not the finale label.
Challenging Stage 31-32
priority: highest
stage 31
4.4/10
move 4.5; graphics 4.7; novelty 3.9
5 groups / 40 targets
blue-purple-finale
5/5 reference paths
avg confidence 0.711
contract 4.2/10
target-video 3.1/10
safety pass
3.2/10
provisional-target-only
Refine the Challenge 8 blue/purple finale with fuller path length and compact late-loop timing.
Challenging Stage 3-4 Internal challenge marker 3; runtime layout first-challenge-peel 4.2/10 interest 4.2/10 movement 4.4/10 graphics 3.9/10 alien novelty 4.2/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

First Galaga-style challenging stage: readable bonus set piece, no fire, no ship loss, upper-band mirrored entries, bee/butterfly line waves, visible arrival/peel-off.

upper-band mirrored group with no enemy fire

Aurora Current

Aurora current contact sheet
Private companion store only; not exposed from the public repo.
Runtime path family: first-challenge-peel

first-challenge-peel / first-challenge-peel; lanes bee, bee, bee, bee, but, but, but, but; first-wave types bee, bee, bee, bee, but, but, but, but; visual families classic; strict movement 4.2/10, graphics 4.4/10, alien novelty 3.9/10, shot opportunity 5.6/10, target-contract fit 6.8/10.

Strict movement score 4.2/10 against challenge-1-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.24. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.5/10 against challenge-1-arrival-group-1; xRange 0.9441, yRange 0.7168, pathLength 0.9233.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.2/10, graphics 4.4/10, alien novelty 3.9/10, progression 3.2/10.

Diagnostic best reference: challenge-1-arrival-group-1 (8.5/10 legacy broad coverage).

Target contract: 6.8/10. Target contract fit is 6.8/10 for Challenging Stage 1 (Levels 3-4): group count 1, runtime path-family order 1, declared path-family order n/a, type order 1, family order 1, object-track 0.24 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should teach the player that challenge stages are safe, scoreable pattern reads rather than combat waves.

baseline: 1movementConformance: 4.2graphicalConformance: 4.4alienNovelty: 3.9stageProgression: 3.2playerShotOpportunity: 5.6targetContractFit: 6.8safetyRule: 10legacyCoverageScore: 6.4

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 2 type(s) and classic visual family labels. Group identity diagnostic: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.54s.

Group identity: 8.6/10. 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.54s.

Lane types: bee, bee, bee, bee, but, but, but, but

Movement

Strict movement score 4.2/10 against challenge-1-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.24. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.5/10 against challenge-1-arrival-group-1; xRange 0.9441, yRange 0.7168, pathLength 0.9233.

Strict movement score 4.2/10 against challenge-1-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.24. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 63/65
  • Active enemies: 2-28
  • X range: 193.388
  • Y range: 124.619
  • Lower-field share: 0.217

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 1 visual family/families, 3 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 36 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 61 sampled windows; 82% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.1.

Object silhouettes: 4.8/10; player shot opportunity: 5.6/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 0

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Protect the first-challenge bee/butterfly line contract, then tune path length, turn count, and rack-slot precision against challenge-1 arrival and late-wave labels.
  • Add contact-sheet comparison for first-visible frame, entry side, exit side, lane occupancy, and group timing so the next tuning pass can improve trajectory precision without subjective guessing.
Challenging Stage 7-8 Internal challenge marker 7; runtime layout scorpion-cross-sweep 4.2/10 interest 4.4/10 movement 4.1/10 graphics 3.9/10 alien novelty 4.2/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Second challenge should feel denser and more novel than challenge 1 while staying nonlethal and non-shooting.

denser second challenge pattern with visible upper-field score window

Aurora Current

Aurora current contact sheet
Private companion store only; not exposed from the public repo.
Runtime path family: cross-sweep

scorpion-cross-sweep / cross-sweep; lanes but, boss, rogue, bee, bee, rogue, boss, but; first-wave types but, boss, rogue, bee, bee, rogue, boss, but; visual families classic; strict movement 4.4/10, graphics 4.1/10, alien novelty 3.9/10, shot opportunity 5.5/10, target-contract fit 7.2/10.

