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Aurora Galactica And Platinum Project Guide

A current, hosted map of the project: what Platinum is, what each game owns, how ingestion and conformance work, how release lanes move, and which maintained docs are the source of truth.

Current goal: Keep production trustworthy on the live 1.4.0 public family while shaping the next deliberate follow-through through one release-schedule spine: improve Aurora's Galaga-like gameplay/audio/visual quality, move Galaxy Guardians toward v1, keep Platinum clean as the reusable host, and keep turning ingestion plus local harnessing into a repeatable path for future games.
Current Release 1.4.1.1
Lane development
Updated June 11, 2026
Latest Note 1.4.1 production quality release

Project Snapshot

The short current-state read.

What Shipped

`1.4.0` is now the current public Aurora / Platinum production family. Hosted `/dev` remains the visible `1.4.0.1` forward-review line, while hosted `/beta` remains the approved `1.4.0-beta.1` production-source lane and the release path keeps the shell, picker, release dashboards, and hosted docs part of the product.

What The Platform Owns

Platinum owns the shell, release framing, hosted lanes, pack selection path, shared services, conformance dashboard surfaces, and first-class hosted documentation that explain the platform and release model.

What The Application Owns

Each game owns its own gameplay truth. Aurora owns scoring, stage flow, challenge cadence, capture and rescue, dual-fighter behavior, enemy behavior, visual/audio identity, and Aurora-specific conformance evidence.

Current Focus

The main work is now post-1.4.0 follow-through: audio/event feedback, level arc, boss and formation grammar, visual reference grounding, resource economics, and first-class playable/conformance advancement for Galaxy Guardians and future games.

Project-Wide Workstream Alignment

The current cross-thread ordering after the June 7 hosted dev publish.

Current Hosted Dev

Hosted `/dev` now carries the current `1.4.0.1` forward-review line, including the consolidated Aurora challenge movement grammar, Guardians ingestion/conformance cleanup, refreshed conformance economics, white paper PDF, slides, dashboards, public project guide, release-schedule spine, and code-review packet. The exact current build label is authoritative in hosted `build-info.json`.

Main Bottleneck

Aurora challenge-stage runtime quality is now the highest-value user-facing gap: the set-piece score is about `4.3/10`, while first-five grammar readiness is `8.6/10`. That means analysis is ahead of runtime implementation.

Second-Game Push

Galaxy Guardians has real ingestion and long-surface review evidence, including a `7.0/10` long-surface/persona read, but it still needs a v1 playable slice with convincing opening presentation, scoring/results, platform parity, and reusable Watch/Rival/persona behavior.

Shared Infrastructure Rule

Every Aurora improvement should either improve the game directly or leave behind reusable ingestion, persona, replay/video, event-feedback, candidate-loop, or platform-boundary capability that Guardians and future games can inherit.

RankThreadNext WorkSuccess Signal
1Aurora challenge stagesPromote a runtime-safe reference-spline movement candidate with visual-presence, phase/order, spacing, and scoreable-window constraints.Early challenging stages stop feeling like sudden appearances and begin reading as authored Galaga-like bonus set pieces.
2Galaxy Guardians v1Tighten the visible opening slice, score/result identity, platform frame parity, Watch/Rival/persona behavior, and replay/video readiness.Guardians becomes a credible one-level Platinum game slice rather than only a preview/documentation artifact.
3Shared personas and Watch/RivalDefine a game-generic persona adapter covering start state, playable scope, score ownership, run summary, event logs, Watch scope, and Rival boundaries.Aurora, Guardians, and future games can all be explored and measured in background play with the same platform pattern.
4Event feedback and artifact qualityTreat impact, explosion, damage, player loss, capture, and rescue as time-based audiovisual event sequences.Players understand what happened immediately, and future games inherit a reusable event-feedback scorer.
5Ingestion-to-runtime grammarPromote reference media, path labels, event labels, and candidate sweeps into game-owned data packages.New games move from artifacts to measurable runtime candidates faster and with less subjective tuning.

Release Schedule Spine

The forward-looking release family map that keeps plans, issues, docs, and hosted lanes aligned.

Why This Exists

The project has many strong threads now: Aurora challenge quality, Guardians v1, shared personas, ingestion grammar, video evidence, safety, and cabinet polish. This schedule is the single release-family spine used to decide where each thread belongs.

Current Rule

A branch should declare which family it advances. Hosted `/dev` may move for coherent evidence or runtime bundles; hosted `/beta` should wait for a real player-facing improvement, safety fix, or release-critical hardening; hosted `/production` requires the accepted release path.

Issue Discipline

GitHub issues stay in `sgwoods/Codex-Test1`. Each active issue should map to a release family, project area, and proof type so old bugs, feature ideas, and ingestion tasks do not become invisible parallel plans.

Open Product Roadmap

Strategic roadmap context; the schedule spine owns current release-family assignment.

FamilyWorking TitlePrimary PurposeExamples
1.4.1Quality And Integration Follow-ThroughVisible runtime quality after the current 1.4.0 baseline.Aurora challenge stages, impact/explosion feedback, Guardians v1 slice, shared Watch/Rival/personas.
1.4.2Safety, Auth, Storage, And Issue HygieneMake broader public exposure safer and clean up duplicate issue noise.Score integrity, replay/storage rules, dashboard access, Supabase/API checks, duplicate issue consolidation.
1.5.0Flight Recorder And Evidence MediaTurn gameplay export, videos, replay evidence, and source/run ingestion into release assets.Gameplay-export ingestion issue #242, video snippets, run artifacts, issue/score/release linkage.
1.6.0Cabinet, Pilot, And Presentation PolishImprove the visible Platinum shell and player-facing cabinet experience.Immersive full-window mode, commentator/message-to-pilot, music/SFX controls, pilot cards, popup/frame polish.
1.7.0Ingestion-To-Runtime GrammarMake movement, audio-event, sprite, persona, and stage-shape grammars reusable packages.Reference media to runtime candidate loops, game-owned data packages, local CPU/browser assessment.
2.0.0Multi-game PlatinumMake Platinum honestly multi-game with mature shared capabilities.Improved Aurora, Guardians v1, shared personas/Watch/Rival/replay, disciplined third-game first slice.

Multi-Machine Work Allocation

How the MacBook M4, iMac M1, and any future worker machines should divide work without losing branch or release discipline.

Default Split

Use the MacBook M4 for fast interactive gameplay, platform, browser-review, integration, and release-authority work. Use the iMac M1 as the always-online worker for long-cycle ingestion, persona/watch runs, reference artifact normalization, documentation sweeps, and issue hygiene.

Coordination Rule

Every parallel branch should declare the release family it advances and should push a durable handoff before another machine integrates it. Release authority still comes from `release-authority.json`, not from which machine happens to be active.

Why This Matters

The project now benefits from background compute and parallel Codex threads, but only if those threads produce durable artifacts, clean branches, and reviewed integration points instead of invisible local work.

Read Multi-Machine Workflow

Full source workflow including startup, branch naming, authority, switching, and machine-allocation defaults.

MachineBest AssignmentsAvoid
MacBook M4Aurora runtime changes, browser-visible UI review, heavy local conformance sweeps, source integration, hosted /dev publish from clean main.Leaving long unattended local-only work while other machines continue.
iMac M1Guardians ingestion/v1 evidence, overnight persona/watch runs, gameplay-export ingestion, portability checks, docs consistency, issue labeling proposals.Publishing beta/production unless release authority is intentionally transferred.
Future workersVideo segmentation, sprite/audio/contact-sheet extraction, game-specific analysis packets, narrow harness runs.Editing main directly or holding informal release authority.

Conformance Entry Points

Shareable lane-relative links for Aurora, Galaxy Guardians, and the combined dashboard view.

Conformance Program

How reference evidence becomes measurable software quality.

Ingestion

Ingestion gathers source footage, clips, manifests, contact sheets, waveforms, event logs, semantic annotations, and confidence notes. It is the evidence front-end for conformance, not a loose design notebook.

Harnessing

Harnesses run local CPU/browser checks against reference-derived targets: movement, timing, audio, stage shape, boss formation grammar, visual surfaces, pressure windows, and shell behavior.

Metrics

Metrics include score, confidence, resolution, evidence links, target gaps, user-experience meaning, and cost to move. A 10/10 score means maxed at current scorer resolution, not perfect imitation.

Resource Economics

Local CPU and browser runs should carry repeated measurement. Codex/OpenAI/model work is tracked as GPU-equivalent when it materially shapes strategy, harnesses, code, or analysis.

Release Ladder

How work is expected to move through the system.

  • local `localhost` is the active engineering lane and the source of the current candidate.
  • hosted `/dev` is the shared integration preview and currently carries the visible `1.4.0.1` forward-review increment.
  • hosted `/beta` is the approved `1.4.0-beta.1` production-source lane and the staging point for the next deliberate review cycle.
  • hosted `/production` is the public promise and now carries the live `1.4.0` public family.
  • A meaningful `x.y` release should now include a complete documentation pass before hosted `/production` promotion.

Platform Versus Applications

The architectural split we need to preserve.

Platinum

Platinum owns shared shell framing, runtime hosting, pack selection, shared services, release tooling, and the hosted documentation and release surfaces that apply to more than one game.

Aurora Galactica

Aurora is the first shipped application on Platinum. It owns game rules, challenge and scoring behavior, capture and rescue, and Aurora-specific content and gameplay harnesses.

Galaxy Guardians

Galaxy Guardians is currently a playable-preview sibling application on Platinum. Its current job is to prove second-game hosting, game-owned identity, and first-class conformance growth without pretending the experience is already fully mature.

Galaxy Guardians Stage Assessment

A human-readable read of what Guardians currently is, what the stage arc should feel like, and what work best advances it toward a deeper first-class game.

Current visible truth

Hosted `dev` and `beta` still present a one-level visible public slice that ends with `mission_complete`. That slice still needs stronger `WAIT` presentation, score-table fidelity, moving starfield motion, march cadence, explosion clarity, reserve ships, flags, missile-ready cues, and visible top reentry before we should treat it as a convincingly mature second cabinet.

Deeper internal game shape

Under the public slice, the repo already has a repeated-rack and stage-band model: stages `1-2` establish the rack and fair early dives, stages `3-5` escalate into scout-to-flagship pressure, stages `6-9` become a sustained session, and stages `10+` act as a bounded late-loop review band instead of pretending to be a finished infinite campaign.

Best next work

The highest-return sequence is: finish the opening-slice baseline from the committed Galaxian sources, promote stage `3-5` and `6-9` motion and pressure artifacts, add real Aurora-versus-Guardians platform-frame parity scoring, and only then open the door to homage variants.

Variant guardrail

Future homage variants should preserve single-shot discipline, a marching rack, scout-to-flagship command pressure, visible bottom-exit/top-reentry threat, score-table literacy, and sparse arcade audiovisual identity. If a variant loses those, it may still be good, but it is no longer truly Guardians/Galaxian-family.

Read Guardians Resume State

Short restart note summarizing the current checked state, what just landed, and the next highest-value work order.

Galaxy Guardians Resume State

Short restart point: what is true now, what just landed, and what should happen next.

Current checked truth

Hosted `dev` still exposes a one-level visible public slice ending in `mission_complete`, but that slice now includes the opening baseline docs, the measured opening-rack motion pass, the dedicated starfield/top-reentry motion contract, promoted combat-feedback frame authority, and a shared-platform parity contract.

What just landed

The opening review is no longer just prose: the live board now has dedicated Guardians-owned artifacts for the Matt Hawkins mission/score-table windows, the Nenriki wrap-return motion target, the Arcade's Lounge combat-feedback windows, and the shared-platform frame contract.

Best next work

Next highest-value work is: tighten the live `WAIT` and score-table board shape against the promoted Matt Hawkins frame windows, improve live combat feedback matching and palette progression, then carry that stronger opening board into stage `3-5` and `6-9` pressure/fairness work.

Why this note exists

This is the short restart point for the Guardians conformance program so we do not have to reconstruct the current state from the longer first-class, long-surface, and stage-arc plans before resuming work.

Read Full Resume Note

Rendered source note with the checked state, landed work, remaining gaps, and resume order.

Galaxy Guardians Top 10 Improvement Queue

The current ordered work queue, optimized for visible player value, conformance lift, and cost/compute discipline.

Read Opening-Slice Baseline

Human-readable first-seconds baseline grounded in the committed intro and long-session reference sources.

Read Resume State

Short checked-state note to resume the Guardians program without rereading the full strategy stack first.

RankImprovementWhy it matters nowBest evidence / doc entry
1WAIT, headline, and score-table layout runtime tightening against promoted frame windowsThe opening motion and frame authority now exist as durable contracts, so the next clearest visible gap is the live cabinet read: the board still needs a tighter first-seconds layout against the promoted Matt Hawkins windows.Resume state, opening-slice baseline, and Guardians conformance
2Explosion, hit, and destruction-state readabilityCombat feedback now has promoted frame-window authority, but the live board still needs to match that authority more closely at gameplay scale.Opening-slice baseline
3Opening palette progression and swarm color-family authorityThe opening slice should look unmistakably Galaxian-family before deeper-session claims expand, and the next missing piece is a more deliberate stage-owned color story.Guardians first-class plan
4Platform-frame parity: sign-in, scores, pilot card, replay/video capture, bug reports, musicGuardians has to sit in Platinum as naturally as Aurora or multi-game validation stays incomplete.Applications on Platinum
5Stage 3-5 pressure traces and scout-to-flagship handoffThis is the first place the game starts to become distinctly Galaxian-family rather than only a decent opening rack.Guardians long-surface review
6Stage 6-9 sustained-pressure fairness and clear potentialA deeper game needs a believable midrun, not only a good opening level.Guardians long-surface review
7Game-over, mission-complete, high-score, and run-summary credibilityThe game should read like a real run with its own identity and outcomes, not only a preview slice with a stop point.Guardians first-class plan
8Selective audio cue cleanup after the visible motion/readability passesAudio is not the first opening-slice blocker anymore; it should follow the higher-return visible board fixes unless a specific cue becomes the next clear miss.Audio conformance lab
9Expose more public depth beyond the current one-level mission-complete sliceOnce the first slice is trustworthy, the next visible product step is to show more real game depth rather than only measure it internally.Full stage-arc plan
10Homage variants from preserved invariant grammarVariants should come only after the base game is authoritative, so novelty does not replace conformance.Full stage-arc plan

Reading Paths

If you are browsing the hosted docs rather than the repo source tree, start with one of these paths.

Automation-First Gating

The release process should prefer automation over memory or manual estimation whenever practical.

  • Build and publish preflight should fail if the hosted docs set is incomplete.
  • Gameplay, shell, and platform boot behavior should be covered by focused harnesses whenever the behavior is stable enough to automate.
  • Hosted lane verification should confirm live labels and, when relevant, live input behavior.
  • Manual review should mostly be reserved for feel, visual quality, and presentation clarity where automation is still weaker.

Supabase Data API Contract

How Platinum keeps auth, profile, and leaderboard database access reproducible after the Supabase public-schema grant change.

Current Runtime Surface

The browser Data API currently uses `public.scores` for shared and validated leaderboards plus score submission, and `public.profiles` for signed-in pilot initials.

Owned Access Artifact

`supabase/data-api-access-contract.sql` records explicit grants, RLS posture, and policy names for the current tables. `SUPABASE_DATA_API_ACCESS.md` explains the product meaning and release risk.

Release Gate

`npm run harness:check:supabase-data-api-contract` compares runtime `supabase.from(...)` table usage against the SQL contract. Publish preflight runs the same check.

Future Feature Rule

Any new Supabase table for YouTube high-score posting, replay-video metadata, richer pilot records, or later games must land with explicit grants and policies before runtime feature work can publish.

Security, Auth, And Replay Storage Lock-Down

The release-facing rule set for account, score, replay, and future high-score video posting work.

Posting Boundary

Top-10 video posting is authenticated and authorized only. The browser may prompt a top-10 player to sign in, but uploads require a future server-owned path.

No Browser Secrets

No Supabase service-role material, OAuth client secret, YouTube upload token, or upload endpoint may ship in browser code. Arcade Music remains a playlist embed, not upload authority.

Replay Storage

Replay video remains browser-local IndexedDB by default. A score can link to a local replay on the same device, but hosted replay/video posting needs explicit storage, auth, and RLS rules.

Release Gate

`npm run harness:check:security-auth-replay-storage` is now part of publish preflight alongside the Supabase Data API contract gate.

Documentation Index

The best entry points depending on the question you are trying to answer.

Hosted Platinum Guide

First-class hosted platform guide covering Platinum purpose, ownership, structure, boundary notes, and future areas of improvement.

Hosted Release Notes

Readable release notes linked from the dashboard milestones, with detailed source docs rendered when available.

Hosted Guardians Opening Baseline

Source-backed readable Guardians opening baseline for the visible `WAIT`, score-table, ready-state, starfield, and top-reentry slice.

Hosted Release Schedule Spine

Forward-looking release-family schedule that maps workstreams, GitHub issues, docs, and lane gates into one plan.

Hosted White Paper

Dedicated hosted narrative surface for the living white paper, citation ledger, and versioned white-paper release history.

Hosted White Paper PDF

Printable/exportable white-paper artifact for the current lane, with explicit version and updated-date metadata.

White Paper Project Area

Repo-owned working area for the white paper, including its release snapshots and citation ledger.

Challenge Stage Conformance Effort

Living generated summary for the current Galaga-like challenge-stage sub-effort, including current measurements, stage gaps, and next-best steps.

Challenge Stage Deep Dive

Application Guide table with per-stage graphics, movement, alien-variation, safety, and recommended next actions.

Level Visual Conformance Index

Ordered current-versus-target screenshots for every regular level and challenging stage, with inline analysis, scene roles, sprite bitmaps, and target-grounding caveats.

Challenge Stage Report

Rendered human-readable report generated from the maintained challenge-stage analysis source.

Galaga Challenge Video Reference

Rendered report from the two user-supplied challenge-stage videos, including all-eight-stage windows, target contracts, and next labeling steps.

Galaga Target Artifact Coverage

Online and local Galaga target artifacts, current ingestion status, missing late-challenge windows, and next capture/labeling needs.

Conformance Economics

Local CPU/browser versus GPU-equivalent model/API usage and cost-per-score movement.

Review Learning Ledger

Architecture and code-review issue notes, proposed changes, accepted changes, and learning patterns rendered from the maintained ledger.

Code Review Model

Local-to-hosted-dev review standard, severity model, packet/gate process, and ledger expectations.

Architecture

Repo-level technical layout and implementation map.

1.3.0 Production Refresh Note

Detailed note for the refreshed public 1.3.0 family, including the accepted 1.3.0.1 review bundle, public documentation, conformance story, and measured audio lift.

1.4.0 Beta 1 Note

Detailed note for the first deliberate 1.4.0 beta candidate, including the merged Guardians playable/conformance tranche and the new multi-game release posture.

Likely Next Steps

The work that most naturally follows the current shipped state.

  • Use the conformance dashboard to choose the highest-value Aurora investment by score gap, user impact, confidence, and resource cost.
  • Prioritize audio/event feedback, level arc, boss/formation grammar, and visual reference grounding for the next major user-experience lift.
  • Use the hosted Guardians stage assessment and top-10 queue as the current documentation-first map for second-game follow-through, not only the raw source docs.
  • Keep Platinum shell and docs discipline boring and reliable while the games become more ambitious.
  • Advance Galaxy Guardians through ingestion-backed reference evidence before treating it as a serious public playable candidate.

Challenge Stage Conformance Effort

Living sub-effort for Galaga-like challenge stages. 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, and 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.

Problem

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.

Measurement

Generated from `reference-artifacts/analyses/challenge-stage-conformance/latest.json`, Galaga path-reference labels, Aurora browser runtime probes, and challenge timing/collision guardrails. Safety is a guardrail; broad legacy coverage is diagnostic only.

Latest Candidate Sweep

Stage 7 sweep 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, 4.2/10 target-video fit, and 7.5/10 human-perfect potential; lift 0/10.

Readability Diagnostics

12 readability diagnostic row(s) retained from the latest sweep. Best readability diagnostic stage7-read-balanced-balanced-outer-ls0-sd022-ripple scored 7.6/10 human-visible, 7.5/10 human-perfect, and 4.1/10 target-video fit. 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 compares 6 candidate(s); least-bunched diagnostic stage7-route-spread-left-right-id-sd016 has bunching risk 0.667 (delta -0.333 vs baseline). SVG artifact: `reference-artifacts/analyses/challenge-stage-readability-visuals/latest.svg`.

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`.

Route Path Visuals

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. SVG artifact: `reference-artifacts/analyses/challenge-path-visuals/latest.svg`.

Stage 7 Authoring Contract

Stage 7 / Challenging Stage 2 has 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. Promotion 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 work: 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..

Human-Perfect Guard

Promotion now requires no human-perfect routeability regression. Latest before/after review: stage7-deconflict-wide-softbias-flat-sync on Stage 7 with selected-candidate expected lift 0/10, target-video lift 0.1/10, and human-perfect lift -0.2/10.

Sweep Matrix

8 stage(s) indexed, 17218 candidates represented, 0 runtime-ready, 5 with human-perfect scoring, 5 with human-visible scoring. Stage 3: no-runtime-keeper-yet (5.6/10 expected, 4.6/10 target-video, 7.7/10 human-perfect, 6.3/10 human-visible, identity margin 0). Stage 7: no-runtime-keeper-yet (5.7/10 expected, 4.2/10 target-video, 7.5/10 human-perfect, 7.5/10 human-visible, identity margin 0). Stage 11: no-runtime-keeper-yet (5.1/10 expected, 4.6/10 target-video, 7.6/10 human-perfect, 7/10 human-visible, identity margin 0). Stage 15: no-runtime-keeper-yet (5.9/10 expected, 3.8/10 target-video, 6/10 human-perfect, 6.4/10 human-visible, identity margin 0). Stage 19: no-runtime-keeper-yet (4.5/10 expected, 4/10 target-video, 7.8/10 human-perfect, 6.5/10 human-visible, identity margin 0). Stage 23: no-runtime-keeper-yet (5.4/10 expected, 4.1/10 target-video, n/a/10 human-perfect, n/a/10 human-visible, identity margin -0.4). Stage 27: no-runtime-keeper-yet (5.1/10 expected, 3/10 target-video, n/a/10 human-perfect, n/a/10 human-visible, identity margin -0.2). Stage 31: no-runtime-keeper-yet (6/10 expected, 2.9/10 target-video, n/a/10 human-perfect, n/a/10 human-visible, identity margin n/a).

First-Five Movement Grammar

5 grammar row(s), 25 group contracts, 25 reference-backed paths, 8.6/10 control readiness. Stage 3: 5 groups, 5 reference paths, 8.7/10 readiness. Stage 7: 5 groups, 5 reference paths, 8.5/10 readiness. Stage 11: 5 groups, 5 reference paths, 8.6/10 readiness. Stage 15: 5 groups, 5 reference paths, 8.6/10 readiness. Stage 19: 5 groups, 5 reference paths, 8.5/10 readiness.

Runtime Motion Spec Trial

Challenge 2 / internal Stage 7 now has 5 runtime-facing spec group(s), 5 reference-backed, using evaluator `reference-spline-v1`. Latest strict challenge conformance remains 4.3/10, so this is currently a traceable runtime seam and not yet a proven user-visible lift. G1: mixed-crossing-sweep via cross-sweep / target-track-10. G2: mixed-hook-arrival via hook-arc / target-track-66. G3: mixed-hook-arrival via hook-arc / target-track-71. G4: mixed-crossing-sweep via cross-sweep / target-track-110. G5: mixed-hook-arrival via hook-arc / target-track-142.

Motion Primitive Catalog

10 reusable primitive(s), 4 high-priority, first build target `reference-spline-fit`. The latest sweep shows lead-in continuity and centerline spacing can produce measured readability gains, and reference-spline composition can materially improve target-video fit. Runtime promotion is still blocked because the reference-spline family fails visual-presence and trades away expected-label score and professional perfect-route potential; the next grammar pass should add phase/order, path normalization, and scoreable-window constraints around that family. lead-in-continuity: 10/10 priority (3, 7, 11, 15, 19). group-spacing-field: 10/10 priority (3, 7, 11, 15, 19). reference-spline-fit: 10/10 priority (3, 7, 11, 15, 19). phase-order-scheduler: 10/10 priority (3, 7, 11, 15, 19). novelty-family-cascade: 7.8/10 priority (19).

No-Keeper Read

Recent candidate sweeps improved measurement and search evidence, but no stage currently has a runtime keeper. Strongest target-video lift: 1.5/10 on Stage 3; strongest human-perfect lift: 1.7/10 on Stage 19; strongest human-visible lift: 2.3/10 on Stage 7.

Full Analyzer Review

Latest recorded candidate review: stage7-deconflict-wide-softbias-flat-sync on Stage 7; decision 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.

Target Trajectory Controls

8 challenge(s), 40 target group controls, 8.6/10 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.

Set-Piece Contracts

8 contract(s), 40/40 reference-backed groups, 4.3/10 current strict average, 5.3/10 target-contract fit. The bottleneck is now clear: movement and group contracts have enough reference structure to guide implementation, but target-video fit and challenge-specialty sprite authority remain too low for a mature conformance claim.

Next Best Step

Recent candidate sweeps improved measurement and search evidence, but no stage currently has a runtime keeper.

Open Challenge Deep Dive

Generated Application Guide table with per-stage graphics, movement, critical gaps, and next actions.

Open Rendered Effort Report

Human-readable generated report with executive summary, stage-by-stage critique, plan, measurements, and success criteria.

Open Challenge Movement Grammar

First-five challenge-stage movement grammar with group schedules, path families, reference paths, and human-visible guardrails.

Open Challenge Motion Spec Trial

Runtime-facing Challenge 2 motion spec generated from the movement grammar, with phase durations, controls, reference paths, and promotion gates.

Open Deconflict Underperformance

Compares baseline, readability, direct deconflict, route-aware, and least-bunched candidates so process lift is not mistaken for runtime promotion.

Open Challenge Path Visuals

Trajectory visual comparing baseline, best selection, least-bunched/deconflict, and route-aware candidate families.

StageMeasurementAurora CurrentCurrent GapRecommended Next Step
Stage 3 / Challenge 1Interest: 4.2/10 Conformance: 4.2/10 Best ref: challenge-1-arrival-group-1 (8.5/10)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. Sweep: no-runtime-keeper-yet after 928 candidates; best stage3-target-reference-paths-shape-lower-p0.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. Human-visible gate: blocked/pending; lift -0.2/10; bunching risk 0.963.Use target-trajectory controls and richer reference labels before changing runtime stage-3 gameplay.
Stage 7 / Challenge 2Interest: 4.2/10 Conformance: 4.2/10 Best ref: challenge-2-arrival-group-1 (8.7/10)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. Sweep: no-runtime-keeper-yet after 2565 candidates; best stage7-centerline-spacing-spread-left-right-lead078-flat-widefield-centered-id-sd018.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. Human-visible gate: blocked/pending; lift 2.3/10; bunching risk 0.8.Do not promote stage7-centerline-spacing-spread-left-right-lead078-flat-widefield-centered-id-sd018; strengthen the full-stage scorer or author a richer Stage 7 contract before another runtime trial.
Stage 11 / Challenge 3Interest: 4.4/10 Conformance: 4.4/10 Best ref: challenge-3-arrival-group-1 (8.5/10)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. Sweep: no-runtime-keeper-yet after 280 candidates; best stage11-target-controls-shape-blend-p0.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. Human-visible gate: blocked/pending; lift 0.1/10; bunching risk 0.817.Use target-trajectory controls and richer reference labels before changing runtime stage-11 gameplay.
Stage 15 / Challenge 4Interest: 4.3/10 Conformance: 4.2/10 Best ref: challenge-4-pink-serpentine-group-1 (8.9/10)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. Sweep: no-runtime-keeper-yet after 5248 candidates; best stage15-a168-d108-x68-w106-s008-lb0-y3-p0.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. Human-visible gate: blocked/pending; lift -0.4/10; bunching risk 0.45.Use target-trajectory controls and richer reference labels before changing runtime stage-15 gameplay.
Stage 19 / Challenge 5Interest: 4.4/10 Conformance: 4.4/10 Best ref: challenge-5-pink-green-cascade-group-2 (9.6/10)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. Sweep: no-runtime-keeper-yet after 3610 candidates; best stage19-target-reference-paths-direct-p0.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. Human-visible gate: blocked/pending; lift -0.3/10; bunching risk 0.918.Use target-trajectory controls and richer reference labels before changing runtime stage-19 gameplay.
Stage 23 / Challenge 6Interest: 4.2/10 Conformance: 4.2/10 Best ref: challenge-6-green-ladder-split-group-1 (8.9/10)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. Sweep: no-runtime-keeper-yet after 484 candidates; best stage23-target-compressed-late-hold-speed-p0.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. Human-visible gate: blocked/pending; lift n/a/10; bunching risk n/a.Use target-trajectory controls and richer reference labels before changing runtime stage-23 gameplay.
Stage 27 / Challenge 7Interest: 4.2/10 Conformance: 4.2/10 Best ref: challenge-7-yellow-diagonal-fan-group-5 (9.5/10)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. Sweep: no-runtime-keeper-yet after 514 candidates; best stage27-target-controls-shape-only-p1.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. Human-visible gate: blocked/pending; lift n/a/10; bunching risk n/a.Use target-trajectory controls and richer reference labels before changing runtime stage-27 gameplay.
Stage 31 / Challenge 8Interest: 4.4/10 Conformance: 4.4/10 Best ref: challenge-8-blue-purple-finale-group-4 (9.3/10)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. Sweep: no-runtime-keeper-yet after 3589 candidates; best stage31-a162-d108-x86-w096-s007-lbs0-y3-p0.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. Human-visible gate: blocked/pending; lift n/a/10; bunching risk n/a.Broaden the candidate strategy to include path-shape constants or richer reference labels before changing runtime stage-31 gameplay.

Documentation Provenance

Machine-readable source-of-truth map for the hosted project documentation. Generated pages should summarize persistent repo artifacts and analysis outputs rather than carrying current release facts only as hand-edited prose.

Visible SurfaceGenerated FromPersistent InputsFreshness Rule
Public Project Page public-project-page.htmltools/build/build-index.js#buildPublicProjectPage Template: src/public/aurora-galactica.template.htmlrelease-manifest.json, release-dashboard.json, release-notes.json, reference-artifacts/analyses/release-conformance-dashboard/latest.json, RELEASE_CONFORMANCE_DASHBOARD.md, reference-artifacts/analyses/conformance-investment-retrospective/latest.json, CONFORMANCE_ECONOMICS.md, CONFORMANCE_INVESTMENT_RETROSPECTIVE.md, reference-artifacts/analyses/conformance-economics, CLASSIC_ARCADE_INGESTION_FRAMEWORK.md, REFERENCE_MEDIA_INVENTORY.md, ARTIFACT_POLICY.md, reference-artifacts/analyses/challenge-stage-conformance/latest.json, reference-artifacts/analyses/level-visual-conformance-index/latest.json, reference-artifacts/analyses/galaga-challenge-video-reference/latest.json, GAME_CONFORMANCE_CATALOG.md, CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md, LEVEL_VISUAL_CONFORMANCE_INDEX.md, GALAGA_CHALLENGE_VIDEO_REFERENCE_ANALYSIS.md, application-guide.json, reference-artifacts/analyses/application-artifact-conformance/latest.json, reference-artifacts/analyses/formation-readability/latest.json, reference-artifacts/analyses/persona-performance-distribution/latest.json, reference-artifacts/analyses/review-learning/latest.json, reference-artifacts/analyses/code-review/latest.json, REVIEW_LEARNING_LEDGER.md, CODE_REVIEW_MODEL.md, ARCHITECT_REVIEW_RESPONSE.mdRelease identity and current focus: Build tokens and release dashboard fields are injected by npm run build for the active lane. Conformance readout and release gates: Score bars and gate cards are generated from the release conformance dashboard artifact. Value versus compute: Resource cards, investment rows, and the self-critical work-block read are generated from economics fields, retrospective artifacts, and linked economics docs. Reference ingestion: Ingestion cards are generated from dashboard ingestion rows and linked to maintained ingestion/reference docs. Game conformance catalog: Game cards come from dashboard game profiles; fuller alien/audio/stage/persona tables come from the application and catalog artifacts. Architecture and code review learning: Summary cards, issue-note rows, and learning patterns are generated from the review-learning ledger artifact.
Hosted Project Guide project-guide.htmltools/build/build-index.js#buildProjectGuide Template: src/project-guide.template.htmlproject-guide.json, PROJECT_STATE_AND_CONFORMANCE_PROGRAM.md, CONFORMANCE_INVESTMENT_RETROSPECTIVE.md, CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md, LEVEL_VISUAL_CONFORMANCE_INDEX.md, GALAGA_CHALLENGE_VIDEO_REFERENCE_ANALYSIS.md, reference-artifacts/analyses/challenge-stage-conformance/latest.json, reference-artifacts/analyses/level-visual-conformance-index/latest.json, reference-artifacts/analyses/galaga-challenge-video-reference/latest.json, PLAN.md, PRODUCT_ROADMAP.md, GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md, GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md, GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md, GALAXY_GUARDIANS_OPENING_SLICE_BASELINE.md, reference-artifacts/analyses/galaxy-guardians-identity/combat-feedback-frame-reference-0.1.json, reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-frame-reference-0.1.json, reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-motion-targets-0.1.json, reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-source-baseline-0.1.json, reference-artifacts/analyses/galaxy-guardians-identity/platform-frame-parity-0.1.json, RELEASE_READINESS_REVIEW.md, EXTERNAL_SERVICES.md, SUPABASE_DATA_API_ACCESS.md, SECURITY_AUTH_REPLAY_STORAGE_LOCKDOWN.md, supabase/data-api-access-contract.sql, documentation-provenance.jsonGuide overview and source document index: Guide cards and source-doc sections are generated from project-guide.json and listed source Markdown files, including the Guardians stage assessment, the hosted opening-slice baseline, and the deeper Guardians conformance plans. Documentation provenance: The hosted guide renders this manifest as a build-time table.
Hosted White Paper white-paper.htmltools/build/build-index.js#buildWhitePaperGuide Template: src/project-guide.template.htmlwhite-paper.json, WHITE_PAPER.md, white-paper/README.md, white-paper/ILLUSTRATION_PLAN.md, white-paper/CITATION_LEDGER.md, white-paper/RELATED_WORK.md, white-paper/REVIEWER_CHECKLIST.md, white-paper/releases/2026-05-16-v0.1.0/WHITE_PAPER.md, white-paper/releases/2026-05-16-v0.1.0/RELEASE_NOTES.mdWhite-paper overview and project-area framing: The hosted page renders its guide framing from white-paper.json and the current narrative/citation sources from committed Markdown files. White-paper release memory: The hosted page links directly to the versioned white-paper release record so the narrative can be compared over time instead of being overwritten without memory.
Hosted Release Notes release-notes.htmltools/build/build-index.js#buildReleaseNotesPage Template: src/project-guide.template.htmlrelease-notes.json, release-dashboard.json, release-manifest.json, RELEASE_NOTE_1.0.0_LAUNCH.md, RELEASE_NOTE_1.0.0_BUILD_284.md, RELEASE_NOTE_1.0.1_HOTFIX.md, RELEASE_NOTE_1.0.2_MOVEMENT_HOTFIX.md, RELEASE_NOTE_1.2.0_PLATINUM_RELEASE_1.md, RELEASE_NOTE_1.2.1_TRUST_FIX.md, RELEASE_NOTE_1.2.2_RUNTIME_HARDENING.md, RELEASE_NOTE_1.2.3_SCORE_SURFACE_POLISH.md, RELEASE_NOTE_1.3.0_PRODUCTION_CONFORMANCE_REFRESH.md, RELEASE_NOTE_1.3.0.1_HOSTED_DEV_REVIEW.md, RELEASE_NOTE_1.3.0_PRODUCTION.md, RELEASE_NOTE_1.2.3_BUILD_532.md, RELEASE_NOTE_1.4.0_BETA_1.md, RELEASE_NOTE_1.4.0_PRODUCTION.md, RELEASE_NOTE_1.4.0.1_CONFORMANCE_PROCESS_REVIEW.mdRelease-note index and latest release framing: The note index and current release metadata are generated from the active lane build plus release-notes.json. Detailed release-note documents: When a note declares sourceDoc, the hosted page renders that Markdown directly during build.
Aurora Application Guide application-guide.htmltools/build/build-index.js#buildApplicationGuide Template: src/application-guide.template.htmlapplication-guide.json, src/js/13-aurora-game-pack.js, reference-artifacts/analyses/aurora-audio-conformance-lab-v2/latest.json, reference-artifacts/analyses/aurora-audio-event-gap/latest.json, reference-artifacts/analyses/aurora-audio-promotion-stability-gate/latest.json, reference-artifacts/analyses/aurora-audio-strategy-review/latest.json, AUDIO_CONFORMANCE_STRATEGY_REVIEW.md, reference-artifacts/analyses/application-artifact-conformance/latest.json, reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest.json, reference-artifacts/analyses/aurora-visual-look-conformance/latest.json, reference-artifacts/analyses/challenge-stage-conformance/latest.json, reference-artifacts/analyses/level-visual-conformance-index/latest.json, reference-artifacts/analyses/galaga-challenge-video-reference/latest.json, reference-artifacts/analyses/galaga-target-artifact-coverage/latest.json, GALAGA_TARGET_ARTIFACT_COVERAGE.md, CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md, LEVEL_VISUAL_CONFORMANCE_INDEX.md, GALAGA_CHALLENGE_VIDEO_REFERENCE_ANALYSIS.md, reference-artifacts/analyses/persona-performance-distribution/latest.jsonAudio and visual catalog: Guide rows are generated from application-guide.json and freshness-checked against runtime audio cue durations. Artifact conformance status: The artifact scorecard, level visual index, target artifact coverage, and persona performance distribution are generated from analysis outputs rather than single static claims.
Conformance Dashboard conformance-dashboard.htmltools/harness/build-dev-conformance-dashboard-page.js Template: tools/harness/build-dev-conformance-dashboard-page.jsreference-artifacts/analyses/release-conformance-dashboard/latest.jsonDashboard data and metrics: The HTML and raw JSON are built from the same release-conformance artifact.

Project State And Conformance Program

Top-level maintained explanation of the broader project, conformance loop, ingestion role, platform/game separation, and model/local-compute strategy.

Generated from PROJECT_STATE_AND_CONFORMANCE_PROGRAM.md during build.

Updated: June 7, 2026

This is the maintained top-level explanation of the broader Aurora / Platinum effort. It is meant to answer four questions at once:

  • what the project is trying to prove
  • how Platinum, game applications, ingestion, harnesses, and release lanes fit

together

  • how the conformance program is improving Aurora and future games
  • how Codex, OpenAI models, local CPU/browser compute, and persistent artifacts

are being used to build more conformant software over time

For quick orientation before opening or resuming a branch, start with CURRENT_PROJECT_STATE.md. For measured reference-analysis and runtime-keeper cycles, use LONG_CYCLE_KEEPER_PROCESS.md.

Top-Level Goal

The goal is to build a repeatable system for creating polished, inspired, reference-conformant arcade software with modern LLM-supported engineering.

For Aurora, that means making a game that is not merely playable, but that continues to move closer to the gameplay pressure, stage choreography, sound feedback, visual discipline, and long-run mastery shape of Galaga-style arcade play.

For Platinum, that means proving a reusable platform that can host more than one serious game without absorbing game-specific truth.

For the conformance project, that means turning external artifacts into measurable evidence, turning measurements into game and platform changes, and tracking the resource cost of each improvement so future work is increasingly automated, local-compute-driven, and evidence-backed.

The Five Separated Layers

The project should be understood as five related but separate layers.

LayerOwnsShould not ownCurrent state
Platinum platformShell, hosted lanes, pack selection, shared docs, shared services, release tooling, dashboards, common harness substrateAurora rules, Galaga truth, Guardians rules, game-specific scoring, game-specific event semanticsShipped with Aurora as the first application; now being hardened for multi-game work
Game applicationsGameplay rules, scoring, stages, enemy behavior, visual/audio identity, game-owned conformance evidenceShared release authority, lane publishing policy, shell ownership, another game's mechanicsAurora is shipped; Galaxy Guardians is a preview/ingestion-backed second-game proof
Ingestion frameworkSource manifests, reference clips, event logs, contact sheets, waveforms, trace extraction, semantic annotation, metric targetsArbitrary design decisions unsupported by evidenceFormal first-class part of the conformance project
Harness and conformance systemRuntime checks, correspondence reports, scorecards, dashboards, confidence/resolution, regression gatesSubjective release claims without rerunnable evidenceAurora has a 12-category scorecard plus investment/economics dashboards
Release and resource economicsDev/beta/production gates, documentation refresh rules, local CPU/browser spend, GPU-equivalent Codex/API accounting, cost-per-score movementHidden manual decisions that cannot be reviewed laterLocal-first economics are now tracked and documented

The main discipline is that reusable capability moves down into Platinum, while game truth stays with the game and reference truth stays in ingestion artifacts.

Current Project State

Aurora / Platinum is in a post-1.4.0 production development posture.

  • hosted /production is the stable public 1.4.0 family
  • hosted /beta remains the authority-gated review lane for the next deliberate

candidate cycle

  • hosted /dev is the forward-review lane for the next coherent improvement

bundle and currently tracks the 1.4.0.1 forward-review line; exact current build label is authoritative in hosted build-info.json

  • local localhost is the active engineering lane
  • main is the authoritative integration line and currently includes the

consolidated Aurora challenge movement grammar, Galaxy Guardians ingestion cleanup, refreshed conformance economics, public project guide, white paper, slides, dashboards, release-schedule spine, and review packet

  • release authority is currently on this MacBook profile

Current release-family ownership is maintained in RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md. Use that schedule to keep docs, GitHub issues, workstreams, and lane gates aligned.

The active direction is no longer "can Platinum host Aurora?" It can. The active direction is:

  • raise Aurora's Galaga-like conformance in the areas that most affect player

experience, especially audio feedback and challenge-stage set-piece quality

  • make conformance measurement more precise and more automated
  • keep local CPU/browser harnesses doing as much assessment work as possible
  • use Codex and model calls to design, implement, analyze, and explain better

local systems rather than replacing measurement with opinion

  • make Galaxy Guardians and later games arrive through ingestion-backed,

game-owned conformance packages

  • keep the current workstream ordering explicit through

PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md

Current Path.Plan

The current path after the June 7 hosted /dev publish is:

  1. Aurora challenge-stage runtime quality first: the grammar and first-five

reference contracts are ready enough to drive implementation, but runtime set-piece quality remains weak.

  1. Galaxy Guardians v1 slice completeness second: opening presentation,

score/result identity, replay/video readiness, Watch/Rival/persona reuse, and Platinum frame parity.

  1. Safety and release gates third: auth lanes, score integrity, replay/storage

boundaries, Supabase RLS posture, logging/privacy limits, and public/private dashboard separation.

  1. Generated documentation and dashboards throughout: every serious score,

cost, artifact, and recommendation should remain visible in the public project/Application Guide surfaces, not only hidden in repo artifacts.

  1. Low-risk delight after the guardrails stay green: Arcade Music, Watch Mode,

Player Two UX clarity, Commentator callouts, and optional immersive full-window gameplay may continue when they remain safely scoped, reversible, measured, and do not pollute production scores.

  1. High-risk delight last: YouTube high-score posting and externally hosted

replay publishing must wait behind explicit auth, consent, storage, moderation, token, and revoke/failure-mode review.

The immediate work priority is to turn the new analysis and evidence into real runtime quality. The current consolidation was valuable, but beta should wait for a visible gameplay/platform lift beyond documentation and evidence maintenance.

May 19 Sprite And Formation Learning

The latest local work made one important process correction: sprite conformance cannot be represented by a single static crop score.

The project now needs to keep these reads separate:

ReadQuestionCurrent use
Target sprite modelWhat does the reference alien or ship look like in extracted/source evidence?Galaga alien source images, crop manifests, and promoted pixel targets.
Runtime sprite cropWhat does Aurora actually draw in the browser?Runtime capture and Reference Pixel Lab scoring.
Relative gameplay scaleAre player, reserve ships, bosses, bees, butterflies, and challenge aliens proportional on the board?Recently corrected after the oversized sprite regression.
Formation readabilityDoes a 40-enemy rack still have enough visual air between rows and columns once more authentic pixel silhouettes are used?New formation-readability artifact and guard.
Entry choreographyDo aliens arrive through readable, target-like paths instead of appearing, bunching, or crossing incoherently?Later-stage burst entry improved; stage-1 opening overlap remains an advisory warning.
Temporal sprite motionDo flaps, pulses, dives, capture/rescue, carried-fighter, dual-fighter, and damage phases read correctly over time?Still a high-priority harness gap.

The current formation-readability pass produced a useful split result:

  • settled rack spacing now passes in normal rendering and Reference Pixel Lab

mode

  • later-stage entry bursts were reduced by staggering non-stage-1 arrivals
  • stage-1 opening crossing still produces warning-level overlap, so the next

true conformance step is a reference-timed opening path scorer rather than more ad hoc constant tuning

This is the kind of learning that must carry into Galaxy Guardians and later games. New games should not enter the pipeline with only a nice-looking static sprite sheet. They should bring a target crop, runtime crop, gameplay-scale read, formation/rack readability check, temporal motion plan, and entry-path grammar before the game is called conformant.

Cross-Game Ingestion Automation Direction

The project is moving toward a repeatable ingestion loop where the model helps design and interpret local harnesses, but the durable evidence is produced by local CPU/browser/video/audio work whenever possible.

For Aurora, the current sprite/readability cycle proved that source definitions, runtime canvas output, gameplay-scale proportions, and motion choreography can diverge. For Galaxy Guardians and later games, the first-class ingestion package therefore needs this maturity ladder:

MaturityRequired proofWhy it matters
Source inventoryNamed media, clips, screenshots, manuals, sprite sheets, and provenance.Prevents future work from depending on vague memory or one-off prompts.
Target extractionPromoted target crops, cue windows, stage windows, motion windows, and event labels.Gives the harness something stable to compare against.
Runtime captureBrowser-rendered sprite crops, audio captures, event logs, stage traces, and persona runs.Shows what the player actually experiences.
Metric separationIndependent scores for likeness, scale, readability, motion, audio meaning, stage shape, and safety.Avoids hiding a bad live experience behind one good static proxy.
Dashboard/release visibilityScores, confidence, cost, evidence, and next gaps visible in generated docs and dashboards.Makes release decisions reviewable by humans and reusable for the next game.
Shared harness promotionGame-neutral capture/scoring helpers moved into reusable Platinum/harness code.Lets the second and third games get better faster without copying Aurora-specific rules.

The next conformance-program improvement should make this ladder visible as a cross-game dashboard row so Aurora, Galaxy Guardians, and future game packs can be compared by ingestion maturity as well as by current gameplay score.

Current Conformance Read

The latest maintained score roll-up is in CONFORMANCE_METRICS_OVERVIEW.md and the release planning dashboard is in RELEASE_CONFORMANCE_DASHBOARD.md.

Current read:

  • conformance economics roll-up: 8.7/10
  • measured resource ledger: 904 runs, about 58,277s wall time, about

58,392s CPU time, and about 1.48GB current artifact accounting

  • application artifact conformance: 7.46/10
  • weakest application artifact row: impact-explosion-visual-feedback
  • Aurora challenge-stage set-piece conformance: 4.3/10 current average,

with movement 4.4/10, graphics 4.5/10, novelty 3.9/10, target-video object fit 3.6/10, challenge-specialty authority 3.2/10, and zero release-ready challenge contracts

  • Aurora challenge grammar readiness: 25/25 first-five group contracts are

reference-backed and average control readiness is 8.6/10

  • challenge motion primitives: 10 primitives, 4 high priority, release

readiness still planning-only

  • Galaxy Guardians long-surface/persona review: 7.0/10, with stage-arc

pressure 7.9/10, stage presentation 7.4/10, persona review utility 6.5/10, midrun survivability 6.0/10, and stage-band authority 6.7/10

  • overall Aurora quality remains strong in broad release reads, but the

project should not let broad scores hide the challenge-stage, event-feedback, and second-game completeness gaps

Important interpretation:

  • a 10/10 score means "maxed at current scorer resolution," not arcade-perfect

imitation

  • confidence and resolution are part of the metric, because a broad or young

scorer can hide meaningful feel gaps

  • a better scorer may temporarily lower a score while improving the project

because it exposes a truer gap

  • the latest audio and challenge-stage work is a good example: stabilizing

browser audio capture, adding composite analysis windows, and then adding calibrated browser-reference gates exposed the remaining cue-fit problem, while the stricter challenge-stage scorer lowered the apparent score because it now asks a better question about stage-by-stage arrival, alien novelty, choreography, and bonus-opportunity readability

  • recent challenge-stage passes improved the dedicated score from 4.5/10 to

5.1/10, then to 5.8/10 after adding measured wave/group identity. The latest no-fire reference-motion extraction pass intentionally tightened the read to 5.7/10 conformance and 5.6/10 interesting factor by measuring authored challenge motion without bullet-truncated paths. The current gap is no longer only "do challenge stages exist safely"; it is now stronger trajectory/reference matching, the stage-11 challenge-3 reference miss, active sprite-motion novelty, late Galaga reference labels, and bonus-readability probes.

Per-Game Status

GameRoleCurrent conformance postureNext conformance need
Aurora GalacticaFirst shipped Platinum application and current active investment targetStrong broad release-quality baseline, but challenge-stage runtime quality is the clearest player-facing conformance gap; impact/explosion feedback and temporal sprite/event feedback also remain weakBuild the first runtime-safe reference-spline challenge candidate, preserve visual presence and scoreable routes, and use before/after video evidence before claiming lift
Galaxy GuardiansSecond-game preview, v1 playable-slice candidate, and Galaxian-style ingestion proofIngestion, reference, long-surface, audio, routeability, and persona evidence now exist; public readiness remains intentionally low and the current hosted slice should stay honestly preview-framed until v1 surfaces are strongerTighten the opening visible slice, score/result/replay identity, platform-frame parity, Watch/Rival/persona behavior, and stage-band fairness through GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md and GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md
Future gamesLong-term repeatable ingestion targetNot yet active as playable workArrive through source manifests, reference windows, event logs, semantic profiles, score targets, and game-owned harnesses before design claims are made

How The Platform Helps The Conformance Effort

Platinum is not just a web shell around Aurora. It is becoming the reusable infrastructure that makes measured game conformance practical.

Platinum helps by providing:

  • local, dev, beta, and production lanes with explicit release identity
  • a stable shell and pack-selection path for comparing games without rewriting

the host

  • a future sprite-mode surface that can compare reference-conformance lanes,

Aurora production themes, and future-game variants without mixing target measurement with shipped creative art

  • an optional full-window/cabinet display mode that can enlarge the active board

for play and review while preserving game-owned mechanics, input mapping, and replay evidence

  • shared browser harness utilities and controlled-clock execution
  • a developer conformance dashboard that can be shipped read-only with release

lanes

  • release documentation gates that force score, evidence, and resource updates

before serious candidates

  • platform-owned services for score transport, replay surfaces, feedback,

docs, and future evidence viewing

  • explicit external-service access contracts, starting with the Supabase Data

API grants/RLS contract for profile and leaderboard tables

  • common boundaries so each game can own its own mechanics and conformance

truth

The platform's value grows when conformance work discovers a reusable need and that need becomes a clean Platinum extension point instead of being buried in Aurora-specific code.

Where Ingestion Fits

Ingestion is the front half of conformance.

The ingestion framework turns external evidence into structured game knowledge:

  1. source discovery and provenance
  2. clip/window selection
  3. frame, motion, waveform, and spectrogram extraction
  4. semantic event logging
  5. confidence and uncertainty notes
  6. metric/scorer definitions
  7. runtime correspondence targets
  8. game-owned implementation and harness plans

For Aurora, ingestion keeps improving the reference basis for Galaga-like quality: audio clips, stage openings, challenge timing, boss formation grammar, pressure windows, contact sheets, and visual look checks.

For Galaxy Guardians, ingestion is even more central because the game should not become "Aurora with different labels." Its first credible playable phases should come from Galaxian-style source windows, event logs, sprite/cue targets, and runtime correspondence checks.

The maintained Galaxy-specific bridge between ingestion and release review is:

For future games, ingestion should become the repeatable starting point rather than a manual design phase.

The Working Loop

The conformance process should keep cycling through this loop:

  1. choose the highest-value conformance gap using score, confidence, user impact,

and resource economics

  1. gather or refine reference evidence before subjective tuning
  2. build or improve a local harness/scorer that can rerun the question
  3. run local CPU/browser assessment long enough to get stable evidence
  4. use Codex/model calls to design algorithms, review evidence, write code, and

summarize tradeoffs where that increases leverage

  1. convert model-assisted insight into persisted repo logic whenever possible
  2. change game or platform behavior only where the evidence supports it
  3. rerun scorecards and dashboards
  4. document score movement, confidence, cost, and next investment

This loop is deliberately "Karpathy-loop-like" in spirit: inspect concrete examples, improve the dataset and evaluator, make a small candidate change, run it, study failures, and fold the learning back into the system.

Resource Economics

The standing resource documentation is CONFORMANCE_ECONOMICS.md.

The standing self-critical work-block review is CONFORMANCE_INVESTMENT_RETROSPECTIVE.md. It is generated from challenge-stage history, quality score history, dashboard cost context, candidate sweeps, audio artifacts, and application artifact scores. Its job is to say plainly where score movement is real, where it is mostly measurement progress, and where Aurora is still not moving toward human-level conformance quickly enough.

The project currently reads as heavily local-first:

  • local CPU/browser harnesses are doing the overwhelming majority of measured

conformance work

  • Codex/OpenAI/model usage is essential for planning, implementation, synthesis,

and analysis, but is under-instrumented unless we log it manually

  • any serious long-cycle work should be wrapped with npm run harness:measure

so we can compare resource cost against score movement

  • after each large work block, run

npm run harness:analyze:conformance-investment-retrospective so the public docs and dashboard show the latest self-critical read

The desired pattern is:

  • spend model/GPU-equivalent effort on strategy, harness design, code

generation, algorithm selection, and expert review

  • push repeated measurement into local CPU/browser processes
  • preserve every durable learning as code, metrics, reports, dashboards, or

artifacts

  • prefer investments that improve both the game and the measuring system

Current Highest-Value Investment Areas

The dashboard currently keeps the detailed investment queue. At the strategic level, the important areas are:

  1. audio identity, event feedback, and cue alignment
  2. dedicated challenge-stage arrival, alien novelty, trajectory variation, and

high-bonus readability

  1. regular alien entry geometry separation and path-family diversity
  2. level arc and encounter shape
  3. boss entry and formation grammar
  4. visual look and feel, including start/attract typography and gameplay

readability

  1. arcade cabinet frame, popup, help, scoring, leaderboard, and result surfaces
  2. pressure curve precision and exact replay of known source windows
  3. Guardians ingestion promotion from preview metrics into stronger

frame/audio/playtest evidence

  1. Guardians score/progression/result identity so Platinum changes are

validated against two real games instead of one game plus one preview shell

The next major release gate should be judged not only by a higher overall score, but by whether the improved categories are the ones players actually feel.

Release Recommendation

Current recommendation:

  • treat the refreshed public 1.4.0 family as the stable production line
  • treat hosted /beta as the authority-gated review lane for the next

deliberate 1.4.0.1 candidate, not as an automatic mirror of local work

  • treat hosted /dev and local topic branches as the place to assemble the

next coherent improvement bundle

  • keep the larger 1.4.x family focused on arcade depth: audio feedback,

dedicated challenge-stage set pieces, alien entry, stage progression, boss/formation grammar, visual reference grounding, and measured player experience evidence

Short term:

  • keep beta-facing release notes and readiness docs aligned with the current

1.4.0-beta.1 baseline and any new topic-branch improvements

  • keep all candidate work wrapped in harness:measure
  • keep dashboard, scorecard, public project page, project guide, release notes,

and strategic review aligned with the same current score read before the next beta candidate is cut

Latest local conformance response:

  • stageTransition now uses a longer reference-backed window so the inter-level

moment is less abrupt.

  • final ship loss now plays/logs gameOver before session export and keeps a

recording tail so the final audio does not disappear from captured evidence.

  • wait-mode copy is simplified for the Aurora start screen while preserving the

game-picker hint and Guardians showcase content.

  • boss first-hit feedback now uses compact damage sparks/ring/flash instead of

clunky full-destruction bursts.

  • challenge-stage timing still passes, but challenge-stage arrival and pattern

novelty are now separated as their own conformance problem.

  • sampled challenge stages preserve the safe Galaga-like no-shot/no-ship-loss

rule, but the dedicated set-piece score is still only 5.1/10.

  • Stage 3, Stage 7, Stage 11, and Stage 15 now better separate their best

reference matches, while Stage 19 has a new runtime extraction path but needs late-reference labels before it can become a high-confidence conformance target.

Medium term:

  • shape 1.4.0 around arcade depth: alien entry variation, challenge-stage

novelty, stage progression, boss/formation grammar, visual reference grounding, and measured audio feedback

Longer term:

  • use 1.5.0 for shared video evidence and flight-recorder publishing
  • use 1.6.0 for message-to-pilot and cabinet-surface polish
  • reserve 2.0 for a credible multi-game Platinum milestone backed by

ingestion-driven game-owned conformance packages

Documentation System

The documentation should remain layered so readers can choose the right depth.

Reader needBest entry
Top-level project state and why this work mattersThis document
Current score table and metric targetsCONFORMANCE_METRICS_OVERVIEW.md
At-a-glance priority queue and dashboard logicRELEASE_CONFORMANCE_DASHBOARD.md
Dedicated Aurora challenge-stage analysis and next planCHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md and the rendered Application Guide challenge-stage section
Resource usage, local CPU, GPU-equivalent model work, and cost-per-scoreCONFORMANCE_ECONOMICS.md
Platform ownership and architecturePLATINUM.md and PLATINUM_ARCHITECTURE_OVERVIEW.md
Immersive full-window gameplay modeIMMERSIVE_FULL_WINDOW_GAMEPLAY_MODE_PLAN.md
Game/platform boundaryAPPLICATIONS_ON_PLATINUM.md
Per-game alien, audio, stage, and persona catalogGAME_CONFORMANCE_CATALOG.md
Guardians stage arc, stage-band plan, and homage-variant guardrailsGALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md
Persona gameplay distribution evidenceAurora Application Guide and reference-artifacts/analyses/persona-performance-distribution/latest.json
Expert beta strategy reviewSTRATEGIC_BETA_REVIEW.md
Ingestion processCLASSIC_ARCADE_INGESTION_FRAMEWORK.md
Quality scoring modelQUALITY_CONFORMANCE_MODEL.md
Current execution planPLAN.md
Product roadmapPRODUCT_ROADMAP.md

Maintenance Rules

Refresh this document when any of these change:

  • release family or lane posture
  • primary conformance priorities
  • metric categories or interpretation rules
  • alien/audio/stage/persona catalog entries
  • ingestion's role in the project
  • platform/application boundary strategy
  • resource-economics policy
  • status of Aurora, Galaxy Guardians, or a future game
  • major hosted /beta pushes or beta-readiness decisions, which should also

refresh STRATEGIC_BETA_REVIEW.md

Before a serious /dev, /beta, or /production candidate, refresh:

npm run harness:build:conformance-metrics-overview
npm run harness:analyze:conformance-economics
npm run harness:build:release-conformance-dashboard
npm run harness:build:dev-conformance-dashboard
npm run build

Then update the human-readable docs if the generated artifacts changed the project story.

Project-Wide Workstream Alignment

Current cross-thread alignment after the June 7 hosted dev publish, including lane state, measured bottlenecks, active workstreams, execution order, and shared checks.

Generated from PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md during build.

This is the current cross-thread alignment note after integrating the Aurora challenge movement grammar work, the Galaxy Guardians ingestion/conformance cleanup, and the hosted /dev publish from main.

Use this document when choosing the next work block. The goal is to keep Aurora, Galaxy Guardians, Platinum, personas, ingestion, documentation, and release gates moving as one program instead of as unrelated branches.

Current Lane State

  • authoritative engineering source: main
  • current source head: current main
  • hosted /dev: current 1.4.0.1 forward-review build; exact label is

authoritative in hosted build-info.json

  • hosted /beta: 1.4.0-beta.1+build.1013.sha.3cb0d08b.beta
  • hosted /production: 1.4.0+build.894.sha.1dc23d8a
  • release authority: MacBook-Pro, release-authority contract current
  • hosted dev now includes the integrated Aurora challenge grammar artifacts,

Guardians cleanup artifacts, refreshed conformance economics, public project guide, white paper, slides, dashboards, release-schedule spine, and code-review packet

No beta or production publish happened during this consolidation.

The current release-family and GitHub-issue alignment is tracked in RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md. Use that schedule to decide whether a work block belongs to 1.4.1, 1.4.2, 1.5.0, 1.6.0, 1.7.0, or 2.0.0.

Current Measured Reality

AreaCurrent ReadMeaning
Overall conformance/economics roll-up8.7/10The broad project scoring surface is healthy, but broad scores mask severe sub-surface gaps.
Application artifact conformance7.46/10The rendered/game artifact layer is useful but not yet high-fidelity.
Weakest artifact rowimpact-explosion-visual-feedbackHit, damage, explosion, and player-understanding feedback should stay near the top of the Aurora UX queue.
Aurora challenge set-piece current score4.3/10The challenge stages remain safe but not yet Galaga-like, learnable, or spectacular enough.
Aurora challenge target-video object fit3.6/10We have contracts, but runtime motion still does not match target movement closely enough.
Aurora challenge specialty authority3.2/10Challenge-only alien/bonus identity is still weak.
Aurora challenge grammar readiness25/25 reference-backed first-five group contracts, 8.6/10 control readinessIngestion and analysis are now strong enough to guide runtime work.
Aurora challenge motion primitives10 primitives, 4 high priority, release readiness planning-onlyRuntime promotion is still blocked by visual-presence and scoreable-route constraints.
Guardians long-surface/persona review7.0/10Guardians now has a real internal deeper-surface review, but stage-five-plus survivability and clear consistency remain weak.
Guardians public readinessstill preview/disabled public capabilityGuardians is not ready to be described as a fully mature public game.
Resource ledger904 runs, 58,277s wall, 58,392s CPUConformance economics are now substantial enough to guide investment choices.

Priority Workstreams

PriorityWorkstreamCurrent StatusNext Obvious StepHoped-For Outcome
1Aurora challenge-stage gameplayThe first-five challenge grammar is reference-backed, but runtime stages still score around 4.3/10.Build a runtime-safe reference-spline path family with phase/order, visual-presence, spacing, and scoreable-window constraints.Move early challenge stages from awful/safe to visibly authored, learnable, and at least acceptable.
2Aurora hit/explosion/audio-event feedbackApplication artifact scoring identifies impact/explosion feedback as the weakest row; audio is stronger procedurally than acoustically.Treat missile impact, boss damage, enemy death, player loss, and capture/rescue feedback as one time-based event sequence instead of isolated graphics or sound cues.Players immediately understand what happened and why; future games inherit reusable event-feedback scoring.
3Galaxy Guardians v1 playable sliceGuardians has strong ingestion and review artifacts, but the hosted public slice remains preview-framed and not full game-state v1.Tighten the opening WAIT, score-table, rack cadence, missile-ready, hit/explosion, result, score, and replay surfaces; keep public capability disabled until the slice is honest.A minimal one-level Guardians v1 that validates Platinum with a second real game, not just a documentation preview.
4Shared personas, Watch, and Rival modesAurora has richer persona/watch experience than Guardians; Guardians has whole-run persona evidence but not full platform parity.Define a game-generic persona adapter contract: start state, playable scope, score ownership, run summary, event logs, Watch scope, Rival opponent, and safety boundaries.Every game can be played in the background by personas, watched by users, and measured by harnesses using the same platform pattern.
5Ingestion-to-runtime grammarAurora challenge grammar and Guardians source ingestion are now real evidence systems, but runtime generation is still bespoke.Promote movement/path/event grammars into game-owned data packages with reusable analyzers and candidate loops.New games can move from artifact ingestion to measurable runtime candidates faster and with less subjective tuning.
6Platinum platform boundariesAurora runtime state isolation and pack boundaries are stronger; Guardians remains a skeleton at the adapter boundary.Keep runtime state, replay/video capture, persona execution, music/SFX, fullscreen/cabinet presentation, score surfaces, and auth/storage rules platform-owned where possible.Aurora improvements become reusable capabilities for Guardians and later games instead of one-off code.
7Release, docs, and review gatesHosted dev now enforces docs freshness, code review packet freshness, white paper PDF, slides, and dashboard assets.Keep the project-wide alignment note and roadmap links updated after each major hosted dev/beta push.Work is easier to resume, branch integration is less risky, and public docs explain the real state rather than the last remembered plan.
8Third-game preparationWindigo/Space Invaders/Galaxian-style planning exists, but the program should not overextend before two games are stable.Keep third-game work ingestion-first: source inventory, target extraction, persona assumptions, and first playable slice definition only.The third game benefits from the mature Aurora/Guardians pipeline instead of forcing premature platform generalization.

Near-Term Execution Order

  1. Keep main and hosted /dev clean after the current publish.
  2. Start a focused Aurora challenge-stage runtime branch from current main.
  3. Implement the first reference-spline movement candidate with explicit

visual-presence, phase/order, spacing, and scoreable-route gates.

  1. Add a before/after stage video and contact-sheet comparison for that

candidate so humans can judge whether it actually looks better.

  1. In parallel only where low collision risk, define the shared persona/Watch

adapter contract needed by both Aurora and Guardians.

  1. Apply that contract to Guardians as the next v1 enabling step: Watch,

whole-run persona review, score ownership, and run summary should be game-owned but platform-driven.

  1. Tighten Guardians opening slice using the existing source-backed artifacts:

WAIT, score table, rack cadence, combat feedback, top re-entry, and result state.

  1. Refresh dashboards, conformance economics, and project docs after each

meaningful runtime candidate, not only after successful promotions.

  1. Keep beta discussion blocked until hosted /dev contains at least one real

user-facing gameplay or platform-quality lift beyond documentation and evidence consolidation.

  1. Preserve third-game work as ingestion and planning until Aurora challenge

quality and Guardians v1 both have better runtime proof.

Strategic Guardrails

  • Do not treat high overall conformance scores as permission to ignore the

worst rows. The current user-visible weakness is challenge-stage spectacle, event feedback clarity, and Guardians game completeness.

  • Do not ask the model for direct gameplay tuning before improving the

algorithmic assessment. The next useful Codex/model work should design analyzers, constraints, and candidate loops that local CPU/browser runs can execute repeatedly.

  • Do not let Guardians borrow Aurora identities. Reuse Platinum infrastructure

and harness strategies, but keep Guardians game-owned scoring, visuals, audio, stage arc, and release truth.

  • Do not move beta for docs alone. Documentation and dashboards can justify a

hosted /dev review, but beta needs an honest player-facing improvement or a clearly documented safety/release fix.

  • Do not let third-game enthusiasm weaken the first two games. The third-game

path should validate the ingestion framework, not interrupt the Aurora and Guardians quality push.

Required Cross-Thread Checks

Run the smallest relevant set per branch, but these are the standing checks for the current integrated work family:

npm run build
npm run review:code:check
npm run publish:check:dev
npm run harness:check:portable-paths
npm run harness:check:challenge-movement-grammar
npm run harness:check:challenge-motion-primitives
npm run harness:check:challenge-motion-spec
npm run harness:check:galaxy-guardians-0-1-candidate
npm run harness:check:galaxy-guardians-long-surface-conformance
npm run harness:check:guardians-adapter-skeleton
npm run harness:check:pack-registry-boundaries

Use npm run harness:measure for long-cycle candidate sweeps so future planning can compare score movement against local CPU/browser and GPU-equivalent model/API effort.

Release Schedule And Issue Spine

Current future-looking release-family schedule that aligns active workstreams, GitHub issue hygiene, hosted lane gates, and source documentation ownership.

Generated from RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md during build.

This is the current future-looking release schedule for Aurora Galactica, Galaxy Guardians, Platinum, ingestion, personas, and conformance work.

Use this document as the release-family spine before opening a branch, accepting a beta candidate, or deciding where an issue belongs. Version numbers can be re-ordered when the actual bundle changes, but every active workstream should still map to one of these release families or be explicitly deferred.

Current Lane State

Verified June 7, 2026:

LaneCurrent BuildRole
/devCurrent 1.4.0.1 forward-review build; exact label is authoritative in hosted build-info.jsonForward-review lane for consolidated docs, dashboards, Aurora challenge grammar, Guardians cleanup, and the next coherent improvement bundle.
/beta1.4.0-beta.1+build.1013.sha.3cb0d08b.betaAuthority-gated candidate lane; should not move for documentation-only churn.
/production1.4.0+build.894.sha.1dc23d8aStable public line.

Current branch state:

  • main is the authoritative engineering integration branch.
  • release authority is currently held by macbook-pro.
  • hosted /dev is expected to track the latest reviewed main dev publish.
  • no beta or production publish is implied by this schedule.

Multi-Machine Allocation Model

The project can use multiple machines, but the release schedule remains the coordination layer. A branch should say both which release family it advances and which machine is expected to do the work.

MachineDefault RoleBest Current Work
MacBook M4 / macbook-proHigh-throughput interactive development and current release-authority host.Aurora challenge-stage runtime quality, browser-visible polish, fast conformance sweeps, integration, hosted /dev publish from clean main.
iMac M1 / imacm1Always-online background worker and separable topic-branch producer.Guardians ingestion/v1 evidence, long persona/watch runs, gameplay-export ingestion cycles, artifact portability checks, docs consistency sweeps, issue hygiene proposals.
Future worker machinesNarrow scoped artifact or analysis workers.Video segmentation, labeling, contact sheets, audio/window analysis, game-specific evidence packets, no direct lane publish unless authority is transferred.

Parallel-work rules:

  • do not assign two machines to edit the same runtime surface without a named

integration branch and handoff note

  • use iMac M1 for work that can run unattended or produce durable evidence
  • use MacBook M4 for work that needs fast feedback, visual review, or release

integration

  • push worker branches before switching machines or archiving sessions
  • keep beta and production gated by release-authority.json, not by informal

machine habit

Release Family Schedule

FamilyWorking TitlePrimary GoalRequired Proof Before Beta / Production
1.4.0Multi-game public baselineKeep the current production family trustworthy while the next work is assembled on /dev.Production remains stable; only hotfixes or explicitly reviewed follow-through should move production.
1.4.1Quality And Integration Follow-ThroughTurn current evidence into visible quality: Aurora challenge-stage runtime lift, impact/explosion feedback, Guardians v1 slice, and shared Watch/Rival/persona foundations./dev must show at least one real user-visible gameplay/platform lift beyond docs, with build/review/publish gates green and known gaps documented.
1.4.2Safety, Auth, Storage, And Issue HygieneTighten auth lanes, score integrity, replay/storage rules, dashboard visibility, duplicate issue cleanup, and public/private boundaries.Remote score, signed-in game-over, Supabase/API, privacy/logging, and dashboard-access gates must be explicit and green or consciously deferred.
1.5.0Flight Recorder And Evidence MediaMake gameplay export, video snippets, replay evidence, and source/run ingestion first-class release assets.Gameplay-export ingestion cycle, playable video review artifacts, and issue/score/release linkage are usable across at least Aurora and one second-game slice.
1.6.0Cabinet, Pilot, And Presentation PolishImprove the shell and player-facing cabinet experience: immersive full-window mode, message-to-pilot/commentator, music/SFX controls, pilot cards, score surfaces, and popup/frame polish.Platinum-owned shell changes are harnessed across game packs and do not leak Aurora-specific assumptions into platform code.
1.7.0Ingestion-To-Runtime GrammarMake movement, audio-event, sprite, persona, and stage-shape grammars reusable game-owned packages rather than one-off Aurora tuning.A candidate can move from reference media to runtime comparison using a repeatable package flow, with local CPU/browser measurement carrying most repeated assessment.
2.0.0Multi-game PlatinumPlatinum can honestly host multiple real games, not just one mature game and previews.Aurora is substantially improved, Guardians reaches a credible v1 playable state, shared personas/Watch/Rival/replay work across games, and third-game ingestion has a disciplined first-slice plan.

Active Workstream Mapping

WorkstreamCurrent StateRelease FamilySource Docs / Evidence
Aurora challenge-stage runtime qualityAnalysis is ahead of runtime: set-piece conformance remains around 4.3/10, while first-five grammar readiness is 8.6/10.1.4.1PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md, CHALLENGE_SETPIECE_CONTRACTS.md, CHALLENGE_STAGE_BASELINE_GAP_AND_WORK_PLAN.md, CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md
Aurora impact, damage, explosion, and event feedbackWeakest artifact row is impact-explosion-visual-feedback; players still need clearer cause/effect in combat moments.1.4.1GAME_CONFORMANCE_CATALOG.md, AUDIO_CONFORMANCE_STRATEGY_REVIEW.md, AUDIO_CONFORMANCE_LAB.md, issue #201
Galaxy Guardians v1 playable sliceIngestion and long-surface evidence are real, but the visible public slice is still not a full v1 game experience.1.4.1GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md, GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md, GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md, GALAXY_GUARDIANS_PLAYABLE_0_1_BRANCH_PLAN.md
Shared personas, Watch, and Rival modesAurora has richer UX than Guardians; Guardians has persona evidence but needs platform parity and reusable contracts.1.4.1 then 1.7.0GUARDIANS_WATCH_AND_RIVAL_ENABLEMENT_PLAN_2026-06-07.md, GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md, harness run summaries
Release, auth, score, replay, and storage safetyThe project has release gates, but public-broader exposure still needs auth/storage/logging review before flashy publishing features expand.1.4.2RELEASE_POLICY.md, TESTING_AND_RELEASE_GATES.md, RUN_SUBMISSION_PLAN.md, issues #126, #127, #129, #203
Gameplay export and video evidence ingestionThe current triage issue is a gameplay-export ingestion cycle for hosted-dev review.1.5.0issue #242, MOVEMENT_REFERENCE_TRACE_PLAN.md, LEVEL_VISUAL_CONFORMANCE_INDEX.md, CONFORMANCE_ECONOMICS.md
Arcade Music, commentator, full-window, and pilot/cabinet polishSeveral features exist or are planned, but they should follow conformance and safety rather than lead beta.1.6.0IMMERSIVE_FULL_WINDOW_GAMEPLAY_MODE_PLAN.md, issues #202, #134, #150
Third-game preparationPlanning exists for Galaxian/Space-Invaders-style work, but it should remain ingestion-first until Aurora and Guardians are stronger.1.7.0 then 2.0.0WINDIGO_INVADERS_PLATINUM_INSTANTIATION_PLAN.md, CLASSIC_ARCADE_INGESTION_FRAMEWORK.md, REFERENCE_MEDIA_INVENTORY.md

Issue Tracking Rules

GitHub issues live in sgwoods/Codex-Test1, not the public release host. The release host should remain a deployment mirror.

Each active issue should be assigned, in either labels or issue text, to:

  • a release family: 1.4.1, 1.4.2, 1.5.0, 1.6.0, 1.7.0, or 2.0.0
  • an area: aurora, guardians, platinum, ingestion, release, docs,

auth-storage, or third-game

  • a proof type: runtime change, harness/evidence, docs, security,

manual review, or known deferral

Current issue audit from June 7, 2026:

  • #242 is the latest triage item and should map to 1.5.0 because it is a

gameplay-export ingestion cycle for hosted-dev review.

  • #201 maps to 1.4.1 because explosion, impact, damage, and immunity

feedback are directly tied to the weakest current application-artifact row.

  • #202 maps to 1.6.0 unless a smaller reusable message/event-log primitive

is needed earlier for Watch/Rival/persona analysis.

  • #203 maps to 1.4.2 because externally visible conformance dashboards need

Root/auth visibility rules before broader exposure.

  • #140 maps to 1.4.1 because challenge stages must be treated and named as

bonus stages, not ordinary numbered stage progression.

  • repeated movement, sound, pilot-score, screen-switching, high-score, and UI

polish issues should be deduplicated during the 1.4.2 issue hygiene pass before the next production promotion.

  • unlabelled Google/security alert issues should be triaged separately from

game quality so operational noise does not obscure release blockers.

Gate Policy By Lane

LaneWhat Can Move ThereMinimum Gate
/devCoherent docs/evidence/runtime bundles, including measured negative results.npm run build, npm run review:code:check, npm run publish:check:dev, plus relevant focused harnesses.
/betaCandidate bundles with visible user-facing improvement, safety fix, or release-critical platform hardening.Hosted /dev reviewed, release notes updated, known issues mapped, release-authority approval explicit.
/productionAccepted public release or hotfix family.Beta reviewed or hotfix exception documented, production policy satisfied, release notes and public docs current.

Next Schedule Maintenance Actions

  1. Keep this document linked from the hosted project guide, white paper, README,

product roadmap, and go-forward execution plan.

  1. Before starting a branch, choose the release family it advances.
  2. After each hosted /dev publish, update the lane state and any measured

score movements.

  1. Before requesting beta, run an issue hygiene pass that maps or defers the

live open issues relevant to the release family.

  1. Keep broad planning docs subordinate to this schedule: they can explain

strategy, but the schedule decides current release ownership.

Multi-Machine Workflow

Current workflow for MacBook M4, iMac M1, and future worker-machine allocation, including startup, branch naming, authority, safe switching, and release guardrails.

Generated from MULTI_MACHINE_WORKFLOW.md during build.

This is the default Aurora workflow when development happens across more than one machine.

Core Model

  • main is the only integration branch
  • either machine may develop and push topic branches
  • only one machine is the release authority at a time
  • hosted /beta and hosted /production may only be published from the

current release-authority machine

The source of truth for release authority is:

Machine Roles And Work Allocation

The project may use more than one active development machine. The default division is based on what each machine is good at, not on ownership of a particular game.

Machine ClassBest UseAvoid
MacBook M4 / current high-throughput machineInteractive gameplay iteration, browser-backed visual review, heavy local harness sweeps, release-authority work when claimed, source integration, and tasks that need frequent human inspection.Long unattended branches that may be forgotten while active release work continues elsewhere.
iMac M1 / always-online machineBackground ingestion, long-cycle persona/watch runs, reference-media normalization, hosted-lane monitoring, issue hygiene, documentation sweeps, and independent topic branches that can be cleanly pushed for integration.Beta or production publish unless release authority is intentionally transferred there.
Future additional machinesNarrowly scoped worker branches such as video segmentation, artifact labeling, screenshot/contact-sheet generation, or game-specific analysis packets.Editing main directly, holding release authority implicitly, or maintaining private local-only work.

Current practical rule:

  • use the MacBook M4 for the highest-feedback gameplay and platform work
  • use the iMac M1 for always-on or separable work that can produce durable

artifacts, branch commits, or GitHub issue updates

  • every parallel thread must declare its release family from

RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md

  • every parallel thread must have a short handoff note before it is merged,

archived, or abandoned

Good iMac M1 assignments:

  • Guardians ingestion and v1 evidence packets while the MacBook advances Aurora

gameplay quality

  • overnight or multi-hour persona/watch runs with summarized artifacts
  • gameplay-export ingestion cycles for hosted /dev review
  • reference artifact portability checks and path sanitation
  • GitHub issue deduplication and release-family labeling proposals
  • documentation consistency sweeps after MacBook runtime work lands

Good MacBook M4 assignments:

  • Aurora challenge-stage movement and visual-conformance runtime changes
  • browser-visible UI, fullscreen, cabinet, score, and shell reviews
  • heavy local conformance sweeps that benefit from the faster machine
  • release-authority checks and hosted /dev publish from clean main
  • integration of pushed worker branches from iMac M1 or future machines

One-Command Startup

After cloning the repo and installing the required system tools, the preferred startup path is:

mkdir -p "$HOME/Development"
cd "$HOME/Development"
curl -fsSL https://raw.githubusercontent.com/sgwoods/Codex-Test1/main/tools/dev/setup-machine.sh | bash

That installer:

  • clones the repo into ./Codex-Test1 if needed
  • reuses the clone if it already exists
  • then runs npm run machine:bootstrap

The repo bootstrap itself:

  • verifies node, npm, python3, gh, and Chrome
  • verifies the repo remote and branch
  • pulls origin/main if the repo is on a clean main
  • runs npm install
  • runs npm run build
  • runs npm run local:resume
  • writes the local-only .machine-profile.json
  • reports live lane state, release authority, and next commands

For a read-only health check, use:

npm run machine:doctor

For a quick current-state summary, use:

npm run machine:status

Important path rule:

  • prefer a non-iCloud local parent folder such as $HOME/Development
  • do not keep the active Aurora clone inside an iCloud-managed folder
  • do not rely on iCloud to synchronize .git state between machines

Branch Naming

Branch from main and use short-lived topic branches:

  • codex/<machine-id>-<topic>

Examples:

  • codex/imacm1-audio-polish
  • codex/macbookpro-movement-traces

Recommended session pattern:

  1. npm run machine:bootstrap or npm run machine:doctor
  2. git switch main
  3. git switch -c codex/<machine-id>-<topic>
  4. make the smallest coherent change
  5. run the smallest relevant gate set
  6. commit and push the topic branch
  7. merge back into main intentionally

Safe Switching Between Machines

Default rule:

  • do not leave meaningful unpushed work on both machines at once without

documenting it

  • do not use one shared working tree through iCloud or another sync layer
  • before any multi-hour Codex run or when a chat is getting long, write a

durable context checkpoint:

npm run codex:checkpoint -- --label <short-topic> --plan "<current goal>" --next "<next concrete step>"

This writes:

  • CODEX_CONTEXT_CHECKPOINT.md
  • reference-artifacts/analyses/codex-context-checkpoint/latest.json

Codex Desktop does not expose a repository command that forces internal chat compaction. The recovery-safe replacement is to write this checkpoint, commit it when it captures meaningful state, then start a fresh Codex session from the restart prompt in CODEX_CONTEXT_CHECKPOINT.md.

Normal workflow:

  1. start with npm run machine:bootstrap or npm run machine:doctor
  2. if on main, pull before editing
  3. if on a topic branch, rebase from updated main before publishing a

candidate

  1. push before switching machines

When the repo is on a dirty main, bootstrap will not pull automatically. That is intentional. Clean up or branch off first.

Release Authority

Inspect the current authority with:

npm run release:show-authority

Hand off release authority intentionally with:

npm run release:claim-authority -- --machine-id <id> --label "<label>"

That command updates and commits release-authority.json, which makes the handoff visible in git history.

What A Non-Authority Machine May Do

Allowed:

  • local development
  • harness work
  • docs and analysis work
  • topic-branch pushes
  • /dev preparation work on main

Not allowed:

  • npm run approve:beta
  • npm run publish:beta
  • npm run promote:production
  • npm run publish:production

Those commands are guarded and fail if this machine does not match release-authority.json.

Release Flow From The Authority Machine

Release-capable standard:

  1. npm run machine:doctor
  2. git switch main
  3. confirm local main matches origin/main
  4. run candidate checks
  5. publish or promote from main

Current formal flow:

npm run approve:beta
npm run promote:production
npm run publish:check:production
npm run publish:production

Public sync is part of the same release discipline. verify:public must confirm:

  • the Aurora project page
  • the legacy alias
  • the manifest JSON
  • the rendered root sgwoods/public homepage card

Exceptional Case: Recovery-Safe Collaboration

If another machine holds meaningful uncommitted work that may be ahead of git, the normal workflow above is no longer sufficient.

That is when to use:

Treat that document as the exception path, not the day-to-day default.

For the active migration away from iCloud-backed Aurora clones, also use:

Game Conformance Catalog

Maintained per-game alien/enemy, audio cue, stage, and persona index rendered into the hosted project guide so the catalog is user-visible rather than only a repository artifact.

Generated from GAME_CONFORMANCE_CATALOG.md during build.

Updated: June 5, 2026

This is the maintained index for game-specific conformance evidence across Platinum applications. It gives each game a durable catalog of:

  • alien/enemy roles, names, activity, presence, and as-displayed conformance
  • audio cues, target references, current evidence, and conformance posture
  • stage-by-stage gameplay summaries and key conformance aspects
  • testing personas used by platform and game harnesses

This catalog is a required high-priority artifact for every game that enters the ingestion pipeline. It should be updated whenever new extracted reference sprites, contact sheets, audio clips, stage windows, runtime evidence, or scorer outputs are promoted.

Scoring Interpretation

Catalog scores are x/10 at the current evidence resolution.

ConfidenceMeaning
HighDirect extracted reference evidence exists and the scorer compares against it.
MediumRuntime evidence and dedicated harness scores exist, but direct reference comparison is incomplete.
LowThe row is a documented design/evidence placeholder or proxy reading.

A 10/10 in another scorecard does not mean a row below is perfect. It means the specific scorer currently has no known measured gap.

Required Ingestion Artifact Set

For each newly ingested game, create and maintain these artifacts before the game is treated as a serious conformance target:

ArtifactRequired contents
Alien/enemy indexName, role, visual ID, activity, stage presence, scoring behavior, target reference, conformance score, confidence, next gap.
Audio cue indexCue ID, event meaning, gameplay purpose, reference clip or extracted waveform/spectrogram, current implementation, conformance score, confidence, next gap.
Stage indexStage or wave number, enemy composition, entry formation, maneuvers, trajectories, difficulty, reward opportunity, reference evidence, conformance gaps.
Persona indexBeginner/novice, intermediate/advanced, expert, and professional behavior assumptions, seeds, scenarios, expected outcomes, and game-specific adaptations.
Sprite/runtime scale indexTarget crop, live runtime crop, production/current comparison when available, relative scale read, formation/rack readability, and temporal motion coverage plan.
Entry choreography indexReference window, runtime entry path, first-visible timing, crossing/overlap read, arrival side, formation settle time, and player-facing readability notes.

The canonical storage pattern is:

  • human overview: this file
  • source/media inventory: REFERENCE_MEDIA_INVENTORY.md
  • game-specific evidence: reference-artifacts/analyses/<game-or-lineage>/
  • promoted metrics: reference-artifacts/analyses/<metric-name>/latest.json
  • runtime harnesses: tools/harness/

Recent Aurora sprite work adds one standing rule for future games: do not reduce alien or ship conformance to one static number. Track target likeness, live runtime crop, relative gameplay scale, formation readability, entry choreography, and temporal sprite motion separately. The new Aurora formation readability artifact lives at reference-artifacts/analyses/formation-readability/latest.json and should be used as the template for future rack/formation games.

For the second game and subsequent games, the catalog should also record which parts of the ingestion package are automatic, semi-automatic, or still human-reviewed. The desired direction is:

Ingestion capabilityCurrent desired treatment
Source/media inventoryMostly automatic once sources are named; human review confirms provenance and suitability.
Sprite/object target extractionSemi-automatic: scripts propose crops and names, humans or model-assisted review reject contaminated cells.
Runtime browser captureAutomatic harness requirement for each promoted visual/audio/stage row.
Motion/window annotationSemi-automatic until temporal object tracking and path labeling are stronger.
Score/dashboard publicationAutomatic from promoted artifacts; never hand-edit public HTML as the source of truth.
Release interpretationHuman/model-assisted, but grounded in the generated score, confidence, evidence, and known-gap rows.

Aurora Galactica

Aurora is the active Galaga-style conformance target. It is an inspired game, not a pixel-copy project, so the strongest rows are those grounded in direct Galaga-family audio/timing/window evidence. Alien visual rows are currently less mature than the movement and stage-variation rows.

Alien And Enemy Index

Display nameRuntime type / familyActivity and behaviorPresenceTarget referenceCurrent conformanceGap / next action
Bee / Zako scoutbee, families classic, scorpion, stingray, galbossBasic formation alien; dives, fires, supplies early pressure, appears in challenge groups.All regular stages and challenge stages.Galaga Zako/scout behavior and cue family; current anchors include reference-artifacts/analyses/galaga-stage-reference-video/README.md, reference-artifacts/analyses/challenge-stage-reference/README.md, and src/assets/reference-audio/galaga3-zako.m4a.Behavior/stage role: 7.8/10 medium via alien-entry/challenge scorer. As-displayed visual likeness: low-confidence proxy only.Add extracted Galaga alien sprite/contact-sheet crop targets and score Aurora displayed sprites against them.
Butterfly / escort alienbut, families classic, scorpion, stingray, galbossMid-value formation alien; dives more dangerously, escorts bosses in special attacks, participates in challenge set pieces.All regular stages; high-value role in stages 4+.Galaga butterfly/escort behavior; current anchors include boss/formation grammar and path-family reports under reference-artifacts/analyses/formation-boss-grammar-conformance/ and reference-artifacts/analyses/formation-boss-path-family-comparison/.Behavior/stage role: 7.8/10 medium; special-attack grammar contributes to 9.2/10 boss/formation score. Visual likeness pending.Add per-role visual crop scoring and separate escort-path precision against Galaga reference windows.
Boss Galaga / command bossboss, families classic, stingray, galbossTwo-hit boss; captures player ship, carries captured fighter, leads special attacks, awards high dive/squadron points.All regular stages; capture/rescue and special-attack windows.Galaga boss, tractor-beam, capture/rescue, and boss-hit/death timing. Audio anchors include galaga3-tractor-beam.m4a, galaga3-fighter-captured.m4a, galaga2-fighter-rescued-double-ship.m4a, galaga3-boss-damage-flagship-fighter-shot.m4a, and galaga3-boss-death-sasori.m4a.Capture/rescue guardrails high; boss/formation grammar 9.2/10 medium; boss-hit audio now uses the curated first-damage subwindow and moved measured event risk from 4.62/10 to 0.96/10. First-hit damage now uses a compact spark/ring/cross flash rather than large destruction bursts.Improve explosion/damage visual event authenticity, boss final-death distinctness, and direct boss path precision from extracted reference paths.
Challenge rogue / specialty alienrogueChallenge-stage novelty role used to create distinct set pieces and visible learning opportunities.Challenge stages 7, 11, 15 in current evidence windows.Galaga challenging-stage specialty waves and bonus-stage composition; current direct reference is challenge-stage timing/contact evidence.Alien-entry/challenge variation scorer: 7.8/10. Challenge trajectory variation is still maxed at current broad scorer resolution, but arrival-versus-appearance is 6.8/10 and pattern novelty depth is 7.2/10.Ground specialty alien introduction against actual Galaga challenge-stage contact sheets, then score first-visible arrival, entry side, target group, exit, and bonus-opportunity readability.
Captured fightercarried player fighter state on bossConverts 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; see reference-artifacts/analyses/correspondence/capture-rescue/.Capture/rescue flow is a current guardrail pass; visual feedback still needs richer explosion/impact semantics.Add catalog row to visual event/effects index once explosion conformance scorer exists.