Strict movement score 4.4/10 against challenge-2-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 0.9, object-track fit 0.5. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.7/10 against challenge-2-arrival-group-1; xRange 0.672, yRange 0.7129, pathLength 0.9196.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.4/10, graphics 4.1/10, alien novelty 3.9/10, progression 3.2/10.

Diagnostic best reference: challenge-2-arrival-group-1 (8.7/10 legacy broad coverage).

Target contract: 7.2/10. Target contract fit is 7.2/10 for Challenging Stage 2 (Levels 7-8): group count 1, runtime path-family order 1, declared path-family order 1, type order 1, family order 1, object-track 0.5 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should introduce a stronger mixed-family visual grammar and a learnable crossing pattern.

baseline: 1movementConformance: 4.4graphicalConformance: 4.1alienNovelty: 3.9stageProgression: 3.2playerShotOpportunity: 5.5targetContractFit: 7.2safetyRule: 10legacyCoverageScore: 6.5

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and classic visual family labels. Group identity diagnostic: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.53s.

Group identity: 8.6/10. 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.53s.

Lane types: but, boss, rogue, bee, bee, rogue, boss, but

Movement

Strict movement score 4.4/10 against challenge-2-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 0.9, object-track fit 0.5. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.7/10 against challenge-2-arrival-group-1; xRange 0.672, yRange 0.7129, pathLength 0.9196.

Strict movement score 4.4/10 against challenge-2-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 0.9, object-track fit 0.5. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 50/65
  • Active enemies: 1-16
  • X range: 106.079
  • Y range: 66.513
  • Lower-field share: 0.516

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 3 visual family/families, 3 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 38 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 47 sampled windows; 74% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.36.

Object silhouettes: 4.8/10; player shot opportunity: 5.5/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 4

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Cross-sweep identity now lands on the expected Challenge 2 reference family; next work is trajectory precision and active visual novelty, not basic identity.
  • Tune challenge 2 toward the denser mixed-novelty-line reference instead of relying on a generic cross-sweep.
  • Score separate group identities so stage 7 is not just a slightly wider stage 3.
Challenging Stage 11-12 Internal challenge marker 11; runtime layout stingray-crown-hook-hybrid 4.4/10 interest 4.4/10 movement 4.6/10 graphics 3.9/10 alien novelty 4.4/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Third challenge should make the new visual family and boss-led novelty obvious, with larger sweep vocabulary and no attacks.

later challenge pattern with larger visual novelty while remaining non-attacking

Aurora Current

Aurora current contact sheet
Private companion store only; not exposed from the public repo.
Runtime path family: hook-arc

stingray-crown-hook-hybrid / hook-arc; lanes boss, rogue, but, bee, boss, bee, but, rogue; first-wave types boss, rogue, but, bee, boss, bee, but, rogue; visual families dragonfly; strict movement 4.4/10, graphics 4.6/10, alien novelty 3.9/10, shot opportunity 5.9/10, target-contract fit 7.2/10.

Strict movement score 4.4/10 against challenge-3-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.5. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.5/10 against challenge-3-arrival-group-1; xRange 0.5336, yRange 0.8672, pathLength 1.2258.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.4/10, graphics 4.6/10, alien novelty 3.9/10, progression 3.2/10.

Diagnostic best reference: challenge-3-arrival-group-1 (8.5/10 legacy broad coverage).

Target contract: 7.2/10. Target contract fit is 7.2/10 for Challenging Stage 3 (Levels 11-12): group count 1, runtime path-family order 1, declared path-family order 1, type order 1, family order 1, object-track 0.5 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should read as a later Galaga challenge with alien novelty and a distinct high-bonus route.

baseline: 1movementConformance: 4.4graphicalConformance: 4.6alienNovelty: 3.9stageProgression: 3.2playerShotOpportunity: 5.9targetContractFit: 7.2safetyRule: 10legacyCoverageScore: 6.9

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and dragonfly visual family labels. Group identity diagnostic: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.36s.