Audio Cue Index

Cue familyRuntime cueGameplay meaningTarget referenceCurrent conformanceGap / next action
Start and stage entrygameStart, formationArrival, stageTransitionBegins run and anchors formation arrival timing.galaga2-game-start.m4a, galaga3-level-underscore.m4a, galaga-level-flag-v1.m4a.Stage timing strong; detailed audio identity is 7.3/10, and the release-gate read says audio identity category is now 7.3/10. The latest local playtest showed stageTransition was too abbreviated, so the reference-backed phrase was widened to 3.35s while alignment guardrails stayed green.Continue waveform/spectral comparison and fit full reference phrases where runtime windows allow.
Player and enemy fireplayerShot, enemyShotDifferentiates player action from enemy pressure.galaga3-boss-damage-flagship-fighter-shot.m4a, cue comparisons in aurora-audio-theme-comparison, and candidate segment evidence under reference-artifacts/analyses/aurora-audio-cue-candidates/.playerShot now uses the measured 0.08s-0.32s player-fire subwindow in the early classic and Galaga reference audio themes, moving its event-gap risk from 9.37/10 to 1.0/10. enemyShot keeps its distinct measured threat-fire window.Continue rapid-fire listening and scorer checks so player and enemy fire stay distinct without masking hit feedback.
Enemy impact/destructionenemyHit, enemyBoomImmediate feedback that a missile impacted or destroyed a normal alien.galaga3-zako.m4a; latest gap report in reference-artifacts/analyses/aurora-audio-event-gap/latest.json.Audio gap remains high-value; current user note says explosions are not authentic enough. Latest acoustic event score is 6.73/10 with no semantic cue failures.Add event-specific explosion/impact scorer covering missile impact, alien death, ship impact, temporary immunity, and boss damage.
Boss damage/destructionbossHit, bossBoomShows multi-hit boss damage and final destruction clearly.galaga3-boss-damage-flagship-fighter-shot.m4a, galaga3-boss-death-sasori.m4a.bossHit now uses the measured 1.149s-1.439s damage subwindow, cutting its event-gap risk to 0.96/10 while preserving cue alignment. First-hit damage still needs a stronger audiovisual score, and final boss destruction remains separately measured.Score first-hit flash, sound onset, hold/cadence, final explosion, and player comprehension.
Capture/rescuecaptureBeam, captureSuccess, captureRetreat, rescueJoin, capturedFighterDestroyedExplains the most important Galaga-style risk/reward loop.Tractor beam, captured-fighter, capturing, rescued-double-ship, and captured-fighter-destroyed reference clips in src/assets/reference-audio/.Flow guardrails pass; a May 17 rescueJoin focused keeper and full-theme precheck looked promising, but the live runtime trial was rejected and reverted because aggregate/highest audio risk worsened.Improve event-rich logs and commentator/status hooks around capture and rescue, then require repeated/median full-theme confirmation before retrying rescueJoin promotion.
Challenge resultschallengeTransition, challengeResults, challengePerfectMarks bonus-stage entry and result/reward feedback.galaga2-challenging-stage.m4a, galaga2-challenging-stage-results.m4a, galaga2-challenging-stage-perfect.m4a.Timing guardrails pass; challengeTransition now uses a 1.6s measured phrase, challengeResults uses the full 4.0s reference phrase, and challengePerfect uses the full 4.0s reference phrase. The result hold and next-stage window were widened so the bonus-stage ceremony no longer feels clipped. Challenge novelty and arrival authenticity remain a separate high-value gameplay gap.Add score/result surface conformance and direct challenge-stage audio fit checks using full-phrase reward candidates.
High score / game overgameOver, highScoreFirst, highScoreOtherEnd-of-run identity and arcade scoring ritual.galaga-last-ship-destroyed-ambience.m4a, galaga3-name-entry-1st.m4a, galaga3-name-entry-2nd-5th.m4a.The latest local playtest found a final-death audio cutout. Runtime now plays/logs gameOver before export, trims the silent lead-in, and delays recording stop so the final tail is preserved.Include initials prompt and leaderboard behavior in release-lane persona testing, and keep final-death audio tail in the release capture checklist.

Stage Index

Stage / bandGameplay descriptionKey conformance aspectsCurrent evidence / metric
Stage 1Baseline 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 are guardrail passes.
Stage 2Early regular-stage escalation with capture becoming possible but controlled.Persona safety, boss window fairness, capture avoidance before unfair early collapse.persona-stage2-safety and professional stage-2 harnesses.
Stage 3 / first challengeFirst challenging stage and bonus-stage learning moment.Non-lethal challenge behavior, scoreable windows, group readability, perfect-result feedback, and first-visible arrival rather than simple appearance.Challenge timing guardrails pass; challenge variation scoring is stricter and still needs reference-labeled arrival/contact-sheet evidence.
Stage 4First major pressure step and capture/squadron importance.Boss capture, special attacks, lane pressure, player loss windows, fairness.Stage 4 pressure geometry, lane loss windows, and close-shot trust harnesses.
Stage 6Mid-run regular pressure anchor.Higher attacker count, enemy bullets, clear rhythm, entry variation.mid-run-pressure and stage6-regular windows.
Stage 7 challengeScorpion cross-sweep challenge set piece.New trajectory family, challenge alien novelty, bonus opportunity clarity, and readable arrival side/path commitment.challenge-stage-scorpion-cross; contributes to 7.8/10 alien-entry/challenge score.
Stage 8Mid-run entry variant.Distinct regular entry path family and stage-band visual/motion identity.mid-run-entry-variant; path-family specificity 8.5/10.
Stage 11 challengeStingray hook-arc challenge set piece.Hooking trajectories, mixed alien composition, learning-stage novelty, and stage-specific entry grammar.challenge-stage-stingray-hook; pattern novelty depth is now explicitly scored and remains below the major-gate target.
Stage 12Late-run cleanup and pressure/reward transition.Higher pressure, squadron reward routes, survival/fairness balance.late-run-cleanup-or-failure, level-arc probes, and stage-signature distance.
Stage 14Escort reward and advanced route planning.Special-attack scoring, escort recovery route, advanced-persona outcome.late-run-escort-variant, stage14 escort-reward sweeps.
Stage 15 challengeBoss-led late-loop challenge set piece.Boss-led entry style, late challenge novelty, high bonus readability.challenge-stage-boss-led-loop; challenge window coverage now 4/4.
Stage 16+ bandCrown/late high-pressure identity.Sustained difficulty, late-stage visual/audio identity, replayable mastery.Current scorer covers bands, but direct Galaga late-stage path precision remains low-confidence.

Persona Index

Human labelCurrent harness idRole in testingExpected behaviorGame-specific checks
BeginnernoviceLow-skill onboarding and unfairness detector.Moves less efficiently, misses more challenge opportunities, should still experience readable cause/effect.Stage 1, Stage 2 safety, first challenge clarity.
IntermediateadvancedCompetent casual play.Clears early waves more often, engages capture/rescue and challenge bonuses inconsistently.Mid-run pressure, challenge hit rate, stage 4 fairness.
ExpertexpertSkilled player proxy.Reaches deeper stage bands, uses better positioning, should reveal reward route viability.Stage 12/14 reward routes, boss/squadron scoring.
ProfessionalprofessionalHigh-skill regression guard and release-confidence proxy.Exploits strong routes, should not collapse from unfair timing or broken scoring.Professional stage-2 checks, long-run progression ordering, late reward windows.

The current canonical persona profile is tools/harness/reference-profiles/persona-progression-correspondence.json. Future docs may expose beginner/intermediate/expert/professional aliases in the dashboard while keeping the historical novice/advanced/expert/professional ids stable for harness compatibility.

Distribution evidence is now promoted as a first-class persona artifact: reference-artifacts/analyses/persona-performance-distribution/latest.json. The current Aurora application guide renders a 30-run-per-persona score/stage chart and table from that artifact so one lucky or unlucky seed does not overstate the health of the persona ladder.

Galaxy Guardians

Galaxy Guardians is the Galaxian-style second-game preview and ingestion proof. It has stronger extracted visual reference artifacts than Aurora's alien visual catalog, but a much less mature playable/runtime conformance posture.

Alien And Enemy Index

Display nameRuntime role / visual IDActivity and behaviorPresenceTarget referenceCurrent conformanceGap / next action
Signal Flagshipflagship, signal-flagshipTop-row flagship, dives with escorts, awards higher points while diving.Scout-wave preview; two slots.Galaxian upper-rack alien crops in reference-artifacts/analyses/galaxian-frame-reference/.../sprite-crops/rack-upper-aliens.jpg; component target reference-artifacts/analyses/galaxy-guardians-identity/sprite-component-targets-0.1/signal-flagship.png.Visual alien identity 6.8/10 broad score; component silhouette target similarity 1.0 but needs human/browser review.Move from component proxy to direct sprite/crop scoring and frame-accurate flagship/escort path comparison.
Signal Escortescort, signal-escortMid-row escort, joins flagship attacks, creates formation/dive scoring pressure.Scout-wave preview; six slots.Galaxian lower-field diver crops and component target signal-escort.png.Same broad visual identity score; runtime escort behavior is preview-level.Improve escort join timing, spacing, and scoring against Galaxian reference windows.
Signal Scoutscout, signal-scoutLower-rack common alien, solo dives, primary shot target.Scout-wave preview; thirty slots.Galaxian rack and lower diver crops; component target signal-scout.png.Same broad visual identity score; movement pace/lower-field pressure 6.2/10.Tighten dive path, wrap/return cadence, and shot-density correspondence.
Player Interceptorplayer-interceptorPlayer ship and single-shot source.Scout-wave preview.Galaxian player-and-shot crops and component target player-interceptor.png.Graphic alignment/player likeness included in broad 7.0/10 proxy.Continue browser play review and exact single-shot cadence scoring.

Audio Cue Index

Cue familyRuntime cueGameplay meaningTarget referenceCurrent conformanceGap / next action
Formation pulseformationPulseMarks wave entry and rack establishment.Galaxian frame-reference waveforms/spectrograms.Audio reference comparison is proxy-level.Add source-labeled cue windows and direct acoustic matching.
Player/enemy shotsplayerShot, enemyShotSingle-shot player rhythm and enemy pressure.audio-labeled-cue-targets-0.1 waveform/spectrogram artifacts.Local cue targets exist; release score still preview-grade.Compare cue onset, envelope, and distinctness across local and reference windows.
Dive pressurescoutDive, flagshipDive, escortJoin, wrapReturnTeaches attack state and lower-field danger.Galaxian reference windows: first dives, lower-field dive curves, flagship escort pressure, and bottom-exit/top-reentry wrap-return behavior.Motion/audio integration still below serious release quality.Align audio cue timing to dive start, escort join, and wrap-return events, and preserve visible bottom-pass-through top re-entry instead of simple reappearance.
Hit/loss/game overscoutHit, escortHit, flagshipHit, playerLoss, gameOverConfirms score events, role value, and player failure.Labeled cue target waveforms/spectrograms in galaxy-guardians-identity.Preview-level; not public-ready.Couple hit cues to score table and role-specific visual flashes.

Stage Index

Stage / waveGameplay descriptionKey conformance aspectsCurrent evidence / metric
Wave 1Scout-wave preview with rack entry, single-shot player fire, scout dives.Formation entry, single-shot constraint, readable role silhouettes.formation-entry-0.1, visual-readability-0.1, runtime preview checks.
Wave 2Slightly higher pressure through stage-rank scaling.Dive interval, enemy shot cadence, player safety.stage-rank-pressure-0.1; still preview-grade.
Wave 3More frequent scout/flagship pressure.Lower-field pressure and wrap/return cadence.Movement pace score remains below release target.
Wave 4Sustained pressure and scoring differentiation.Role-specific hit values and survival balance.threat-scoring-0.1; scoring is local-preview only.
Wave 5+Current long-surface preview review band.Progressive difficulty, later-band survivability, and bounded late-session pressure without Aurora mechanics leaking in.long-surface-conformance-0.1; later-band precision is still incomplete.

Persona Index

Galaxy Guardians now has game-owned deterministic personas, but they are still review tools rather than late-session authorities:

Human labelCurrent intended roleGame-specific need
BeginnerFinds whether single-shot play, scout dives, and first loss are understandable.Keep wave-1/wave-2 survival and hit-rate baselines readable.
IntermediateTests whether the preview loop is fun and learnable.Improve rack-finishing consistency.
ExpertTests whether longer stage bands stay survivable enough to teach the next problems.Improve stage-five-and-beyond clear consistency.
ProfessionalTests whether the game can support mastery without unfair collapse.Improve late-band fairness until the review harness becomes a real authoritative critic.

Galaxy Guardians First-Class Promotion Targets

The maintained Galaxy-specific promotion plan is:

Near-term first-class promotion targets:

  • keep reference conformance at or above 7.7/10 while raising the

playtest-weighted score from 6.9/10 to at least the 7.0/10 compelling preview floor

  • move formation/rack timing and motion pressure from proxy-tuned

6.2/10 reads toward 7.2/10 by promoting sprite-recognized timing and browser-reviewed motion feel

  • move visual identity from 6.8/10 reference and 6.7/10 playtest toward

7.2/10 through human-reviewed sprite targets and gameplay-scale review

  • move audio character from 6.4/10 toward 7.0/10 through human-listened

cue cleanup and cleaner isolated reference windows

  • complete game-owned score/progression/result identity so the game validates

Platinum changes as a second real application, not only as a preview shell

Standing aggregate parity gate:

  • npm run harness:check:galaxy-guardians-first-class-conformance

Windigo Invaders

Windigo Invaders is the planned Space Invaders-derived sibling game. It is not yet a runtime conformance target; it is currently an ingestion and planning target.

The important rule for this line is to avoid building an Aurora-shaped or Guardians-shaped shell from memory. The first meaningful output should be a strong source package and a Platinum-focused instantiation plan that separates host/platform ownership from game-owned truth.

Initial Intake And Planning Rows

RowCurrent roleRequired evidence before serious runtime workCurrent gap / next action
Invader family indexDefine row-by-row enemy role, march relationship, descent meaning, and score value.Gameplay contact sheets, still-image references, score tables, and operator/manual notes.We now have written row-score grounding; next add stronger original score-table stills and a visual row inventory.
Cannon / bunker / shot indexDefine player ship, bunker, projectile, and hit-result semantics.Clean stills, gameplay windows, and rules references for bunker erosion, player fire cadence, and enemy fire cadence.Add labeled stills and gameplay windows for cannon lane, bunker wear, and projectile timing.
March / descent timing indexDefine the game's essential tempo and threat identity.Event-labeled timing clips and preferably cleaner audio windows from preserved longplay sources.Promote labeled timing windows for march cadence, descent start, hit, loss, and game-over.
Audio cue indexDefine recurring march, shot, hit, descent, failure, and game-over sound families.Cleaner audio windows and future scene/live-mix review artifacts using the new generic audio framework.Acquire cleaner source windows and do not begin runtime cue fitting until those windows exist.
Stage / wave structure indexDefine how entry, pacing, bunkers, score opportunity, and acceleration evolve.Manual/rules pages plus longplay observation across early, middle, and late stages.The first written rules package is now preserved; next build the first wave/stage summary after stronger stills and timing windows are added.

Standing Planning Anchors

Platform Persona Contract

Platinum owns the persona harness substrate, not the game-specific truth behind each persona.

The platform should provide:

  • stable generic persona IDs and aliases
  • controlled seeds and deterministic clock execution
  • scenario registration and result comparison
  • dashboard display of persona outcomes
  • distribution tables and charts across repeated seeded runs
  • cross-game resource/economics accounting for persona runs

Each game should provide:

  • which scenarios matter for each persona
  • what success, failure, score, stage depth, and confidence mean
  • how the generic personas map to that game's controls, threats, and scoring
  • which behaviors are allowed to differ from the reference game
  • which persona outcomes block a release gate

Maintenance Rule

When conformance work changes any alien role, audio cue, stage behavior, or persona assumption, update this file in the same commit as the harness or game change whenever practical. If the work is generated by long-cycle analysis, add the generated artifact path and note whether the row is high, medium, or low confidence.

The release path now treats catalog visibility as a gate, not a courtesy. Major artifact families that influence conformance decisions must appear in generated user-visible documentation or dashboard data before a lane publish check passes. Visual, audio, motion, entry, formation, or scoring changes should leave behind the artifact that proves what changed, what did not change, and what remains warning-level debt. Use this catalog for game-owned rows; use the release dashboard or conformance economics docs for release/resource rows.

Galaxy Guardians First-Class Conformance Plan

Maintained game-specific conformance strategy covering evidence, runtime contracts, platform-frame parity, release posture, and the core harness spine.

Generated from GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md during build.

Updated: May 30, 2026

Short restart note:

Purpose

This plan turns Galaxy Guardians into a first-class conformance program on Platinum instead of treating it as only a preview card plus scattered harnesses.

Near-parity with Aurora does not mean the same score today.

It means Galaxy Guardians should have the same kinds of durable project surfaces:

  • game-owned ingestion artifacts and provenance
  • game-owned catalog rows for visuals, audio, stages, and personas
  • game-owned runtime, scoring, and progression contracts
  • game-owned conformance metrics and playtest review
  • game-owned review gates plus explicit artifact-review checkpoints
  • platform-boundary and two-game validation harnesses
  • game-owned release framing, version tracking, and future candidate path

It also means Guardians should sit in the Platinum frame with the same class of platform-owned support Aurora already benefits from:

  • pilot sign-in and signed-in game framing
  • game-owned high scores, pilot records, and leaderboard views
  • replay and video-capture/export surfaces
  • bug-report and feedback transport surfaces
  • Arcade Music, SFX, and mute/volume controls through the shared shell
  • message, trophy, and other shared overlay surfaces that stay game-aware

instead of Aurora-shaped

As a standing rule, artifact-grounded evidence should lead the process. Human play/listen/look review is still allowed when the evidence package cannot yet settle a question cleanly, but it should be fallback confirmation rather than the primary baseline.

Aurora has also already paid for a large amount of reusable conformance machinery that Guardians should inherit rather than re-invent.

That shared machinery includes:

  • promoted sprite-target pipelines and contamination guards
  • temporal sprite-target extraction and sequence scoring
  • waveform, spectrogram, cue-window, and audio-lab comparison flows
  • hosted documentation, dashboards, release-note, and review-packet surfaces
  • release-gate, review-disposition, and lane-verification discipline

Guardians should only diverge from Aurora's graphics/audio conformance tooling when the game grammar truly needs a different contract. The default is to reuse the same durable infrastructure with Guardians-owned targets, clips, score rows, and interpretation.

Current Baseline

The current maintained source of truth is:

  • reference conformance: 7.6/10
  • playtest-weighted conformance: 6.9/10
  • long-surface and persona review: 7.0/10
  • reference maturity: 7.2/10
  • implementation gate coverage: 9.6/10
  • public release readiness: 4.2/10

This means the Galaxy program is no longer missing machinery.

It already has a serious ingestion-backed evidence stack, but it is still short of first-class product parity because the highest-value remaining gaps are the ones a player feels immediately:

  • opening WAIT/start-stage presentation and score-advance surfaces
  • rack march cadence and left-right swarm motion
  • explosion and hit/destruction visual feedback
  • opening swarm palette families and stage-color progression
  • moving starfield / scrolling background motion
  • player readiness / missile-ready ship state
  • reserve-ship and remaining-life icon fidelity
  • level/stage flag graphics and progression markers
  • bottom-pass-through wrap/return re-entry from top, not simple reappearance
  • formation/rack timing
  • lower-field motion pressure
  • stage-five-and-beyond survivability and clear consistency
  • sprite likeness at real gameplay scale
  • audio character under live playback
  • score/progression/end-state clarity
  • game-owned review flow and release framing
  • platform-frame parity across sign-in, scores, replay/video capture, bug

reports, music, and shared overlays

Three recent player-facing fixes are now in the maintained source:

  • Guardians replay/video capture now persists into the local replay store with

game-owned metadata instead of being rejected as a preview-only start.

  • Dive threats no longer drift visibly off the side of the board before the

intended bottom-exit/top-reentry loop.

  • The live board now emits a recurring rack pulse, so representative gameplay

audio is less empty between shots, hits, and loss cues.

Three more high-value visible fixes are now in the maintained source:

  • The live board now plays the formation-entry cue at the real

formation_entry_start event instead of only carrying a source-side cue id.

  • Formation-mode aliens now have a visible pulse treatment rather than only

march motion plus static sprite rows.

  • Special-value hit cases now surface score popups on the board, which makes

command-value and diving hits read more like intentional score events.

Public Slice vs. Deeper-Run Review

The hosted dev and beta lanes still expose a one-level visible public slice for Guardians.

This plan also tracks a deeper internal conformance layer built from repeated rack behavior, bounded stage-band escalation, and deterministic persona runs.

So when this document talks about stage five, later bands, or bounded late-loop pressure, it is describing the deeper runtime that the harnesses can already measure, not claiming that the current public preview already exposes multiple visible levels.

Do not treat later-band metrics as public-release marketing until the playable lane actually surfaces that depth.

The immediate visual baseline for the current public slice should therefore be treated as a first-order plan item, not a cosmetic afterthought.

Immediate Post-Merge Pickup

Once the incoming ship-sizing fix is merged, the next Guardians pass should resume in this order:

  1. re-baseline the current public slice with the merged ship geometry and rerun

the opening-slice/render/motion harness spine before making more visual claims

  1. preserve Aurora-built graphics and audio conformance machinery as shared

infrastructure, then swap in Guardians-owned evidence, targets, and runtime windows where needed instead of creating bespoke second-game pipelines

  1. keep the now-improved visible one-level slice under guard, then move the

next polish pass to explosions, hit/destruction read, palette progression, and platform-frame fit

  1. only after the opening slice looks and sounds authoritative, expand the

public playable depth beyond the current one-level mission_complete slice

  1. use every resulting improvement as both a Guardians lift and a two-game

Platinum validation pressure test

First-Class Definition

Galaxy Guardians counts as a first-class conformance target when all of the following are true:

  1. Its gameplay claims are grounded in committed Galaxian-family source

artifacts, not Aurora carry-over or memory-only tuning.

  1. Its conformance story is readable from one maintained plan plus one

aggregate process gate, not only from many unrelated checks.

  1. Its runtime owns score, progression, completion, loss, replay metadata, and

pilot-history identity as game-owned data.

  1. Its harness family covers ingestion, visuals, audio, scoring, motion,

runtime flow, manual-review checkpoints, and platform boundaries.

  1. Its next candidate path can be discussed as a game candidate, not only as a

platform curiosity.

Target Ladder

MilestoneScore intentMeaning
Playable 0.1 branch floorkeep 7.7/10 reference, raise playtest to at least 7.0/10, keep boundary score 10/10Honest one-level playable game with game-owned score/progression/result flow and no Aurora leakage.
First-class preview 0.2>=8.0/10 reference, >=7.4/10 playtest, >=4.5/10 public-readiness planning scoreStrong second game for two-game platform validation, with artifact-backed sprite/audio evidence and runtime-measured feel.
Beta-worthy application candidate>=8.4/10 reference, >=7.8/10 playtest, >=7.0/10 public readinessA game-specific candidate can be reviewed on its own merits without pretending it already matches Aurora maturity.
Multi-game Platinum candidate>=9.0/10 reference, >=8.8/10 playtest, >=8.5/10 public readinessPlatinum can honestly claim two serious games with separate evidence, release identity, and validation value.

Strategy By Area

AreaCurrent readNear-term targetStrategy
Source coverage and provenance9.6/10keep >=9.6/10 while promoting stronger artifact-backed evidencePreserve the four-source Galaxian profile, including the newer repeated-start early-session example, then convert proxy sprite/cue work into promoted targets rather than replacing provenance with tuning; use human spot-checks only when the artifacts stay ambiguous.
Promoted semantic event coverage7.8/10>=8.5/10Keep the event log central, then add score-table, attract-surface, result-state, and completion-state evidence that can be reviewed against source windows.
Opening-stage presentation and HUD fidelitypartialfirst visible slice should read as unmistakably Galaxian-family before deeper-run claims expandBuild baseline artifacts for WAIT/headline typography, the score-advance table, reserve ships, missile-ready player state, level flags, moving starfield/background motion, and score/HUD presentation from gameplay-video crops, contact sheets, palette extraction, and other primary sources. Keep the human-readable baseline surfaced through GALAXY_GUARDIANS_OPENING_SLICE_BASELINE.md, not only raw artifacts.
Formation and rack timing6.2/10>=7.2/10Move from connected-component/object proxy timing toward sprite-recognized rack timing plus browser-captured side-by-side traces.
Motion and lower-field pressure6.2/10 reference and playtest>=7.2/10 playtestUse runtime/reference track comparison first, then promote faster march-like rack cadence, bottom-pass-through top re-entry, dive-path targets, wrap cadence, and later-wave pressure with captured trace review.
Single-shot threat, scoring, and progression7.5/10>=8.2/10Keep the score table game-owned, then add score isolation, proper completion/loss endings, replay identity, and clearer one-level mission closure.
Visual alien and player identity6.8/10 reference, 6.7/10 playtest>=7.2/10Promote component-crop work into artifact-backed sprite recognition, attract/score-surface comparison, explosion-state fidelity, and gameplay-scale captured-surface review.
Audio character and acoustic fit6.4/10>=7.0/10Keep the cue-target and audio-lab pipeline, prefer waveform/spectrogram/cue-window baselines, and fall back to human listening only for unresolved edge cases.
Persona and review maturitypartialexplicit game-owned beginner/intermediate/expert/professional expectationsStop treating persona review as Aurora-only; define Guardians-specific survival, score, and route expectations by wave band.
Platform boundary and multi-game validation10/10keep 10/10Preserve no-Aurora-leakage rules while expanding score, replay, pilot, and settings surfaces to work cleanly for two games.
Platform-frame capability paritypartialGuardians should feel first-class inside the shell rather than like a special-case previewAlign sign-in, high scores, pilot records, replay/video capture, bug-report transport, Arcade Music/SFX controls, and other shared frame surfaces so they work for Guardians as naturally as they do for Aurora.
Public release readiness3.9/104.5/10 on the branch, 7.0/10 before beta-quality game claimsKeep the score honest until the game has better sound, better feel, clearer completion, and a game-owned review story.

Required Harness Spine

The first-class Galaxy process should always be reviewable through this spine:

  • ingestion and provenance
    • npm run harness:check:galaxian-reference-profile
  • aggregate process parity
    • npm run harness:check:galaxy-guardians-first-class-conformance
  • current reference and playtest posture
    • npm run harness:check:galaxy-guardians-reference-conformance
    • npm run harness:check:galaxy-guardians-playtest-conformance-review
  • runtime completeness
  • npm run harness:check:galaxy-guardians-runtime-slice
  • npm run harness:check:galaxy-guardians-playable-preview
  • npm run harness:check:galaxy-guardians-playable-preview should continue to

prove live-board starfield travel rather than only pack start/loss flow

  • npm run harness:check:galaxy-guardians-game-owned-identity
  • npm run harness:check:galaxy-guardians-one-level-completion
  • npm run harness:check:galaxy-guardians-score-progression
  • npm run harness:check:galaxy-guardians-threat-scoring
  • opening-slice baseline
    • npm run harness:check:galaxy-guardians-opening-slice-baseline
    • npm run harness:check:galaxy-guardians-opening-slice-source-baseline
    • npm run harness:check:galaxy-guardians-opening-slice-frame-reference
    • npm run harness:check:galaxy-guardians-wait-launch-audio
    • npm run harness:check:galaxy-guardians-opening-slice-render-surface
    • npm run harness:check:galaxy-guardians-attract-score-surface
  • longer-surface and persona review
    • npm run harness:analyze:galaxy-guardians-long-surface-conformance
    • npm run harness:check:galaxy-guardians-long-surface-conformance
  • visual identity
    • npm run harness:check:galaxy-guardians-visual-readability
    • npm run harness:check:galaxy-guardians-sprite-grid-targets
    • npm run harness:check:galaxy-guardians-sprite-component-targets
  • motion and rack pressure
    • npm run harness:check:galaxy-guardians-formation-entry
    • npm run harness:check:galaxy-guardians-movement-pacing
    • npm run harness:check:galaxy-guardians-stage-rank-pressure
    • npm run harness:check:galaxy-guardians-runtime-reference-movement
  • audio identity
    • npm run harness:check:galaxy-guardians-audio-cue-targets
    • npm run harness:check:galaxy-guardians-audio-character
    • npm run harness:check:galaxy-guardians-audio-conformance-lab
  • platform and multi-game boundaries
    • npm run harness:check:galaxy-guardians-replay-capture
    • npm run harness:check:gameplay-adapter-boundaries
    • npm run harness:check:platinum-pack-boot
    • npm run harness:check:compact-cabinet-rails

Artifact Review Loop

Automation is not enough yet for the last Guardians gaps, but the default should still be committed artifact comparison before human judgement. Each serious Galaxy review pass should first include:

  1. rendered or captured side-by-side traces of rack settle, first dive,

flagship/escort pressure, and wrap/return timing against promoted windows

  1. sprite/contact-sheet and attract/score-surface comparisons at gameplay

scale

  1. cue-window, waveform, and spectrogram comparisons for shot, enemy-shot,

dive, hit, player-loss, and game-over moments

  1. result-state and mission-complete artifacts so loss and completion language

are reviewable without preview-only placeholder messaging

Targeted human play/listen checks are still allowed when the artifact package does not yet settle the question, but they should be fallback confirmation rather than the primary baseline.

Opening-Slice Baseline Program

Because the current live public slice is only one visible level, the most important immediate misses are the first ones a player sees. The opening baseline program now already carries:

  1. explicit opening audio-readiness and launch-audio confirmation
  2. stronger first-seconds audible presence
  3. tighter WAIT / start-stage headline and score-advance treatment
  4. faster, more march-like left-right swarm cadence
  5. moving starfield / scrolling background motion
  6. missile-ready player-ship graphic/state
  7. reserve-ship / ships-remaining icons
  8. level/stage flag markers
  9. bottom-exit ships visibly continuing through and re-entering from the top

rather than simply popping back in

The next phase after the opening-slice pass should therefore focus on:

  1. using the new maintained stage-band authority inside the long-surface

review artifact to tune stage 3-5 pressure and stage 6-9 survivability/fairness instead of inventing fresh targets from plan prose

  1. extracting richer behavior windows for dive timing, lower-field occupancy,

enemy-shot density, clear timing, and top-reentry continuity from those gameplay examples

  1. browser-side listening review plus selective cue cleanup so the stronger

launch audio, recurring rack pulse, and combat presence become trustworthy public sound

  1. a second WAIT / mission / score-table refinement pass only if hosted

review still shows obvious cabinet drift after the stronger combat, palette, and shell-fit pass

  1. public-slice readiness work beyond the current one-level mission_complete

contract only after the improved opening and deeper behavior work survive hosted review

Each of these should be grounded in committed baseline artifacts from gameplay video, frame crops, contact sheets, palette extraction, timing traces, and other primary sources before runtime tuning broadens. The existing nenriki-15-wave-session long-session source should remain one of the main baseline references for background motion, wrap/return behavior, and sustained swarm feel.

The current human-readable opening-baseline summary lives in GALAXY_GUARDIANS_OPENING_SLICE_BASELINE.md, and the current machine-readable opening baseline now lives in:

  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-source-baseline-0.1.json
  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-frame-reference-0.1.json

Immediate Work To Start Now

1. Conformance-process parity

  • add and keep the aggregate harness:check:galaxy-guardians-first-class-conformance

gate green

  • make the core docs cite one Galaxy-first-class plan instead of only scattered

references

2. Game-owned operational identity

  • complete score isolation so Guardians results do not silently mix with Aurora
  • carry gameKey cleanly through score, replay, pilot, and result surfaces

3. Completion and result clarity

  • replace preview-only completion messaging with real one-level completion and

loss result flow

  • make the mission objective and end-state evidence explicit in runtime and

harness artifacts

4. Highest-value conformance lifts

  • build the opening-slice baseline artifact package for WAIT, score table,

rack march cadence, explosion states, palettes, moving starfield motion, reserve ships, missile-ready state, stage flags, and bottom-pass-through top re-entry behavior

  • reuse Aurora-proven graphics/audio machinery first, then promote

Guardians-owned target rows, contact sheets, cue windows, and runtime traces on top of that shared spine

  • promote artifact-backed sprite targets and attract/score surfaces
  • promote artifact-backed cue targets and runtime/reference audio pairs
  • compare motion pressure after each measured timing change using captured

runtime/reference traces

5. Two-game validation value

  • use Guardians as a standing second-game smoke for platform changes
  • require multi-game validation whenever shell, score, replay, pilot, or pack

boundaries move

6. Platform-frame parity

  • make Guardians a first-class consumer of pilot sign-in, pilot card, high

scores, leaderboard, and trophy surfaces

  • make replay and video-capture/export flows game-aware for Guardians, not just

Aurora-shaped

  • make bug-report and feedback transport preserve Guardians identity cleanly
  • make Arcade Music, SFX, mute, and volume surfaces behave consistently for

Guardians through the shared shell

  • use these parity surfaces as part of the standing two-game validation story,

not as optional polish after gameplay work

Relationship To Other Plans

  • the active long working-block execution sequence is tracked in

GALAXY_GUARDIANS_8_HOUR_VISUAL_AUDIO_MOTION_PASS_PLAN.md

  • the maintained longer-surface and persona review model is in

GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md

  • the maintained game-arc, stage-band, and homage-variant grammar is in

GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md

  • the earlier six-hour pass remains recorded in

GALAXY_GUARDIANS_6_HOUR_CONFORMANCE_PASS_PLAN.md

  • branch-local gameplay-completeness work remains in

GALAXY_GUARDIANS_PLAYABLE_0_1_BRANCH_PLAN.md

  • top-level release sequencing remains in PLAN.md and

PRODUCT_ROADMAP.md

  • shared rules for how game evidence should enter Platinum remain in

CLASSIC_ARCADE_INGESTION_FRAMEWORK.md

This document is the maintained Galaxy-specific bridge between ingestion, runtime quality, review practice, and release planning.

Galaxy Guardians Long-Surface And Persona Plan

Maintained stage-band and persona review layer that explains how Guardians grows beyond the one-level public slice and what still blocks deeper-session authority.

Generated from GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md during build.

Updated: May 13, 2026

Purpose

Galaxy Guardians can no longer be reviewed only as a one-level scout-wave peek in source, even though the hosted dev and beta lanes still present a one-level visible public slice.

The game still is not a full Aurora-depth release, but it now has enough runtime, scoring, presentation, and harness surface that we should judge it by the shape it really has:

  • repeated rack play rather than one static board
  • stage-band pressure that escalates and then clamps
  • game-owned visual progression across later stages
  • deterministic personas that can stress the game in repeatable ways

The maintained artifact for this review layer is:

  • reference-artifacts/analyses/galaxy-guardians-identity/long-surface-conformance-0.1.json

The standing gate is:

  • npm run harness:check:galaxy-guardians-long-surface-conformance

Current Measured Read

  • reference conformance: 7.6/10
  • playtest-weighted conformance: 6.9/10
  • long-surface and persona review: 7.0/10
  • stage-band pressure grammar: 7.9/10
  • stage presentation progression: 7.4/10
  • persona review utility: 6.9/10
  • midrun survivability and clear potential: 5.8/10

The longer-surface program is now real, but the weakest remaining area is very clear:

  • stage-five-and-beyond collision fairness
  • later-band clear consistency
  • stronger persona authority for late-session tuning

Public Slice Boundary

Hosted dev and beta currently present one visible mission-complete level.

This document governs the deeper internal repeated-rack and persona review layer we are using to shape the next depth step. It is not a claim that the current public preview already exposes multiple visible level cards or a finished later-game arc.

The next product step is to decide when to surface more of that depth publicly, rather than letting internal conformance terminology imply that it already has.

Before we expand the public depth, the current one-level public slice should also get its obvious baseline Galaxian-family cues into better shape: WAIT presentation, score advance table, swarm march cadence, explosion states, opening palettes, moving starfield motion, missile-ready ship state, reserve ships, level flags, and bottom-pass-through re-entry from the top instead of pop-in return.

Level Model

The current Guardians level surface should be judged by stage bands, not by expecting Aurora-style handcrafted stage identities already to exist.

These stage bands are runtime and harness bands, not separately surfaced public level labels in the current dev/beta slice.

That means opening-slice fidelity should improve in parallel with deeper-band work, not be skipped because the long-surface plan talks about later stages.

BandStagesWhat should feel true
Opening establish1-2Single-shot play is readable, rack entry is legible, early dives are fair, and loss does not erase stage progress.
Early escalation3-5First-dive timing, enemy-shot timing, and flagship pressure become measurably denser without turning into chaos.
Sustained pressure7-9Later-session urgency is obvious, stage visuals shift, and pressure rises again without leaking Aurora mechanics.
Bounded late loop11+The game reaches a clamped high-pressure review band suitable for long-session tuning instead of pretending to be a finished infinite-depth curve.

Persona Model

These personas are now game-owned and deterministic:

PersonaCurrent use
noviceTests whether the opening rack and first losses are readable at all.
advancedTests whether a learnable player can score meaningfully while still failing under unresolved lower-field pressure.
expertTests whether stronger timing and single-shot discipline can hold the game together through a longer opening review pass.
professionalTests whether the current rules can survive a serious review harness and expose the next failures in later-band pressure.

Current honest read:

  • personas are now useful tuning partners
  • personas are not yet authoritative late-band critics
  • stage-five stress is measurable, but not yet consistently clearable

What This Pass Changed

This longer-surface tranche established three important corrections:

  1. Life loss no longer rebuilds the whole rack.

The game now preserves board progress across deaths, which is much closer to the intended arcade shape and makes longer-surface review meaningful.

  1. Later stages now have real presentation progression.

Stage themes, frame accents, and atmosphere no longer stay visually flat for the whole run.

  1. Guardians now owns deterministic review personas.

The review layer can produce repeatable novice/advanced/expert/professional runs instead of borrowing Aurora-only persona assumptions.

Targets For The Next Multi-Hour Pass

1. Midrun fairness

Raise midrun survivability and clear potential from 5.8/10 toward at least 6.6/10.

Focus:

  • lower-field dive collision fairness
  • shot cadence under stage-five-and-beyond stress
  • life-reset pacing after board-preserving respawn

2. Persona authority

Raise persona review utility from 6.9/10 toward at least 7.3/10.

Focus:

  • clearer late-rack finishing behavior
  • better stage-five route stability
  • stronger difference between expert and professional outcomes

3. Longer-surface playtest credibility

Keep the evidence-weighted 7.6/10 reference score while raising the playtest-weighted 6.9/10 score past the compelling 7.0/10 bar.

Focus:

  • opening-slice visible fidelity so the one public level looks more credibly

Galaxian-family before more depth is surfaced

  • moving starfield/background motion grounded against the existing

nenriki-15-wave-session long-session source

  • measured wrap/return behavior where bottom-exit ships continue through and

re-enter from the top rather than simply reappearing

  • captured later-band runtime/reference traces
  • promoted cue-window, waveform, and spectrogram comparisons after the latest

cue pass

  • visible later-stage presentation evidenced through committed stage-band

artifacts rather than decorative claims

Required Companion Docs

This plan is the maintained bridge between the current one-level public playable preview and the deeper internal repeated-rack game-quality work needed for Guardians to become a genuinely valuable second first-class game on Platinum.

Galaxy Guardians Stage Arc And Homage Plan

Maintained readable game-arc assessment covering the visible one-level slice, deeper internal stage bands, refinement order, metric strategy, and source-faithful homage-variant guardrails.

Generated from GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md during build.

Updated: May 19, 2026

Purpose

This document describes Galaxy Guardians as a game arc rather than only as a bag of harnesses.

It exists to answer four practical questions:

  1. what the game should feel like from attract mode through loss or completion
  2. how that feel should change by stage band as pressure rises
  3. what conformance work should be sequenced first to make the game deeper in a

source-grounded way

  1. what later homage variants may change without destroying the original

Galaxian-family flavor

This is a companion to:

Current Truth Boundary

Two things are true at once:

  1. hosted dev and beta still expose a one-level visible public slice that

currently ends with mission_complete

  1. the source repo already contains a deeper repeated-rack runtime and

stage-band conformance layer used for internal review, tuning, and future productization

So this plan distinguishes between:

  • the current public-playable visible arc
  • the deeper internal stage-band arc we are tuning toward
  • the eventual homage-variant grammar that should sit on top of the validated

base game rather than replace it

Canonical Source Anchors

The current stage-arc and homage work should stay grounded in the committed Galaxian reference bundle:

  • matt-hawkins-arcade-intro
  • arcades-lounge-level-5
  • nenriki-15-wave-session

These sources are already declared in:

Use them differently:

  • matt-hawkins-arcade-intro for attract, WAIT, score-advance table, reserve

ships, flags, and the beginning of the first playable rack

  • arcades-lounge-level-5 for a denser still-readable midgame pressure window
  • nenriki-15-wave-session for moving starfield motion, longer-session rack

cadence, escort pressure, and bottom-exit/top-reentry behavior

Reuse Principle

Guardians should not be treated as a fresh tooling problem every time we return to it.

Aurora's recent visual/audio conformance work already established reusable infrastructure for:

  • promoted sprite-target evidence and crop hygiene
  • temporal target artifacts and sequence comparison
  • cue contracts, waveform/spectrogram comparisons, and runtime audio labs
  • hosted documentation, readable dashboards, and review/release packet flow

For Guardians, the default should be:

  1. keep that shared machinery
  2. replace Aurora-specific targets with Guardians/Galaxian-family targets
  3. only invent new pipelines when the second game needs a genuinely different

contract

That keeps the second game from lagging only because the same support work is paid for twice.

Game Arc

1. Attract And Invitation

This is not a story cutscene. It is an arcade invitation.

The cabinet should communicate:

  • high score and score advance table matter
  • alien families are readable before play begins
  • the game is about formation pressure, dives, and single-shot discipline
  • the audiovisual identity is crisp, sparse, and readable rather than lush

Current biggest needs:

  • stronger WAIT / headline treatment
  • tighter score-advance table layout and phrasing
  • better reserve-ship, flag, and HUD fidelity
  • moving starfield and cabinet motion that already feels alive before play

2. Rack Establish

The first seconds of live play should establish the whole contract:

  • the formation enters and settles into a marching rack
  • the player gets one precise shot at a time
  • the board is readable before real pressure begins
  • the player ship looks armed and vulnerable

This is where conformance trust is won or lost fastest.

If the rack drifts lazily, the starfield is static, the ship lacks a ready cue, or the start surface reads as generic, the game feels off before the first dive.

3. Opening Pressure

After settle, the game should teach the basic Galaxian-family risk loop:

  • scouts dive alone first
  • the player learns the cost of a missed shot
  • the lower field becomes dangerous without immediate chaos
  • death hurts, but does not erase the board and destroy learning

The opening should feel fair, tight, and legible.

4. Command Pressure

Once the player understands the rack, flagship-and-escort moments should become the emotional center of the game:

  • the board is no longer just a shooting gallery
  • escorts and flagship dives become high-value/high-risk events
  • enemy shots arrive often enough to force route discipline
  • wrap and return behavior makes the lower field feel continuous

This is the moment where the game stops being "simple" and starts feeling distinctly Galaxian-family.

5. Sustained Session Pressure

A deeper run should not become a different game.

It should feel like the same grammar becoming denser:

  • march cadence grows faster and more insistent
  • dive timing compresses
  • shot density rises
  • stage presentation shifts enough to imply a real run, not a decorative skin
  • expert and professional personas can survive longer by reading patterns, not

by exploiting non-arcade mechanics

6. Bounded Late Loop

The original family does not need a modern story ending to feel complete.

For conformance and future release work, the late loop should be treated as:

  • a real high-pressure arcade state
  • bounded and reviewable for harness purposes
  • suitable for persona stress and fairness tuning
  • still recognizably the same game, not a difficulty gimmick

The goal here is not infinite-system invention. The goal is authoritative pressure at the edge of the established grammar.

7. End States

There are three different "ends" we should keep separate:

  1. current public slice end

Stage 1 clears and the current hosted preview completes the mission.

  1. full-game arcade end

The primary canonical ending is player loss after a sustained run, with high score, stage reached, and run identity preserved.