Group identity: 8/10. 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.36s.

Lane types: boss, rogue, but, bee, boss, bee, but, rogue

Movement

Strict movement score 4.4/10 against challenge-3-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.5. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.5/10 against challenge-3-arrival-group-1; xRange 0.5336, yRange 0.8672, pathLength 1.2258.

Strict movement score 4.4/10 against challenge-3-arrival-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.5. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 58/65
  • Active enemies: 2-16
  • X range: 99.767
  • Y range: 73.643
  • Lower-field share: 0.564

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 3 visual family/families, 3 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 40 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 53 sampled windows; 89% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.28.

Object silhouettes: 4.7/10; player shot opportunity: 5.9/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 9

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Dragonfly/boss-led identity now lands on the expected Challenge 3 reference family, but sprite-motion novelty and tracked Galaga challenge-3 path phases are not yet scored.
  • Promote challenge-3 boss-led reference phases and score dragonfly visual novelty as animation, not only family label.
  • Add motion windows for wing flaps, pulsing, dive/rotation silhouette, and challenge-only nonlethal arrival.
Challenging Stage 15-16 Internal challenge marker 15; runtime layout pink-serpentine-late 4.3/10 interest 4.3/10 movement 4.6/10 graphics 3.9/10 alien novelty 4.2/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Fourth challenge should shift into long specialty serpentine arcs with obvious new color/family identity while staying nonlethal.

late challenge specialty arc with long readable upper-field scoring lane

Aurora Current

Aurora runtime contact sheet pending for this challenge stage.

pink-serpentine-late / pink-serpentine; lanes boss, rogue, but, bee, bee, but, rogue, boss; first-wave types boss, rogue, but, bee, bee, but, rogue, boss; visual families galboss; strict movement 4.3/10, graphics 4.6/10, alien novelty 3.9/10, shot opportunity 5.2/10, target-contract fit 4.4/10.

Strict movement score 4.3/10 against challenge-4-pink-serpentine-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.33. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.9/10 against challenge-4-pink-serpentine-group-1; xRange 1.0153, yRange 0.5676, pathLength 1.6346.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.3/10, graphics 4.6/10, alien novelty 3.9/10, progression 3.1/10.

Diagnostic best reference: challenge-4-pink-serpentine-group-1 (8.9/10 legacy broad coverage).

Target contract: 4.4/10. Target contract fit is 4.4/10 for Challenging Stage 4 target-video object tracks: group count 1, runtime path-family order 0, declared path-family order n/a, type order 0, family order 0, object-track 0.33 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should feel like the first truly late-stage set piece, not a boss-led remix of earlier challenge stages.

baseline: 1movementConformance: 4.3graphicalConformance: 4.6alienNovelty: 3.9stageProgression: 3.1playerShotOpportunity: 5.2targetContractFit: 4.4safetyRule: 10legacyCoverageScore: 6.9

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and galboss visual family labels. Group identity diagnostic: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.24s.

Group identity: 7.4/10. 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.24s.

Lane types: boss, rogue, but, bee, bee, but, rogue, boss

Movement

Strict movement score 4.3/10 against challenge-4-pink-serpentine-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.33. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.9/10 against challenge-4-pink-serpentine-group-1; xRange 1.0153, yRange 0.5676, pathLength 1.6346.

Strict movement score 4.3/10 against challenge-4-pink-serpentine-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.33. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 62/65
  • Active enemies: 1-14
  • X range: 165.568
  • Y range: 68.141
  • Lower-field share: 0.672

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 2 visual family/families, 3 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 23 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 58 sampled windows; 59% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.18.