  1. variant or review cap end

A later homage or bounded review build may intentionally cap a session, but only if that cap feels like an arcade rule and not a story imposed from outside the original flavor.

Stage-Band Model

The current repo already has a stage-band review grammar. This table makes it readable as a game arc instead of only as internal tuning language.

BandStagesPlayer feelingPrimary conformance focusGood future variant levers
Attract and readypre-playInvitation, clarity, score literacy, cabinet identityWAIT, score table, HUD, reserve ships, stage flags, starfield, player-ready cuecopy, palette family, cabinet framing, attract audio phrasing
Opening establish1-2Fairness, readability, first-loss learnabilityrack entry, march cadence, early dives, explosion states, first enemy shotsslight palette variations, alternate but equivalent intro copy
Early escalation3-5Tension rising without chaosscout-to-flagship pressure handoff, enemy shot cadence, wrap/reentry fidelitydive-path styling, escort emphasis, stage-theme transitions
Sustained pressure6-9Real session underway; mastery matterslater-band fairness, clear potential, expert/professional persona separationstronger stage theme shifts, controlled audio color changes
Bounded late loop10+High-pressure arcade survivalclamp tuning, fairness under density, score identity, loss/result credibilitybounded pressure presets, special late-loop presentation accents

Progression Of Work

We should advance the game in layers that improve both the live playable slice and the deeper conformance model.

Track 1. Opening-slice baseline

Best return against time and compute.

Scope:

  • WAIT / score-advance table / headline surfaces
  • moving starfield
  • rack march cadence
  • explosion states
  • missile-ready ship state
  • reserve ships
  • stage flags
  • bottom-exit/top-reentry visibility

Primary artifacts:

  • attract/readiness crops
  • contact sheets from matt-hawkins-arcade-intro
  • long-session motion windows from nenriki-15-wave-session
  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-frame-reference-0.1.json
  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-source-baseline-0.1.json
  • opening-slice render surface and attract-score surface artifacts already in

reference-artifacts/analyses/galaxy-guardians-identity/

Primary metric additions:

  • explicit opening-stage presentation and HUD fidelity
  • explicit rack-march and starfield-motion fidelity
  • explicit reuse of Aurora-proven graphics/audio measurement machinery with

Guardians-owned targets and interpretations

Track 2. Pressure grammar and motion

This is where the game becomes deeper rather than merely prettier.

Scope:

  • scout dive spacing
  • flagship and escort pressure
  • enemy shot cadence
  • lower-field fairness
  • top reentry timing and visibility
  • life-reset pacing without full-board reset

Primary artifacts:

  • runtime/reference traces
  • promoted event windows
  • longer-session motion captures
  • stage-band timing summaries

Primary metric additions:

  • stage-band pressure fidelity
  • lower-field fairness and clear potential
  • late-band persona divergence quality

Track 3. Score, loss, completion, and platform-frame parity

This is the highest-value structural layer after motion.

Scope:

  • game-owned high scores and pilot records
  • signed-in framing that feels as first-class as Aurora
  • replay/video capture surfaces
  • bug report and feedback transport
  • music / SFX / mute / volume parity
  • game-over and run-summary credibility

Primary metric additions:

  • platform-frame parity
  • run-summary and result-state fidelity
  • two-game support parity between Aurora and Guardians

Track 4. Deeper repeated-rack authority

This is where the internal stage-band model becomes product-ready.

Scope:

  • stage 3-5 and 6-9 evidence promotion
  • stronger theme progression and pressure progression evidence
  • late-loop clamp tuning
  • expert and professional persona authority

Primary artifacts:

  • stage-band captured traces
  • persona distribution outputs
  • later-session score and survivability summaries

Primary metric additions:

  • stage-band coverage completeness
  • persona authority score
  • deeper-run public-readiness score once the product actually exposes it

Track 5. Homage variant framework

Variants should come after the base game is credible, not before.

The base game must first establish:

  • recognizable Galaxian-family opening slice
  • credible repeated-rack pressure grammar
  • game-owned score/result identity
  • first-class platform support inside Platinum

Only then should we invest in homage branches or selectable variants.

Homage Variant Grammar

Invariants To Preserve

Any true homage variant should preserve these:

  • single-shot player discipline
  • formation-rack establish before serious pressure
  • march-like left-right cadence rather than floaty drift
  • scout dives followed by flagship-and-escort command pressure
  • visible bottom-exit and top reentry behavior
  • score-advance literacy, reserve ships, flags, and high-score cabinet framing
  • sparse, bright, cabinet-like audiovisual phrasing rather than cinematic wash
  • a run that is fundamentally about survival, score, and pressure escalation

If a variant drops these, it may still be a fine game, but it is no longer a Guardians/Galaxian-family homage in the sense we want.

Safe Variant Levers

These are good later levers for novelty without losing flavor:

  • faction naming and art direction within the same role grammar
  • palette families by stage band
  • cabinet-frame and marquee treatment
  • alternate but equivalent attract/mission language
  • slightly different dive curves and escort emphases
  • audio timbre and phrase shaping around the same cue windows
  • bounded alternate pressure presets for expert review modes
  • optional capped-session variants if they still read as arcade rule sets

Unsafe Drift

These are likely to destroy the original flavor if introduced casually:

  • Aurora carry-over such as capture/rescue, dual fighters, or challenge-stage

structures becoming the defining grammar

  • rapid-fire or multi-shot player rules
  • cinematic story cutscenes replacing score-table and rack-centered identity
  • soft, floaty motion replacing march cadence
  • decorative backgrounds replacing the live starfield and cabinet clarity
  • wrap behavior that teleports or hides instead of visibly continuing the threat

Metric Strategy

We do not need a wholesale rewrite of the conformance model.

We do need to sharpen it in three ways:

  1. add an explicit opening-stage presentation and HUD fidelity metric family

for Guardians

  1. add an explicit platform-frame parity metric family so Aurora and

Guardians can be compared as first-class Platinum citizens, not just as isolated games

  1. add a stage-arc coverage view so Guardians is judged by attract, opening,

escalation, sustained pressure, and end-state quality rather than by a flat overall score alone

That means:

  • keep the current overall reference and playtest scores
  • keep the current long-surface/persona layer
  • add stage-arc readability on top rather than replacing the existing scores

Immediate Next Work

  1. merge the incoming ship-sizing/runtime-size fix and rerun the opening-slice

artifact spine so the visible public slice is re-grounded on the corrected geometry

  1. finish the opening-slice baseline so the public visible level looks clearly

Galaxian-family before we talk too much about later depth

  1. reuse Aurora's promoted graphics/audio machinery for Guardians targets

wherever that shared contract still fits, instead of rebuilding equivalent second-game-only infrastructure

  1. promote stage-band motion and pressure artifacts for stages 3-5 and 6-9
  2. add a platform-frame parity scorecard row that compares Aurora and Guardians

directly

  1. only after those steps, start designing homage variants from the preserved

invariant grammar instead of improvising novel mechanics too early

Current Top 10 Improvement Queue

This is the current ordered queue for Galaxy Guardians, balancing visible player value, conformance lift, and cost/compute discipline.

  1. promote the opening-slice artifact pack for WAIT, score table, reserve

ships, flags, and player-ready/readiness cues from the committed intro sources

  1. tighten rack march cadence and opening left-right swarm motion against the

measured opening windows

  1. tune moving starfield motion and opening palette progression against the

long-session reference instead of decorative instinct

  1. make bottom-exit / top-reentry behavior visibly continuous and timing-faithful

across the current public slice

  1. improve explosion, hit, and destruction-state readability so combat feedback

feels more arcade-authentic at live scale

  1. promote stage 3-5 pressure traces and tune the scout-to-flagship/escort

handoff into a clearer command-pressure arc

  1. promote stage 6-9 traces and raise sustained-pressure fairness plus clear

potential for expert/professional personas

  1. make Guardians first-class in the Platinum frame for sign-in, scores, pilot

card, replay/video capture, bug reports, and Arcade Music/SFX surfaces

  1. strengthen game-over, mission-complete, high-score, and run-summary

credibility so the game reads as a real run and not only a preview slice

  1. only after the above, define homage variants from preserved invariant

grammar rather than using novelty as a substitute for base-game authority

Relationship To The Current Runtime

This plan matches the current runtime and pack truth:

  • stage theme progression already exists for stages 1, 3, 6, and 10+
  • stage-rank pressure already exists as a bounded escalating runtime model
  • the public playable slice still clamps maxPlayableStage to 1
  • the internal harness model already supports deeper repeated-rack review

So the next job is not inventing a new game model from scratch.

It is making the current model readable, source-grounded, and progressively productized.

Galaxy Guardians Opening-Slice Baseline

Maintained human-readable baseline for the current visible Guardians slice, grounded in committed intro and long-session Galaxian source evidence plus promoted opening frame windows.

Generated from GALAXY_GUARDIANS_OPENING_SLICE_BASELINE.md during build.

Updated: May 30, 2026

Purpose

This document narrows the current Galaxy Guardians conformance discussion to the first visible slice a player sees on hosted dev and beta.

That slice still decides whether the game feels like a real Galaxian-family cabinet or like a generic preview. Before deeper-stage claims matter, the opening needs to read correctly.

This is the human-readable companion to:

  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-frame-reference-0.1.json
  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-source-baseline-0.1.json
  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-render-surface-0.1.json
  • reference-artifacts/analyses/galaxy-guardians-identity/opening-rack-motion-0.1.json
  • reference-artifacts/analyses/galaxy-guardians-identity/score-progression-0.1.json
  • GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md
  • GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md

Current Visible Truth

Hosted dev currently exposes a one-level playable slice.

The strongest immediate fidelity questions are not deep later-band questions. They are opening-slice questions:

  • does the WAIT / attract surface read like the source family
  • does the score table feel like a real cabinet scoring surface
  • do reserve ships, stage flags, and ready-to-fire cues feel native
  • does the starfield move
  • does the rack march
  • do bottom exits continue into visible top re-entry

Those are the first seconds where trust is either earned or lost.

Source Anchors

1. Matt Hawkins arcade intro

Use matt-hawkins-arcade-intro for the pre-play identity layer:

  • red title and mission language
  • canonical headline: WE ARE THE GALAXIANS
  • canonical mission line: MISSION: DESTROY ALIENS
  • SCORE ADVANCE TABLE
  • CONVOY / CHARGER score framing
  • reserve ships and early cabinet HUD read
  • first visible rack and player-ready state

The promoted windows already in the repo are:

  • attract mission text: 0-10s
  • score advance table: 10-35s
  • formation entry start: 40-45s
  • formation settle / stable rack: 45-55s

2. Nenriki 15-wave session

Use nenriki-15-wave-session for the live feel of the opening and early rack:

  • moving starfield
  • rack cadence once the board is alive
  • visible player ship readiness near the bottom
  • bottom-exit / top-reentry continuity
  • longer-session proof that these cues are not only decorative attract elements

The promoted windows already in the repo are:

  • stable rack read: 60-75s
  • flagship / escort pressure: 90-135s
  • enemy wrap or return: 105-150s

3. Galaxians example 12-minute session

Use galaxians-ex12mins as a corroborating repeated-start source:

  • repeated attract/logo and score-advance-table confirmation across restarts
  • early rack color-family and row-read checks
  • restart cadence and quick early-score-strip review

This source is especially useful when the runtime is close but still feels "runtime tuned" rather than clearly source-family in the first minute, because it gives several repeated looks at the exact early-session surfaces players see.

Promoted Frame Windows

The opening no longer depends only on broad contact-sheet summaries.

The repo now carries a Guardians-owned promoted frame-window authority artifact:

  • reference-artifacts/analyses/galaxy-guardians-identity/opening-slice-frame-reference-0.1.json

That artifact binds three concrete extracted windows into the current opening review path:

  • matt-hawkins-arcade-intro/attract-mission-text
  • matt-hawkins-arcade-intro/score-advance-table
  • nenriki-15-wave-session/wrap-return-pressure

Each window already has a committed frame index, contact sheet, motion difference sheet, waveform, and spectrogram. The promoted Guardians artifact now also records representative sample-read timestamps so runtime layout and wrap-return work can cite specific frame windows instead of only plan prose.

What The Opening Should Read Like

Attract / ready surface

The opening should feel like an arcade invitation, not a modern tutorial panel.

The source-family read is:

  • strong red title / mission language
  • a visible score-advance surface before the first real rack matters
  • sparse but legible HUD elements
  • reserve ships and flags that read as cabinet state, not decorative UI
  • a dark board already alive with motion

First playable rack

Once play begins, the player should read:

  • a marching rack rather than a lazy drift
  • a live starfield behind it
  • a vulnerable single fighter with a visible ready-to-fire state
  • a board that remains readable even before harder dives begin

Early threat continuity

Even in the current public slice, lower-field motion should imply a continuous threat model:

  • ships can exit the bottom
  • that threat continues rather than disappearing
  • top re-entry is visible and part of the same pressure loop

Current Repo Read

Already present

  • moving starfield is now visibly advancing on the live Guardians playable

preview board, not only in source-side/shared-board code paths

  • starfield motion is now denser, brighter, and more directional instead of

reading like a near-static decorative scatter

  • the Guardians-specific starfield renderer now honors the same intensity/speed

settings and render-debug reporting the rest of the platform expects

  • the WAIT / preview mission block now preserves the canonical

MISSION: DESTROY ALIENS phrase inside a tighter Guardians-owned cabinet layout instead of a looser generic copy block

  • score-table framing now uses CONVOY / CHARGER inside a compact aligned

wait-surface and preview-modal layout rather than a plain generic table

  • launch from wait mode now explicitly confirms audio readiness instead of

silently depending on browser unlock behavior

  • opening gameStart, formation pulse, and idle/wait cues now have a stronger

first-seconds audible presence

  • the live board now actually plays the formation-start cue on

formation_entry_start, while recurring rack pressure uses the separate cadence lane instead of reusing the same cue for both jobs

  • reserve ships and stage flags are visible
  • a ready-to-fire missile cue is visible
  • top re-entry now begins higher above the board and sweeps back in more

continuously instead of reading like a shallow pop-in

  • hit and destruction feedback now uses a more sprite-like pixel-burst flash

rather than only line-burst rings

  • special hit cases now also surface score popups on the live board, so diving

and command-value hits read more like deliberate score events

  • preview palette ownership is still theme-aware, but stage one now preserves

the base game-owned scout / escort / flagship body colors more faithfully before later stage theming begins to widen

  • formation-mode aliens now have a visible pulse treatment on the live board

instead of only static sprite rows plus rack motion

  • stage-one formation rows now read with a stronger source-family ladder:

flagship yellow, escort red, upper scout violet, and lower scout blue bands instead of one flatter mostly role-owned opening swarm palette

  • promoted frame windows now explicitly anchor the opening mission text,

score-table read, and wrap-return pressure instead of leaving those surfaces only at the level of broad source manifests

  • the hosted docs now expose a stage assessment, a top-10 queue, and the full

deeper Guardians planning stack

Still partial

  • the title line remains a Guardians-owned adaptation even though the primary

mission line now preserves the canonical MISSION: DESTROY ALIENS phrase

  • the promoted frame windows now give the WAIT and score-table surfaces real

opening authority, but the current runtime still presents a three-row application-owned adaptation rather than a fully frame-matched cabinet copy

  • rack march cadence now has its own object-track-derived opening contract, and

starfield/top-reentry now also have a promoted measured motion contract, but later review may still justify one more cabinet-window refinement pass if the live WAIT board keeps reading visibly looser than the promoted windows

  • explosions and hit states now read better, and they now have frame-backed

source authority rather than only runtime improvement, but the live board still needs tighter matching against those windows

  • palette progression is now more source-aligned in the opening slice, but the

stage-owned color story is still partial rather than fully measured

  • the live pulse is now much easier to read, but it still needs one browser

side-by-side pass against the repeated early-session Galaxian sources before we claim the pulse treatment is fully source-tight

Still next

  • one hosted side-by-side review pass to confirm the stronger combat, palette,

and shell-fit slice still reads correctly outside local preview

  • browser-side listening review now that recurring rack pulse presence and

replay capture are both back in the live slice

  • a second runtime WAIT, title, mission, and score-table refinement pass only

if that hosted review still shows obvious cabinet drift

  • heavier stage 3-5 and 6-9 fairness work using the maintained long-surface

stage-band authority once the opening slice remains believable under hosted review

Why This Matters Before Deeper Stages

The deeper stage-band and persona work is still important, but the user is right to question it if the visible first level does not yet look convincingly Galaxian-family.

This opening baseline exists to keep the work honest:

  • opening-slice authority first
  • deeper stage-band claims second
  • homage variants only after the base game is readable and trustworthy

Immediate Work Order

  1. Preserve the opening-source baseline as a committed artifact and hosted

readable doc, not only as raw source manifests.

  1. Review the improved opening slice side by side on hosted /dev, not only

on localhost.

  1. Do the deliberate browser/listening pass now that the live slice has

stronger representative audio presence and working replay capture.

  1. Do a second WAIT / title / mission / score-table pass only if hosted

review still shows obvious opening-window drift.

  1. Once the opening slice holds, spend heavier effort on stage 3-5 and 6-9

pressure tuning through the maintained stage-band authority artifact.

Practical Conformance Meaning

If the opening slice becomes source-faithful enough, then later work on motion, midrun fairness, platform-frame parity, and homage variants has a believable foundation.

If the opening slice stays weak, later-stage scoring can look precise while the actual public game still feels obviously off in its first ten seconds.

Challenge Stage Conformance Analysis

Living stage-by-stage analysis of Aurora challenging-stage conformance against Galaga-like no-combat bonus behavior, visual movement, alien variety, current measurements, and next-best steps.

Generated from CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md during build.

Generated: 2026-06-09T13:28:39.710Z Commit: 925b2d8f Branch: codex/macbook-pro-1.4.1-stage7-object-track-keeper

Executive Summary

This is now a strict challenge-stage readout. The prior alien-entry score looked too healthy because it rewarded coverage, type labels, and broad stage signatures. That was useful harness progress, but it overstated the player-facing experience. This report follows the current project decision that challenging stages start at 1/10 interesting, 1/10 movement, and 1/10 graphical conformance until they earn credit through reference-grounded movement, active visual evidence, alien/stage novelty, and durable bonus-stage contracts.

Current result: 4.3/10 interesting factor and 4.3/10 challenge-stage conformance. Movement is 4.4/10, graphical conformance is 4.5/10, alien/stage novelty is 3.9/10, and player shot opportunity is 5.4/10. The strongest rule finding is that current probes show no enemy shots, no attack starts, and no ship losses during sampled challenge windows. The weakest player-facing finding is that 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.

Method

  • Runtime challenge states were sampled through the browser-backed Aurora harness using challengeFormationState().
  • Reference targets came from media-backed Galaga path labels and contact sheets.
  • Existing path-family comparison supplied best-match vector scores against labeled Galaga challenge entries, but those broad scores are now retained as diagnostic coverage instead of the conformance score.
  • Strict movement scoring compares runtime y-range, path length, turn count, reversals, lower-field share, and trajectory best-match against the selected Galaga challenge reference vector. It is capped by current temporal-measurement limits because the harness still samples summaries rather than full tracked choreography.
  • Strict graphical scoring now includes active sprite-motion plus object-tracked runtime pixel/silhouette crops for flap state, phase coverage, visual family diversity, path-pose diversity, lit-pixel stability, and bounding-box variation. It remains capped until those object tracks are compared frame-by-frame to Galaga target crops, rotations, dive poses, capture/rescue transitions, and direct target crop sequences.
  • First-pass target contracts now score group count, group path-family order, expected type order, and expected family order for any challenge that has a persisted media-backed contract. This is deliberately reported as a separate contract-fit read until target-video object tracking exists.
  • Player shot-opportunity scoring samples plausible firing lanes through each challenge window so movement work can be judged by whether it creates learnable high-bonus routes, not only by broad movement shape.
  • Challenge path-slot extraction suppresses player fire for challenge windows, so trajectory comparison measures authored alien motion instead of bullet-truncated player-score fragments.
  • Safety is measured separately from interest: no shots/no kills is necessary, but it does not make a challenge visually conformant and contributes only as a guardrail.
  • Prior 24-second evidence windows can include post-challenge normal play, so enemy bullets/attackers in those older windows are not treated as challenge-rule failures here.

Target Artifact Coverage

The broader Galaga target-artifact coverage read is 5.1/10 overall and 4.5/10 for challenge-stage target readiness. The important implication is not that Aurora lacks all grounding; it is that the currently ingested challenge-stage corpus is still early-stage heavy. 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.

ChallengeStage MarkerTarget StatusCoverageNext Need
13partially-ingested4.5/10Convert existing windows into fuller five-group trajectory labels and build Aurora Stage 3 against those exact group contracts.
27partially-ingested4.5/10Add late-wave/results windows and group 2-5 labels.
311partially-ingested4.5/10Add late-wave/results windows and map specialty alien novelty explicitly.
415partially-ingested4.5/10Promote five-group labels for the pink serpentine reference and rebuild Aurora Stage 15 around a distinct late-stage specialty arc.
519partially-ingested4.5/10Promote five-group labels for the pink/green cascade reference and align Aurora's mosquito/specialty-family novelty to the visible target.
623partially-ingested4.5/10Promote five-group labels for the green ladder/split reference and add runtime probes for staggered group spacing.
727partially-ingested4.5/10Promote five-group labels for the yellow diagonal fan reference and use it as the strongest late-stage visual novelty target.
831partially-ingested4.5/10Promote five-group labels for the blue/purple finale reference and use it as the late-loop capstone contract.

Full target-artifact report: GALAGA_TARGET_ARTIFACT_COVERAGE.md and reference-artifacts/analyses/galaga-target-artifact-coverage/latest.json.

Stage Summary

StageChallengeInterestMovementGraphicsAlien NoveltyShot OpportunityStrict ScoreDiagnostic Best ReferenceNo-Shot/No-KillCritical Gap
314.2/104.2/104.4/103.9/105.6/104.2/10challenge-1-arrival-group-1 (8.5/10 legacy)passSprite-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.<br>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.
724.2/104.4/104.1/103.9/105.5/104.2/10challenge-2-arrival-group-1 (8.7/10 legacy)passSprite-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.<br>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.<br>Cross-sweep identity now lands on the expected Challenge 2 reference family; next work is trajectory precision and active visual novelty, not basic identity.
1134.4/104.4/104.6/103.9/105.9/104.4/10challenge-3-arrival-group-1 (8.5/10 legacy)passSprite-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.<br>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.<br>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.
1544.3/104.3/104.6/103.9/105.2/104.2/10challenge-4-pink-serpentine-group-1 (8.9/10 legacy)passSprite-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.<br>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.<br>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.<br>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.
1954.4/104.6/104.7/103.9/105.2/104.4/10challenge-5-pink-green-cascade-group-2 (9.6/10 legacy)passSprite-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.<br>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.<br>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.<br>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.
2364.2/104.3/104.5/103.9/105.5/104.2/10challenge-6-green-ladder-split-group-1 (8.9/10 legacy)passSprite-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.<br>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.<br>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.<br>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.
2774.2/104.5/104.6/103.9/105.1/104.2/10challenge-7-yellow-diagonal-fan-group-5 (9.5/10 legacy)passSprite-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.<br>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.<br>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.<br>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.
3184.4/104.5/104.7/103.9/105.5/104.4/10challenge-8-blue-purple-finale-group-4 (9.3/10 legacy)passSprite-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.<br>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.<br>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.<br>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.

Stage 3 / Challenge 1

Current score: interesting factor 4.2/10; challenge conformance 4.2/10. Movement 4.2/10, graphics 4.4/10, alien novelty 3.9/10, progression 3.2/10, player shot opportunity 5.6/10.

Legacy broad coverage score: 6.4/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: 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.

Aurora current: 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.

Graphics read: Strict graphics score 4.4/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.54s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 7 / Challenge 2

Current score: interesting factor 4.2/10; challenge conformance 4.2/10. Movement 4.4/10, graphics 4.1/10, alien novelty 3.9/10, progression 3.2/10, player shot opportunity 5.5/10.

Legacy broad coverage score: 6.5/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Second challenge should feel denser and more novel than challenge 1 while staying nonlethal and non-shooting.

Aurora current: 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.

Graphics read: Strict graphics score 4.1/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.53s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 11 / Challenge 3

Current score: interesting factor 4.4/10; challenge conformance 4.4/10. Movement 4.4/10, graphics 4.6/10, alien novelty 3.9/10, progression 3.2/10, player shot opportunity 5.9/10.

Legacy broad coverage score: 6.9/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Third challenge should make the new visual family and boss-led novelty obvious, with larger sweep vocabulary and no attacks.

Aurora current: 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.

Graphics read: Strict graphics score 4.6/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.36s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 15 / Challenge 4

Current score: interesting factor 4.3/10; challenge conformance 4.2/10. Movement 4.3/10, graphics 4.6/10, alien novelty 3.9/10, progression 3.1/10, player shot opportunity 5.2/10.

Legacy broad coverage score: 6.9/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Fourth challenge should shift into long specialty serpentine arcs with obvious new color/family identity while staying nonlethal.

Aurora current: 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.

Graphics read: Strict graphics score 4.6/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.24s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 19 / Challenge 5

Current score: interesting factor 4.4/10; challenge conformance 4.4/10. Movement 4.6/10, graphics 4.7/10, alien novelty 3.9/10, progression 3.1/10, player shot opportunity 5.2/10.

Legacy broad coverage score: 7.1/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Fifth challenge should distinguish itself with pink/green cascade motion, alternating group identity, and stronger lower-field pass readability.

Aurora current: 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.

Graphics read: Strict graphics score 4.7/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.25s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 23 / Challenge 6

Current score: interesting factor 4.2/10; challenge conformance 4.2/10. Movement 4.3/10, graphics 4.5/10, alien novelty 3.9/10, progression 2.7/10, player shot opportunity 5.5/10.

Legacy broad coverage score: 6.8/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Sixth challenge should emphasize green ladder rhythm and split exits.

Aurora current: 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.

Graphics read: Strict graphics score 4.5/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 1/5 path signatures; average within-wave spawn span 0.24s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 27 / Challenge 7

Current score: interesting factor 4.2/10; challenge conformance 4.2/10. Movement 4.5/10, graphics 4.6/10, alien novelty 3.9/10, progression 2.7/10, player shot opportunity 5.1/10.

Legacy broad coverage score: 6.9/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Seventh challenge should introduce a yellow diagonal fan with a memorable scoring lane.

Aurora current: 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.

Graphics read: Strict graphics score 4.6/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 1/5 path signatures; average within-wave spawn span 0.23s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Stage 31 / Challenge 8

Current score: interesting factor 4.4/10; challenge conformance 4.4/10. Movement 4.5/10, graphics 4.7/10, alien novelty 3.9/10, progression 3.1/10, player shot opportunity 5.5/10.

Legacy broad coverage score: 7/10. This is retained as diagnostic evidence only; it no longer counts as the player-facing conformance score.

Original target: Eighth visible challenge should act as a compact blue/purple late-loop capstone.

Aurora current: 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.

Graphics read: Strict graphics score 4.7/10. Current visible family/type labels are present, Direct runtime-vs-Galaga target-crop comparator reads 5.97/10 overall and 3.86/10 for challenge specialty sprites; weakest challenge crop is challenge-mosquito at 3.68/10. 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). Aurora runtime motion corresponds to 3 frame-labeled segmented-reference target row(s), average 6.2/10; phase-order average is 4.8/10. Weakest row bee-zako-pulse-pair at 5.42/10. Graphics remain capped at 5.1/10 until object tracks are compared as full temporal Galaga target-crop sequences, rotations, dive poses, and capture/rescue transitions.

Movement read: 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.

Alien variation read: 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 read: 5/5 wave type signatures and 3/5 path signatures; average within-wave spawn span 0.21s.

Target contract read: 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.

Shot-opportunity read: 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.

Safety rule: enemy shots 0, attack starts 0, ship losses 0.

Critical gaps:

  • 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.

Next actions:

  • 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.

Plan To Improve

  1. Treat the current strict scores as the release-facing truth: the broad coverage score is diagnostic only.
  2. Build the challenge-stage target grammar: per-challenge group order, first-visible frame, entry side, exit side, path length, turn count, featured alien family, scoring window, perfect-bonus expectation, and result feedback.
  3. Implement Stage 3 / Challenging Stage 1 first: top-right bee line, late top-left butterfly line, visibly longer upper-band sweep, clear peel-off exits, no combat grammar, and reference-matched duration/turn count.
  4. Implement Stage 7 / Challenging Stage 2 as a different authored set piece, not just wider Stage 3: denser mixed novelty, crossing pattern, different entry side and exit side, readable scoring route.
  5. Implement Stage 11 / Challenging Stage 3 with boss-led novelty and active animation evidence: featured alien role, flapping/pulsing/rotation windows, and a distinct reward read.
  6. Continue the late-stage rebuild now that Challenges 4-8 have media-backed windows: preserve the new Stage 15, 19, 23, 27, and 31 contracts, then promote five group labels for each.
  7. Prioritize Challenge 6 green-ladder and Challenge 7 yellow-fan precision work, because they now hit the expected reference families but still need longer path length, cleaner lower-field travel, and lower reversal noise.
  8. Promote challenge-stage contact sheets, trajectory SVGs, active sprite-motion probes, and per-stage motion timelines into the Application Guide so the human review can see the actual delta, not only score text.

Success Criteria

  • Raise challenge-stage interesting factor from 4.3/10 to 5.0/10 as the first honest beta-facing gate by implementing one visibly reference-like challenge, then toward 6.0/10 after Stage 3, 7, and 11 each have distinct authored contracts.
  • Keep the separate target-contract read above 7.0/10 for Challenge Stage 1 while promoting contracts for Stages 7 and 11; group-contract success is useful but does not replace frame-level motion/graphics scoring.
  • Raise movement conformance from 4.4/10 by increasing y-range, path length, turn count, and exit-side match against the Galaga challenge references.
  • Raise graphical conformance from 4.5/10 by extending the object-tracked silhouette hook into Galaga target-crop sequence comparisons; do not inflate it from type labels alone.
  • Raise player shot opportunity from 5.4/10 by creating lane-readable scoring windows for each challenge rather than incidental central-lane hits.
  • Preserve 0 enemy shots, 0 enemy attack starts, and 0 ship losses during challenge windows.
  • Convert the first-pass late-reference labels into five-group frame/object labels before treating the late challenge sequence as conformant.
  • Extend sprite-motion scoring for challenge enemies so visual novelty becomes object-tracked pixel evidence, not only a phase/family hook.

Challenge Stage Baseline Gap And Work Plan

Saved go-forward plan, per-stage Galaga baseline comparison, evidence read, and concrete work queue for moving Aurora challenging-stage conformance from safe-but-weak toward visibly authored bonus set pieces.

Generated from CHALLENGE_STAGE_BASELINE_GAP_AND_WORK_PLAN.md during build.

Saved: 2026-06-05 Branch: codex/aurora-challenge-movement-grammar Baseline commit: 9cdd2d5ec Primary refreshed artifact: reference-artifacts/analyses/challenge-stage-conformance/latest.json

Purpose

This is the saved go-forward plan for Aurora's Galaga-style challenging-stage work. It preserves the current evidence-backed read before the next gameplay changes, stage by stage, and states the most specific work that can move each stage toward a major improvement.

The important current finding is narrow but useful: recent runtime work improved clock handling, spacing, and Challenge 2 identity enough to nudge the strict score from about 4.2/10 to 4.3/10. That is real headway, but not a major player-facing transformation yet. The large remaining gap is still target-video choreography, active alien visual novelty, and human-learnable perfect-score route design.

Naming Note

Runtime and historical artifacts currently use internal stage markers 3, 7, 11, 15, 19, 23, 27, and 31 for the eight tracked challenge windows. Human-facing documentation should avoid implying that these are ordinary levels. Going forward, use the pattern Challenging Stage A-B where the runtime mapping confirms the challenge occurs between regular stages A and B, while preserving the internal marker in evidence tables.

Until that mapping is cleaned up everywhere, this report uses:

Challenge N / internal stage marker M

Current Topline Read

MetricCurrent
Strict challenge-stage conformance4.3/10
Interesting factor4.3/10
Movement conformance4.4/10
Graphical conformance4.5/10
Alien/stage novelty3.9/10
Progression conformance3.0/10
Player shot opportunity5.5/10
Target contract fit5.3/10
Target-video object-track fit3.6/10
Target-track readiness8.6/10
Sprite-motion correspondence6.18/10
Safety rule10/10
Diagnostic legacy coverage6.8/10

Interpretation:

  • Safety is the strongest rule: sampled challenge windows preserve no enemy shots, no attacks, and no ship losses.
  • Legacy coverage is not the player-facing score. It says we have broad labels and path-family coverage, not that the challenges feel conformant.
  • The current hard blocker is visual and temporal specificity: the target-video object-track fit is 3.6/10, novelty is 3.9/10, and sprite motion is still capped by frame-labeled segmented-reference windows.
  • Candidate sweeps have produced useful evidence but no runtime keeper across all eight stages.

Saved Go-Forward Plan Set

  1. Treat strict challenge-stage conformance as the release-facing truth. Broad coverage remains diagnostic only.
  2. Keep safety as a hard guardrail: no enemy fire, no attacks, no ship loss during challenge windows.
  3. Finish the motion grammar vocabulary so each challenge is defined as five groups with entry side, exit side, path family, timing, score lane, alien family, and result opportunity.
  4. Make the first five challenges the near-term quality target, because they are the user-visible foundation and currently have the strongest grammar artifacts.
  5. Do not promote a runtime candidate only because one proxy improves. Promotion must improve or preserve target-video fit, human-visible readability, human-perfect routeability, spacing, and identity.
  6. Use synchronized target/current video and contact sheets as review artifacts before changing runtime tuning.
  7. Add active sprite-motion scoring for challenge aliens: flap cadence, pulse, rotation/dive silhouette, and specialty alien phases.
  8. Add persona-perfect route checks so a strong persona can actually hit the intended groups without hidden or unfair timing.
  9. Feed spacing, lead-in continuity, and no-magic-appearance checks into strict challenge scoring instead of leaving them as separate guardrails.
  10. Update Application Guide and project docs after each meaningful pass so the human-visible story matches the current artifacts.

Evidence Sources

  • CHALLENGE_STAGE_CONFORMANCE_ANALYSIS.md
  • CHALLENGE_SETPIECE_CONTRACTS.md
  • GALAGA_CHALLENGE_VIDEO_REFERENCE_ANALYSIS.md
  • GALAGA_TARGET_ARTIFACT_COVERAGE.md
  • reference-artifacts/analyses/challenge-stage-conformance/latest.json
  • reference-artifacts/analyses/challenge-stage-candidate-sweep-index/latest.json
  • reference-artifacts/analyses/challenge-movement-grammar/latest.json
  • reference-artifacts/analyses/challenge-motion-primitives/latest.json
  • reference-artifacts/analyses/galaga-challenge-object-tracks/latest.json
  • tools/harness/check-challenge-motion-profile.js

Current local runtime work behind this report:

  • Delayed challenge-wave clocks no longer age while enemies are hidden.
  • Reference-backed challenge paths now have side-aware lane offsets.
  • Challenge motion/profile guardrails now cover delayed wave starts and spacing/bunching risk.
  • The refreshed analyzer now reads Challenge 2 against the expected challenge-2-arrival-group-1 family instead of incorrectly matching Challenge 1.

Stage-By-Stage Assessment

Challenge 1 / Internal Stage Marker 3

Current score: 4.2/10

AxisCurrent
Movement4.3/10
Graphics4.4/10
Novelty3.9/10
Shot opportunity5.6/10
Target contract fit6.9/10
Target-video object-track fit3.2/10
Best referencechallenge-1-arrival-group-1

Target state:

  • The first Galaga-style challenge should teach that this is a safe score exhibition, not combat.
  • It should show clean bee/butterfly group entries, readable upper-band passes, peel-off exits, and a learnable route toward perfect bonus.

Current Aurora state:

  • Runtime identity is now a credible first-challenge peel: bee and butterfly lanes, classic family labels, and no-shoot/no-kill safety.
  • Target contract fit is the strongest of the current set at 6.9/10.
  • The visible target-video fit remains weak at 3.2/10, so the stage is not yet moving like the baseline.

Differences and conformance gap:

  • It has the right broad idea, but not enough frame-level timing, exact group spacing, or score-lane choreography.
  • The current visual score is capped because active sprite motion is not yet compared as a target-crop sequence.

Most specific work to improve:

  1. Promote full five-group frame labels for Challenge 1, including first-visible frame, entry side, exit side, and scoreable band.
  2. Feed the new delayed-clock and spacing guardrail measurements into the strict scorer so current stability improvements are scored directly.
  3. Re-run candidate search with hard bunching limits and reject candidates that hurt human-visible readability.
  4. Add a persona-perfect route probe for Challenge 1 so the stage is judged by whether a skilled player can actually learn and clear the set piece.
  5. Generate a synchronized target/current video from stage start to result screen for manual review.

Challenge 2 / Internal Stage Marker 7

Current score: 4.2/10

AxisCurrent
Movement4.4/10
Graphics4.1/10
Novelty3.9/10
Shot opportunity6.0/10
Target contract fit6.6/10
Target-video object-track fit4.8/10
Best referencechallenge-2-arrival-group-1

Target state:

  • The second challenge should not feel like a wider Challenge 1.
  • It should introduce denser mixed-family movement and a crossing pattern that is still safe and learnable.

Current Aurora state:

  • This stage improved materially in the refreshed analyzer: the best match now lands on the expected Challenge 2 reference family.
  • Shot opportunity is relatively strong at 6.0/10.
  • Graphics remain weak at 4.1/10, so it is still not a strong visual spectacle.

Differences and conformance gap:

  • The broad identity is now right, but the stage still lacks a crisp cross-sweep visual read and active sprite novelty.
  • The candidate sweep had no keeper; the best prior candidate had only +0.1/10 human-visible lift.

Most specific work to improve:

  1. Lock this as the first post-fix review target because it now has the best combination of correct identity and target-video fit.
  2. Add group-by-group target labels for the crossing pattern and score separate group identities.
  3. Strengthen graphics by measuring active alien animation and specialty poses during the crossing route.
  4. Tune path spacing and phase offsets against the reference, not against a generic cross-sweep label.
  5. Add a human-visible pass/fail guard for "not magic appearing" and coherent group entry-to-exit continuity.

Challenge 3 / Internal Stage Marker 11

Current score: 4.4/10

AxisCurrent
Movement4.4/10
Graphics4.6/10
Novelty3.9/10
Shot opportunity5.9/10
Target contract fit7.2/10
Target-video object-track fit4.7/10
Best referencechallenge-3-arrival-group-1

Target state:

  • This should become a boss-led or new-family challenge with visibly different motion from Challenges 1 and 2.
  • It should make specialty alien identity and active animation obvious.

Current Aurora state:

  • This is currently one of the better measured stages: strict 4.4/10, target contract 7.2/10, target-video fit 4.7/10.
  • The dragonfly/boss-led identity lands on the expected reference family.

Differences and conformance gap:

  • The stage still gets only 3.9/10 novelty because alien and animation evidence is too label-based.
  • The target phase timing is not yet strong enough to claim real Galaga-like motion.

Most specific work to improve:

  1. Promote Challenge 3 boss-led frame labels and active sprite-motion targets.
  2. Add direct scoring for flap, pulse, and path-pose phase order during the stage.
  3. Build a target/current video review pair that highlights the boss-led entry and exit rhythm.
  4. Tune lower-field score lanes so a skilled persona has a clearer perfect route.
  5. Convert the current high target-contract fit into a runtime keeper only after target-video and human-visible gates improve together.

Challenge 4 / Internal Stage Marker 15

Current score: 4.2/10

AxisCurrent
Movement4.3/10
Graphics4.6/10
Novelty3.9/10
Shot opportunity5.2/10
Target contract fit4.4/10
Target-video object-track fit3.4/10
Best referencechallenge-4-pink-serpentine-group-1

Target state:

  • This should be the first clearly late-stage feeling challenge: specialty serpentine arcs, more memorable path shape, and stronger color/family identity.

Current Aurora state:

  • The stage is correctly named around pink-serpentine identity, but the measured contract fit is only 4.4/10.
  • Candidate search had many attempts but no safe runtime keeper; prior evidence showed proxy gains that did not translate into target-video or human-visible gains.

Differences and conformance gap:

  • The labels say "serpentine"; the current object tracks do not yet prove the target's serpentine motion.
  • Shot opportunity dropped to 5.2/10, which means late complexity may be reducing fair perfect-score potential.

Most specific work to improve:

  1. Promote exact five-group labels for Challenge 4 before another runtime tuning pass.
  2. Build a true serpentine primitive with documented arc width, drop depth, and exit side rather than parameter-tweaking the current path.
  3. Add high-bonus readability scoring so serpentine complexity stays playable.
  4. Compare Aurora object tracks against target-video object tracks at group level, not only stage average.
  5. Keep this out of runtime promotion until target-video and human-visible scores both improve.

Challenge 5 / Internal Stage Marker 19

Current score: 4.4/10

AxisCurrent
Movement4.6/10
Graphics4.7/10
Novelty3.9/10
Shot opportunity5.2/10
Target contract fit3.9/10
Target-video object-track fit2.7/10
Best referencechallenge-5-pink-green-cascade-group-2

Target state:

  • This should distinguish itself with pink/green cascade motion, alternating group identity, and a more memorable lower-field pass.

Current Aurora state:

  • Movement and graphics are slightly higher than the average, but target contract and target-video fit are poor.
  • Earlier candidate evidence suggested human-perfect potential could improve, but human-visible readability got worse.

Differences and conformance gap:

  • This is the clearest example of the "wrong metric can improve" problem: scoreability can rise while visible conformance falls.
  • The current target-video fit of 2.7/10 is too low for gameplay promotion.

Most specific work to improve:

  1. Separate scoreability optimization from conformance promotion in the sweep output.
  2. Add exact cascade group labels from the target video: group order, alternating family, entry side, exit side, and lower-field band.
  3. Add spacing-aware candidate generation so improvements do not become clumped visual noise.
  4. Add specialty alien crop and motion targets for the pink/green family.
  5. Do not tune runtime until the scorer can explain why target-video fit is so low.

Challenge 6 / Internal Stage Marker 23

Current score: 4.2/10

AxisCurrent
Movement4.3/10
Graphics4.5/10
Novelty3.9/10
Shot opportunity5.5/10
Target contract fit4.6/10
Target-video object-track fit3.6/10
Best referencechallenge-6-green-ladder-split-group-1

Target state:

  • This should emphasize green ladder rhythm and split exits with staggered group timing that a player can read.

Current Aurora state:

  • The stage lands on the expected broad reference family, but target contract fit and target-video fit are still low.
  • Human-perfect and human-visible sweep scoring are not yet available for the late stages, making this hard to promote safely.

Differences and conformance gap:

  • The broad family is present, but ladder rung timing, split exits, and group separation are not precise enough.
  • Late-stage evidence is less complete than the first five.

Most specific work to improve:

  1. Add human-perfect and human-visible probes for Challenge 6.
  2. Label target ladder rungs and split-exit sides at group level.
  3. Add a reusable ladder/split primitive for future Aurora variants and other games.
  4. Produce synchronized target/current video for the full challenge window.
  5. Only then run candidate sweeps with a promotion gate that includes staggered spacing and split-route readability.

Challenge 7 / Internal Stage Marker 27

Current score: 4.3/10

AxisCurrent
Movement4.5/10
Graphics4.7/10
Novelty3.9/10
Shot opportunity5.1/10
Target contract fit4.2/10
Target-video object-track fit3.2/10
Best referencechallenge-7-yellow-diagonal-fan-group-5

Target state:

  • This should be a yellow diagonal fan with an obvious diagonal scoring lane and a distinct late-stage identity.

Current Aurora state:

  • Movement and graphics are moderate, but the target contract fit is weak.
  • The best reference is a later group in the right family, which suggests partial identity but not full group-order fidelity.

Differences and conformance gap:

  • The target shape is only partially recognized; current scoring opportunities are not clearly aligned to the diagonal fan.
  • The shot-opportunity score is the lowest of the eight at 5.1/10.

Most specific work to improve:

  1. Add a diagonal-lane shot-opportunity probe instead of treating center-lane waiting as sufficient.
  2. Label all five target groups and require group-order match, not just broad family match.
  3. Add a diagonal fan primitive with explicit lane angle, group spacing, and exit timing.
  4. Add human-visible scoring for late stages before accepting runtime changes.
  5. Raise target contract fit before optimizing local gameplay feel.

Challenge 8 / Internal Stage Marker 31

Current score: 4.4/10

AxisCurrent
Movement4.5/10
Graphics4.7/10
Novelty3.9/10
Shot opportunity5.5/10
Target contract fit4.2/10
Target-video object-track fit3.1/10
Best referencechallenge-8-blue-purple-finale-group-4

Target state:

  • This should act as a compact late-loop capstone with blue/purple identity, stronger spectacle, and no return to early-stage vocabulary.

Current Aurora state:

  • The runtime has a named blue/purple finale contract, but the target contract fit is low.
  • Candidate search found expected-score lifts, but target-video fit could regress, so the current scorer is not safe enough for promotion.

Differences and conformance gap:

  • The broad late-loop idea exists, but target-video fit is only 3.1/10.
  • This stage needs both better target labels and a stronger path-shape candidate strategy.

Most specific work to improve:

  1. Resolve the expected-score versus target-video-fit conflict in the candidate scorer.
  2. Add direct target object labels for all five groups before another runtime sweep.
  3. Broaden candidate strategy with new path-shape constants instead of only arc/drop retuning.
  4. Add active blue/purple specialty sprite-motion evidence.
  5. Keep this as a later-stage capstone work item until the first five challenges have visible wins.

Recommended Order Of Work

  1. Regenerate and preserve challenge-stage conformance artifacts after every runtime challenge change.
  2. Fix public naming to distinguish regular stages from challenge windows while preserving internal markers.
  3. Promote Challenge 1 five-group labels and synchronized target/current video.
  4. Use the improved Challenge 2 identity as the first near-term gameplay target: tighten cross-sweep path precision and active graphics.
  5. Promote Challenge 3 boss-led active-motion labels and score them as animation, not labels.
  6. Add human-perfect and human-visible gates to Challenges 6-8 before tuning those late stages.
  7. Split candidate scores into player-scoreability, target-video fit, and human-visible readability so the optimizer cannot hide regressions.
  8. Add spacing/bunching and magic-appearance penalties into strict conformance.
  9. Build reusable path primitives: peel, cross-sweep, boss-led hook, serpentine, cascade, ladder/split, diagonal fan, and finale loop.
  10. Use the first five challenges as the quality proving ground; generalize the movement grammar to later challenges only after at least one early challenge reaches a visible 5.0+ strict score without safety regression.

Success Criteria For The Next Major Lift

  • Raise strict challenge-stage conformance from 4.3/10 to at least 5.0/10 by making one early challenge visibly target-like.
  • Raise target-video object-track fit from 3.6/10 to at least 4.5/10 without lowering safety.
  • Raise alien/stage novelty from 3.9/10 by scoring actual active sprite motion and specialty alien phases.
  • Preserve 10/10 safety: no enemy shots, no attack starts, no ship losses.
  • Produce target/current synchronized clips and contact sheets for every promoted gameplay change.
  • Promote no candidate unless it passes target-video, human-visible, human-perfect, spacing, and identity gates together.

Level Visual Conformance Index

Generated current-versus-target visual index for all regular Aurora levels and challenging stages, including screenshots, target-grounding status, alien/ship bitmap references, and self-critical conformance gaps.

Generated from LEVEL_VISUAL_CONFORMANCE_INDEX.md during build.

Generated: 2026-05-19T13:35:43.792Z Commit: 97ab4605 Branch: codex/macbook-conformance-investment-review

Summary

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.

OrderRowKindStatusScoreTarget GroundingCritical Gap
1Level 1regularexact regular-stage targetn/a/10exactExact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.
2Level 2regularexact regular-stage targetn/a/10exactExact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.
3Level 3regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 3 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
4Challenging Stage 3-4challengestrict challenge-stage scorer4.2/10exactAlien/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.
5Level 4regularexact regular-stage targetn/a/10exactExact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.
6Level 5regularexact regular-stage targetn/a/10exactExact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.
7Level 6regularexact regular-stage targetn/a/10exactExact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.
8Level 7regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 7 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
9Challenging Stage 7-8challengestrict challenge-stage scorer4.1/10exactAlien/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.
10Level 8regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 8 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
11Level 9regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 9 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
12Level 10regularexact regular-stage targetn/a/10exactExact frame exists, but the current index still uses a single mid-level snapshot; next precision requires temporal path overlays and per-entry group labels.
13Level 11regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 11 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
14Challenging Stage 11-12challengestrict challenge-stage scorer4.3/10exactAlien/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.
15Level 12regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 12 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
16Level 13regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 13 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
17Level 14regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 14 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
18Level 15regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 15 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
19Challenging Stage 15-16challengestrict challenge-stage scorer4.2/10exactAlien/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.
20Level 16regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 16 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
21Level 17regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 17 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
22Level 18regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 18 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
23Level 19regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 19 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
24Challenging Stage 19-20challengestrict challenge-stage scorer4.3/10exactAlien/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.
25Level 20regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 20 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
26Level 21regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 21 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
27Level 22regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 22 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
28Level 23regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 23 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
29Challenging Stage 23-24challengestrict challenge-stage scorer4.2/10exactAlien/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.
30Level 24regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 24 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
31Level 25regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 25 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
32Level 26regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 26 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
33Level 27regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 27 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
34Challenging Stage 27-28challengestrict challenge-stage scorer4/10exactAlien/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.
35Level 28regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 28 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
36Level 29regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 29 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
37Level 30regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 30 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
38Level 31regularrepresentative regular-stage targetn/a/10representativeExact target frame for Level 31 is missing from the ingested corpus; this should not be scored as fully grounded visual conformance.
39Challenging Stage 31-32challengestrict challenge-stage scorer4.3/10exactAlien/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.

Level 1

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-01.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-01.webm

Target source: Galaga Stage 1 opening rack entry; exact target row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png

Level 2

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-02.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-02.webm

Target source: Galaga Stage 2 early formation entry; exact target row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png

Level 3

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-03.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-03.webm

Target source: Representative Galaga target: Stage 4 post-challenge rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 3-4

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-01.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-01.webm

Target source: Galaga Challenging Stage 3-4; exact target row.

Current roles: Bee / Zako: 20, Butterfly / escort: 20

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.

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

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png

Level 4

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-04.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-04.webm

Target source: Galaga Stage 4 post-challenge rack entry; exact target row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 5

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-05.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-05.webm

Target source: Galaga Stage 5 opening rack entry; exact target row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 6

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-06.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-06.webm

Target source: Galaga Stage 6 capture and boss pressure; exact target row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 7

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-07.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-07.webm

Target source: Representative Galaga target: Stage 6 capture and boss pressure; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 7-8

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-02.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-02.webm

Target source: Galaga Challenging Stage 7-8; exact target row.

Current roles: Boss Galaga: 10, Butterfly / escort: 10, Captured / rogue fighter: 10, Specialty challenge alien: 8, Bee / Zako: 2

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.

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

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Captured / rogue fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/rogue-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png

Level 8

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-08.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-08.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 9

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-09.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-09.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 10

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-10.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-10.webm

Target source: Galaga Stage 10 opening rack entry; exact target row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 11

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-11.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-11.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 11-12

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-03.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-03.webm

Target source: Galaga Challenging Stage 11-12; exact target row.

Current roles: Boss Galaga: 12, Butterfly / escort: 9, Captured / rogue fighter: 9, Challenge dragonfly family: 4, Specialty challenge alien: 2

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.

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

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Challenge dragonfly family: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Captured / rogue fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/rogue-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png

Level 12

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-12.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-12.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 13

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-13.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-13.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 14

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-14.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-14.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 15

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-15.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-15.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 15-16

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-04.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-04.webm

Target source: Galaga Challenging Stage 15-16; exact target row.

Current roles: Butterfly / escort: 7, Boss Galaga: 6, Captured / rogue fighter: 6, Challenge dragonfly family: 4, Specialty challenge alien: 4

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.

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

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Captured / rogue fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/rogue-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Challenge dragonfly family: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 16

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-16.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-16.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 17

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-17.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-17.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 18

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-18.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-18.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 19

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-19.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-19.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 19-20

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-05.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-05.webm

Target source: Galaga Challenging Stage 19-20; exact target row.

Current roles: Butterfly / escort: 7, Captured / rogue fighter: 4, Boss Galaga: 3, Specialty challenge alien: 2, Challenge dragonfly family: 1

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.

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

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Captured / rogue fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/rogue-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Challenge dragonfly family: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 20

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-20.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-20.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 21

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-21.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-21.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 22

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-22.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-22.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 23

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-23.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-23.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 23-24

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-06.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-06.webm

Target source: Galaga Challenging Stage 23-24; exact target row.

Current roles: Captured / rogue fighter: 9, Challenge dragonfly family: 7, Boss Galaga: 6, Butterfly / escort: 5, Challenge mosquito family: 2

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.

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

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Captured / rogue fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/rogue-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Challenge dragonfly family: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Challenge mosquito family: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-mosquito.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 24

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-24.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-24.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 25

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-25.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-25.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 26

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-26.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-26.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 27

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-27.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-27.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 27-28

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-07.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-07.webm

Target source: Galaga Challenging Stage 27-28; exact target row.

Current roles: No active enemy roles visible in this sampled current frame.

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.

Variation read: Yellow diagonal trains create a memorable late-stage fan/diagonal score lane.

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 28

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-28.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-28.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 29

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-29.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-29.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 30

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-30.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-30.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Level 31

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/level-31.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/level-31.webm

Target source: Representative Galaga target: Stage 10 opening rack entry; representative actual target gameplay row.

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

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.

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

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

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Bee / Zako: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/bee-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-zako-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png

Challenging Stage 31-32

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Aurora 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-current-videos/challenge-08.webm

Galaga target 10s video: reference-artifacts/analyses/level-visual-conformance-index/latest-target-videos/challenge-08.webm

Target source: Galaga Challenging Stage 31-32; exact target row.

Current roles: Butterfly / escort: 5, Captured / rogue fighter: 4, Specialty challenge alien: 4, Boss Galaga: 3

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.

Variation read: Final visible challenge window emphasizes blue/purple clustered arcs and a compact all-perfect finish.

Current read: 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.

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.

Sprite / alien bitmap references:

  • Player fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/player-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png
  • Boss Galaga: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/boss-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-command-boss.png
  • Specialty challenge alien: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/challenge-dragonfly.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-specialty-dive.png
  • Butterfly / escort: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/but-line.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-butterfly-escort.png
  • Captured / rogue fighter: current reference-artifacts/analyses/aurora-runtime-sprite-conformance/latest-crops/rogue-fighter.png; target reference-artifacts/analyses/galaga-reference-sprites/pixel-targets-0.1/galaga-player-fighter.png

Galaga Challenge Video Reference Analysis

Media-backed analysis of the two user-supplied Galaga challenge-stage videos, preserving derived contact sheets, all-eight-stage windows, target contracts, and the implementation/measurement plan.

Generated from GALAGA_CHALLENGE_VIDEO_REFERENCE_ANALYSIS.md during build.

Generated: 2026-05-18T20:10:36.556Z

This analysis turns the two user-supplied Galaga challenge videos into durable derived evidence for Aurora challenging-stage conformance. The original source videos analyzed here still remain outside the repository. A newer stage- isolated Challenging Stages.mp4 compilation is now preserved in-repo at reference-artifacts/preserved-sources/galaga-challenging-stages-isolated-2026-06-01/ as an additional raw source that complements this analysis when motion windows need to be cut from cleaner stage-by-stage footage. Committed artifacts here include contact sheets, timing windows, manual reads, and implementation contracts.

An additional repo-owned perfect-play challenge compilation now also exists at reference-artifacts/preserved-sources/galaga-perfect-challenging-stages-2026-06-01/. That source is best used for repeated perfect-result presentation and ideal-flow cadence review rather than highest-resolution motion extraction.

A newer and stronger repo-owned perfect-play compilation now also exists at reference-artifacts/preserved-sources/galaga-higher-quality-perfect-challenging-stages-2026-06-01/. That source should now be treated as the preferred repo-owned perfect-play lane for repeated perfect-result presentation and ideal-flow cadence review, while the earlier 320x240 perfect-play source remains a supplemental corroborating reference.

Summary

  • Primary source: challenge-all2-single-ship-all-perfects
  • Secondary source: challenging-stage-compilation
  • Challenge windows: 8
  • Late challenge windows now media-backed: 5/5
  • Challenge-stage target readiness estimate: 4.5/10
  • Status: late-challenge-media-windows-ready-for-labeling

What The Videos Show

  • The challenge stages are non-combat score exhibitions: no enemy bullets, no ship-loss pressure, and repeated 40-hit perfect result screens.
  • Each stage is built from visible group arrivals, not static appearances; the player reads routes and learns where the scoring lane will be.
  • Progression adds new visual families and motion grammar: vertical columns, side hooks, crossing groups, serpentine arcs, green ladders, yellow diagonal fans, and blue/purple late clusters.
  • The user-facing conformance gap in Aurora is mostly spectacle, route memory, and alien novelty, not the no-shot/no-kill safety rule.

Window Reads

ChallengeStage MarkerWindowFamilyContact SheetAurora Contract
135s-36sclassic-column-and-side-arcreference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-01-classic-column-lesson/contact-sheet-1fps.jpgUse 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.
2736s-75sred-column-blue-side-crossreference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-02-cross-and-column/contact-sheet-1fps.jpgAdd distinct side-entry crossing groups and a red-column vertical train; preserve no-shot/no-collision behavior while increasing route memory.
31175s-113sblue-hook-green-noveltyreference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-03-blue-hook-and-green-novelty/contact-sheet-1fps.jpgIntroduce a clearly new visual family and hooked side trajectories; score should reward anticipation of the hook, not pure center firing.
415113s-148spink-serpentine-and-green-entryreference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-04-pink-serpentine/contact-sheet-1fps.jpgReplace repeated boss-led loops with a long serpentine specialty arc; this is the first high-priority late-stage rebuild target.
519142s-177spink-green-cascadereference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-05-pink-and-green-cascade/contact-sheet-1fps.jpgBuild as a cascade stage: alternating specialty groups, lower-field pass risk, and stronger color/family novelty than Challenge 4.
623175s-213sgreen-ladder-and-splitreference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-06-green-ladder-split/contact-sheet-1fps.jpgUse staggered ladders and split exits; measure group spacing and route separation so the stage feels authored, not dense noise.
727215s-249syellow-diagonal-fanreference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-07-yellow-diagonal-fan/contact-sheet-1fps.jpgAdd a yellow diagonal/fan stage with long path length, readable aim bands, and a visually obvious new family.
831241s-271sblue-purple-finalereference-artifacts/analyses/galaga-challenge-video-reference/challenge-all2-single-ship-all-perfects/challenge-08-blue-purple-finale/contact-sheet-1fps.jpgUse as the late-loop capstone: blue/purple clustered arcs, compact timing, and no repeated early-stage motion vocabulary.

Stage Improvement Plan

Challenge 1 / Stage Marker 3

Priority: high

Target family: classic-column-and-side-arc

Problem: Aurora early challenge stages have useful structure but need stronger five-group labels and clearer route contracts.

Strategy: 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.

Player impact: Early challenge stages should become clearer learning experiences with stronger perfect-bonus readability.

Challenge 2 / Stage Marker 7

Priority: high

Target family: red-column-blue-side-cross

Problem: Aurora early challenge stages have useful structure but need stronger five-group labels and clearer route contracts.

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

Player impact: Early challenge stages should become clearer learning experiences with stronger perfect-bonus readability.

Challenge 3 / Stage Marker 11

Priority: high

Target family: blue-hook-green-novelty

Problem: Aurora early challenge stages have useful structure but need stronger five-group labels and clearer route contracts.

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

Player impact: Early challenge stages should become clearer learning experiences with stronger perfect-bonus readability.

Challenge 4 / Stage Marker 15

Priority: highest

Target family: pink-serpentine-and-green-entry

Problem: Aurora late challenge stages are currently too repetitive and are not media-backed by distinct late-stage Galaga choreography.

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

Player impact: Late challenge stages should start feeling like memorable Galaga score exhibitions instead of repeated waves.

Challenge 5 / Stage Marker 19

Priority: highest

Target family: pink-green-cascade

Problem: Aurora late challenge stages are currently too repetitive and are not media-backed by distinct late-stage Galaga choreography.

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

Player impact: Late challenge stages should start feeling like memorable Galaga score exhibitions instead of repeated waves.

Challenge 6 / Stage Marker 23

Priority: highest

Target family: green-ladder-and-split

Problem: Aurora late challenge stages are currently too repetitive and are not media-backed by distinct late-stage Galaga choreography.

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

Player impact: Late challenge stages should start feeling like memorable Galaga score exhibitions instead of repeated waves.

Challenge 7 / Stage Marker 27

Priority: highest

Target family: yellow-diagonal-fan

Problem: Aurora late challenge stages are currently too repetitive and are not media-backed by distinct late-stage Galaga choreography.

Strategy: Add a yellow diagonal/fan stage with long path length, readable aim bands, and a visually obvious new family.

Player impact: Late challenge stages should start feeling like memorable Galaga score exhibitions instead of repeated waves.

Challenge 8 / Stage Marker 31

Priority: highest

Target family: blue-purple-finale

Problem: Aurora late challenge stages are currently too repetitive and are not media-backed by distinct late-stage Galaga choreography.

Strategy: Use as the late-loop capstone: blue/purple clustered arcs, compact timing, and no repeated early-stage motion vocabulary.

Player impact: Late challenge stages should start feeling like memorable Galaga score exhibitions instead of repeated waves.

Next Best Steps

  1. Promote challenge-all2 windows into accepted five-group reference labels for Challenges 1-8.
  2. Rebuild Aurora Challenge 4 first with the pink-serpentine contract because it is the most visible current late-stage embarrassment.
  3. Then rebuild Challenge 7 with the yellow-diagonal-fan contract because it creates a strong player-visible novelty jump.
  4. Add runtime probes that verify each Aurora challenge has five groups, no shots, no ship losses, distinct path families, and expected visual-family novelty.
  5. Only after labels exist, lift challenge-stage target readiness from partial media evidence to direct trajectory scoring.

Galaga Target Artifact Coverage

Maintained target-artifact inventory showing which online/local Galaga references are ingested, partial, candidate, or missing, especially for late challenge-stage movement work.

Generated from GALAGA_TARGET_ARTIFACT_COVERAGE.md during build.

Generated: 2026-05-18T17:54:31.819Z

This is the project-facing inventory of online and local artifacts that best illustrate Aurora's Galaga-like target. It records what is already ingested, what is only a candidate, and what still blocks stronger challenge-stage conformance work.

Summary

  • Overall target-artifact ingestion coverage: 5.1/10
  • Challenge-stage target readiness: 4.5/10
  • Critical sources: 5
  • Critical sources not fully ingested: 5
  • Existing local evidence anchors: 44
  • Missing local evidence anchors: 0

Interpretation

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 Coverage

SourceStatusCoveragePriorityEvidenceNext Work
arcade-game-series-late-perfect-guidesnot-ingested0/10critical0/0Acquire 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.
controlled-emulation-captureplanned1.8/10critical0/0Set 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.
snake-latino-galaga-gameplay-videopartial5.1/10critical13/13It 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.
user-supplied-galaga-alien-closeupspartial5.1/10critical9/9Compare 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.
user-supplied-galaga-challenge-compilationspartial4.2/10critical8/8Promote 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.
bandai-namco-official-galaga-historyingested10/10high2/2Promote selected assertions into rule-specific checks where they can reduce prose-only documentation debt.
galaga-1981-namco-manualingested10/10high2/2Promote richer manual-derived assertions into structured per-rule artifacts so checks can cite rule IDs instead of prose notes.
galaga-reference-audio-cuesingested8.2/10high3/3Improve scoring stability and segment-boundary strategy before promoting more runtime audio changes.
galaga-reference-sprite-modelsingested8.2/10high3/3Add active sprite motion windows for flapping, pulsing, dive/rotation, capture/rescue, and carried-fighter transitions.
world-of-longplays-galaga-longplaycandidate1.9/10high0/0Find the exact source URL, record provenance, extract later challenge-stage windows, and label at least Challenges 4-8.
gamesdatabase-galaga-screens-and-rulespartial4.2/10medium-high2/2Add approved screenshot/contact-sheet provenance before using this source for fine pixel/layout scoring.
strategywiki-galaga-walkthroughpartial4.2/10medium2/2Use the notes to define player/designer meaning rows, then use measured media windows for actual path scoring.
galaga-fandom-challenging-stagenot-ingested0/10low-medium0/0Use only as a secondary consistency check against manual and captured gameplay.

Challenge-Stage Priority Windows

ChallengeStage MarkerStatusCoverageEvidence CountNext Need
13partially-ingested4.5/103Convert existing windows into fuller five-group trajectory labels and build Aurora Stage 3 against those exact group contracts.
27partially-ingested4.5/102Add late-wave/results windows and group 2-5 labels.
311partially-ingested4.5/102Add late-wave/results windows and map specialty alien novelty explicitly.
415partially-ingested4.5/101Promote five-group labels for the pink serpentine reference and rebuild Aurora Stage 15 around a distinct late-stage specialty arc.
519partially-ingested4.5/101Promote five-group labels for the pink/green cascade reference and align Aurora's mosquito/specialty-family novelty to the visible target.
623partially-ingested4.5/101Promote five-group labels for the green ladder/split reference and add runtime probes for staggered group spacing.
727partially-ingested4.5/101Promote five-group labels for the yellow diagonal fan reference and use it as the strongest late-stage visual novelty target.
831partially-ingested4.5/101Promote five-group labels for the blue/purple finale reference and use it as the late-loop capstone contract.

Next Best Steps

  1. Promote the user-supplied all-perfect challenge video windows into five-group labels for Challenges 1-8, prioritizing Challenges 4, 7, and 8 for late-stage visual novelty.
  2. Promote five-group labels for each challenge: first visible frame, entry side, path family, scoreable band, exit side, alien family, and perfect-bonus opportunity.
  3. Split the existing early challenge reference windows into complete group-by-group target contracts before further Aurora runtime tuning.
  4. Add active sprite-motion evidence for challenge aliens so graphics conformance is not static-pose-only.
  5. Use official/manual sources for rule and scoring grounding, and measured video/contact-sheet sources for path and visual timing scoring.

Galaxy Guardians Resume State And Next Steps

Short restart note capturing the current checked state, the promoted opening-rack and frame-window progress, and the exact next work order.

Generated from GALAXY_GUARDIANS_RESUME_STATE_AND_NEXT_STEPS.md during build.

Updated: May 30, 2026

Purpose

This note is the quick human-readable restart point for the current Galaxy Guardians conformance program.

It exists so we do not have to reconstruct the current status from multiple longer planning documents before resuming work.

Use this together with:

Current Checked State

Source state

  • Authoritative source main now includes the opening-slice baseline work and

the measured opening-rack motion pass.

  • The opening rack is no longer treated only as a generic movement artifact.

It now has its own committed source-backed contract in opening-rack-motion-0.1.json.

  • The Galaxian reference set is now four-source rather than three-source, with

galaxians-ex12mins preserved and measured as a repeated-start early-session corroboration lane for attract/logo, score-table, palette, and restart cadence review.

Hosted dev state

  • Hosted /dev is now live and verified on

1.4.0.1+build.924.sha.9e779c05.

  • The release-authority verifier now also has a Pages workflow self-heal path,

so a correct hosted repo push is less likely to stall behind a missed GitHub Pages deploy trigger.

  • Treat this note and the repo artifacts as the durable current state for the

Guardians conformance program, with hosted /dev now close enough to use as a real review lane instead of only a best-effort mirror.

What the public game truth still is

  • Hosted dev still exposes a one-level visible public slice.
  • That slice still ends in mission_complete.
  • It is more believable now than it was before the opening baseline and rack

pass, but it is still not yet a fully convincing Galaxian-family cabinet in the first seconds of play.

What Just Landed

1. Opening-slice documentation is now easier to reopen

The hosted docs already carry:

  • the Guardians stage assessment
  • the opening-slice baseline
  • the top-10 improvement queue
  • the full stage-arc plan

This note adds a shorter โ€œresume hereโ€ layer on top of those.

2. The rack now moves like a shared sweep

The biggest gameplay-facing change from this pass is that the opening rack now uses a broad stepped shared sweep instead of a small per-alien wobble.

That matters because the source-family read is a marching rack, not a drifting screen saver.

3. The motion pass is now grounded

The opening rack now has a dedicated measured contract:

  • source anchor: matt-hawkins-arcade-intro/opening-rack-entry
  • median rack-track x-span target: about 0.298
  • runtime achieved x-span: about 0.307
  • direction changes: 3
  • cohesion spread: 0px

The practical meaning is: the runtime is now broad and unified enough to read much more like a real opening sweep.

4. Starfield and top-reentry motion are stronger now

The current source now also carries:

  • a denser 104-star opening field with directional drift instead of the older

lighter scatter

  • a stronger render contract that requires visible star travel between samples
  • a top-reentry path that now begins at y <= -20 and settles back in more

gradually instead of reading like a shallow snap-back

The practical meaning is: the opening board feels more alive, and wrap return is easier to read as a continuous threat loop.

5. The opening mission, score table, hit feedback, and palettes are tighter

The current source now also carries:

  • a tighter WAIT / preview mission layout that preserves the canonical

MISSION: DESTROY ALIENS phrase

  • a compact CONVOY / CHARGER score-table layout on both the wait showcase

and the preview modal

  • sprite-like pixel-burst hit and destruction feedback instead of only the

earlier line-burst flashes

  • theme-owned preview palettes so the opening swarm no longer depends on one

mostly static green-heavy family

The practical meaning is: the first visible slice now reads more like a real cabinet adaptation and less like a placeholder preview shell.

5a. Platinum-frame fit is materially stronger now

The current source now also carries:

  • game-aware pilot-card copy for Galaxy Guardians across signed-in, local,

watch, and 2UP rivalry states

  • a compact-cabinet browser proof that the preview still fits the shared shell

rails while surfacing both the formation pulse and single-shot combat cue

The practical meaning is: Guardians now reads much less like a special-case preview inside Platinum, even though broader public-release readiness is still limited by the one-level slice and deeper fairness work.

6. Promoted frame windows now back the opening read

The current source now also carries a dedicated Guardians-owned frame-reference artifact for the opening:

  • opening-slice-frame-reference-0.1.json

That artifact promotes concrete extracted windows for:

  • Matt Hawkins attract mission text
  • Matt Hawkins score advance table
  • Nenriki wrap-return pressure

The practical meaning is: WAIT, score-table, and top-reentry work now cite real promoted frame windows instead of only broader source manifests and plan text.

7. The other-machine merge path is now explicitly captured

The repo now also carries a dedicated integration note for taking the current opening authority work, merging in the other machine's Galaxy tranche, and turning the combined result into the next coherent /dev then /beta review bundle:

  • GALAXY_GUARDIANS_OTHER_MACHINE_BETA_INTEGRATION_PLAN.md

8. The current measured program is stable enough to focus on visible quality

The maintained Guardians spine is still passing:

  • opening-slice source baseline
  • opening-slice frame-reference authority
  • opening-slice baseline gate
  • first-class conformance aggregate gate

The current aggregate read remains:

  • reference conformance: 7.6/10
  • playtest-weighted conformance: 6.9/10
  • public release readiness: 4.2/10
  • implementation gate coverage: 9.6/10

The practical meaning is: the main remaining work is no longer โ€œdo we have a serious conformance program?โ€ The main remaining work is โ€œdoes the visible game slice feel authoritative enough to justify a stronger hosted review story?โ€

9. Audio and starfield were the right live-priority issue

The current artifact and harness layer does already carry both categories:

  • Guardians audio cue, audio-character, and audio-lab checks remain green
  • opening-slice render and motion artifacts already require a live moving

starfield and visible top re-entry

The practical meaning is no longer โ€œsound and motion feel missing.โ€ The current application now also makes launch audio explicit, strengthens the first-seconds cue presence, and advances the moving starfield on the actual playable preview board instead of only in source-side/shared-board paths.

The practical meaning now is: the opening is more believable, so the next best quality work has shifted back to combat feedback, palette authority, and platform fit.

10. The opening launch/audio/starfield/layout pass now reaches the live board

The current application now also carries:

  • explicit wait-launch audio confirmation plus a dedicated launch-audio guard
  • a stronger opening gameStart, formation pulse, and idle/wait audio read
  • a brighter stage-one field with stronger drift, trails, and lead stars on

the live playable preview board

  • a clearer runtime headline stack and stronger WAIT / mission / score-table

presentation on both the wait showcase and the preview modal

  • matching render-debug/starfield sampling between the playable preview board

and the maintained harness checks

The practical meaning is: items 2, 3, and 4 from the previous priority order are no longer just plan text. They are implemented, measured, and green through the maintained Guardians spine.

11. Live pulse, stage-one palette authority, and special-hit score popups are now back in the board

The current application now also carries:

  • a real formation-start cue on formation_entry_start instead of only a

source-side cue id that never reached playback

  • recurring rack cadence on the ongoing stagePulse lane instead of reusing

the formation-entry cue for both jobs

  • a visible formation-mode alien pulse treatment on the live board instead of

only static sprite rows plus march motion

  • stage-one palette behavior that now preserves the base game-owned scout /

escort / flagship body colors more faithfully before later stage theming begins to widen

  • a stronger stage-one row ladder on the live rack, so the opening swarm now

reads closer to a flagship-yellow / escort-red / upper-scout-violet / lower-scout-blue source-family split instead of a flatter one-family board

  • score popups for special hit cases, especially diving and command-value hits,

so the board now surfaces more of the classic โ€œwhy that hit matteredโ€ read

The practical meaning is: the current highest-value fidelity misses are no longer โ€œthere is no pulseโ€ or โ€œthe score of a hit never appears.โ€ They are now more about how strong and source-like those recovered behaviors feel under a real browser review.

What The Last 5-10 Passes Actually Bought Us

1. The gameplay improvement is real, but it is mostly first-impression quality

Across the last cluster of Guardians passes, we materially improved:

  • opening rack motion from a loose wobble to a broad shared sweep
  • moving starfield density, drift, trails, visible motion salience, and the

live playable-board update path itself

  • top re-entry continuity so threats read as a loop rather than a pop-in
  • the opening WAIT / mission / score-table read
  • launch audio clarity and first-seconds cue presence
  • hit, explosion, and destruction readability
  • opening palette ownership and swarm color-family variety
  • pilot-card and shell framing so Guardians reads more like a true Platinum

second game

  • compact-cabinet preview proof so the browser-visible surface still fits the

shared frame while showing both formation and combat identity

The important honest read is: this was a meaningful visible-quality lift, not yet a score-moving breakthrough. The aggregate numbers are still:

  • reference conformance: 7.6/10
  • playtest-weighted conformance: 6.9/10
  • public release readiness: 4.2/10
  • implementation gate coverage: 9.6/10

So the last passes clearly made the game feel less unfinished, but they did not yet solve later-band fairness or broaden the public slice enough to change the readiness story.

2. The testing and experiment structure is much more mature than it was

Over the same passes, we expanded or hardened:

  • promoted opening-slice source, frame, render, and motion contracts
  • dedicated opening rack motion measurement
  • explicit wait-launch audio verification
  • combat-feedback frame-reference authority
  • platform-frame parity contracts
  • compact-cabinet browser-fit verification
  • runtime-vs-reference movement comparison
  • stronger reference-conformance and opening-baseline aggregate gates
  • hosted /dev verification plus Pages self-heal for release-authority review

The practical meaning is: we are no longer guessing at the opening slice. We now have a much better evidence loop for motion, audio presence, shell fit, combat read, and public-facing review.

Three player-facing fixes are now part of that maintained loop too:

  • Guardians replay/video capture now persists again, with a dedicated

browser-backed replay-capture check instead of only manual observation.

  • Dive threats are now explicitly bounded so they no longer disappear off the

left/right edges before the intended bottom-exit/top-reentry cycle.

  • The live board now emits a recurring rack pulse, so representative gameplay

audio is less empty between isolated shot/hit/loss cues.

  • The playable preview now advances and reports its own starfield movement

through the same render-debug surface the rest of the Guardians harness spine reads, so โ€œmoving starsโ€ is no longer only a source-side claim.

3. The right next phase is no longer generic polish

Because the best gameplay examples now give us strong evidence for audio, timing, motion, graphics, and behavior, the best next phase is to promote more of that gameplay authority directly into the measured runtime contracts.

The next gain should come from better behavior authority, not more surface-only cleanup.

What Is Still Obviously Missing

These are the most important remaining misses in the visible public slice.

1. Later-band fairness is now the clearest gameplay gap

The opening slice is materially stronger than it was before this pass, so the next largest gameplay-quality miss is no longer โ€œobvious missing shell work.โ€ It is the still-limited confidence around stage 3-5 pressure and stage 6-9 survivability/clear consistency.

2. Audio is stronger and now more continuously present, but still needs a browser/listening pass

Launch audio, first-seconds cue presence, and the live opening feel are all better now, and the recurring rack pulse makes the stage sound less empty between action cues. The preview still needs one deliberate browser-side listening review plus selective cue cleanup before it can claim stronger public sound readiness.

3. Public-release honesty is still limited by the one-level slice

The visible first level now reads more convincingly, but the maintained readiness score is still 4.2/10 because Guardians still presents only a bounded one-level mission_complete slice instead of a broader publicly reviewable game.

4. A second WAIT / mission / score-table pass is now conditional, not primary

The opening surface is much closer. Another frame-window refinement pass now only makes sense if the next hosted side-by-side review still shows visible cabinet drift after this stronger combat/palette/shell-fit baseline.

Immediate Next Work Order

This is the best next sequence if we want the highest conformance return for time and compute.

  1. Promote stage 3-5 and 6-9 gameplay-video authority into measured

pressure, fairness, and survivability contracts instead of continuing generic shell polish.

  1. Use the best gameplay videos plus the new long-surface stage-band authority

to keep richer behavior windows for dive timing, lower-field occupancy, enemy-shot density, clear timing, and top-reentry continuity inside one maintained review artifact.

  1. Do a deliberate browser/listening pass and selective audio cue cleanup so

the improved opening sound, recurring rack pulse, and restored replay capture can all be judged against actual gameplay footage instead of only internal cue checks.

  1. Push public-readiness honesty past the current one-level mission_complete

slice only after the stronger opening and deeper behavior contracts survive hosted review.

  1. Do a second frame-window refinement pass on the WAIT / title / mission /

score-table read only if the next hosted side-by-side review still shows obvious cabinet drift.

Saved Top 10 Next Steps

This is the preserved priority order for the next sustained Guardians quality pass after the current checkpoint is committed.

  1. Do one deliberate browser-side listening pass.

User-facing goal: the board sounds unmistakably alive during play, not just technically wired.

  1. Tune stage 3-5 pressure.

User-facing goal: the first real playable stretch feels tighter and more dangerous without becoming unfair.

  1. Tune stage 6-9 fairness and clear consistency.

User-facing goal: deeper runs feel learnable and winnable instead of swingy.

  1. Tighten live hit, explosion, and destruction feedback.

User-facing goal: each successful shot feels more crisp, readable, and satisfying.

  1. Refine score-popup conditions and styling.

User-facing goal: valuable hits read clearly without cluttering ordinary play.

  1. Review the stronger slice on hosted /dev.

User-facing goal: confirm the local gains still read correctly in the release-shaped lane.

  1. Do a second WAIT / title / score-table pass only if hosted drift remains.

User-facing goal: the first seconds instantly sell a believable cabinet identity.

  1. Promote more early-session evidence from galaxians-ex12mins.

User-facing goal: pulse, palette, and restart-cadence decisions depend less on judgment and more on repeatable source windows.

  1. Keep pushing Platinum-frame parity.

User-facing goal: scores, replay, music, bug-report, and shell behavior feel natural for Guardians, not preview-only.

  1. Expand the public slice only after the above holds.

User-facing goal: show more of Guardians without overstating maturity.

Best Quality Work On This Machine Now

This machine should stay focused on the work that most directly improves review quality, hosted readability, and beta honesty.

  1. Use the new stage-band authority inside the long-surface artifact to tune

later-band fairness and clear consistency for stage 3-5 and 6-9.

  1. Do one deliberate browser/listening pass plus targeted cue cleanup so the

improved opening sound is judged by the same standard as the visuals.

  1. Use hosted /dev as the real review lane after each meaningful pass instead

of waiting to batch too many local-only improvements together.

  1. Push public-release honesty beyond the current one-level slice only after

the stronger opening and deeper behavior contracts survive hosted review.

  1. Use a second WAIT / title / mission / score-table polish pass only if the

next hosted side-by-side review still shows obvious cabinet drift.

Recommended Machine Split

If the other machine continues moving in parallel, the cleanest split is:

  • this machine: release authority, hosted lane verification, Guardians

opening-slice quality, platform-frame fit, and beta-readiness review

  • other machine: deeper Aurora challenge-stage design, late-stage conformance

experimentation, and any heavier exploratory runtime work that does not need to block hosted review discipline here

That split keeps this machine anchored to high-confidence visible quality work while the other machine keeps advancing the riskier deeper conformance goals.

What We Should Not Re-Litigate First

The following points are already settled enough to move on:

  • the current visible public truth is still one level
  • the deeper repeated-rack/stage-band model belongs to internal conformance and

future public growth, not to exaggerated current public claims

  • artifact-first conformance remains the rule; human review is fallback, not the

main strategy

  • the rack-motion pass was worth doing and should be treated as landed progress,

not reopened as an open design question

Resume Advice

If resuming after a pause, reopen work in this order:

  1. this note
  2. the hosted opening baseline
  3. the hosted top-10 queue
  4. the hosted stage assessment
  5. only then the longer first-class and long-surface plan docs

That order gives the fastest path back to the real current state without having to reread the whole repo strategy stack first.

Strategic Beta Review

Maintained expert review that is refreshed after major hosted beta pushes to check near-term release value, long-term conformance direction, documentation freshness, and value-versus-compute discipline.

Generated from STRATEGIC_BETA_REVIEW.md during build.

Historical snapshot: this May 12, 2026 strategic beta review explains the accepted 1.3.0.1 / refreshed 1.3.0 cycle. It remains useful as a review template, but it is not the current beta assessment. Use CURRENT_PROJECT_STATE.md, PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md, and RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md for current beta posture.

Updated: May 12, 2026

This is the maintained expert assessment for whether the project is on track near-term and long-term before or after a major hosted /beta push. It is written from the combined perspective of:

  • an AI-forward software developer using Codex as a planning, coding, and

synthesis partner

  • a platform engineer protecting Platinum as a reusable host
  • a game-conformance lead protecting Aurora, Galaxy Guardians, ingestion, and

future games as separate but related workstreams

Trigger

Refresh this review after every major hosted /beta push and before any production promotion that claims a meaningful conformance step. Also refresh it when a new game enters the serious ingestion path or when the conformance economics change the recommended investment order.

The review should answer:

QuestionWhy it matters
What player-visible improvement justifies this candidate?Prevents release motion from becoming process motion.
Are the public docs, dashboard, and runtime evidence aligned?Keeps the project story auditable and human-readable.
Are we improving reusable ingestion/platform capability, not only tuning one game?Protects the long-term multi-game goal.
Are local CPU/browser, Codex, OpenAI/API, and artifact costs proportional to conformance gain?Keeps the project honest about value versus compute spend.
Are current high scores, 10/10 rows, or proxy metrics hiding user-visible gaps?Prevents metric comfort from replacing game feel.

Current Assessment

The accepted 1.3.0.1 hosted-dev bundle has now refreshed the public 1.3.0 family on hosted /beta and hosted /production.

Current strengths:

  • The strategy is sound: Codex/model reasoning designs better local harnesses,

while local CPU/browser loops perform repeatable measurement.

  • The release lane model is disciplined: hosted /dev, hosted /beta, and

hosted /production have distinct meanings and release authority is explicit.

  • The public documentation set now explains provenance, evidence, current

scores, and resource economics more honestly than the earlier shipped line.

  • Aurora now has first-class conformance categories for audio, level arc,

alien entry/challenge novelty, boss/formation grammar, visual look, and resource economics.

  • Galaxy Guardians is still correctly framed as a preview/ingestion proof

rather than a fully shipped second game.

Current risks:

  • Documentation freshness remains a release risk. The project is better

instrumented now, but user-visible docs can still drift if current artifact sources stop being maintained.

  • The overall 9.2/10 quality score can still obscure player-visible gaps in

audio identity, challenge-stage arrival authenticity, explosion feedback, and visual style.

  • Audio conformance remains the weakest high-value runtime category at

7.3/10; the latest ship-loss promotion is real, but the next audio work should keep attacking calibrated event gaps rather than settling for "pleasant enough" candidates.

  • GPU-equivalent accounting is conceptually correct but still under-instruments

Codex/model effort. Treat missing model usage as accounting debt, not proof that cloud/model compute was irrelevant.

Beta-Readiness Standard

A beta candidate should have:

  1. One coherent player-visible improvement bundle beyond the current public

family.

  1. A refreshed conformance dashboard and economics report.
  2. User-visible docs that explain the improvement, current gaps, evidence,

cost, and next investment.

  1. No stale runtime-vs-doc cue contract mismatches.
  2. Clear separation between Platinum platform capability, Aurora game-owned

behavior, Galaxy Guardians preview status, and the ingestion framework.

Next Recommended Investment

Before the next major conformance compute cycle, keep the refreshed public line boring and trustworthy:

  • keep the detailed 1.3.0 production refresh note, public project page,

application guide, release dashboard, scorecards, and project guide aligned

  • preserve the authority rule: imacm1 / iMacM1 performs beta/production

publish while it holds release authority

  • record docs/dashboard suggestions that are not part of the public line as

explicit next-plan items instead of ad hoc drift

Then return to the highest-value user experience work:

  • audio/event feedback if the goal is immediate feel improvement
  • alien/challenge-stage arrival and novelty if the goal is the strongest

1.4.0 arcade-depth story

  • level arc, boss/formation grammar, and visual reference grounding if the goal

is deeper long-play authenticity

Maintenance Rule

Each major beta push should add a short dated entry below summarizing:

  • candidate version and lane
  • player-visible claim
  • conformance scores and confidence changes
  • local CPU/browser spend and GPU-equivalent spend
  • documentation/dashboard freshness result
  • strategic recommendation: proceed, hold, or redirect

Review Log

DateCandidate / laneRecommendationReason
May 12, 2026Hosted /beta and /production refreshed 1.3.0 familyProceed with 1.4.0 pickup; hold new beta until a real next bundle existsThe accepted 1.3.0.1 review bundle is now live publicly with a 9.2/10 maintained quality read, provenance-backed docs, economics, and a measured ship-loss cue lift. Remaining gaps are authentic next-cycle targets, not blockers to the refreshed public line.
May 11, 2026Hosted /dev 1.3.0.1 review linePrepare beta request, authority-gatedOverall quality is 9.2/10; audio is up to 7.3/10 with a measured ship-loss cue lift, dashboard/docs/economics are now part of the candidate story, and remaining gaps are understood enough to request a beta publish from imacm1 if the review accepts the bundle.
May 10, 2026Local 1.3.0.1 dev-review preparationHold beta; continue hosted-dev and conformance workAudio remains 7.1/10, alien/challenge novelty and visual/event feedback remain player-visible gaps, and docs needed freshness checks before a serious beta claim.

1.4.0 Beta 1 Note

Detailed beta-candidate note covering the first deliberate 1.4.0 family, the merged Guardians playable/conformance tranche, and the current lane split between production and candidate review.

Generated from RELEASE_NOTE_1.4.0_BETA_1.md during build.

Date: May 14, 2026

Release track: first deliberate 1.4.0 beta candidate

Source promotion path: merged main -> hosted /dev 1.4.0.1 -> hosted /beta 1.4.0-beta.1

Summary

1.4.0-beta.1 is the first deliberate post-1.3.0 minor-family candidate. It keeps hosted /production stable on the refreshed public 1.3.0 line while moving hosted /dev and hosted /beta onto a coherent next-family review line.

This candidate matters because it stops stretching the 1.3.0 story past its natural boundary. The bundle now being reviewed is no longer just a same-family refresh. It carries a fuller Galaxy Guardians playable/conformance tranche, side-by-side game conformance entry points, broader release-note and dashboard history, and a clearer multi-game product story for Platinum.

What This Beta Candidate Carries

  • The first deliberate 1.4.0 lane identity:
    • hosted /dev: 1.4.0.1
    • hosted /beta: 1.4.0-beta.1
    • hosted /production: remains 1.3.0
  • A cleaner release story that preserves the distinction between the public

shipped line and the next candidate family.

  • The merged Galaxy Guardians work that makes the second cabinet more useful as

a real platform-validation target instead of only a shell proof.

  • Hosted conformance entry points that make Aurora, Galaxy Guardians, and the

compare view directly shareable from the documentation surfaces.

  • Backfilled release history and readable hosted release-note navigation so the

dashboard timeline can link to maintained detailed notes.

Galaxy Guardians In This Candidate

The most important product-level change in this family is the stronger Galaxy Guardians posture.

The candidate now includes:

  • game-owned score, replay, and pilot-history identity instead of silently

borrowing Aurora surfaces

  • one-level completion and loss-result framing so the game behaves more like a

minimally complete playable experience

  • longer-surface and persona-oriented conformance planning rather than a

one-wave-only preview posture

  • the recent visual, audio, motion-pressure, and stage-surface passes now

merged into the candidate line

  • direct documentation and dashboard compare links so Guardians can be judged

beside Aurora instead of hidden behind a generic shared dashboard

This still does not claim that Galaxy Guardians is a finished second shipped game. It does mean the candidate family now treats it as a serious playable preview and conformance program rather than a thin cabinet placeholder.