Object silhouettes: 4.8/10; player shot opportunity: 5.2/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 5

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Target-contract fit is only 4.4/10: the runtime group order, path families, type/family mix, or group count still misses the first-pass media-backed challenge contract.
  • Pink-serpentine identity now lands on its first-pass late reference, but it still needs five-group frame labels, target sprite-motion evidence, and stronger player-visible novelty before it can claim maturity.
  • Promote the Challenge 4 pink-serpentine window into five group labels and tune the runtime path so all groups keep a readable serpentine score lane.
  • Add high-bonus readability probes so late-stage complexity stays learnable instead of becoming visual noise.
Challenging Stage 19-20 Internal challenge marker 19; runtime layout pink-green-cascade 4.4/10 interest 4.6/10 movement 4.7/10 graphics 3.9/10 alien novelty 4.4/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Fifth challenge should distinguish itself with pink/green cascade motion, alternating group identity, and stronger lower-field pass readability.

second pink/green cascade group with a mirrored lower-field pass

Aurora Current

Aurora runtime contact sheet pending for this challenge stage.

pink-green-cascade / pink-green-cascade; lanes rogue, boss, but, bee, boss, but, bee, rogue; first-wave types rogue, boss, but, bee, boss, but, bee, rogue; visual families galboss; strict movement 4.6/10, graphics 4.7/10, alien novelty 3.9/10, shot opportunity 5.2/10, target-contract fit 3.9/10.

Strict movement score 4.6/10 against challenge-5-pink-green-cascade-group-2: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.23. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 9.6/10 against challenge-5-pink-green-cascade-group-2; xRange 1.0344, yRange 0.6434, pathLength 1.9861.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.6/10, graphics 4.7/10, alien novelty 3.9/10, progression 3.1/10.

Diagnostic best reference: challenge-5-pink-green-cascade-group-2 (9.6/10 legacy broad coverage).

Target contract: 3.9/10. Target contract fit is 3.9/10 for Challenging Stage 5 target-video object tracks: group count 1, runtime path-family order 0, declared path-family order n/a, type order 0, family order 0, object-track 0.23 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should prove that late challenge progression is authored stage by stage, not repeated from Challenge 4.

baseline: 1movementConformance: 4.6graphicalConformance: 4.7alienNovelty: 3.9stageProgression: 3.1playerShotOpportunity: 5.2targetContractFit: 3.9safetyRule: 10legacyCoverageScore: 7.1

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and galboss visual family labels. Group identity diagnostic: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.25s.

Group identity: 7.5/10. 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.25s.

Lane types: rogue, boss, but, bee, boss, but, bee, rogue

Movement

Strict movement score 4.6/10 against challenge-5-pink-green-cascade-group-2: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.23. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 9.6/10 against challenge-5-pink-green-cascade-group-2; xRange 1.0344, yRange 0.6434, pathLength 1.9861.

Strict movement score 4.6/10 against challenge-5-pink-green-cascade-group-2: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.23. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 47/65
  • Active enemies: 1-22
  • X range: 219.073
  • Y range: 74.003
  • Lower-field share: 0.191

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 3 visual family/families, 3 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 23 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 45 sampled windows; 67% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.18.

Object silhouettes: 4.7/10; player shot opportunity: 5.2/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 0

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Target-contract fit is only 3.9/10: the runtime group order, path families, type/family mix, or group count still misses the first-pass media-backed challenge contract.
  • Pink/green cascade identity now lands on its first-pass late reference, but the current window still needs five group labels and stronger lower-field route readability.
  • Promote the Challenge 5 pink/green cascade window into five group labels and tune lower-field pass timing against those labels.
  • Score group-to-group alternation so cascade identity is not just a different path-family name.
Challenging Stage 23-24 Internal challenge marker 23; runtime layout green-ladder-split 4.2/10 interest 4.3/10 movement 4.5/10 graphics 3.9/10 alien novelty 4.2/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Sixth challenge should emphasize green ladder rhythm and split exits.

staggered ladder groups that reward reading route separation before the split exit

Aurora Current

Aurora runtime contact sheet pending for this challenge stage.

green-ladder-split / green-ladder-split; lanes bee, but, rogue, boss, boss, rogue, but, bee; first-wave types bee, but, rogue, boss, boss, rogue, but, bee; visual families dragonfly; strict movement 4.3/10, graphics 4.5/10, alien novelty 3.9/10, shot opportunity 5.5/10, target-contract fit 4.6/10.