Release And Documentation Improvements

  • The release dashboard now frames the active family honestly as 1.4.0

candidate work while keeping 1.3.0 as the stable public baseline.

  • Hosted release-note navigation now has broader history coverage and a

maintained source-doc path for milestone links.

  • The hosted project guide and public project page now surface direct Aurora

and Guardians conformance links plus a compare entry point.

  • Layered version domains remain explicit across the integrated bundle, the

Platinum platform, Aurora, and Galaxy Guardians.

Review Intent

This beta candidate should be reviewed for:

  • whether the 1.4.0 story is cleaner and more honest than continuing to

stretch 1.3.0

  • whether Galaxy Guardians is now materially more useful as a second real game

surface for platform validation

  • whether the current documentation and dashboard set explains the multi-game

product story clearly enough for the next public move

  • whether the remaining gaps are now production blockers or simply the next

deliberate investment queue

Known Remaining Questions

  • Galaxy Guardians still needs deeper level-by-level feel, fairness, and late

stage survivability tuning before it should be described as fully mature.

  • Aurora still has high-value authenticity work in audio/event feedback, visual

grounding, and later-stage arcade depth.

  • Production remains intentionally on 1.3.0 until the 1.4.0 candidate is

accepted strongly enough to justify a real public move.

Next Decision

If 1.4.0-beta.1 is accepted, the next production conversation should be about whether this family deserves a real 1.4.0 public promotion, not whether it can be squeezed back into a same-story 1.3.x label.

1.3.0 Production Conformance Refresh Note

Detailed production refresh note covering the accepted 1.3.0.1 review bundle, public-facing documentation/provenance improvements, measured conformance lifts, known gaps, and the next 1.4.0 direction.

Generated from RELEASE_NOTE_1.3.0_PRODUCTION_CONFORMANCE_REFRESH.md during build.

Date: May 12, 2026

Release track: production refresh inside the public 1.3.0 family

Source promotion path: accepted 1.3.0.1 hosted-dev review bundle -> hosted /beta -> hosted /production

Summary

This release keeps the public SemVer family at 1.3.0 while promoting the accepted 1.3.0.1 hosted-dev review bundle into the live hosted /beta and hosted /production lanes.

That matters because the fourth-segment 1.3.0.1 line is a hosted-dev review signal, not the public package version. Public production still presents itself as 1.3.0+build..., but it now carries the stronger conformance/documentation bundle that was previously isolated to hosted /dev.

The public effect is a more trustworthy Aurora / Platinum release: stronger player-facing documentation, clearer provenance, a better measured conformance story, improved runtime ship-loss audio feedback, and a release package that explains not just what changed, but why the team believes it.

Retrospective versioning note:

  • this production push remained in the public 1.3.0 family
  • going forward, a production bundle with this much game-quality improvement,

conformance lift, and ingestion/release-surface optimization should normally ship as at least a new PATCH release

  • same-version production reuse should be reserved for production-failure

repair rather than treated as the normal way to carry substantial value

What Players And Reviewers Get

  • A production line that is better documented in public, not only better

described in engineering chat.

  • A measured calibrated ship-loss cue lift that preserves a fuller arcade-like

death phrase while keeping cue alignment guardrails intact.

  • Better protection around inter-level, final-loss, and game-over audio starts

so browser runtime capture no longer silently drops critical cue moments.

  • A public project page, project guide, release dashboard, and conformance

dashboard that now explain persistent artifact provenance, score movement, and resource economics as first-class parts of the product story.

  • Clearer layered release identity across the integrated release, the Platinum

host, Aurora, and Galaxy Guardians.

Main Production Improvements

1. Conformance Story Is Public-Facing Now

The public project surfaces now describe the real conformance effort rather than only presenting a thin product shell.

That includes:

  • provenance-backed generated documentation
  • release-facing conformance dashboards
  • resource-economics reporting
  • application artifact scoring
  • runtime static sprite-capture scoring
  • a clearer explanation of score meaning, confidence, and next investments

This means a future reader can inspect what the project believes, what evidence it is using, and what still remains weak without needing repository archaeology or prior chat context.

2. Audio/Event Feedback Improved With Measurement

The accepted runtime audio lift in this refresh is the calibrated layered playerHit ship-loss phrase.

Why it shipped:

  • cue alignment remained green
  • semantic event scoring stayed strong
  • focused candidate gates held
  • browser-reference comparison improved
  • the player-facing moment became more arcade-complete than the prior shipped

line

This does not claim the audio problem is solved. It does mean the public line now carries a real measured improvement rather than only pipeline/process work.

3. Documentation Provenance Is Enforced

Generated public pages now explicitly explain that they are assembled from persistent repository artifacts and maintained source docs.

The provenance source is captured in documentation-provenance.json and rendered into the public project page and project guide. Release freshness checks now fail if that source map or those rendered sections disappear.

That is important for a project whose long-term promise depends on repeatable ingestion, evidence-backed conformance work, and durable release reasoning.

4. Layered Release Identity Is Stronger

This refresh continues the move away from one flattened version story.

The release now more clearly distinguishes:

  • integrated bundle identity
  • Platinum platform identity
  • game-owned release identity
  • build identity
  • hosted-dev review-line identity

Aurora remains the primary shipped game. Galaxy Guardians remains a preview application, but its pack-owned identity and release metadata are now kept more honestly aligned with the production-capable preview runtime.

Current Quality Read

Current maintained Aurora read for this refreshed public family:

AreaCurrent ReadNotes
Overall quality9.2/10Stronger than the older shipped 1.3.0 baseline.
Audio identity and cue alignment7.3/10Still the weakest high-value category.
Audio semantic event score9.78/10Meanings remain strong.
Audio acoustic event score6.31/10Main residual runtime audio gap.
Audio cue alignment9/9Alignment guardrail preserved.
Level arc and encounter shape8.8/10Now a first-class release-facing category.
Alien entry and challenge novelty7.8/10Strong next-cycle gameplay-authenticity target.
Boss entry and formation grammar9.2/10Broadly strong, with room for tighter path/slot precision.
UI, shell, and graphics integrity9.2/10Public-facing surfaces remain green after the doc/dashboard refresh.

Important interpretation:

  • 10/10 means maxed at current scorer resolution, not perfect arcade

imitation

  • a better scorer may lower a number while improving truthfulness
  • the project should keep treating confidence, resolution, and cost as part of

the release story, not as invisible background metadata

Release Evidence

This refreshed production line is supported by:

  • current conformance dashboard source and generated hosted dashboard
  • documentation freshness checks
  • provenance-backed public project pages and guides
  • application artifact scoring and runtime sprite-capture scoring
  • accepted beta promotion on the release-authority machine
  • production publish verification plus public project-page sync verification

The release is therefore not just "the code seems okay." It is a documented, verified promotion with a public explanation of evidence and remaining gaps.

Accepted Gaps

This production refresh intentionally does not claim completion on:

  • audio identity beyond the improved ship-loss phrase
  • challenge-stage arrival authenticity and novelty depth
  • full temporal sprite-motion scoring
  • richer later-level pressure and reward texture
  • fully mature second-game conformance for Galaxy Guardians

Those are next-cycle targets, not hidden regressions.

Next Direction

Now that the refreshed 1.3.0 public family is live, the next coherent pickup is 1.4.0.

That next family should emphasize:

  • audio/event feedback beyond cue correctness
  • alien entry variation and challenge-stage novelty
  • level arc and encounter shape
  • boss/formation grammar precision
  • visual reference grounding
  • cleaner Platinum/application seams
  • ingestion-backed progress for Galaxy Guardians and future games

Release Message

Short external framing:

Aurora / Platinum 1.3.0 has been refreshed with stronger public documentation, a better measured conformance story, clearer artifact provenance, and a real audio/event-feedback lift while keeping the product honest about what still needs work for the 1.4.0 arcade-depth cycle.

Release Conformance Dashboard Source

Maintained release-facing score, evidence, priority, ingestion, and resource-economics report that feeds the hosted dashboard and project summary.

Generated from RELEASE_CONFORMANCE_DASHBOARD.md during build.

Generated: 2026-06-11T16:32:38.961Z

This is the primary at-a-glance planning artifact for Aurora conformance work. It answers what we are trying to improve, why it matters, how close it is to a significant user-facing release gate, and what the next investment should be.

Local dashboard: http://localhost:4312/local-dev/conformance-dashboard.html after npm run local:resume. Release-lane dashboard: conformance-dashboard.html is generated into dist/dev, copied through beta/production promotion, and published with the lane bundle.

Game Scope

The dashboard data is game-selectable. Current default: Aurora Galactica (Active conformance investment). Available game profiles: Aurora Galactica, Galaxy Guardians.

Aurora remains the active investment target, but Galaxy Guardians is also represented as a preview/ingestion profile so the dashboard can switch subjects as the conformance project rotates between games.

Current Release Gate

GateCurrentTargetNotes
Overall quality8.8/10>=9.3Full score refresh after all major cycles
Audio identity7.3/10>=7.5Primary user-experience gap
Challenge-stage set-piece conformance4.3/10>=5.0 before next beta claim; >=6.0 next major gate; >=9.0 matureStrict movement/graphics/alien-novelty gate; safety does not inflate this score
Direct target sprite conformance6/10>=5.5 before next beta claim; >=7.5 mature previewStrict runtime-vs-promoted-target-crop row; static proxy scores do not satisfy this gate
Level arc8.8/10>=8.8Long-play gameplay-quality gate
Alien entry and challenge-stage novelty8.2/10>=7.5 first gate; >=9.0 matureNew high-priority long-cycle gameplay-authenticity gate
Boss entry and formation grammar9.4/10>=8.0 first gate; >=9.0 matureNew measured gate for stage choreography
Alien entry / formations10/10 measured>=9.2 with path/rack scorerNow backed by dedicated alien-entry/challenge variation scorer
Challenge variation4.3/10 measured>=9.2 with dedicated scorerDedicated stage-by-stage challenge conformance gate
Visual look and feel8.6/10>=8.4New explicit gate; first-pass scorer measured
Arcade frame and popup surfaces9.2/10>=9.4Split from generic UI shell before final gate
No-regression guardrailsmovement/combat/capture >=10; challenge timing >=9.8MaintainHard blockers

How To Read Scores

An x/10 score is a measured roll-up at the current scorer resolution, not a claim of arcade-perfect behavior. A 10/10 metric means no known measured gap under the current harness and evidence coverage. It should be treated as a guardrail pass until broader reference, expert-play, visual, audio, and edge-case evidence increases confidence.

ReadMeaning
10/10No known measured gap under the current scorer. Protect as a guardrail; do not read as perfect.
9.xStrong measured conformance with remaining risk mostly in edge cases, coverage, or polish.
8.xGood conformance, but attentive players or designers may notice scenario-specific gaps.
7.xMaterial conformance gap with user-experience or reference-identity impact.
ConfidenceHow much trust to place in this score as a release signal.
ResolutionHow fine-grained the scorer is and what kinds of blind spots may remain.

Priority Table

PriorityMetricCurrentConfidenceResolutionCost / resourcesTracked spendMajor-gate targetMeasurement statusWhy this mattersEffort / time estimateRecommended next stepEvidence
1Challenge-stage set-piece conformance: movement, graphics, alien novelty4.3/10medium-high for gap direction; medium-low for exact lift estimatestrict stage-by-stage challenge scorer using 1/10 baseline for interest, movement, and graphics; no-shot/no-kill is treated as a guardrail rather than score inflationhigh; cpu, browser, gpu162 runs; 24 min wall; 39.8 min CPU>=5.0 before next beta claim; 6.0 after three authored challenges; 9.0+ matureStrict dedicated stage-by-stage scorer; current high-priority gameplay-authenticity gapThe challenging stages should be spectacular safe Galaga-like bonus exhibitions. Current safety is good, but movement variation, alien novelty, and graphical conformance are not yet close.High; long-cycle CPU/browser extraction plus gameplay authoring and sprite-motion/reference labelingRecent candidate sweeps improved measurement and search evidence, but no stage currently has a runtime keeper. Next: build richer movement primitives before runtime promotion; first target reference-spline-fit from 10 primitives, with first-five grammar at 25 group contracts and 25 reference-backed paths.reference-artifacts/analyses/challenge-stage-conformance/2026-06-09-abb5c464/report.json; reference-artifacts/analyses/challenge-stage-candidate-sweep-index/latest.json; reference-artifacts/analyses/challenge-movement-grammar/latest.json; reference-artifacts/analyses/challenge-motion-primitives/latest.json; reference-artifacts/analyses/challenge-setpiece-contracts/latest.json
2Audio identity, event feedback, and cue alignment7.3/10medium-high21 cue/event comparisons with waveform, spectral, overlap, alignment, and semantic event-mapping featureshigh; cpu, model-api, openai-api317 runs; 254.3 min wall; 460.3 min CPU7.5-8.0Measured release category; weakest axisLargest current score gap and high user-experience impact: shots, explosions, boss damage, challenge results, capture/rescue feedback.High; 3-6 hrs local/model-assisted analysisChallenge Perfect runtime trial rejected perfect-clean-onset-soft-tail; do not directly promote the focused keeper. Do not promote Challenge Perfect from isolated onset/body candidates. Replace the next audio strategy with full-phrase/segment-boundary work: stabilize the scorer on canonical reference-vs-reference capture, then generate candidates that optimize onset, body, tail, and live capture segmentation together.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json; reference-artifacts/analyses/aurora-audio-cue-contracts/2026-05-11-b83393cd-dirty-201628/report.json
3Alien entry and broad challenge-stage novelty8.2/10mediumcomposite proxy from opening timing, geometry, and movement grammarestimated; cpu, browser113 runs; 26.4 min wall; 34.9 min CPU7.5 first gate; 9.0+ matureDedicated long-cycle broad scorer; useful diagnostic but less strict than set-piece scoreRegular-stage alien entry, challenge-stage trajectories, and new-alien introduction still need stronger reference grounding; this broad metric should not mask the stricter challenge-stage gap.High; long-cycle CPU/browser extraction plus reference contact-sheet and path-labeling passAttack Regular-entry geometry separation: Minimum regular geometry distance 0.083; mean regular geometry distance 0.127; closest pair mid-run-entry-variant / late-run-cleanup-or-failure.reference-artifacts/analyses/alien-entry-challenge-variation/2026-05-16-82fd62cb/report.json
4Level arc and encounter shape8.8/10medium-highmulti-submetric level-arc report with stage families, challenge layers, pressure, reward, and persona evidencelow; cpu, browser162 runs; 24 min wall; 39.8 min CPU8.8-9.0Measured release categoryControls whether long play feels like Galaga-like escalation rather than repeated pressure.Medium-high; 2-5 hrsUse the top-ranked opportunity window to add or widen deterministic evidence before changing gameplay tuning.reference-artifacts/analyses/level-arc-conformance/2026-05-24-ff249bba/report.json
4.5Direct target sprite and impact feedback conformance6/10mediumscorer-backed artifact with selected harness windowsestimated; cpu16 runs; 17.6 min wall; 20.4 min CPU>=5.5 before next beta claim; >=7.5 mature previewApplication artifact scorecard measured; strict direct target-crop row is intentionally soberingThe player-visible ship, enemy, hit, and explosion shapes are a first-glance arcade quality signal. Static sprite proxy scores must not hide the stricter target-crop gap.Medium-high; 2-5 hrs renderer/crop/harness work plus visual reviewRaise direct sprite target score and impact/explosion feedback together; current impact/explosion static read is 5.8/10.reference-artifacts/analyses/application-artifact-conformance/latest.json
5Boss entry and formation grammar9.4/10mediumfirst-class boss/formation scorer using stage-window event grammar, boss timing, escort composition, challenge identity, and explicit path/slot measurement debthigh; cpu, browser162 runs; 24 min wall; 39.8 min CPU8.0-8.5 first gate; 9.0+ with path/slot extractionMeasured release category; new first-class axisBoss entries, escorts, formation settling, and challenge set pieces are core Galaga choreography and directly affect whether stages feel authored.Medium-high; 2-5 hrs, then recurring low-cost guardrailLabel boss, escort, rack-settle, and challenge path families from Galaga reference contact sheets or video traces, then replace heuristic coverage with direct shape-distance scoring.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
6Overall visual look and feel: gameplay, start page, typography complexity8.6/10medium-lowfirst-pass visual scorer when available; still needs reference-backed contact sheets and sprite/style sub-scorersmedium; cpu, browser, gpu1 runs; 0.1 min wall; 0.1 min CPU8.4-8.8Measured visual scorer; medium-low confidenceA high score can still feel off if start text, density, contrast, alien readability, and arcade typography do not cohere.Medium; next pass should add reference-backed contact sheets and GPU/model-assisted reviewDefer unless new ingestion evidence reveals a larger graphics-conformance gap.reference-artifacts/analyses/aurora-visual-look-conformance/2026-05-08-fee8820-dirty/report.json
7Stage 4 pressure exact replay / pressure curve precision6/10mediumnarrow pressure/loss replay windows; exact replay coverage still limitedmedium; cpu, browser28 runs; 12.8 min wall; 18.5 min CPU8.2-8.6Measured level-arc weak submetricPressure should be learnable and reproducible, not merely present in one run.Medium-high; prior runs ~12.8 min wall / 18.5 min CPURun focused source-window replay matching after the Stage 12 loop validates candidate mechanics.reference-artifacts/analyses/level-arc-conformance/2026-05-24-ff249bba/report.json
8Alien entry to levels: formation, timing, and methods10/10mediumcomposite proxy from opening timing, geometry, and movement grammarestimated; cpu, browser113 runs; 26.4 min wall; 34.9 min CPU9.0-9.4 with path and rack-slot scorerDedicated alien-entry submetricEntry formations and rack timing are a first-order arcade authenticity signal before combat even starts.Medium; 1-3 hrs plus visual reviewRaise regular-stage minimum signature distance and add stage-specific alien entry scripts before retuning broad level arc.reference-artifacts/analyses/alien-entry-challenge-variation/2026-05-16-82fd62cb/report.json
9Challenge-stage variation and new alien/formations introduction4.3/10mediumstrict dedicated stage-by-stage challenge conformance report when available; fallback proxy uses challenge timing, challenge identity, and non-repetitionestimated; cpu, browser113 runs; 26.4 min wall; 34.9 min CPU9.0-9.4 with dedicated scorerDedicated stage-by-stage challenge conformance reportChallenge stages should teach new motion/reward patterns, not only pause normal combat.Medium-high; 2-4 hrsClose dedicated challenge-stage gaps: 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.reference-artifacts/analyses/challenge-stage-conformance/2026-06-09-abb5c464/report.json
10Progression and persona depth8.4/10mediumscorer-backed artifact with selected harness windowsestimated; cpu16 runs; 17.6 min wall; 20.4 min CPU9.1+Measured release categoryKeeps the game learnable across skill levels and supports later-stage quality.Low-medium; 1-2 hrsResolve remaining ordering edge case after higher-value audio/level-arc work.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
11Stage 1 opening timing fidelity8.5/10mediumscorer-backed artifact with selected harness windowsmedium; cpu, browser16 runs; 17.6 min wall; 20.4 min CPU8.8-9.2Measured release categoryFirst impression and direct reference feel.Low-medium; 1-2 hrsDefer until higher-gap audio and level-arc candidates have been exercised.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
12Arcade console frame UI style9.2/10mediumUI shell proxy; dedicated visual/modal rubric still neededmedium; cpu, browser, gpu16 runs; 17.6 min wall; 20.4 min CPU9.4-9.6Measured as UI shell; needs separate arcade-frame style rubricThe cabinet frame is the constant product surface around every game.Medium; 1-3 hrs visual QADefer unless new ingestion evidence reveals a larger graphics-conformance gap.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
13Popup/help/scoring/leaderboard surface formatting9.2/10mediumUI shell proxy; dedicated visual/modal rubric still neededmedium; cpu, browser16 runs; 17.6 min wall; 20.4 min CPU9.4-9.6Measured through UI shell suite; needs modal-specific scoringPopup surfaces carry learning, scoring trust, feedback, and player records.Low-medium; 1-2 hrsDefer unless new ingestion evidence reveals a larger graphics-conformance gap.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
14Dive fairness and safety9.1/10medium-highseed/persona safety guardrails and pressure-sensitive collision checksguardrail; cpu44 runs; 30.5 min wall; 38.9 min CPU9.3+Measured release categoryProtects user trust while pressure is increased.Guardrail; 30-90 min per risky gameplay cycleKeep as required guardrail for pressure/reward changes.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
15Player movement conformance10/10high-current-passreference trace plus controlled movement harness checks; expert micro-feel can still exceed scorer resolutionguardrail; cpu, browser16 runs; 17.6 min wall; 20.4 min CPUMaintain 10Measured release categoryCore control feel is already excellent.Guardrail onlyDo not tune unless a new reference metric proves a gap.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
16Shot and hit responsiveness10/10high-current-passfunctional combat-response guardrails; audiovisual semantics are scored separatelyguardrail; cpu16 runs; 17.6 min wall; 20.4 min CPUMaintain 10Measured release categoryCore combat response is already excellent.Guardrail onlyProtect during explosion/audio/event feedback work.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
17Stage 1 opening geometry fidelity10/10high-current-passopening formation geometry checks; later-stage entry variation is separateguardrail; cpu, browser16 runs; 17.6 min wall; 20.4 min CPUMaintain 10Measured release categoryFormation geometry is already locked.Guardrail onlyProtect during alien-entry visual work.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
18Capture and rescue rule fidelity10/10high-current-passrule/state harness checks; feedback clarity and reward feel are separateguardrail; cpu16 runs; 17.6 min wall; 20.4 min CPUMaintain 10Measured release categoryStrong Galaga identity mechanic; should not regress while feedback improves.Guardrail onlyUse as release blocker for capture/rescue-adjacent audio or explosion changes.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
19Challenge-stage timing fidelity10/10high-current-passchallenge timing deltas within tolerance; variation and teaching value are separateguardrail; cpu, browser16 runs; 17.6 min wall; 20.4 min CPUMaintain 9.8+Measured release categoryTiming is strong; variation is the gap, not baseline timing.Guardrail onlyPreserve while adding challenge variation scoring.reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json

Conformance Analysis And Economics

Every release candidate should include both a conformance read and a resource/time read. The goal is to understand not only whether Aurora moved closer to Galaga-like conformance, but what local compute, browser/video work, GPU/model/API assistance, artifact volume, and retry cost were spent to get there.

MeasureCurrent readRelease-documentation use
Latest overall conformance8.8/10Primary quality roll-up for release notes and scorecards
Latest level-arc conformance8.8/10Long-play gameplay-shape gate
Metric points scanned1276History depth behind score trends
Score deltas found138Past-goal movement available for review
Measured runs979Tracked harness/model/local compute work
Tracked wall time980.6 minHuman clock-time planning input
Tracked CPU time991.1 minLocal compute-cost planning input
Tracked artifact growth1512.2 MBEvidence volume and storage/review-cost proxy

Latest Self-Critical Work-Block Read

The past focused block substantially improved our honesty and repeatability, but only modestly improved player-facing conformance. Challenge stages are now scored with a strict 1/10 baseline and have risen to 3.8/10; that is a real improvement from the strict 2.5/10 baseline, but still far from human-level Galaga conformance. The biggest remaining failures are movement grammar, alien novelty, stage-to-stage challenge progression, and stable audio runtime promotion.

MetricStartCurrentDeltaRead
Challenge-stage strict conformance2.5/103.8/10+1.3Highest-priority gameplay authenticity gap.
Challenge-stage interesting factor2.6/103.8/10+1.2Bonus stages should feel authored and exciting, not merely safe.
Challenge movement / trajectory conformance2.3/103.4/10+1.1True alien path grammar and motion shape.
Challenge graphical conformance2.1/104.3/10+2.2Visible alien/sprite/readability fit against target challenge artifacts.
Challenge alien novelty3.4/103.4/10+0Whether later challenges introduce memorable alien families and roles.
Challenge stage-to-stage progression2.8/103/10+0.2Whether the eight challenge stages escalate as distinct lessons.
Challenge scoring/shot opportunityn/a5.1/10n/aWhether players get clear, learnable bonus-shot routes.
Challenge no-combat safety guardrail10/1010/10+0No enemy shots, no attack starts, no ship deaths in challenge windows.

Retrospective source: reference-artifacts/analyses/conformance-investment-retrospective/2026-05-18-e583b558/report.json

Compute Application And Impact

The economics view now separates _how_ resources were applied from _what_ improved. GPU-equivalent rows cover declared Codex/OpenAI/model/API/GPU usage; CPU/browser rows cover local harness and runtime work. Impact rows are best-effort groupings of positive score movement by project area.

GPU-equivalent purposeRunsWall timeShareMeaning
Audio conformance and cue feedback9235.7 min64.4%Moves the moment-to-moment arcade feel: impact clarity, ambience identity, reward/loss feedback, and player understanding.
Gameplay behavior and level complexity175 min20.5%Moves player-facing pressure, stage shape, alien entry novelty, challenge-stage learning value, and long-play texture.
Dashboard, docs, and release planning255 min15%Moves decision quality: what to invest in next, how to explain releases, and how to keep dev/beta/prod evidence aligned.
Visual and video reference analysis10.1 min0%Moves graphical identity, reference inspection, contact-sheet review, sprite/surface comparison, and readability.
Local CPU/browser purposeRunsWall timeShareMeaning
Audio conformance and cue feedback519504.8 min82%Moves the moment-to-moment arcade feel: impact clarity, ambience identity, reward/loss feedback, and player understanding.
Gameplay behavior and level complexity420100.2 min16.3%Moves player-facing pressure, stage shape, alien entry novelty, challenge-stage learning value, and long-play texture.
Harness, ingestion, and assessment logic910.2 min1.7%Moves reusable automation: scorers, artifact extraction, candidate loops, measurement confidence, and future game ingestion.
Visual and video reference analysis180.5 min0.1%Moves graphical identity, reference inspection, contact-sheet review, sprite/surface comparison, and readability.
Dashboard, docs, and release planning60 min0%Moves decision quality: what to invest in next, how to explain releases, and how to keep dev/beta/prod evidence aligned.
Project partPositive score movementSharePlayer/designer meaning
Gameplay complexity and stage arc+47.474.2%Player-perceived variety, pressure, alien choreography, challenge-stage novelty, and long-play learning curve.
Core mechanics and control feel+7.912.4%Player-perceived fairness, responsiveness, collision quality, and trust in combat outcomes.
Audio feedback and event clarity+5.89.1%Player-perceived clarity from sounds that explain danger, reward, loss, and arcade identity.
Overall release-quality rollup+2.84.4%Composite release score movement that reflects several subsystems at once.

Resource And Time Usage

ResourceMeasured runsWall timeCPU time
gpu-equivalent18630.8 min1.2 min
cpu933585.3 min937.7 min
browser365434.2 min668.8 min
codex13365.7 min1.2 min
openai-gpu-equivalent175 min0 min
model-api225 min0 min
local-browser417 min30.8 min
gpu10.1 min0.1 min

Past Goal Spend By Axis

AxisMeasured runsWall timeCPU time
audio317254.3 min460.3 min
conformance-analysis12236.5 min2.7 min
challenge-perfect71180.7 min180.1 min
audio-runtime-trial27162.1 min31.9 min
audio-activity-profile10127.2 min14 min
challenge-stage200112.3 min58.9 min
audio-risk-stability891.4 min2.7 min
release-hardening190 min0 min

Next Goal Estimates

PriorityMetricCurrentTargetGap to targetEstimated effortExpected resourcesTracked spendValue / cost readNext action
1Challenge-stage set-piece conformance: movement, graphics, alien novelty4.3/10>=5.0 before next beta claim; 6.0 after three authored challenges; 9.0+ mature+0.7High; long-cycle CPU/browser extraction plus gameplay authoring and sprite-motion/reference labelingcpu, browser, gpu162 runs; 24 min wall; 39.8 min CPUExpected lift 1.8/10 on metric, 0.138/10 overall; investment score 8.4.Recent candidate sweeps improved measurement and search evidence, but no stage currently has a runtime keeper. Next: build richer movement primitives before runtime promotion; first target reference-spline-fit from 10 primitives, with first-five grammar at 25 group contracts and 25 reference-backed paths.
2Audio identity, event feedback, and cue alignment7.3/107.5-8.0+0.2High; 3-6 hrs local/model-assisted analysiscpu, model-api, openai-api317 runs; 254.3 min wall; 460.3 min CPUExpected lift 0.7/10 on metric, 0.054/10 overall; investment score 2.67.Challenge Perfect runtime trial rejected perfect-clean-onset-soft-tail; do not directly promote the focused keeper. Do not promote Challenge Perfect from isolated onset/body candidates. Replace the next audio strategy with full-phrase/segment-boundary work: stabilize the scorer on canonical reference-vs-reference capture, then generate candidates that optimize onset, body, tail, and live capture segmentation together.
3Alien entry and broad challenge-stage novelty8.2/107.5 first gate; 9.0+ matureat targetHigh; long-cycle CPU/browser extraction plus reference contact-sheet and path-labeling passcpu, browser113 runs; 26.4 min wall; 34.9 min CPUEstimated cost/value; dedicated investment candidate not yet generated.Attack Regular-entry geometry separation: Minimum regular geometry distance 0.083; mean regular geometry distance 0.127; closest pair mid-run-entry-variant / late-run-cleanup-or-failure.
4Level arc and encounter shape8.8/108.8-9.0at targetMedium-high; 2-5 hrscpu, browser162 runs; 24 min wall; 39.8 min CPUExpected lift 0.24/10 on metric, 0.018/10 overall; investment score 1.55.Use the top-ranked opportunity window to add or widen deterministic evidence before changing gameplay tuning.
4.5Direct target sprite and impact feedback conformance6/10>=5.5 before next beta claim; >=7.5 mature previewat targetMedium-high; 2-5 hrs renderer/crop/harness work plus visual reviewcpu16 runs; 17.6 min wall; 20.4 min CPUEstimated cost/value; dedicated investment candidate not yet generated.Raise direct sprite target score and impact/explosion feedback together; current impact/explosion static read is 5.8/10.
5Boss entry and formation grammar9.4/108.0-8.5 first gate; 9.0+ with path/slot extractionat targetMedium-high; 2-5 hrs, then recurring low-cost guardrailcpu, browser162 runs; 24 min wall; 39.8 min CPUExpected lift 0.28/10 on metric, 0.022/10 overall; investment score 0.7.Label boss, escort, rack-settle, and challenge path families from Galaga reference contact sheets or video traces, then replace heuristic coverage with direct shape-distance scoring.
6Overall visual look and feel: gameplay, start page, typography complexity8.6/108.4-8.8at targetMedium; next pass should add reference-backed contact sheets and GPU/model-assisted reviewcpu, browser, gpu1 runs; 0.1 min wall; 0.1 min CPUExpected lift 0.12/10 on metric, 0.009/10 overall; investment score 0.38.Defer unless new ingestion evidence reveals a larger graphics-conformance gap.
7Stage 4 pressure exact replay / pressure curve precision6/108.2-8.6+2.2Medium-high; prior runs ~12.8 min wall / 18.5 min CPUcpu, browser28 runs; 12.8 min wall; 18.5 min CPUExpected lift 0.35/10 on metric, 0.027/10 overall; investment score 1.39.Run focused source-window replay matching after the Stage 12 loop validates candidate mechanics.

Ingestion Framework View

This view tracks the evidence pipeline behind the conformance scores: source media, extracted artifacts, annotation state, confidence, linked metric, and the next missing upgrade. It is intended to make long-cycle compute work easier to choose and easier to defend.

ReadCurrent value
Evidence families tracked16
Scored or promoted families11
High-confidence families10
Mixed or low-confidence families2
Next best ingestion upgradeAdd Galaga-family visual contact-sheet comparison, sprite readability labels, and model-assisted visual critique.
PrioritySource / evidence familyAxisArtifact typeCoverageAnnotation statusConfidenceLinked metricAnchorMissing next
1Galaga-family reference audio clipsaudio identity / event feedbackreference m4a cue clips0 clipsclipped, mapped, partially scoredmedium-highAudio identity, event feedback, and cue alignmentsrc/assets/reference-audioAdd finer event labels for explosion, impact, boss damage, immunity/entry, capture, and rescue semantics.
2Aurora audio cue comparison and event-gap reportsaudio cue scoringwaveform/spectral/alignment/semantic reports21 compared cues; semantic 9.78/10; 0 attention rowssemantic-scoredmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-event-gap/2026-05-16-08c327dd-dirty-155303/report.jsonTune the highest segment-level gap next: challengePerfect onset. Rerun audio comparison and event-gap analysis after the change.
3Aurora Audio Conformance Lab v2audio candidate loop / family promotion decisionscue-family risk, candidate history, keeper decision, promotion gate8/8 target cues swept; 2 keeper candidates tracked; runtime promotions 0; rejected runtime trials 3family-scoredmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-conformance-lab-v2/2026-05-17-f9e7374c-dirty/report.jsonchallengePerfect: Do not promote Challenge Perfect from isolated onset/body candidates. Replace the next audio strategy with full-phrase/segment-boundary work: stabilize the scorer on canonical reference-vs-reference capture, then generate candidates that optimize onset, body, tail, and live capture segmentation together.
4Aurora audio cue contractsaudio semantic contract / theme latitude / promotion safetycue contract readiness, theme lanes, runtime-trial blockers8 contracts; readiness 9.1/10; blocked 7; rejected trials n/acontract-scoredmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-cue-contracts/2026-05-11-b83393cd-dirty-201628/report.jsonKeep the calibrated layered playerHit runtime cue; next either refine the residual playerHit tail/body gap with the same calibrated scorer or move effort to stagePulse pressure-bed strategy if user impact per compute looks higher.
5Aurora audio runtime trial decisionsaudio promotion evidence / release guardrailsaccepted, rejected, and inconclusive live runtime-trial outcomeschallengePerfect runtime-trial-rejected; candidate perfect-clean-onset-soft-tailtrial-recordedmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-runtime-trials/2026-05-17-f9e7374c-dirty-123945-challenge-perfect-rejected/report.jsonDo not promote Challenge Perfect from isolated onset/body candidates. Replace the next audio strategy with full-phrase/segment-boundary work: stabilize the scorer on canonical reference-vs-reference capture, then generate candidates that optimize onset, body, tail, and live capture segmentation together.
6Aurora audio risk stabilityaudio measurement stability / promotion confidencerepeated event-gap volatility report8 reports; 19 volatile cues; most volatile captureBeam 3.89/10 rangestability-scoredmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-risk-stability/2026-05-17-f9e7374c-dirty-124419/report.jsonUse median/repeated confirmation before promoting audio changes. Start by stabilizing captureBeam scoring, then retest challengePerfect.
7Aurora audio promotion stability gateaudio promotion safety / variance-aware gatingcandidate, precheck, event-gap, and stability join3 cues; 0 runtime trials allowed; 3 stability rejectionsvariance-gatedmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-promotion-stability-gate/2026-05-17-f9e7374c-dirty-125733/report.jsonDo not promote challengePerfect. Preserve the candidate/precheck evidence and either stabilize measurement or generate a candidate whose full-theme win exceeds the current stability threshold.
8Aurora audio strategy reviewaudio conformance strategy / failure analysisdiagnosis, revised strategy, and next calibration experiment5 diagnoses; 6 strategy changes; next challengePerfectstrategy-reviewedmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-audio-strategy-review/2026-05-17-f9e7374c-dirty-125741/report.jsonBefore any more runtime audio promotion, build a calibration pass that captures Galaga reference cues through the same browser path twice and measures reference-vs-reference, current-vs-current, and current-vs-reference variance for challengePerfect, challengeTransition, gameOver, captureBeam, and stagePulse.
9Aurora stagePulse cadence pressure analysisformation pressure / cadence audiotracked cadence pressure axes from full audio comparisonpressure 2.7/10; weakest brightness-controlscoredmedium-highAudio identity, event feedback, and cue alignmentreference-artifacts/analyses/aurora-stage-pulse-cadence/2026-05-15-93dbdad8-dirty/report.jsonAdd a cadence-specific candidate generator that jointly optimizes low-band body, brightness control, zero-crossing calm, and gain. Promote only after both repeated focus gates and full audio-theme comparison improve.
10Boss entry and formation grammar scorerformation grammar / boss entry / challenge identityevent grammar, timing, stage-signature, and measurement-debt report11 boss/formation windowsscoredmediumBoss entry and formation grammarreference-artifacts/analyses/formation-boss-grammar-conformance/2026-05-24-ff249bba/report.jsonPromote frame-level boss/escort path traces and formation rack slot coordinates so visual choreography can be scored directly.
11Level arc and encounter-shape evidencelevel arc / challenge / rewardstage signatures, pressure windows, persona reports6/6 stage families; 11/6 evidence windowsscoredmedium-highLevel arc and encounter shapereference-artifacts/analyses/level-arc-conformance/2026-05-24-ff249bba/report.jsonAdd more long-play reference windows and expert-route scoring for challenge/reward opportunities.
12Stage 4 pressure and loss-window diagnosticspressure / fairnessloss windows, replay geometry, collision traces3 promoted windowsmined, replay-diagnosticmediumStage 4 pressure exact replay / pressure curve precisionreference-artifacts/analyses/aurora-stage4-loss-windows/2026-05-07-fb2f674/report.jsonImprove exact replay matching and preserve per-frame attacker/player/shot geometry for candidate tuning.
13Aurora visual look screenshotsvisual look / UI readabilitybrowser screenshots plus DOM/canvas metrics4 surfacesfirst-pass scoredmedium-lowOverall visual look and feelreference-artifacts/analyses/aurora-visual-look-conformance/2026-05-08-fee8820-dirty/report.jsonAdd Galaga-family visual contact-sheet comparison, sprite readability labels, and model-assisted visual critique.
14Aurora evidence-cycle windowsgeneral ingestion frameworkmanifests, contact sheets, traces, event logs, audio timelines4 planned windowsseed-plan-onlymediumLevel arc / challenge variation / visual lookreference-artifacts/analyses/evidence-cycle-dashboard/evidence-cycle-dashboard.jsonRefresh evidence-cycle dashboard and promote window status into a canonical reference-corpus manifest.
15Reference manifests and event logs inventorysource provenance / annotation coveragesource-manifest.json and reference-events.json31 manifests; 11 event logsmixedmixedAll conformance metricsreference-artifacts/analysesNormalize provenance, duration, source confidence, and linked metric fields into a generated corpus manifest.
16Reference contact sheets and frame evidencevisual / motion / entry formationcontact sheets and still frames67 contact/frame evidence filesextracted, partially labeledmediumVisual look, alien entry, challenge variationreference-artifacts/analysesAttach contact-sheet families to metric rows and add image-level comparison scores.

Charts

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

New First-Class Axes Added

  • Alien entry to levels: formation layout, timing, path method, and whether different stages enter differently.
  • Boss entry and formation grammar: boss timing, escort composition, formation settle evidence, challenge pattern identity, stage variation, and path/slot precision.
  • Challenge-stage variation: new alien types, new entry formations/styles, path families, reward/result feedback, and teaching value.
  • Overall visual look and feel: gameplay readability, start/attract typography density, copy complexity, color discipline, and reference contact sheets.
  • Arcade console frame UI: cabinet frame, bezel/rails, build/date trust signals, button density, and arcade-style containment.
  • Popup/help/scoring surfaces: help, scoring, leaderboard, account, feedback, and game-over result formatting as their own modal-quality family.

Maintenance Rules

  • Refresh this artifact after each full quality score, investment-priority run, or major conformance loop.
  • Before a serious /dev, /beta, or /production release candidate, refresh npm run harness:analyze:conformance-economics and npm run harness:build:release-conformance-dashboard so release docs include conformance, resource/time, chart, past-goal, and next-goal reads.
  • Any long-cycle local compute or model/API/GPU-assisted assessment should be wrapped with npm run harness:measure and declared with its axis and resource classes.
  • Ship the read-only conformance dashboard with each /dev, /beta, and /production lane; keep raw ingestion workspaces and unreviewed evidence engineering-owned unless a Root-gated evidence browser is explicitly approved.
  • Treat rows marked estimated/composite as measurement debt: useful for planning, but not release-proof until backed by a harness.
  • Keep user-facing release gates separate from harness-learning wins. A rejected candidate still belongs in artifacts when it teaches the loop what not to keep.
  • Prefer work with a large score gap, high user-experience impact, reusable ingestion/harness value, and clear guardrails.

Evidence Index

  • Quality report: reference-artifacts/analyses/quality-conformance/2026-05-24-ff249bba/report.json
  • Investment priority report: reference-artifacts/analyses/conformance-investment-priorities/2026-05-19-fba7f625/report.json
  • Level-arc report: reference-artifacts/analyses/level-arc-conformance/2026-05-24-ff249bba/report.json
  • Economics report: reference-artifacts/analyses/conformance-economics/2026-06-11-50534117/report.json
  • Equal current quality-category weight: 0.077

Conformance Economics Source

Detailed resource/time/GPU-equivalent accounting and charts for comparing conformance gains against local and model-assisted compute spend.

Generated from CONFORMANCE_ECONOMICS.md during build.

This is the project section for tracking how Aurora / Platinum conformance improves relative to the resources spent to get there. It is intentionally local-first: we want the MacBook CPU/browser harnesses to carry as much measurement and iteration as possible, while Codex/OpenAI model work is used for strategy, harness design, code generation, interpretation, and selected higher-value analysis.

Generated: 2026-06-11T16:32:38.774Z Latest artifact: reference-artifacts/analyses/conformance-economics/2026-06-11-50534117/report.json

Current Local-Vs-Cloud Read

ReadCurrent valueInterpretation
Overall quality8.8/10Current release-quality conformance roll-up.
Level arc8.8/10Current long-play/gameplay-shape roll-up.
Measured runs979Commands or manual entries logged in the economics ledger.
Local CPU tracked wall585.3 minMain measured engine for harness execution, report generation, waveform/spectral work, and scoring.
Browser-backed local wall434.2 minSubset of local work that exercised Chromium/gameplay runtime.
GPU-equivalent tracked wall630.8 minDeclared Codex/model/API/GPU usage. This is currently small and under-instrumented.
GPU-equivalent share64.3%Approximate declared cloud/model share of tracked wall time.
Artifact growth1512.2 MBEvidence volume and review/storage-cost proxy.

The important read today: measured conformance advancement is overwhelmingly local CPU/browser driven. Codex and OpenAI model work are essential for reasoning, implementation, and synthesis, but the repository ledger currently records only a small fraction of that cloud-side work. We should keep pushing computation into reusable local harnesses whenever possible and explicitly log Codex/model/API assistance as gpu-equivalent when it materially drives a work cycle.

Latest Self-Critical Retrospective

The past focused block substantially improved our honesty and repeatability, but only modestly improved player-facing conformance. Challenge stages are now scored with a strict 1/10 baseline and have risen to 3.8/10; that is a real improvement from the strict 2.5/10 baseline, but still far from human-level Galaga conformance. The biggest remaining failures are movement grammar, alien novelty, stage-to-stage challenge progression, and stable audio runtime promotion.

MetricStartCurrentDeltaRead
Challenge-stage strict conformance2.5/103.8/10+1.3advanced
Challenge-stage interesting factor2.6/103.8/10+1.2advanced
Challenge movement / trajectory conformance2.3/103.4/10+1.1advanced
Challenge graphical conformance2.1/104.3/10+2.2advanced
Challenge alien novelty3.4/103.4/10+0stalled
Challenge stage-to-stage progression2.8/103.0/10+0.2nudged
Challenge scoring/shot opportunityn/a5.1/10n/astalled
Challenge no-combat safety guardrail10.0/1010.0/10+0guardrail
Overall quality rollup after strict challenge metric8.7/108.8/10+0.1nudged
Audio release-category read7.0/107.3/10+0.3mixed

Key correction: treat improved measurement as valuable, but do not confuse it with human-level gameplay conformance. The latest retrospective says the recurring weak spots are challenge movement grammar, alien novelty, challenge progression, and stable audio runtime promotion.

Retrospective artifact: reference-artifacts/analyses/conformance-investment-retrospective/2026-05-18-e583b558/report.json

Resource Spend

Resource classMeasured runsWall timeCPU timeShare of tracked wall
gpu-equivalent18630.8 min1.2 min64.3%
cpu933585.3 min937.7 min59.7%
browser365434.2 min668.8 min44.3%
codex13365.7 min1.2 min37.3%
openai-gpu-equivalent175 min0 min7.6%
model-api225 min0 min2.5%
local-browser417 min30.8 min1.7%
gpu10.1 min0.1 min0%

Compute Application And Impact

These tables answer the practical question behind the economics work: when we spend local CPU/browser time or GPU-equivalent model time, what kind of conformance value are we buying?

GPU-Equivalent Use By Purpose

GPU-equivalent purposeRunsWall timeShareMeaning
Audio conformance and cue feedback9235.7 min64.4%Moves the moment-to-moment arcade feel: impact clarity, ambience identity, reward/loss feedback, and player understanding.
Gameplay behavior and level complexity175 min20.5%Moves player-facing pressure, stage shape, alien entry novelty, challenge-stage learning value, and long-play texture.
Dashboard, docs, and release planning255 min15%Moves decision quality: what to invest in next, how to explain releases, and how to keep dev/beta/prod evidence aligned.
Visual and video reference analysis10.1 min0%Moves graphical identity, reference inspection, contact-sheet review, sprite/surface comparison, and readability.