Strict movement score 4.3/10 against challenge-6-green-ladder-split-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.36. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.9/10 against challenge-6-green-ladder-split-group-1; xRange 1.0501, yRange 0.7984, pathLength 2.0261.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.3/10, graphics 4.5/10, alien novelty 3.9/10, progression 2.7/10.

Diagnostic best reference: challenge-6-green-ladder-split-group-1 (8.9/10 legacy broad coverage).

Target contract: 4.6/10. Target contract fit is 4.6/10 for Challenging Stage 6 target-video object tracks: group count 1, runtime path-family order 0, declared path-family order n/a, type order 0, family order 0, object-track 0.36 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should make staggered group timing and split route separation visible enough for a player to learn.

baseline: 1movementConformance: 4.3graphicalConformance: 4.5alienNovelty: 3.9stageProgression: 2.7playerShotOpportunity: 5.5targetContractFit: 4.6safetyRule: 10legacyCoverageScore: 6.8

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and dragonfly visual family labels. Group identity diagnostic: 5/5 wave type signatures and 1/5 path signatures; average within-wave spawn span 0.24s.

Group identity: 6/10. 5/5 wave type signatures and 1/5 path signatures; average within-wave spawn span 0.24s.

Lane types: bee, but, rogue, boss, boss, rogue, but, bee

Movement

Strict movement score 4.3/10 against challenge-6-green-ladder-split-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.36. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 8.9/10 against challenge-6-green-ladder-split-group-1; xRange 1.0501, yRange 0.7984, pathLength 2.0261.

Strict movement score 4.3/10 against challenge-6-green-ladder-split-group-1: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.36. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 45/65
  • Active enemies: 1-29
  • X range: 245.427
  • Y range: 107.398
  • Lower-field share: 0.419

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 2 visual family/families, 1 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 30 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 42 sampled windows; 81% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.17.

Object silhouettes: 4.7/10; player shot opportunity: 5.5/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 1

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Target-contract fit is only 4.6/10: the runtime group order, path families, type/family mix, or group count still misses the first-pass media-backed challenge contract.
  • Green-ladder split now lands on a Challenge 6 ladder/split reference; remaining work is fuller path length, lower reversal noise, and object-tracked group timing.
  • Rebuild Challenge 6 around green ladder and split-exit timing until its measured vector hits challenge-6-green-ladder-split-group-1.
  • Add frame labels for staggered ladder rungs, split exit side, and upper-band scoreability.
Challenging Stage 27-28 Internal challenge marker 27; runtime layout yellow-diagonal-fan 4.2/10 interest 4.5/10 movement 4.6/10 graphics 3.9/10 alien novelty 4.2/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Seventh challenge should introduce a yellow diagonal fan with a memorable scoring lane.

final diagonal fan group before the perfect/result read

Aurora Current

Aurora runtime contact sheet pending for this challenge stage.

yellow-diagonal-fan / yellow-diagonal-fan; lanes boss, bee, but, rogue, rogue, but, bee, boss; first-wave types boss, bee, but, rogue, rogue, but, bee, boss; visual families crown; strict movement 4.5/10, graphics 4.6/10, alien novelty 3.9/10, shot opportunity 5.1/10, target-contract fit 4.2/10.

Strict movement score 4.5/10 against challenge-7-yellow-diagonal-fan-group-5: y-range fit 0.93, path-length fit 1, turn fit 1, object-track fit 0.29. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 9.5/10 against challenge-7-yellow-diagonal-fan-group-5; xRange 1.0468, yRange 0.538, pathLength 1.8102.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.5/10, graphics 4.6/10, alien novelty 3.9/10, progression 2.7/10.

Diagnostic best reference: challenge-7-yellow-diagonal-fan-group-5 (9.5/10 legacy broad coverage).

Target contract: 4.2/10. Target contract fit is 4.2/10 for Challenging Stage 7 target-video object tracks: group count 1, runtime path-family order 0, declared path-family order n/a, type order 0, family order 0, object-track 0.29 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should be visually and tactically unlike the prior ladder/cascade stages.

baseline: 1movementConformance: 4.5graphicalConformance: 4.6alienNovelty: 3.9stageProgression: 2.7playerShotOpportunity: 5.1targetContractFit: 4.2safetyRule: 10legacyCoverageScore: 6.9

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and crown visual family labels. Group identity diagnostic: 5/5 wave type signatures and 1/5 path signatures; average within-wave spawn span 0.23s.

Group identity: 6/10. 5/5 wave type signatures and 1/5 path signatures; average within-wave spawn span 0.23s.

Lane types: boss, bee, but, rogue, rogue, but, bee, boss

Movement

Strict movement score 4.5/10 against challenge-7-yellow-diagonal-fan-group-5: y-range fit 0.93, path-length fit 1, turn fit 1, object-track fit 0.29. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 9.5/10 against challenge-7-yellow-diagonal-fan-group-5; xRange 1.0468, yRange 0.538, pathLength 1.8102.

Strict movement score 4.5/10 against challenge-7-yellow-diagonal-fan-group-5: y-range fit 0.93, path-length fit 1, turn fit 1, object-track fit 0.29. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 31/65
  • Active enemies: 1-12
  • X range: 210.119
  • Y range: 73.927
  • Lower-field share: 0.303

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 1 visual family/families, 1 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 20 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 31 sampled windows; 74% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.19.

Object silhouettes: 4.9/10; player shot opportunity: 5.1/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 0

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Target-contract fit is only 4.2/10: the runtime group order, path families, type/family mix, or group count still misses the first-pass media-backed challenge contract.
  • Yellow diagonal fan now lands on a Challenge 7 diagonal-fan reference; remaining work is stronger lower-field travel and object-tracked diagonal lane timing.
  • Rebuild Challenge 7 around the yellow diagonal fan so the best match lands on challenge-7-yellow-diagonal-fan-group-1, not the finale label.
  • Add a player-hit opportunity probe that rewards firing along the diagonal band rather than center-lane waiting.
Challenging Stage 31-32 Internal challenge marker 31; runtime layout blue-purple-finale 4.4/10 interest 4.5/10 movement 4.7/10 graphics 3.9/10 alien novelty 4.4/10 conform

Reference Target

Reference contact sheet pending for this challenge stage.

Eighth visible challenge should act as a compact blue/purple late-loop capstone.

late compact finale group with a short but readable lower-field exit

Aurora Current

Aurora runtime contact sheet pending for this challenge stage.

blue-purple-finale / blue-purple-finale; lanes rogue, boss, bee, but, but, bee, boss, rogue; first-wave types rogue, boss, bee, but, but, bee, boss, rogue; visual families stingray; strict movement 4.5/10, graphics 4.7/10, alien novelty 3.9/10, shot opportunity 5.5/10, target-contract fit 4.2/10.

Strict movement score 4.5/10 against challenge-8-blue-purple-finale-group-4: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.29. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 9.3/10 against challenge-8-blue-purple-finale-group-4; xRange 0.9897, yRange 0.7369, pathLength 2.5453.

Conformance Read

Readable trajectory diagram
Private companion store only; not exposed from the public repo.
Generated from the challenge-stage metric artifact. This is a human-review sketch of target/current motion vectors, not raw optical tracking.

Strict read: movement 4.5/10, graphics 4.7/10, alien novelty 3.9/10, progression 3.1/10.

Diagnostic best reference: challenge-8-blue-purple-finale-group-4 (9.3/10 legacy broad coverage).