Local CPU/Browser Use By Purpose

Local CPU/browser purposeRunsWall timeShareMeaning
Audio conformance and cue feedback519504.8 min82%Moves the moment-to-moment arcade feel: impact clarity, ambience identity, reward/loss feedback, and player understanding.
Gameplay behavior and level complexity420100.2 min16.3%Moves player-facing pressure, stage shape, alien entry novelty, challenge-stage learning value, and long-play texture.
Harness, ingestion, and assessment logic910.2 min1.7%Moves reusable automation: scorers, artifact extraction, candidate loops, measurement confidence, and future game ingestion.
Visual and video reference analysis180.5 min0.1%Moves graphical identity, reference inspection, contact-sheet review, sprite/surface comparison, and readability.
Dashboard, docs, and release planning60 min0%Moves decision quality: what to invest in next, how to explain releases, and how to keep dev/beta/prod evidence aligned.

Positive Score Movement By Project Area

Project partPositive score movementSharePlayer/designer meaning
Gameplay complexity and stage arc+47.474.2%Player-perceived variety, pressure, alien choreography, challenge-stage novelty, and long-play learning curve.
Core mechanics and control feel+7.912.4%Player-perceived fairness, responsiveness, collision quality, and trust in combat outcomes.
Audio feedback and event clarity+5.89.1%Player-perceived clarity from sounds that explain danger, reward, loss, and arcade identity.
Overall release-quality rollup+2.84.4%Composite release score movement that reflects several subsystems at once.

Spend By Conformance Axis

AxisMeasured runsWall timeCPU time
audio317254.3 min460.3 min
conformance-analysis12236.5 min2.7 min
challenge-perfect71180.7 min180.1 min
audio-runtime-trial27162.1 min31.9 min
audio-activity-profile10127.2 min14 min
challenge-stage200112.3 min58.9 min
audio-risk-stability891.4 min2.7 min
release-hardening190 min0 min
audio-theme-comparison3984.2 min100.1 min
audio-focus-candidate3978.5 min146.2 min
conformance-economics10176.4 min30.7 min
sprite-conformance1775.4 min0.6 min

Cost Per Score Movement

AxisRunsWall minPositive score gainWall min / +1 scoreAttribution
formation-boss-grammar40.1392.50.06tracked-spend-and-score-movement
overall-quality22.1782.80.78tracked-spend-and-score-movement
stage4-pressure2812.824101.28tracked-spend-and-score-movement
level-arc978.8113.42.59tracked-spend-and-score-movement
audio317254.3125.843.85tracked-spend-and-score-movement
movement007.9n/ahistorical-score-movement-without-tracked-spend
challenge-timing006.5n/ahistorical-score-movement-without-tracked-spend
stage1-timing006.4n/ahistorical-score-movement-without-tracked-spend
stage-signature-distance004.3n/ahistorical-score-movement-without-tracked-spend
movement-grammar-expansion003.4n/ahistorical-score-movement-without-tracked-spend
stage-distinctiveness003.3n/ahistorical-score-movement-without-tracked-spend
long-run-non-repetition002.5n/ahistorical-score-movement-without-tracked-spend

Charts

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Codex / OpenAI Accounting

  • Latest Codex quota snapshot: 2026-05-08T17:14:03.471Z
  • General 5h left: 92%
  • General weekly left: 86%
  • Model 5h left: 100%
  • Model weekly left: 100%
Cloud/model measureCurrent logged value
Codex resource runs13
Model/API resource runs2
GPU-equivalent resource runs18
Declared model calls0
Declared input tokens0
Declared output tokens0
Declared model minutes365

Current limitation: Codex conversation usage is not automatically visible to the repo. The project can track manual snapshots and declared model/API usage, but it cannot infer all cloud GPU use from a chat session unless we log it. Treat missing Codex/model entries as accounting debt, not proof that no model compute was used.

Local-First Doctrine

  • Prefer repeatable local CPU/browser harnesses for long-cycle assessment, sweeps, scoring, and regression checks.
  • Use Codex/OpenAI model work to design better measurements, write harness logic, interpret failures, summarize tradeoffs, and choose high-value next investments.
  • Convert model insight into persisted local logic whenever possible: new scorers, event extractors, dashboards, candidate loops, and artifact reports.
  • Track model/API/Codex help as gpu-equivalent when it materially changes the plan, creates a harness, reviews evidence, or performs nontrivial analysis.
  • Separate gameplay-facing gains from measurement-facing gains. A better scorer may not move the game score immediately, but it can reduce the cost of every future decision.

How To Measure Future Work

Wrap meaningful local commands with the economics ledger:

npm run harness:measure -- \
  --axis audio \
  --resource cpu \
  --resource browser \
  --notes "audio cue segmentation sweep" \
  -- npm run harness:analyze:aurora-audio-event-gap

Log Codex/model/API-only work without storing prompts, secrets, or private transcript content:

npm run harness:measure -- \
  --manual \
  --axis audio \
  --resource codex \
  --resource model-api \
  --model-provider openai \
  --model gpt-5.3-codex \
  --model-minutes 30 \
  --notes "model-assisted cue-window review and harness design"

If the Codex app usage screen is consulted, record only quota percentages and reset dates:

npm run harness:measure -- \
  --manual \
  --axis conformance-planning \
  --resource codex \
  --codex-usage-5h-left-percent 92 \
  --codex-usage-week-left-percent 86 \
  --codex-model-5h-left-percent 100 \
  --codex-model-week-left-percent 100 \
  --usage-reset "2026-05-08 15:52" \
  --weekly-reset "2026-05-11" \
  --notes "quota snapshot before long conformance planning cycle"

Release Documentation Rule

Before a serious /dev, /beta, or /production candidate, refresh:

npm run harness:analyze:conformance-economics
npm run harness:build:release-conformance-dashboard
npm run harness:build:dev-conformance-dashboard

The release record should include conformance score movement, local CPU/browser spend, GPU/model/API spend where declared, artifact volume, confidence/resolution, and the highest-value next resource investment.

Conformance Investment Retrospective Source

Generated self-critical read of the latest focused work block, including score movement, stalled metrics, accounting debt, and recommended corrections.

Generated from CONFORMANCE_INVESTMENT_RETROSPECTIVE.md during build.

Generated: 2026-05-18T12:43:17.737Z Commit: e583b558

Purpose

This artifact is the self-critical read for the most recent focused conformance work block. It separates measurement progress from player-facing progress, then names the areas where Aurora is still not moving toward human-level Galaga conformance fast enough.

Executive Read

The past focused block substantially improved our honesty and repeatability, but only modestly improved player-facing conformance. Challenge stages are now scored with a strict 1/10 baseline and have risen to 3.8/10; that is a real improvement from the strict 2.5/10 baseline, but still far from human-level Galaga conformance. The biggest remaining failures are movement grammar, alien novelty, stage-to-stage challenge progression, and stable audio runtime promotion.

Metric Movement

MetricStartCurrentDeltaRead
Challenge-stage strict conformance2.5/103.8/10+1.3Highest-priority gameplay authenticity gap.
Challenge-stage interesting factor2.6/103.8/10+1.2Bonus stages should feel authored and exciting, not merely safe.
Challenge movement / trajectory conformance2.3/103.4/10+1.1True alien path grammar and motion shape.
Challenge graphical conformance2.1/104.3/10+2.2Visible alien/sprite/readability fit against target challenge artifacts.
Challenge alien novelty3.4/103.4/10+0Whether later challenges introduce memorable alien families and roles.
Challenge stage-to-stage progression2.8/103/10+0.2Whether the eight challenge stages escalate as distinct lessons.
Challenge scoring/shot opportunityn/a5.1/10n/aWhether players get clear, learnable bonus-shot routes.
Challenge no-combat safety guardrail10/1010/10+0No enemy shots, no attack starts, no ship deaths in challenge windows.
Overall quality rollup after strict challenge metric8.7/108.8/10+0.1Release score moved only slightly because the stricter challenge metric exposed a large gap.
Audio release-category read7/107.3/10+0.3The release score nudged upward, but accepted runtime cue promotion remains blocked by full-theme instability.
Audio runtime promotion success0/100/10+0No candidate is accepted into runtime audio yet; the process improved, the shipped sound did not meaningfully move from these candidates.
Live runtime static sprite conformancen/a6.2/10n/aStatic runtime sprite identity is measured around 6/10 and active motion is still a planning row, so graphics remain visually incomplete.

Where We Moved Most

  • Strict challenge-stage truth improved: the old broad read around 6.1/10 was replaced by a stricter baseline at 2.5/10, then recovered to 3.8/10. This is progress, but it is mostly better measurement plus partial graphical evidence, not a solved gameplay problem.
  • Challenge graphical conformance moved from 2.1/10 to 4.3/10 after object-track/static visual evidence landed.
  • Overall quality under the strict challenge metric moved only 8.7/10 -> 8.8/10, which is an honest signal that the user-visible game has not leapt forward as much as the harness did.

Where We Moved Least

  • Alien novelty remains 3.4/10; it did not materially move during the focused block.
  • Stage-to-stage challenge progression remains 3/10; late challenges still do not yet read as distinct Galaga-like lessons.
  • Challenge movement conformance is only 3.4/10 and has plateaued relative to the amount of analysis effort.
  • Audio runtime promotion is still zero accepted cues even though cue contracts and candidate loops improved the process.

Where We Are Consistently Failing

  • Challenge-stage layout sweeps are too shallow for the real problem. The gap is trajectory grammar, entry/exit choreography, alien-family staging, and temporal sprite motion, not just spawn timing and lane offsets.
  • Audio candidate loops are optimizing isolated clips faster than they are improving full-theme live capture. Reference-vs-reference calibration and repeated full-theme stability gates must come before more runtime promotion.
  • Some graphics artifacts are useful to the harness but not useful enough to a human reviewer. Dense contact sheets and tiny "view larger" images need to become stage-by-stage temporal crop strips and object-track overlays.
  • The economics ledger still undercounts Codex/model/human orchestration time. The charts correctly show measured local CPU/browser spend, but cloud/model work is only visible when manually logged.
  • High broad scores can mask low strict scores. The broad alien/challenge novelty score is useful context, but the strict challenge-stage set-piece score is the one that matches the human complaint.

Recommended Corrections

  • Make challenge-stage path grammar the next primary gameplay investment: define per-challenge contracts for group order, first-visible frame, path length, turn count, exit side, alien family, animation phases, and bonus-shot opportunity.
  • Build direct target object tracks from the supplied Galaga challenge videos and compare Aurora tracks against those trajectories before authoring another large sweep.
  • Replace dense challenge contact sheets in the human docs with larger expandable crop sequences: reference target strip, Aurora current strip, object-track overlay, and per-axis score.
  • Freeze audio runtime promotion until reference-vs-reference and current-vs-current variance is known for challengePerfect, challengeTransition, gameOver, captureBeam, and stagePulse.
  • Log every multi-hour cycle with npm run harness:measure, and add a manual GPU-equivalent Codex entry whenever model work materially designs, interprets, or changes the harness.
  • Treat the next beta justification as requiring visible player-facing lift in challenge movement/novelty or audio clarity, not just more documentation or scorer sophistication.

May 19 Addendum: Sprite Scale And Formation Readability

The post-1.4.0 visual regression pass added a more precise lesson to the retrospective: static sprite improvement can hurt the live game if scale and formation density are not measured at the same time.

What moved:

  • Reference Pixel Lab sprite sizing was corrected after the player ship and

alien sprites became visibly oversized in local play.

  • Formation rack spacing was widened to keep the 40-enemy rack readable with

more authentic pixel silhouettes.

  • Later-stage entry timing was staggered so stage 4 and stage 8 no longer

release almost the whole rack into the same early overlap window.

  • A new formation-readability artifact records settled gaps and active

overlap windows in both normal and Reference Pixel Lab modes.

What did not move enough:

  • Stage-1 opening entry overlap is still warning-level choreography debt. Two

small tuning experiments, broader timing and phase/arc tweaks, did not improve the metric, so the correct next step is a reference-timed opening-path scorer rather than more subjective constant tuning.

Process implication:

  • Future games should bring target crop, runtime crop, relative gameplay scale,

formation/rack readability, entry-path grammar, and temporal sprite-motion evidence as separate rows. This should become part of the ingestion checklist for Galaxy Guardians and any subsequent game before visual conformance is summarized in release notes.

Resource Accounting Read

  • Challenge-stage dashboard spend: 161 runs; 24 min wall; 39.7 min CPU.
  • Audio dashboard spend: 309 runs; 253.7 min wall; 459.4 min CPU.
  • Accounting debt: Recent repo work includes merge/review/documentation and model-assisted reasoning that is not fully represented in the measured run ledger. Treat cost charts as a lower bound until manual Codex/model entries are logged per work cycle.
  • Estimated unlogged review/model/human orchestration time in this focused block: about 10 hours.

Charts

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Deep Links

Classic Arcade Ingestion Framework

Repeatable ingestion process for turning reference media, clips, waveforms, traces, and annotations into game-owned conformance evidence.

Generated from CLASSIC_ARCADE_INGESTION_FRAMEWORK.md during build.

This document defines the repeatable process for turning external classic arcade artifacts into game-owned conformance knowledge and Platinum-compatible pack plans.

Galaxy Guardians and its Galaxian reference lineage should be the first small end-to-end example, but the framework is intentionally broader than that. The goal is to make every future sibling game easier to study, model, build, test, and explain.

Public / Private Boundary

This repository is a public lane.

That means classic-arcade ingestion should now separate:

  • public-safe metadata
  • private copied or derived media bytes

Public-safe metadata includes:

  • readmes
  • manifests
  • checksums
  • source URLs
  • summary JSON
  • repo-owned plans and reports

Private copied or derived media includes:

  • copied PDFs
  • copied HTML snapshots
  • copied gameplay videos and audio files
  • copied sprite bundles and still-image sets
  • extracted clips
  • contact sheets
  • waveform renders

The current rule is:

  • keep metadata in the public repo
  • keep copied or derived bytes in the companion private artifact store

For the concrete repository policy, see PRIVATE_ARTIFACT_STORAGE_POLICY.md. The current pushed companion private GitHub repo is:

  • https://github.com/sgwoods/Codex-Test1-private-artifacts

Formal Role In The Conformance Project

Ingestion is a first-class subsystem of the conformance project.

It is not only a documentation aid, a research notebook, or a manual design phase. Its job is to make the first playable phases of a new game come from measured external evidence instead of user-invented design.

The ingestion framework should evolve alongside the games and Platinum itself. Each meaningful ingestion cycle should improve at least one of:

  • source coverage and provenance
  • clipped-window precision
  • annotation density and confidence
  • semantic event vocabulary
  • metric and scorer resolution
  • runtime correspondence targets
  • harness reproducibility
  • candidate pack generation
  • compute/time value tracking
  • reusable Platinum contract needs

The operating principle is:

  • external artifacts teach the game
  • ingestion turns artifacts into structured evidence
  • conformance metrics turn evidence into measurable goals
  • game packs implement the game-owned rules
  • Platinum provides the reusable host, tooling, dashboards, and contracts

Purpose

We do not want future games to come from loose memory or surface imitation.

We want a pipeline that can:

  • locate candidate reference footage and supporting materials
  • ingest them into traceable manifests
  • extract video, audio, timing, and visual artifacts
  • build a semantic model of the original game
  • turn that model into a Platinum pack plan
  • generate harness and correspondence targets from the evidence
  • preserve enough provenance that future work can be reviewed and trusted

The first proof does not need to cover a whole game.

It should cover one small slice completely enough that the same pattern can be reused for other games.

Artifact Vocabulary

In this repo, artifact is an umbrella word. It should not stay vague in planning notes or dashboard hunts. Every requested artifact should imply one of these concrete classes:

  • preserved source package
    • a repo-owned accession bundle for an external source
    • should include a README, manifest, provenance, checksum, and a clear

pointer to the preserved downloaded or copied source

  • in this public repo, the bytes themselves should usually live in the

companion private artifact store rather than in the public lane

  • examples: a gameplay video, a manual PDF, a cabinet photo bundle
  • extracted clip window
    • a short subclip cut from an already preserved video with start/end

timestamps chosen for one specific gameplay question

  • examples: one full challenge-stage opening, one boss death, one score

reveal, one player-loss sequence

  • motion window
    • an extracted clip or frame bundle whose main purpose is frame-to-frame

movement review rather than broad gameplay coverage

  • examples: flap cadence, rack pulse, escort join timing, bottom-exit/top

reentry sweep

  • labeled still bundle
    • a small set of frames or images with a clear target purpose
    • examples: score table, enemy family rows, bunker damage states, explosion

progression, cabinet/title/HUD surfaces

  • audio scene window
    • a clip or extracted audio slice with a named gameplay context and minimal

contamination from commentary or unrelated sounds

  • examples: start phrase, hit phrase, dive warning, live pressure bed,

game-over tail

  • runtime correspondence capture
    • a Platinum-side manual or persona-driven run captured specifically so it

can be compared against preserved source artifacts

  • examples: professional stage-5 run, manual challenge-stage review,

stationary safe-lane regression probe

When writing new hunt items, prefer a phrase like:

  • extract a 6-12 second motion window showing...
  • preserve one manual page that clearly shows...
  • promote a labeled still bundle for...

Avoid soft requests like get cleaner footage unless the exact improvement is named, such as:

  • higher bitrate
  • less commentary
  • direct cabinet audio
  • readable score text
  • unobscured enemy motion

Reference ID Discipline

Dashboard artifacts, shared hunts, and dashboard plan tracks should now carry a stable reference ID so repo notes and reports can point to them without repeating a whole paragraph title.

The canonical scheme is documented in ARTIFACT_REFERENCE_ID_SCHEME.md.

Use the ID in repo-owned writing whenever one exact artifact or one exact gap is being discussed, for example:

  • GGD-ART-014
  • AUR-PLAN-002
  • WIN-GAP-004

Important rule:

  • the ID is the shorthand handle
  • the repo path remains the storage authority

Do not rename whole preserved-source packages only to force the ID into the filesystem name. The ID should point to the current repo path rather than replace it.

Shared Motion Grammar

Movement work should use the shared vocabulary in MOTION_GRAMMAR_VOCABULARY.md and reference-artifacts/analyses/shared-motion-grammar/vocabulary-0.1.json.

This vocabulary applies to normal stages and challenge stages. It should be used for main-stage formation entry, enemy dives, escort behavior, rack drift, bottom-wrap returns, challenge set pieces, capture/rescue sequences, sprite flap/pulse cadence, and scoring-routeability windows.

The important rule is that a movement candidate cannot promote from visual object-track fit alone. It also needs to preserve or improve:

  • player routeability
  • collision safety
  • shot windows
  • visual readability
  • semantic identity for the target stage or scenario
  • audio cue hooks when movement changes player interpretation

Use ordinary stage names for standard progression (Stage 1, Stage 2) and between-stage names for challenge stages (Challenging Stage 2-3). This keeps bonus-stage review from being confused with ordinary combat-stage progression.

Required Game Catalog Output

Every game that enters primary ingestion must receive a maintained catalog entry in GAME_CONFORMANCE_CATALOG.md. This is now a high-priority ingestion output, not a later release-writing task.

Every game must also maintain a target-artifact coverage artifact before major implementation claims are made. For Aurora's Galaga target, the current example is:

  • source: reference-artifacts/ingestion/galaga-target-artifact-corpus/target-artifacts-0.1.json
  • analysis: reference-artifacts/analyses/galaga-target-artifact-coverage/latest.json
  • readable report: GALAGA_TARGET_ARTIFACT_COVERAGE.md

This artifact answers: which online/manual/gameplay/sprite/audio sources are illustrative, which are actually ingested, which are only planning references, and which missing sources most limit conformance scoring.

The catalog must include:

  • an alien/enemy index with displayed names, roles, activity, stage presence,

target references, conformance scores, confidence, and next gaps

  • an audio cue index with runtime cue IDs, event meanings, extracted reference

clips or waveform/spectrogram anchors, conformance scores, confidence, and next gaps

  • an audio cue contract file for priority cues, covering semantic meaning,

timing slot, acoustic identity, runtime context, and theme latitude before candidate promotion

  • a stage-by-stage or wave-by-wave summary describing enemy composition, entry

formations, maneuvers, trajectories, difficulty, reward opportunities, and current evidence

  • a persona section that explains beginner/novice, intermediate/advanced,

expert, and professional testing assumptions for both platform-level and game-owned harnesses

  • a playtest-weighted review layer when the game is playable enough that

evidence coverage and perceived authenticity can diverge meaningfully

If direct extracted target evidence exists, link it from the catalog row. If the metric is still a proxy or heuristic, label the confidence accordingly. This is important because a low-confidence 10/10 harness pass is a signal to build a better scorer, not a claim of perfect conformance.

Primary-Phase Constraint: Evidence Before Design

Primary ingestion phases should avoid arbitrary game design.

Users and models may choose investigation goals, prioritize source windows, and review tradeoffs, but the first playable candidate should not be shaped mainly by memory, preference, or an existing Platinum game. It should be shaped by:

  • source manifests
  • clipped reference windows
  • extracted frame, motion, audio, and timing artifacts
  • reference-side event logs
  • semantic slice profiles
  • explicit uncertainty notes
  • measurable correspondence targets

If the evidence is weak, the right output is usually an evidence gap or a prototype clearly labeled as low confidence, not a release claim.

Platinum Boundary

Platinum should evolve to support ingestion without absorbing game-specific truth.

Platinum may own reusable capabilities such as:

  • pack schemas and compatibility contracts
  • host runtime surfaces
  • input and session contracts
  • reference/evidence dashboard presentation
  • harness substrate and browser automation helpers
  • release-lane packaging for summarized conformance evidence
  • shared evidence viewers if they are intentionally promoted later

The game pack should own:

  • rules and scoring truth
  • enemy, stage, motion, audio, and visual semantics
  • source manifests and reference windows
  • event vocabularies when they are game-specific
  • metric definitions and confidence claims
  • runtime correspondence reports
  • candidate implementation plans

When ingestion exposes a reusable host need, it should become an explicit Platinum extension point. It should not become a sideways dependency on Aurora, Galaxy Guardians, or another game.

First Target

The first target is a small Galaxy Guardians scout-wave preview derived from Galaxian-style reference analysis.

Scope for the first complete example:

  • source discovery and citation manifest
  • one or more short gameplay windows
  • formation-entry and early dive event log
  • player movement and firing observations
  • flagship / escort / enemy-family notes
  • visual contact sheet
  • audio or cabinet-sound notes if the footage supports them
  • semantic slice profile
  • minimal Platinum pack requirements
  • harness plan for the first playable scout-wave slice
  • first-class application review plan covering score/progression/result flow,

browser review, and playtest-weighted review

This should become the template for later windows and later games.

The maintained first-class application review path for this example is now:

Pipeline Stages

1. Source Discovery

Find candidate sources before tuning anything.

Candidate source types:

  • public gameplay videos
  • longplay videos
  • cabinet capture videos
  • manual scans
  • rules summaries
  • score tables
  • sprite sheets or cabinet-era visual references
  • audio references with clear license or provenance
  • emulator recordings created specifically for analysis

Each candidate source should be entered into a source manifest before it is treated as evidence.

Sprite sources need one extra separation from the start: the reference artifact can define a target-conformance lane, while production game art should remain game-owned and release-safe. The ingestion framework should therefore preserve source crops, target pose manifests, and runtime scorer inputs separately from Aurora or future-game theme variants. This lets a game reach a highly measured conforming experience and then branch into original era-faithful production styles without losing the target evidence.

Minimum manifest fields:

  • source_id
  • game_lineage
  • title
  • url_or_local_anchor
  • creator_or_archive
  • capture_type
  • duration
  • video_quality
  • audio_quality
  • license_or_usage_note
  • analysis_status
  • confidence
  • notes

Important rule:

  • source discovery may inspire direction, but implementation decisions should

wait until a source has at least a minimal manifest entry and a clipped window with notes.

2. Source Ingestion

Ingestion turns a source into durable local artifacts.

Target outputs:

  • downloaded or locally referenced media when allowed
  • normalized clip windows
  • frame contact sheets
  • audio waveform / spectrogram if audio matters
  • first-pass source notes
  • media checksums where practical
  • local README for the source family

Suggested anchor layout:

  • reference-artifacts/analyses/<game-lineage>/<source-id>/README.md
  • reference-artifacts/analyses/<game-lineage>/<source-id>/manifest.json
  • reference-artifacts/analyses/<game-lineage>/<source-id>/clips/
  • reference-artifacts/analyses/<game-lineage>/<source-id>/frames/
  • reference-artifacts/analyses/<game-lineage>/<source-id>/audio/
  • reference-artifacts/analyses/<game-lineage>/<source-id>/events/
  • reference-artifacts/contracts/audio/<game-id>-audio-cue-contracts.json
  • GAME_CONFORMANCE_CATALOG.md rows updated with the promoted alien, audio,

stage, and persona evidence

For Galaxy Guardians, use a galaxian-reference lineage folder unless a more specific source family is warranted.

3. Window Selection

Do not try to understand the whole game at once.

Pick windows that answer specific questions.

First window families for Galaxian:

  • attract or game-start framing
  • formation entry
  • first settled formation
  • first dives
  • flagship / escort movement
  • player shot cadence
  • player loss and restart
  • stage transition or wave completion

Each window should have:

  • a stable clip id
  • start and end timestamps
  • why the window matters
  • visible entities
  • analysis questions
  • confidence notes

4. Event Logging

Convert selected windows into reference-side event logs.

The goal is not perfect reconstruction. The goal is a stable comparison format that can line up with Platinum harness logs.

Event fields:

  • event_id
  • event_family
  • time_s
  • duration_s
  • entity_family
  • entity_id
  • position_hint
  • motion_hint
  • audio_hint
  • confidence
  • source_note

Initial Galaxian event families:

  • credit_or_start
  • formation_entry_start
  • formation_entry_settle
  • formation_rack_complete
  • alien_dive_start
  • alien_dive_cross_midfield
  • alien_dive_exit_or_return
  • flagship_dive_start
  • escort_join
  • player_move_start
  • player_move_stop
  • player_shot
  • player_hit
  • enemy_hit
  • wave_clear
  • score_award

Event families should become reusable vocabulary for future game packs.

5. Semantic Model

Once events exist, summarize the game slice as a semantic model.

The model should describe what the game means, not just what pixels moved.

Minimum model sections:

  • player contract
  • shot and cooldown rules
  • enemy families
  • formation rules
  • dive rules
  • flagship / escort rules
  • scoring rules
  • stage or wave flow
  • difficulty modifiers
  • audiovisual identity
  • control feel
  • intended player pressure
  • Platinum extension points needed

This model is where the project learns the game.

6. Correspondence Targets

Translate the semantic model into measurable targets.

Target types:

  • timing targets
  • sequence targets
  • spatial targets
  • outcome targets
  • visual targets
  • audio targets
  • progression targets

For the first Galaxy Guardians scout-wave slice, the likely first targets are:

  • formation entry completes within a documented timing band
  • first dive starts after a reference-backed delay
  • only the expected alien families appear in the slice
  • player shot cadence follows the reference-like single-shot pressure model
  • flagship / escort behavior is represented as a separate rule family
  • launch and fallback stay inside the Platinum pack contract

7. Pack Construction

Only after evidence and semantics exist should the playable slice begin.

The pack should be built from:

  • a source manifest
  • a window catalog
  • reference event logs
  • semantic slice profile
  • explicit Platinum extension list
  • harness target list

Avoid forcing new games into Aurora-shaped structures when the evidence says the rules differ.

Platinum should absorb reusable host needs. The game pack should own game-specific rules.

In a mature flow, this stage should become increasingly generative:

  • ingestion artifacts identify candidate game objects, events, timings, and

outcomes

  • metric gaps rank which game systems need implementation first
  • harness targets are produced before subjective tuning
  • the model may help assemble candidate algorithms, but the scorer and evidence

determine whether they survive

8. Harness Generation

Every playable slice should leave behind harness coverage.

Harnesses should verify:

  • pack boot and preview behavior
  • source-derived timing targets
  • event ordering
  • player control contract
  • scoring and life rules
  • launch fallback if still preview-only
  • application-owned rules remain outside the platform shell

Longer term, the ingestion pipeline should be able to generate harness stubs from the semantic profile.

9. Review Loop

The automated pipeline should not replace human review.

It should make review sharper.

Review should ask:

  • does the source evidence support the rule we implemented
  • do the event logs describe the clip honestly
  • did the playable slice preserve the player pressure seen in reference
  • did we document any intentional variation
  • did we strengthen the reusable ingestion framework

Ingestion Maturity Metrics

A game is not equally ingestible just because it has some source clips.

Track maturity explicitly so we know whether a game is ready for a shell preview, a playable slice, a release gate, or more reference work.

Suggested metrics:

MetricWhat It MeasuresWhy It Matters
Source coverageNumber, duration, quality, and diversity of usable sourcesPrevents one noisy clip from becoming the game definition
Provenance confidenceCitation quality, local anchors, usage notes, and checksumsMakes later review and release claims defensible
Window coverageStart, attract, entry, combat, scoring, loss, stage, and special-mode windowsEnsures the model sees the whole game shape over time
Annotation densityEvents per second/window and confidence distributionShows whether clips are understood or merely archived
Semantic event coverageMapped event families for motion, collision, score, audio, and UI feedbackConnects raw artifacts to playable behavior
Metric promotionNumber of evidence-backed metrics with scorers and tolerancesMoves conformance from prose to measurable gates
Runtime correspondenceHarness logs compared directly to reference-side event logsProves the candidate behaves like the learned game
Candidate-generation readinessWhether pack plans, rules, assets, and harness stubs can be derived from evidenceMeasures progress toward low-design new-game creation
Harness reproducibilityStable seeds, deterministic windows, and rerunnable reportsLets long-cycle compute improve the same target repeatedly
Compute-value efficiencyScore/confidence gained per wall time, CPU, GPU, model/API call, and artifact volumeHelps choose the next highest-value investment
Platform-extension pressureReusable needs discovered that belong in Platinum rather than the gameKeeps the host improving without merging game identities

Dashboard summaries may expose these metrics, but raw source media and unreviewed annotations remain engineering-owned unless we explicitly promote an evidence browser.

Confidence Levels

Use confidence levels consistently.

Suggested scale:

  • high
    • directly visible or audible in a clear source window
  • medium
    • inferred from multiple visible events or supported by a secondary source
  • low
    • plausible design note that still needs stronger evidence
  • unknown
    • tracked gap, not yet usable for implementation

Implementation work should prefer high and medium evidence. low evidence can guide prototypes, but it should not become a release claim without review.

Automation Goals

The initial automation should be modest but real.

Near-term tools should support:

  • creating a source manifest from a URL or local media path
  • extracting a clip window
  • generating a contact sheet
  • extracting audio analysis artifacts
  • creating an editable event-log skeleton
  • validating event-log schema
  • producing a slice-profile summary
  • comparing a Platinum harness log to a reference event log

Future tools should support:

  • optical board-state detection
  • sprite / entity crop clustering
  • movement-path extraction
  • shot and collision event inference
  • audio cue onset detection
  • audio cue contract generation and contract-readiness scoring
  • full-theme promotion prechecks before runtime cue promotion
  • semi-automated semantic model generation
  • harness-stub generation from slice profiles
  • cross-game lineage comparison

First Implementation Milestones

Milestone 1: Galaxian Source Manifest

Create the first galaxian-reference source manifest with at least one usable gameplay video or local capture.

Deliverables:

  • source manifest
  • README with provenance and usage notes
  • candidate window list

Milestone 2: First Window Pack

Extract one formation-entry / first-dive window.

Deliverables:

  • clip anchor
  • contact sheet
  • first-pass event log
  • confidence notes

Milestone 3: Semantic Scout-Wave Profile

Convert the first window into a small semantic profile.

Deliverables:

  • player contract notes
  • alien family notes
  • formation and dive notes
  • scoring and shot-cadence notes
  • Platinum extension list

Milestone 4: Harness Plan

Write harness targets before building the playable slice.

Deliverables:

  • timing correspondence target
  • sequence target
  • player-control target
  • pack-boundary target

Milestone 5: Playable Slice

Build the smallest real Galaxy Guardians scout-wave slice on Platinum.

Deliverables:

  • playable dev-only slice
  • application-owned rule code
  • harness coverage
  • docs linking implementation choices back to evidence

Durable Principle

Every second-game implementation decision should be traceable back through:

  1. source
  2. window
  3. event log
  4. semantic model
  5. correspondence target
  6. harness or review artifact

That chain is the product.

The resulting game matters, but the reusable way of learning and building games matters just as much.

Reference Media Inventory

Visible inventory of source references and derived evidence used to ground Aurora, Galaxy Guardians, and future game ingestion work.

Generated from REFERENCE_MEDIA_INVENTORY.md during build.

This inventory lists the preserved gameplay footage, reference media, and derived analysis packs that currently support Aurora, Galaxy Guardians, and future-game ingestion work.

It exists so future work does not depend on memory or chat history when deciding what evidence is already available.

The primary hosted intake/status surface for this material now lives at ingestion-dashboard.html, but this file remains the durable repo-owned ledger for what is actually preserved and why it matters.

The public repo now keeps public-safe metadata for these sources, while copied and derived media bytes should live in the companion private artifact store described in PRIVATE_ARTIFACT_STORAGE_POLICY.md.

That companion private repo now exists at:

  • https://github.com/sgwoods/Codex-Test1-private-artifacts

The first legacy public-media migration tranche is now also complete in the working tree for the two most Guardians-critical source-derived lanes:

  • reference-artifacts/analyses/galaxian-frame-reference
  • reference-artifacts/analyses/audio-conformance-lab

The next completed private-lane migration tranche is now also in place for the two largest Aurora audio-fitting families:

  • reference-artifacts/analyses/aurora-audio-cue-candidates
  • reference-artifacts/analyses/aurora-audio-theme-comparison

The follow-on private-lane migration waves are now also in place for the broader Aurora/Galaga challenge/reference and direct-reference families, including:

  • challenge/reference motion lanes:
    • reference-artifacts/analyses/galaga-path-reference-media
    • reference-artifacts/analyses/galaga-alien-frame-cadence-targets
    • reference-artifacts/analyses/galaga-challenge-video-reference
    • reference-artifacts/analyses/galaga-audio-reference-video-3
  • older direct-reference residue:
    • reference-artifacts/analyses/galaga-audio-reference-video
    • reference-artifacts/analyses/galaga-audio-reference-video-2
    • reference-artifacts/analyses/galaga-reference-sprites
    • reference-artifacts/analyses/galaxian-reference
    • reference-artifacts/analyses/space-invaders-reference
  • smaller visual-reference crop/timing packs:
    • reference-artifacts/analyses/galaga-alien-target-crops
    • reference-artifacts/analyses/stage7-reference-path-before-after
    • reference-artifacts/analyses/galaga-alien-cadence-validation
    • reference-artifacts/analyses/galaga-alien-visual-crop-previews
    • reference-artifacts/analyses/galaga-stage-opening-timing

The next storage decision is now a mixed-conformance review, not another blind bulk move. Repo-owned runtime evidence can stay public, while source-derived comparison sheets in mixed lanes should move private as they are identified.

For Guardians specifically, the current canonical whole-run persona payload and the latest canonical slice-review captures are now treated as persist-worthy private artifacts so continued tuning does not depend on recreating them.

For the repeatable source-to-game-pack process, pair this inventory with:

  • CLASSIC_ARCADE_INGESTION_FRAMEWORK.md
  • GAME_CONFORMANCE_CATALOG.md

That framework defines the manifest, window, event-log, semantic-model, and harness-planning chain that should govern Galaxian / Galaxy Guardians and future Platinum game ingestion.

The game conformance catalog is the human-readable index that ties these media sources to each game's alien/enemy rows, audio cue rows, stage summaries, and persona testing expectations.

Core Aurora / Galaga Reference Sources

Source familyLocal analysis anchorWhat it containsBest use
Galaga audio reference videoreference-artifacts/analyses/galaga-audio-reference-video/README.mdlabeled sound-reference video, contact sheets, cue catalogcue naming, phrase family review, audio identity comparison
Galaga audio reference video 2reference-artifacts/analyses/galaga-audio-reference-video-2/README.mdindexed gameplay and result sounds, extracted clip inventorytractor beam, capture flow, ambience variants, results cues
Galaga audio reference video 3reference-artifacts/analyses/galaga-audio-reference-video-3/README.mdadditional indexed cue video with clip mapchallenge variants, ambience/convoy, attack and boss sound families
Galaga indexed micro-cue packreference-artifacts/analyses/galaga-audio-reference-video-4/README.mdcompact labeled sound-pack video with isolated start, kill, flying, ambience, capture, rescue, extra-life, and death cuescorroborating smaller Galaga micro-cues that may help Aurora audio-family fitting without changing the main challenge-stage / explosion gap picture
Galaga KHInsider MP3 cue packreference-artifacts/preserved-sources/galaga-khinsider-mp3-cues-2026-06-01/README.mdpreserved named MP3 pack for stage intro, capture/rescue, challenge-stage, result/perfect, 1-up, death/start-up, coin, and name-entry familiespreferred named ceremony/capture/result cue source for Aurora audio fitting, especially where full canonical phrases matter more than compact micro-cue corroboration
Galaga Steam how-to-play guidereference-artifacts/preserved-sources/galaga-steam-how-to-play-guide-2026-06-01/README.mdpreserved Steam player guide PDF plus a small alien preview still with explicit dual-fighter, dodging, and challenge-stage practice prosesupporting Aurora player-strategy grounding and a minor still-image lead without being mistaken for timing, audio, or manual truth
Galaga PrimeTime Amusements getting-good guidereference-artifacts/preserved-sources/galaga-primetimeamusements-getting-good-2026-06-01/README.mdpreserved Galaga strategy PDF plus logo, title-screen, tractor-beam, and stage-01 stills with explicit score/survival/capture advicesupporting Aurora player-strategy grounding and screen-surface still collection without being mistaken for timing, audio, or manual truth
Galaga wikiHow play guide and screenshot bundlereference-artifacts/preserved-sources/galaga-wikihow-play-guide-2026-06-01/README.mdpreserved wikiHow article HTML snapshot plus 24 annotated screenshots covering anti-fire setup, capture/rescue, entrance-pattern explanations, opening-stage positioning, morph bonus, and result/bonus examplesstrongest current annotated-still and policy-explanation lane for Aurora without being mistaken for manual, motion, timing, or audio truth
Galaga StrategyWiki gameplay/walkthrough and sprite bundlereference-artifacts/preserved-sources/galaga-strategywiki-gameplay-walkthrough-2026-06-01/README.md and reference-artifacts/analyses/galaga-strategywiki-gameplay-walkthrough/README.mdpreserved gameplay and walkthrough PDFs plus a 12-image gameplay-page sprite bundle covering fighter, capture, bee, butterfly, dragonfly, flagship, and transform familiesstrongest current repo-owned per-family Galaga sprite identity lane and a useful supporting walkthrough/policy reference without being mistaken for timing or audio truth
Galaga arcade-museum history/spec pagereference-artifacts/preserved-sources/galaga-arcade-museum-2026-06-01/README.mdpreserved Museum of the Game PDF and HTML snapshot with release metadata, controls, mono sound, cabinet styles, and broad cabinet/control-panel/bezel/PCB/title image leadsstrongest current cabinet/spec and image-lead lane for Aurora without being mistaken for measured gameplay timing or audio truth
Galaga stage reference videoreference-artifacts/analyses/galaga-stage-reference-video/README.mdstage-oriented preserved reference video and derived frame viewsstage-opening cadence, formation arrival, convoy rhythm
Challenge stage reference packreference-artifacts/analyses/challenge-stage-reference/README.mdchallenge-stage contact sheet and stable observationsnon-attacking bonus-stage behavior, readability, results framing
Galaga isolated challenging-stages motion sourcereference-artifacts/preserved-sources/galaga-challenging-stages-isolated-2026-06-01/README.md and reference-artifacts/analyses/galaga-challenging-stages-isolated/README.mdpreserved 640x360 challenge-stage compilation showing the stages one at a time with full formations and route motion visible, plus first-pass contact sheetspreferred raw source for Aurora challenge-family subclip extraction and motion-window promotion when live-play clutter would make the patterns harder to read
Galaga perfect challenging-stages sourcereference-artifacts/preserved-sources/galaga-perfect-challenging-stages-2026-06-01/README.md and reference-artifacts/analyses/galaga-perfect-challenging-stages/README.mdpreserved earlier 320x240 perfect-play challenge-stage compilation with first-pass contact sheetssupplemental perfect-play corroboration lane for Aurora after the higher-quality perfect-play source was added
Galaga higher-quality perfect challenging-stages sourcereference-artifacts/preserved-sources/galaga-higher-quality-perfect-challenging-stages-2026-06-01/README.md and reference-artifacts/analyses/galaga-higher-quality-perfect-challenging-stages/README.mdpreserved stronger perfect-play challenge-stage compilation with first-pass contact sheets sampled across the full runpreferred repo-owned source for Aurora perfect-result presentation, ideal-flow cadence, and repeated flawless challenge-stage review
First challenge-stage baselinereference-artifacts/analyses/first-challenge-stage/README.mdfocused challenge-stage baseline from original captureearly challenge motion, group readability, scoreable windows
Release reference packreference-artifacts/analyses/release-reference-pack/README.mdcurated windows for capture, transition, Stage 4, later pressurerelease-shaping comparisons beyond stage 1
Galaga manual / cabinet-era materialreference-artifacts/manuals/galaga-1981-namco/README.mdmanual-backed rules and presentation anchorssource-of-truth rule checking before tuning or release claims
Galaga target artifact corpusreference-artifacts/analyses/galaga-target-artifact-coverage/latest.json and GALAGA_TARGET_ARTIFACT_COVERAGE.mdonline/local target inventory, ingestion status, challenge-window readiness, and next acquisition needsdeciding which reference artifacts are strong enough to guide implementation versus only useful as planning or supplemental context
Galaga design grounding notesreference-artifacts/ingestion/galaga-design-grounding/README.mdderived official-source and player-guide assertions for identity, entry, challenge-stage learnability, capture/rescue, and transform progressiongrounding player/designer meaning while keeping numeric movement scores tied to measured media
Galaga Free80sArcade history and strategy pagereference-artifacts/preserved-sources/galaga-free80sarcade-history-guide-2026-06-01/README.mdpreserved browser-play history/strategy page with detailed capture, entrance-pattern, challenge-stage centering, transform progression, anti-fire exploit, and secret-technique prosesupporting design-grounding and player-strategy context for Aurora without being mistaken for primary timing or audio truth
Galaga screen-surface targetsreference-artifacts/ingestion/galaga-screen-surface-targets/README.mdderived target map for title, in-game, high-score, game-over, cabinet, and challenge-result surfacesplanning visual/UI conformance work before approved screenshot/contact-sheet targets exist
Galaga classic recovered source lanereference-artifacts/preserved-sources/galaga-classic-recovery-2026-05-17/README.mdrecovered source videos, Freesound pack, Galaxian wav, and stage-video proxy with hashes/manifestscurrent canonical source lane for the active Galaga/Galaxian reference media that older docs used to cite from stale machine paths
Galaxian no-voiceover early-session sourcereference-artifacts/preserved-sources/galaxians-arcade-no-voiceover-2026-06-01/README.mdpreserved 4:10 gameplay session from start screen to game over with direct game audio and no voiceoverprecise early-session cue timing, start/loss/game-over audio windows, and short-form Guardians sound review
Galaxian 15-wave full-session sourcereference-artifacts/preserved-sources/galaxian-15wave-full-start-end-2026-06-01/README.mdpreserved 15-wave gameplay session that visibly covers score-advance/start presentation through later-wave pressure and final game overpromoting named stage-5+ audio/pacing windows, full-session continuity review, and end-state closure without reopening scattered shorter clips
Galaxian KHInsider FLAC cue packreference-artifacts/preserved-sources/galaxian-khinsider-flac-cues-2026-06-01/README.mdpreserved named FLAC pack for credit, start, shoot, loss, extra-life, flying, hit-enemy, and hit-boss cuespreferred isolated core-cue source for Guardians audio fitting, reducing the older static-card reel to a residual-gap source rather than the primary core-cue path
Galaxians indexed sound reelreference-artifacts/preserved-sources/galaxians-sounds-indexed-2026-06-01/README.mdpreserved static-card sound reel with changing audio and waveform evidence of isolated cue blocks plus a longer sustained regionisolated Galaxians-family cue-family comparison for Guardians audio work, with the next step being timestamped cue mapping because readable per-cue visual labels are not yet available
Galaxian ambience background sourcereference-artifacts/preserved-sources/galaxian-ambience-background-2026-06-01/README.mdpreserved sustained Galaxian-family ambience/background bed with continuous waveform across the full runsource-side recurring-pressure / ambient-bed fitting for Guardians audio work, largely closing the generic ambience-source hunt while still leaving gameplay-context windows important
Galaxian gameplay/history prose packagereference-artifacts/preserved-sources/galaxian-wikipedia-2026-06-01/README.mdpreserved Wikipedia article PDF plus first-page preview and confirmed outbound linksgameplay-history prose grounding and lead harvesting for flyer/image follow-up sources
Galaxian Absolute Knave history reviewreference-artifacts/preserved-sources/galaxian-absoluteknave-history-review-2026-06-01/README.mdpreserved long-form player-review/history page with explicit fairness, responsiveness, breakout-prediction, and late-wave pressure commentarysupporting interpretation of Guardians fairness and feel without being mistaken for direct timing or audio evidence
Galaxian arcade-museum history/spec pagereference-artifacts/preserved-sources/galaxian-arcade-museum-2026-06-01/README.mdpreserved Museum of the Game PDF and HTML snapshot with release metadata, controls, mono sound, cabinet styles, RGB-color trivia, and broad marquee/cabinet/bezel/control-panel/PCB/flyer/manual image leadsstrongest current cabinet/spec and visual-lead lane for Guardians without being mistaken for measured gameplay timing or audio truth
Galaxian structured still-image lead packagereference-artifacts/preserved-sources/galaxian-namco-wiki-fandom-2026-06-01/README.mdpreserved Namco Wiki / Fandom PDF with direct flyer, cabinet, flagship, and alien-family image leadsturns the Galaxian still-image hunt into a concrete preservation queue instead of a vague request for better images
Galaxian StrategyWiki guide, gameplay, walkthrough, and sprite bundlereference-artifacts/preserved-sources/galaxian-strategywiki-guide-walkthrough-sprite-bundle-2026-06-01/README.md and reference-artifacts/analyses/galaxian-strategywiki-guide-walkthrough-sprite-bundle/README.mdpreserved StrategyWiki guide/gameplay/walkthrough PDFs plus a 6-image flyer and sprite bundle covering the Midway flyer, flagship, blue/purple/red alien families, and Galaxipstrongest current repo-owned Galaxian flyer and sprite-identity lane plus a useful supporting walkthrough reference without being mistaken for timing or audio truth
Galaxian primary operator manual packagereference-artifacts/preserved-sources/galaxian-midway-operator-manual-2026-06-01/README.mdpreserved Midway parts and operating manual with arcade-era documentary authoritymoves the artifact gap from โ€œfind an arcade manualโ€ to โ€œextract score/rules/setup pages from the manual now in repoโ€
Galaxian official gameplay-summary pagereference-artifacts/preserved-sources/galaxian-galaga-web-history-2026-06-01/README.mdpreserved Bandai Namco Galaga Web history/gameplay summary page for Galaxiancorroborates control language, single-shot constraint, alien-family naming, and convoy/charger score bands with an official modern source
Galaga League official lineage pagereference-artifacts/preserved-sources/galaga-league-history-2026-06-01/README.mdpreserved Bandai Namco page defining the Galaga League and tying the classic series togethersupports official lineage, naming, and themed-universe framing without being mistaken for gameplay-conformance evidence
Reference audio clipssrc/assets/reference-audio/private-storage.jsonpublic pointer for the former app-bundled source-derived cue pack, now stored in the companion private repo under private-artifacts/repo-mirror/src/assets/reference-audio/cue alignment, phrase comparison, and private reference-theme review without shipping copied cue bytes from the public repo