Target contract: 4.2/10. Target contract fit is 4.2/10 for Challenging Stage 8 target-video object tracks: group count 1, runtime path-family order 0, declared path-family order n/a, type order 0, family order 0, object-track 0.29 via direct target-video tracks. This is a group/object-track read, not frame-perfect sprite identity recognition.

Should avoid returning to early-stage column/cross vocabulary and make the late-loop identity obvious.

baseline: 1movementConformance: 4.5graphicalConformance: 4.7alienNovelty: 3.9stageProgression: 3.1playerShotOpportunity: 5.5targetContractFit: 4.2safetyRule: 10legacyCoverageScore: 7

Aliens

Strict alien/progression novelty score 3.9/10. Current stages expose labels, type mixes, direct specialty-sprite target-crop evidence, and 1 visual family/families, but this does not yet prove Galaga-like stage-by-stage introduction, fresh featured aliens, or memorable bonus-stage teaching moments. Opening wave exposes 4 type(s) and stingray visual family labels. Group identity diagnostic: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.21s.

Group identity: 7.2/10. 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.21s.

Lane types: rogue, boss, bee, but, but, bee, boss, rogue

Movement

Strict movement score 4.5/10 against challenge-8-blue-purple-finale-group-4: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.29. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available. Legacy broad vector best-match was 9.3/10 against challenge-8-blue-purple-finale-group-4; xRange 0.9897, yRange 0.7369, pathLength 2.5453.

Strict movement score 4.5/10 against challenge-8-blue-purple-finale-group-4: y-range fit 1, path-length fit 1, turn fit 1, object-track fit 0.29. Current probes now include runtime object tracks compared against CPU-extracted Galaga target-video object tracks where available.

  • Samples: 42/65
  • Active enemies: 2-22
  • X range: 239.625
  • Y range: 82.172
  • Lower-field share: 0.404

Sprite Motion / Shot Route

Object-track / shot-opportunity diagram
Private companion store only; not exposed from the public repo.
Generated from runtime challenge sprite silhouettes and sampled player shot lanes. This is a readable probe of visible motion and scoreability, not yet Galaga target-crop optical matching.

Runtime sprite-motion hook observed 3 visual family/families, 3 path pose family/families, 6/6 animation phase buckets, both flap state(s), and 24 object-tracked silhouette track(s).

Shot-opportunity probe found scoreable targets in 38 sampled windows; 74% had a lane with 2+ targets, lane diversity was 1, and center-lane bias was 0.16.

Object silhouettes: 4.8/10; player shot opportunity: 5.5/10.

Safety / Rules

Challenging stages are evaluated separately from normal levels: they should preserve the no-shooting, no-ship-loss bonus-stage rule before they earn interest/conformance credit.

  • Enemy shots: 0
  • Attack starts: 0
  • Ship losses: 0
  • Challenge contacts: 1

Gaps / Next

  • Sprite-motion correspondence is 6.18/10: runtime flapping/cadence is visible, but target frame timing is still frame-labeled-segmented-reference-windows and weakest motion row is bee-zako-pulse-pair.
  • Alien/stage novelty is only 3.9/10: the current type mix does not yet prove Galaga-like new alien introductions, memorable challenge-specific roles, or distinct bonus-stage learning patterns.
  • Target-contract fit is only 4.2/10: the runtime group order, path families, type/family mix, or group count still misses the first-pass media-backed challenge contract.
  • Blue/purple finale is now represented as its own runtime contract, but it still needs fuller path length and active sprite-motion evidence before it feels like a late-loop capstone.
  • Refine the Challenge 8 blue/purple finale with fuller path length and compact late-loop timing.
  • Promote challenge enemy active-motion scoring so visual novelty is measured through animation, not only family labels.

Testing Personas

The platform-level persona vocabulary as applied to Aurora. Platinum owns the generic persona IDs, aliases, seeded execution, and comparison substrate; Aurora owns which scenarios matter and what each persona should prove for this game.

Persona Testing Role Expected Behavior Game-Specific Checks
Beginner
novice
Low-skill onboarding and unfairness detector. Moves less efficiently, misses more challenge opportunities, but should still experience readable cause and effect. Stage 1, Stage 2 safety, first challenge clarity.
Intermediate
advanced
Competent casual-play proxy. Clears early waves more often and engages capture/rescue and challenge bonuses inconsistently. Mid-run pressure, challenge hit rate, Stage 4 fairness.
Expert
expert
Skilled player proxy. Reaches deeper stage bands, positions better, and reveals whether reward routes are viable. Stage 12/14 reward routes, boss/squadron scoring.
Professional
professional
High-skill regression guard and release-confidence proxy. Exploits strong routes without collapsing from unfair timing or broken scoring. Professional stage-2 checks, long-run progression ordering, late reward windows.

Persona Performance Distribution

Repeated seeded full-run gameplay for the generic Platinum personas. This measures score, stage depth, time alive, losses, and challenge performance as a distribution rather than treating one seeded route as the whole truth.

Private companion store only; not exposed from the public repo.
Persona Runs Score Stage Reached Time Alive Score / Min Ship Losses Challenge Hit Rate
Beginner
novice
51001-51030
30
Seeded full-run games
14201
median 16005
range 4910-22640
3.7
median 4
range 2-5
1.39 min
median 1.46 min
range 0.67-2.02 min
9840
median 10256
range 5842-13017
2.93
median 3
range 2-4
56.4%
median 80.0%
Intermediate
advanced
51101-51130
30
Seeded full-run games
20868
median 21205
range 5510-46370
4.33
median 5
range 2-8
1.6 min
median 1.74 min
range 0.72-2.83 min
12011
median 11773
range 6514-18896
3.27
median 3
range 2-4
61.3%
median 86.3%
Expert
expert
51201-51230
30
Seeded full-run games
41090
median 40885
range 23680-88940
6.87
median 6
range 5-13
2.51 min
median 2.3 min
range 1.68-4 min
16351
median 16663
range 11224-22249
3.27
median 3.5
range 1-4
97.2%
median 98.5%
Professional
professional
51301-51330
30
Seeded full-run games
42944
median 40915
range 29000-63580
6.33
median 6
range 4-10
2.26 min
median 2.12 min
range 1.44-3.19 min
19227
median 19176
range 15884-24716
3.73
median 4
range 3-4
98.0%
median 100.0%

Source artifact: reference-artifacts/analyses/persona-performance-distribution/latest.json. Raw run directories stay in harness-artifacts/; the published docs use the promoted summary and chart.

Measurement limits: Seeded persona runs are not human playtest proof. They are repeatable skill-profile probes that help us find unfairness, progression order breaks, and whether higher-skill play actually unlocks more of the game.

  • P1: Persona stage progression is out of order Professional averaged stage 6.33, below Expert at 6.87.

Developer Presentation Controls

The current developer-facing audio and graphics controls that let us tune and compare Aurora presentation while keeping the application-owned theme model explicit.

Control Values Purpose
Audio Theme auto, aurora-application, galaga-original-reference, galaga-reference-assets Developer override for phase-resolved audio routing. `aurora-application` uses Aurora's current synthetic application mix. `galaga-original-reference` uses the synthetic classic-leaning approximation. `galaga-reference-assets` plays the extracted Galaga reference clips for the mapped gameplay/challenge/results moments.
Graphics Theme auto, classic-arcade, aurora-hint, aurora-borealis, aurora-crown Developer override for the visual atmosphere family. It changes rendered backgrounds and starfield profiles without changing the resolved audio theme.
Starfield Intensity 0.5 to 1.8 Multiplier applied to star brightness so we can tune classic visibility against reference material without rewriting the base theme.
Starfield Speed 0.5 to 1.8 Multiplier applied to live starfield speed so we can compare Aurora against classic Galaga movement references.