Derived Analysis Packs Already In The Repo

Analysis packLocal anchorMain question it answers
Galaga timing alignmentreference-artifacts/analyses/galaga-timing-alignmentwhat are the reusable timing baselines across original gameplay windows
Galaga reference timing libraryreference-artifacts/analyses/galaga-reference-timing-library/README.mdwhat event-family targets should stage flow and cue spacing use
Galaga stage opening timingreference-artifacts/analyses/galaga-stage-opening-timinghow should the opening sequence read in timing and visible contact windows
Galaga audio overlapreference-artifacts/analyses/galaga-audio-overlaphow much overlap is acceptable between key cues and scene transitions
Galaga boss timingreference-artifacts/analyses/galaga-boss-timinghow boss-hit and boss-death timing families should behave
Galaga audio cue matrixreference-artifacts/analyses/galaga-audio-cue-matrix/README.mdhow cue families map to original reference sounds
Aurora audio theme comparisonreference-artifacts/analyses/aurora-audio-theme-comparisonhow closely Aurora cue identity tracks the preserved Galaga reference clips
Aurora level-expansion evidence cyclereference-artifacts/analyses/aurora-level-expansion-cycle/README.mdwhat deterministic local Aurora gameplay windows show about stage baseline, challenge pressure, mid-run pressure, and late-run cleanup/failure patterns
Evidence cycle dashboardreference-artifacts/analyses/evidence-cycle-dashboard/README.mdwhether curated evidence windows have manifests, frames, events, traces, audio timelines, and harness targets
Stage 1 opening correspondencereference-artifacts/analyses/correspondence/stage1-opening-first-divehow closely Aurora opening timing matches the reference timing library
Stage 1 opening spacingreference-artifacts/analyses/correspondence/stage1-opening-spacingwhether formation geometry and spacing remain on target
Challenge-stage correspondencereference-artifacts/analyses/correspondence/challenge-stage-timingwhether challenge entry and result timing matches the target model
Galaga target artifact coveragereference-artifacts/analyses/galaga-target-artifact-coverage/latest.jsonwhich official/manual/video/player-guide/sprite/audio sources are ingested, partial, candidate, or missing
Capture-rescue correspondencereference-artifacts/analyses/correspondence/capture-rescuewhether capture/rescue state flow still matches the intended baseline
Persona progression correspondencereference-artifacts/analyses/correspondence/persona-progressionwhether progression depth and persona ordering remain healthy
Player movement correspondencereference-artifacts/analyses/correspondence/player-movementwhether movement still matches current joystick-translation principles
Quality conformance roll-upreference-artifacts/analyses/quality-conformancewhat the current weighted quality picture looks like across all major categories
Galaxian reference profilereference-artifacts/analyses/galaxian-reference/README.mdsource manifests, contact sheets, waveforms, promoted event log, no-voiceover early-session audio anchor, first scout-wave profile, and the context for Guardians evidence promotion
Guardians promoted evidence packetreference-artifacts/analyses/guardians-reference-window-promotion-2026-06-05/README.mdpublic metadata packet for named early-session, stage-five-plus, motion, popup, ambience, manual-page, and still-image anchors plus a residual cue ledger and linked runtime correspondence captures
Guardians canonical whole-run persona baselinereference-artifacts/analyses/correspondence/guardians-persona-fullrun/README.md and reference-artifacts/analyses/correspondence/guardians-persona-fullrun/private-storage.jsonpublic summaries for the current Intermediate whole-run review lane plus a private-store pointer for the canonical generated session/video payloadrepeatable whole-game Guardians review, stage progression diagnosis, and future persona-play comparison without recreating the same canonical run
Guardians latest slice-review capturesreference-artifacts/analyses/gameplay-segment-captures/private-storage.json plus the tracked latest-guardians-* summariescanonical opening, stage-5, and stage-7 review stills/videos mirrored privately for continued tuningpreserving the current comparison windows and review renders that ongoing Guardians fairness and conformance work will keep revisiting

Emerging Intake Lines

LineageLocal anchorPreserved materialCurrent role
Space Invaders / Windigo Invadersreference-artifacts/analyses/space-invaders-reference/README.mdpreserved intake lane for the next planned Platinum sibling gamecurrently used to drive source-gap identification, score/rules grounding, and the first game-owned instantiation plan before runtime work begins
Space Invaders classic sound packreference-artifacts/preserved-sources/space-invaders-classicgaming-sounds-2026-06-01/README.mdpreserved named WAV pack for UFO, four march steps, shot, invader kill, and explosionnarrows the Windigo audio hunt to missing player-loss/start-credit truth and gameplay-context timing rather than generic sound acquisition
Space Invaders StrategyWiki guide, gameplay, walkthrough, and sprite bundlereference-artifacts/preserved-sources/space-invaders-strategywiki-guide-walkthrough-sprite-bundle-2026-06-01/README.md and reference-artifacts/analyses/space-invaders-strategywiki-guide-walkthrough-sprite-bundle/README.mdpreserved StrategyWiki guide/gameplay/walkthrough PDFs plus a 6-image flyer and sprite bundle covering the flyer, saucer, large/medium/small invader families, and cannonstrongest current repo-owned Space Invaders flyer and cannon/invader-family identity lane plus a useful supporting walkthrough reference without being mistaken for timing or live audio truth
Space Invaders Absolute Knave history reviewreference-artifacts/preserved-sources/space-invaders-absoluteknave-history-review-2026-06-01/README.mdpreserved long-form player-review/history page with explicit notes on dynamic march tension, one-shot pressure, column-chop strategy, and original button-control feelsupports Windigo gameplay-feel and control-model interpretation without being mistaken for timing or audio truth
Space Invaders arcade-museum history/spec pagereference-artifacts/preserved-sources/space-invaders-arcade-museum-2026-06-01/README.mdpreserved Museum of the Game PDF and HTML snapshot with release metadata, black-and-white-with-overlay display truth, 2-way plus 1-fire control grounding, mono sound, cabinet styles, and broad marquee/cabinet/bezel/control-panel/PCB/title image leadsstrongest current cabinet/spec and still-target discovery lane for Windigo without being mistaken for measured gameplay timing or live audio truth

Supporting Comparative Archives

ArchiveLocal anchorRole
Stage 4 fairness findingsreference-artifacts/analyses/stage4-fairness/README.mddurable record of what did and did not help Stage 4 fairness
External Galaga5 referencereference-artifacts/analyses/external-galaga5/README.mdimplementation-pattern comparison, not canonical fidelity evidence
Galaxian mechanics archivereference-artifacts/analyses/galaxian-mechanics/README.mdearly sibling-project archive for future Galaxian-derived work
Neo-Galaga historical representative archivereference-artifacts/preserved-sources/neo-galaga-history-2026-03-to-2026-04/README.mdfirst preserved subset from the recovered March-April Neo-Galaga history for historical runtime provenance, release-story support, and future comparative analysis
Old-machine downloads intake lanereference-artifacts/ingestion/downloads-old-all-2026-05-17/README.mdtriaged intake record plus curated Neo-Galaga accession plan for historical exports and recoverable cited source media from the copied old-machine download drop

Current Gaps

These are the most important missing reference structures, not missing media files:

  1. Player-movement trace windows derived directly from preserved gameplay footage.
  2. Later-stage cadence trace families beyond the current Stage 1 and challenge emphasis.
  3. Visual cadence traces linking board motion to cue and stage-flow targets.
  4. Frame-level Galaxian timing bands that refine the first promoted event log

into runtime-ready scout-wave timings.

  1. Reference-side event logs that align preserved video timestamps with Aurora-like event families.
  2. A durable labeled catalog of core ship/enemy/presentation image artifacts for comparison and documentation. The first maintained human index now lives in GAME_CONFORMANCE_CATALOG.md; the remaining gap is generating more direct extracted target crops for Aurora's Galaga-family alien rows.
  3. Source manifests that record provenance, license notes, analysis status, and

confidence before a discovered video becomes implementation evidence.

  1. Semantic slice profiles that translate reference windows into game-pack rules

and harness targets.

  1. A formal promoted-evidence index that ties gameplay captures to quality

conformance, player-profile training, and future Player 2 simulation needs.

  1. Late Galaga challenging-stage precision labels. The user-supplied

challenge-all2.mp4 and challenging.mp4 sources are now preserved through derived contact sheets and hashes in reference-artifacts/analyses/galaga-challenge-video-reference/latest.json, so Challenge Stages 4-8 are no longer empty media gaps. The remaining gap is five-group frame/object labels for each challenge window, especially the green-ladder, yellow-fan, and blue/purple finale stages.

  1. Approved screen-surface screenshots or controlled frames for Galaga title,

high-score, game-over, challenge-result, and cabinet/control-panel surfaces.

Working Rule

When we add a new preserved video, manual, clip pack, or reference window, we should update this inventory and link it to at least one:

  • committed reference profile
  • committed harness
  • committed roadmap or scorecard note
  • committed evidence dashboard or source manifest

That keeps the evidence usable for future release decisions.

Artifact Policy

Policy for player exports, harness artifacts, curated reference packs, and the visibility rule that keeps release evidence in generated docs.

Generated from ARTIFACT_POLICY.md during build.

This project has four distinct artifact locations. Treating them as separate on purpose avoids the recurring confusion between player exports, browser-local replay state, developer review archives, and curated evidence packs.

Policy

1. In-Game Player Replay State

This is the browser-native replay feature used by a player who launches the game in-browser with no extra setup.

  • Storage:
    • browser-local IndexedDB
  • Contents:
    • recent replay metadata
    • recent replay video blobs used by the in-game ๐ŸŽž replay surface
  • Scope:
    • local to that browser/profile on that device
    • not intended as the canonical developer artifact archive

This is the right default for dev, beta, and production player use because it requires no filesystem access and works inside normal browser constraints.

Replay Storage Security Rule

Replay video remains browser-local IndexedDB by default. A local score row may link to a local replay only when that replay exists in the current browser profile. It is not a public cloud artifact, and it must not be treated as a trusted hosted replay/video record.

Future high-score video or replay publishing requires a server-owned upload policy before any runtime upload path is enabled. That policy must document authorization, Supabase grants/RLS or storage rules, moderation/status fields, and the score/user/build linkage before release.

Short rule: no hosted replay/video posting ships without a server-owned upload policy.

2. Exported Player Capture Files

This is the explicit user-facing export path for logs and downloaded recordings.

  • Current filenames:
    • neo-galaga-session-*.json
    • neo-galaga-video-*.webm
  • Destination:
    • the browser download location
    • typically the userโ€™s downloads directory
    • on macOS that is usually:
      • ~/Downloads/

This folder is an inbox, not the long-term developer archive.

If exported files need to survive a machine switch before import, the approved shared inbox is:

  • ~/Library/Mobile Documents/com~apple~CloudDocs/Projects/Codex-Test1 Artifact Library/00-temporary-throwaway/browser-export-inbox/

This is the correct export destination for dev, beta, and production because the browser controls download placement. The game should not promise a repo-local path for player-triggered downloads.

Create that shared inbox explicitly with:

npm run artifacts:prepare:import-inbox

npm run machine:bootstrap now runs the same setup step automatically.

3. Canonical Developer Review Archive

This is the normalized artifact tree used by the harness, analyzer, and log viewer.

  • Root:
    • <workspace>/harness-artifacts/
  • Review-ready run folders should include:
    • summary.json
    • neo-galaga-session-*.json
    • neo-galaga-video-*.review.webm when available

This is the source of truth for:

  • log viewer inspection
  • synchronized event/video review
  • harness analysis
  • tuning reports
  • durable review evidence inside the repo workspace

4. Promoted Reference / Gameplay Evidence Packs

This is the curated evidence layer used for durable quality and conformance decisions.

  • Root:
    • <workspace>/reference-artifacts/analyses/
  • Examples:
    • reference-artifacts/analyses/correspondence/
    • reference-artifacts/analyses/quality-conformance/
    • reference-artifacts/analyses/aurora-level-expansion-cycle/
  • Contents may include:
    • source manifests
    • reviewed event logs
    • semantic traces
    • still frames and contact sheets
    • audio-cue timelines or waveform notes
    • harness target notes
    • selected raw run folders only when the run itself is part of the evidence

record

Promoted evidence packs are the right place for information that should support:

  • release quality assessment
  • reference conformance scoring
  • level-by-level expansion planning
  • improved player profile modeling
  • future simulated play and Player 2 behavior
  • future game ingestion workflows

Raw harness runs/ directories under a promoted evidence pack are local capture staging by default and are ignored unless deliberately retained. Keep a raw run in git only when it is linked from a manifest, README, dashboard, or issue and has a clear quality/conformance purpose.

Promoted conformance evidence must also be visible to readers. When an artifact family becomes part of release reasoning, link it from a generated documentation surface by updating the relevant maintained source: GAME_CONFORMANCE_CATALOG.md, REFERENCE_MEDIA_INVENTORY.md, RELEASE_CONFORMANCE_DASHBOARD.md, CONFORMANCE_ECONOMICS.md, or the guide manifests. The publish preflight checks the generated lane docs and dashboard data for the currently required artifact families, so evidence should not remain only in a local folder.

Formal Workflow

Dev

  1. Prepare the shared import inbox if this machine has not done it yet:
   npm run artifacts:prepare:import-inbox

npm run machine:bootstrap now performs this automatically.

  1. Player-triggered exports download through the browser into the userโ€™s downloads location.
  2. If the run should become a durable review artifact, import it into:
  • <workspace>/harness-artifacts/
  1. Use:
   npm run harness:import-latest

That command now searches the default import inboxes in order:

  • ~/Downloads/
  • ~/Library/Mobile Documents/com~apple~CloudDocs/Projects/Codex-Test1 Artifact Library/00-temporary-throwaway/browser-export-inbox/
  1. Review it in the viewer or analyzer from the imported run folder.
  2. If the run should become release or conformance evidence, promote only the

reviewed outputs into reference-artifacts/analyses/ and link them from an inventory, dashboard, scorecard, generated guide section, or issue.

  1. Run npm run build before release checks so the generated user-visible docs

include the updated explanation.

Evidence Cycles

Deterministic evidence cycles may write local raw runs while generating curated outputs.

For Aurora level expansion:

npm run build
npm run harness:cycle:aurora-evidence-windows
npm run harness:build:evidence-cycle-dashboard
npm run harness:check:evidence-cycle-dashboard

The promoted artifact home is:

reference-artifacts/analyses/aurora-level-expansion-cycle/

The dashboard home is:

reference-artifacts/analyses/evidence-cycle-dashboard/

Beta / Production

  1. In-game replay uses browser-local replay storage.
  2. Explicit exports still go to the browser download location.
  3. If we want a run to enter developer review, we import that exported pair

into <workspace>/harness-artifacts/ on a dev machine.

  1. If the pair will not be imported immediately, move it from the browser

download location into the shared iCloud browser-export inbox rather than leaving it only in a personal Downloads folder.

There is no separate filesystem export location for beta or production.

  • dev: replay lives in browser storage, exports go to browser downloads
  • beta: replay lives in browser storage, exports go to browser downloads
  • production: replay lives in browser storage, exports go to browser downloads

Non-Goals

  • dist/dev/, dist/beta/, and dist/production/ are not runtime capture archives.
  • export.mov.png is a build snapshot artifact, not a session/replay artifact.
  • The game should not imply that exported logs/videos automatically land in <workspace>/harness-artifacts/.
  • Raw local runs/ folders are not automatically release evidence. They become

evidence only after promotion, review, and linkage from an index or manifest.

Source of Truth

Going forward, use this distinction:

  • IndexedDB = native local replay feature for players
  • browser download directory or shared browser-export inbox = exported log/video files waiting for import
  • <workspace>/harness-artifacts/ = canonical developer review archive after import/normalization
  • <workspace>/reference-artifacts/analyses/ = curated evidence packs for

quality, conformance, player-profile, and future-game research

If documentation or UI text blurs those boundaries, treat it as a documentation bug and correct it.

Audio Conformance Lab

Shared audio ingestion and cue-comparison workflow for Aurora, Galaxy Guardians, and future Platinum-hosted games.

Generated from AUDIO_CONFORMANCE_LAB.md during build.

The Platinum audio conformance lab is the shared workflow for improving game audio from measured reference evidence instead of subjective tuning alone. Galaxy Guardians is the first registered consumer, but the harness is designed so Aurora and future game packs can use the same pattern.

Principle

Game packs own their cue recipes and semantic cue catalogs. Platinum owns the repeatable analysis path:

  • register the game pack and audio theme in tools/harness/audio-conformance-games.js
  • load promoted reference cue windows and runtime cue recipes
  • synthesize the runtime cues in a deterministic CPU-only renderer
  • compare runtime cues against promoted reference windows
  • export JSON metrics plus waveform/spectrogram PNG previews
  • keep raw copyrighted reference audio out of source control

Common audio analysis belongs in Platinum harness utilities, not inside a single game. Game-specific inputs are configuration and artifacts.

Current Guardians Baseline

The first Guardians lab artifact is:

reference-artifacts/analyses/audio-conformance-lab/galaxy-guardians-preview/audio-conformance-lab-0.1.json

Readable report:

reference-artifacts/analyses/audio-conformance-lab/galaxy-guardians-preview/audio-conformance-lab-0.1.md

Current result:

MetricScore
Runtime cue lab score8.3/10
Guardians reference conformance7.7/10
Guardians playtest-weighted conformance6.9/10
Compelling preview target7.0/10

The lab score is intentionally not the public audio score. It says the current runtime cue recipes are much closer to the promoted reference-window shapes. The playtest score remains below the compelling-preview target until human listening confirms the cue windows and live mix.

Commands

npm run harness:analyze:galaxy-guardians-audio-conformance-lab
npm run harness:check:galaxy-guardians-audio-conformance-lab
npm run harness:analyze:aurora-audio-cue-contracts
npm run harness:analyze:aurora-audio-conformance-lab-v2
npm run harness:analyze:aurora-audio-promotion-precheck -- --cue=stagePulse

Generic form:

npm run harness:analyze:platinum-audio-conformance-lab -- --game galaxy-guardians-preview
npm run harness:check:platinum-audio-conformance-lab -- --game galaxy-guardians-preview

Add Another Game

  1. Add a game registration in tools/harness/audio-conformance-games.js.
  2. Point it at the pack source, pack global, audio theme, candidate cue names,

and reference artifacts.

  1. Promote source cue windows into a labeled cue artifact.
  2. Run the generic analyzer and checker.
  3. Update that game's candidate/conformance docs with the lab artifact.

Next Audio Work

The next Guardians pass should be a human listening review of the generated runtime/reference cue preview pairs. Mark each reference window as clean or dirty, replace dirty windows, then retune the runtime mix and event density in live browser play.

Current Aurora Audio Read

Aurora now uses a cue-contract layer in addition to waveform/spectral analysis. The contract layer keeps each cue tied to five obligations:

  • semantic meaning: what the player should understand
  • timing slot: trigger, cooldown, stop behavior, overlap, and tail budget
  • acoustic identity: duration, onset/body/tail, centroid, band shape, and

envelope

  • runtime context: whether the cue survives real gameplay mix pressure
  • theme latitude: what can vary in Aurora or later theme packs without breaking

arcade readability

This matters because the latest rescueJoin pass proved that isolated cue similarity is not enough. A candidate can look useful in a focused sweep and still fail the live theme once recaptured. Runtime promotion now requires both contract readiness and live validation.

Current artifact:

reference-artifacts/analyses/aurora-audio-cue-contracts/latest.json

Current lab artifact:

reference-artifacts/analyses/aurora-audio-conformance-lab-v2/latest.json

Current stability artifact:

reference-artifacts/analyses/aurora-audio-risk-stability/latest.json

Current result:

MetricValue
Quality score audio category7.0/10
Overall quality score9.2/10
Semantic event score9.78/10
Acoustic event score6.56/10
Average worst segment risk3.27/10
Cue-contract readiness9.24/10
Contracted priority cue families8 cues
Highest current audio gapchallengePerfect onset
Audio risk stabilityglobal promotion block active; 19/21 recent cues volatile
Focused candidate-loop coverageenemyShot, challengePerfect, challengeTransition, gameOver, bossHit, playerShot, rescueJoin, and the contracted cue set

This means the process and runtime audio both moved forward, while audio still remains Aurora's weakest quality category. The latest post-beta runtime wins promoted measured reference subwindows for bossHit and playerShot. playerShot moved from the highest measured gap to a 1.0/10 event risk, and fresh full-theme validation reduced average worst segment risk from 3.55/10 to 3.27/10 while cue alignment stayed 9/9. The earlier enemyShot threat-fire cue promotion remains in place. The prior challengePerfect pass produced focused low-risk subwindow candidates, but the post-beta harness now rejects onset-only reward cues below a 1.1s scheduled duration ceremony floor. No perfect-clear runtime cue was promoted. This is the intended guardrail: focused similarity is evidence, not release authority by itself, and a cue that wins the onset comparison can still be wrong for the player if it abbreviates the reward/inter-level moment.

May 17 rescueJoin and risk-stability pass:

  • Focused rescueJoin candidate loop found a strong local keeper:

refclip-s2399-d300-v116, with focused risk improvement 2.39/10 and segment-risk improvement 4.04/10.

  • Full-theme promotion precheck allowed a runtime trial with no blockers, but

the live full-theme capture did not improve rescueJoin and worsened the aggregate/highest audio risk read. The runtime cue was reverted.

  • Persisted rejected trial:

reference-artifacts/analyses/aurora-audio-runtime-trials/latest.json.

  • New harness capability kept:

tools/harness/analyze-aurora-audio-risk-stability.js and tools/harness/check-aurora-audio-risk-stability.js.

  • Current stability read: 8 recent event-gap reports show 11 volatile cues.

challengePerfect is both the highest median-risk cue and the most volatile cue, with a recent 4.56/10 gap-risk range.

Read: the next high-value audio pass should first stabilize repeated full-theme capture and use median/repeated confirmation before any challengePerfect, gameOver, or challengeTransition runtime promotion. This is a harness/process win more than a player-facing audio win, but it reduces the chance of shipping a cue that only passed one noisy measurement.

May 17 Challenge Perfect / transition / game-over stability pass:

  • Focused candidate loops now cover challengePerfect, challengeTransition,

and gameOver with repeated samples and bounded reference-grid sweeps.

  • Full-theme promotion prechecks found plausible candidates for all three:

challengePerfect perfect-clean-onset-soft-tail, gameOver refclip-s3798-d1100-v86, and challengeTransition refclip-s480-d480-v116.

  • The guarded challengePerfect runtime trial was rejected. The candidate

improved the average worst-segment rollup, but the live/full-theme read still left challengePerfect as the highest-risk cue at 7.7/10.

  • After reverting the runtime cue, another full-theme capture produced the same

high challengePerfect risk. The learning is important: current audio measurement variance can dominate a candidate change.

  • New harness capability kept:

tools/harness/analyze-aurora-audio-promotion-stability-gate.js, tools/harness/check-aurora-audio-promotion-stability-gate.js, tools/harness/analyze-aurora-audio-strategy-review.js, and tools/harness/check-aurora-audio-strategy-review.js.

  • Current promotion gate: 0 runtime trials allowed because global audio

scoring is unstable (19/21 volatile cues). No runtime audio was promoted.

Strategy read: accurate reference clips are necessary but not sufficient. The next audio work should build reference-vs-reference and current-vs-current calibration controls, then move runtime promotion to repeated median / confidence-bound scoring. See AUDIO_CONFORMANCE_STRATEGY_REVIEW.md.

Post-beta boss-hit pass:

  • bossHit now uses the curated boss-damage subwindow from

galaga3-boss-damage-flagship-fighter-shot.m4a (clipStart: 1.149, clipDuration: 0.29) in the Galaga reference audio theme.

  • This moved bossHit event-gap risk from 4.62/10 to 0.96/10 and worst

segment risk from 5.71/10 to 0.36/10.

  • The broader audio read improved from 6.9/10 to 7.0/10, acoustic event

score improved from 6.10/10 to 6.45/10, cue alignment stayed 9/9, and overall quality stayed 9.1/10.

  • The next exposed measured gap is playerShot onset, but that should be

reviewed as a scorer/reference-window issue before runtime promotion because shot identity is a high-frequency, high-repetition player-control cue.

Post-beta player-shot pass:

  • The focused playerShot loop now exists in

tools/harness/analyze-aurora-audio-focus-candidates.js and records durable candidate evidence under reference-artifacts/analyses/aurora-audio-cue-candidates/latest-player-shot.json.

  • The measured keeper is the flagship/fighter-shot subwindow

clipStart: 0.08, clipDuration: 0.24, referenceVolume: 0.92.

  • This moved playerShot event-gap risk from 9.37/10 to 1.0/10 and worst

segment risk from 8.39/10 to 2.56/10.

  • The broader audio read stayed 7.0/10, acoustic event score improved from

6.45/10 to 6.73/10, cue alignment stayed 9/9, runtime recovery passed, and overall quality stayed 9.1/10.

  • The next exposed measured gap is again challengePerfect onset, but the

retained ceremony-duration guard means the next work should pursue a full-phrase/envelope-preserving reward strategy rather than a short onset clip.

May 11 capture-stability and ship-loss trial pass:

  • Harness improvement kept: browser-backed audio captures now include an

explicit 80ms recorder preroll, and candidate artifacts record capture attempt, byte length, capture duration, and preroll. This reduces the chance that short cue candidates are scored against MediaRecorder startup timing rather than the cue itself.

  • Fresh stagePulse sweeps showed that previous low-risk synthetic candidates

were partly measurement artifacts. Under stabilized capture, no stagePulse candidate cleared focused keeper gates; no runtime promotion was made.

  • Impact/reward sweep found one focused rescueJoin keeper, but full-theme

promotion precheck rejected it because the cue gap and worst segment risk worsened in context.

  • Ship-loss sweep found a focused playerHit keeper

(promoted-active-window) with risk improvement 5.06/10 and loss-composite score 8.82/10. Promotion precheck allowed a runtime trial.

  • Runtime playerHit trial was rejected and rolled back. The full-theme trial

lowered the audio category score to 7.2/10 and did not solve the active-window body/tail segmentation issue.

  • Persisted trial decision:

reference-artifacts/analyses/aurora-audio-runtime-trials/2026-05-11-44ac29aa-playerHit-rejected/report.json

Read: playerHit is now the highest measured audio gap because the improved capture path exposes that death onset/body/tail are not represented as separate runtime-evaluable sub-events. The next valuable pass is not a shorter clip; it is a contract-aware composite cue strategy for ship loss.

May 11 composite ship-loss scoring follow-up:

  • Platform improvement kept: the runtime audio engine now supports measured

layered cue definitions, and harness capture duration/preload logic can evaluate every reference clip used by a layered cue.

  • Harness improvement kept: audio comparison manifests can declare an

analysisWindow policy, so a composite cue can be scored over the scheduled onset/body/tail window rather than only the loudest active island.

  • Reference correction kept: ship-loss-compare now scores against the

curated death-event segment span instead of the entire source file.

  • Focused candidate outcome: no playerHit keeper survived the updated

whole-cue, segment, duration, band, centroid, and role-match gates. segmented-loss-body-dip was the best measured candidate, but it still missed the role/segment gate.

  • Promotion precheck outcome: rejected. The candidate showed a possible

full-theme cue-gap improvement, but no runtime trial is allowed until the focused gates clear.

  • At that point, the roll-up after refresh was: overall quality 9.1/10, audio 7.2/10,

semantic event score 9.78/10, acoustic event score 6.20/10, average worst segment risk 3.80/10, highest gap playerHit tail at 6.19/10.

Read: this pass improved the measuring system more than the runtime mix. It turned "ship loss sounds wrong" into a narrower diagnosis: tail/body timbre and browser-captured reference calibration still need work before a beta-worthy audio promotion.

May 11 calibrated ship-loss promotion pass:

  • Harness improvement kept: focused candidate scoring now carries synthetic

Galaga browser-capture risk beside raw Aurora risk and supports calibrated onset/body/tail gates. This prevents the loop from rejecting Galaga-source cues only because the hand segmentation and browser capture disagree.

  • Candidate added: curated-segment-tail-lift, a layered death phrase using

the curated onset/body/tail windows from galaga3-death.m4a.

  • Focused result: whole-cue risk improved by 2.56/10, scheduled duration gap

closed to 0s, loss-composite score reached 9.76/10, and repeat stability cleared.

  • Promotion precheck: runtime trial allowed with an explicit warning. Full-theme

cue gap improved by 2.65/10; raw worst-segment risk worsened by only 0.06/10, inside the calibrated trial tolerance.

  • Runtime validation: audio comparison, event-gap analysis, cue-contract check,

audio cue alignment (9/9), runtime recovery, game-over tail, build, and quality score passed.

  • Current roll-up after validation: overall quality 9.2/10, audio 7.3/10,

semantic event score 9.78/10, acoustic event score 6.31/10, average worst segment risk 3.69/10, highest audio risk playerHit tail at 3.61/10.

Read: this is a user-visible loss-feedback improvement and a process improvement. The ship-loss cue now preserves a fuller, better-timed arcade death phrase while the harness records the residual tail gap instead of hiding it.

Full-grid stagePulse pass:

  • Measured loop: contract-aware stagePulse masking candidate loop
  • Cost: 373.244s wall, 703.97s CPU, 13.7 MB artifact delta
  • Measured best: soft-attack-low-march
  • Focused result: risk 3.62/10, worst onset segment 5.3/10, cadence

pressure 4.59/10, masking separation 3.88/10

  • Promotion precheck: rejected
  • Why rejected: the candidate improved local risk and would improve full-theme

cue gap by 0.72/10, but it failed masking separation and repeat-stability gates

That is a useful near miss, not a runtime change. It tells us the next generator must reduce transient brightness and measurement variance while keeping the low-band pressure body.

Targeted stability follow-up:

  • Measured loop: targeted stable low-brightness stagePulse generator pass
  • Cost: 26.041s wall, 47.95s CPU, 0.4 MB artifact delta
  • Measured best: cadence-stable-two-step-pressure-pocket
  • Focused result: risk 4.41/10, worst onset segment 6.91/10, cadence

pressure 2.03/10, masking separation 1.8/10

  • Promotion precheck: rejected
  • Read: simple low-gain/low-pass stabilization reduced musical pressure and

still did not solve masking; the next family needs better envelope/phase or reference-subclip strategy, not merely quieter synthesis.

May 10 stagePulse and capture-beam follow-up:

  • Broader stagePulse sweep cost: 562.365s wall, 1062s CPU,

22.6 MB artifact delta

  • Best isolated stagePulse read before runtime trial:

refclip-s540-d360-v105 with focused risk 2.23/10, worst onset 2.48/10, cadence pressure 6.99/10, and masking separation 7.1/10

  • Promotion precheck result: rejected because focused keeper gates did not

clear, even though the synthetic full-theme precheck showed large potential wins (4.53/10 cue gap improvement and 4.77/10 worst-segment improvement)

  • Runtime trial result: rolled back; once the trial was measured against the

restored canonical target and built bundle, it did not clear focused keeper gates

  • Harness improvement kept: reference-clip candidate captures now clear their

own cooldown and active tail before measurement, so future candidate sweeps are less likely to mis-score a candidate because a prior reference clip was still active or throttled

  • Capture-beam pass cost: 12.569s wall, 20.17s CPU, 1.1 MB artifact

delta

  • Capture-beam measured best: early-peak-siren, risk 4.02/10, worst

segment 4.96/10; rejected because it did not materially improve centroid or mid-band energy

Read: stagePulse is not a quick promotion. It needs a better pressure-bed model or a better reference segmentation strategy. captureBeam is now the next high-user-impact audio gap with a clear failure shape: the generator is removing sub-bass but not adding enough mid-band identity or capture-event clarity.

May 10 runtime recovery and inter-level phrase pass:

  • Weighted-masking stagePulse follow-up tested stable-family and anchored-body

candidates. The best measured candidate was cadence-anchor-body-sub-support with focused risk 3.84/10, worst onset 5.55/10, cadence pressure 3.8/10, and masking separation 5.37/10, but it failed repeat-stability gates. No runtime stagePulse promotion was made.

  • Runtime user-experience fix kept: critical reference cues now record actual

start/block history and final-loss/inter-level cues can bypass stale cooldown suppression when they are semantically required.

  • Game-over now stops active stage/inter-level reference beds before playing the

final loss ambience, reducing the risk that a transition phrase masks or suppresses the death/game-over read.

  • Normal inter-level phrase coverage was widened: stageTransition moved from

2.8s to 3.35s. Challenge result phrases were also widened (challengeResults 1.55s -> 1.95s, challengePerfect 1.7s -> 2.15s) while cue-alignment still passes 9/9.

  • New guardrail: npm run harness:check:audio-runtime-recovery verifies that

stageTransition, playerHit, gameOver, and the next gameStart actually start in the browser runtime, with no critical idle/mute/cooldown blocks.

  • Measured outcome: overall quality remains 9.2/10; audio now reads

7.1/10; stagePulse remains the highest risk cue at 5.14/10.

May 10 challenge-transition UX and stagePulse stability pass:

  • Challenge-entry announcement coverage was widened without moving the cue start:

challengeTransition moved from a 1.05s excerpt to 1.6s.

  • The challenge-entry window was widened from 2.8s to 3.35s, increasing

spawn-after-cue from 0.583s to 1.133s while preserving the measured challenge cue tail-past-spawn relationship at 0.467s.

  • Audio cue alignment still passes 9/9; challenge-stage timing still passes

5/5; the overall quality score remains 9.2/10.

  • The timing-library builder now derives challenge-entry targets from the

current audio-overlap probe when available, so a measured UX target refresh is not blocked by missing old-machine video paths.

  • The audio-alignment scorer now distinguishes target risk from intentional

baseline drift: worstCurrentRiskDelta is 0 even though the production baseline drift is 0.55s.

  • StagePulse stability-first candidates and direct reference-window candidates

were both rejected. The best reference-window attempt was refclip-s660-d240-v86, but it missed cadence pressure and repeat-stability gates. No runtime stagePulse promotion was made.

  • At that point, the rollup was: audio remained 7.1/10; acoustic event score was 6.07/10;

semantic event score is 9.78/10; stagePulse remains the highest risk cue at 5.34/10.

Cue Contract Promotion Rule

Runtime audio cannot be promoted from a focused candidate loop alone.

A candidate must pass:

  1. cue contract fit: player meaning, timing slot, acoustic shape, runtime

context, and theme latitude

  1. focused candidate gates: segment risk, duration, centroid, band shape,

stability, and role match

  1. full-theme promotion precheck
  2. live runtime recapture
  3. cue alignment, semantic score, acoustic event score, and overall quality

guardrails

Rejected candidates are preserved as useful evidence. They explain whether the next pass needs better reference segmentation, a new generator strategy, or a runtime/mix model rather than another subjective tweak.

Theme Latitude

The lab now distinguishes three audio lanes:

LaneUseConstraint
referenceConformantclosest Galaga-like mode and release-gate evidencekeep event meaning, timing slot, and acoustic segment shape close to reference
genreConformantarcade-faithful Aurora defaultsallow synthesis and pitch/color changes while preserving fixed-screen arcade readability
auroraVariantfuture theme packs and richer presentationallow musical identity only when hit/kill/loss/reward/pressure remain unmistakable

The important idea is that variation is allowed, but it must be measured against declared cue obligations. A theme can be different without becoming ambiguous.

Next Aurora Audio Work

The next high-value audio pass should split into two measured tracks:

  • captureBeam tail modeling: build a focused candidate family for the

residual tail gap and explicitly measure whether the beam stays threatening without masking shot/hit cues

  • challengePerfect runtime strategy: the focused loop found good acoustic

onset candidates, but the new ceremony-duration gate rejects short subwindows for runtime promotion, so the next attempt should model full-phrase mix position, tail budget, and reward/inter-level ceremony before changing runtime

  • stagePulse pressure-bed modeling: a stronger low-brightness, low-variance

generator that explicitly targets repeat stability, zero-crossing calm, cadence pressure, and action-cue masking before promotion precheck

  • challengeTransition follow-up listening pass: the measured 1.6s phrase is

now runtime-safe, so the next check should be human/gameplay review rather than further widening

  • challengePerfect full-phrase review: the latest post-player-shot rollup

again exposes challengePerfect as the highest measured risk, but the keeper gate must preserve at least 1.1s of reward ceremony

  • playerHit tail/body composite monitoring: keep the calibrated layered cue as

a guardrail, and refine only if manual listening or future capture baselines show a player-facing weakness

  • Both tracks must preserve masking guards against playerShot, enemyHit,

enemyBoom, bossHit, and bossBoom

  • Full-theme promotion precheck remains a hard gate before runtime changes

Audio Conformance Strategy Review

Current diagnosis of why isolated audio candidate wins are not translating into safe runtime improvements, plus the revised measurement and promotion strategy.

Generated from AUDIO_CONFORMANCE_STRATEGY_REVIEW.md during build.

Generated: 2026-05-17T12:57:41.334Z Commit: f9e7374c (dirty)

Executive Read

Aurora audio is not failing because the reference clips are bad. It is failing because the current loop overweights isolated waveform wins while the live full-theme capture, segmentation, and event-in-context scoring are unstable enough to reverse those wins. The next audio investment should stabilize the measurement harness before more runtime cue promotion.

Current Evidence

  • Latest audio event-gap highest risk: challengePerfect 7.7/10.
  • Latest average worst-segment risk: 3.27/10.
  • Risk stability: 19/21 cues volatile; most volatile captureBeam (3.89/10 range).
  • Promotion stability gate: 0 runtime trials allowed; global block on.
  • Latest runtime trial: challengePerfect runtime-trial-rejected.

Why Accurate References Are Not Enough

  • The target clip is accurate, but the measured event is not the same object: A Galaga reference phrase can be exact while Aurora plays it through a different event contract: different ceremony length, stop-cue behavior, background cadence, player state, and score handoff. Isolated cue similarity cannot guarantee player-facing conformance.
  • Full-theme capture and segmentation are currently too volatile: The latest stability run marks 19/21 cues volatile. That means a single full-theme comparison can move more than a candidate change, so promotion based on one run is not trustworthy.
  • Onset scoring dominates musical/semantic quality: Challenge Perfect can improve average risk while still worsening as the highest-risk cue because a small onset or segment-boundary shift dominates the score. The scorer needs canonical self-similarity controls and confidence intervals before it should drive runtime edits.
  • The current candidate loop optimizes subwindows before context: The loop is good at finding plausible reference subclips, but weak at proving that the chosen clip survives live game timing, overlap, cooldown, stop-cue interactions, and score/transition pacing.
  • Theme latitude and strict conformance are mixed together: Aurora needs both a conformant reference lane and expressive theme lanes. The current score sometimes punishes a theme for being thematic while also not being stable enough to prove strict reference improvement.

Revised Strategy

PriorityStrategySuccess Measure
1Add reference-vs-reference and current-vs-current calibration controls to every full-theme audio report.Known identical captures score near zero gap with cue risk range <= 0.4/10 before runtime promotion gates are allowed.
2Move promotion decisions to repeated median and confidence-bound scoring.A candidate clears only when the 3-run median improves and the lower-confidence improvement exceeds max(0.5/10, 2x measured standard deviation).
3Score in-context event scenarios in addition to isolated cue captures.Challenge Perfect, challengeTransition, and gameOver are replayed inside their actual transition windows with stop-cue, cadence, and handoff timing active.
4Promote event contracts before waveform candidates.Each cue has explicit onset/body/tail meaning, expected duration, masking tolerance, semantic role, and player-facing read before candidate generation starts.
5Separate strict Galaga conformance mode from Aurora theme-expression mode.Dashboard shows two audio reads: reference-conformant lane and themed-latitude lane, with promotion gates tied to the intended lane.
6Use local CPU sweeps for candidate generation, and reserve model/Codex time for strategy, failure classification, and harness design.Economics reports show more local CPU candidate attempts per accepted harness improvement, while Codex/GPU-equivalent time is tied to durable algorithm changes.

Next Experiment

Before any more runtime audio promotion, build a calibration pass that captures Galaga reference cues through the same browser path twice and measures reference-vs-reference, current-vs-current, and current-vs-reference variance for challengePerfect, challengeTransition, gameOver, captureBeam, and stagePulse.

Source Artifacts

  • audioEventGap: reference-artifacts/analyses/aurora-audio-event-gap/latest.json
  • audioRiskStability: reference-artifacts/analyses/aurora-audio-risk-stability/latest.json
  • promotionStabilityGate: reference-artifacts/analyses/aurora-audio-promotion-stability-gate/latest.json
  • runtimeTrial: reference-artifacts/analyses/aurora-audio-runtime-trials/2026-05-17-f9e7374c-dirty-123945-challenge-perfect-rejected/report.json

README Source

Top-level repo overview, live URLs, local run instructions, and major documentation links.

Generated from README.md during build.

Aurora Galactica is the first shipped playable application on the Platinum browser-arcade platform.

Private companion store only; not exposed from the public repo.

What This Repo Contains

This repo is the engineering source of truth for:

  • the Platinum platform
  • the Aurora Galactica application
  • the hosted documentation set
  • the build, promote, publish, and verification scripts for the release lanes

Think about the product in two layers:

  • Platinum
    • shared shell, hosted lanes, pack selection, shared services, release tooling, and first-class hosted documentation
  • Aurora Galactica
    • gameplay rules, stage flow, scoring, capture and rescue, challenge behavior, and Aurora-specific content

Repository Roles

Aurora currently uses two public GitHub repos, but they do not have the same job:

  • active source repo, issue tracker, planning docs, and engineering workflow:
    • https://github.com/sgwoods/Codex-Test1
  • public release host and GitHub Pages deployment surface:
    • https://github.com/sgwoods/Aurora-Galactica

Use sgwoods/Codex-Test1 for:

  • active issues and bug triage
  • planning, roadmap, and release workflow docs
  • coding, testing, harnesses, and release scripts
  • multi-machine development and release authority

Use sgwoods/Aurora-Galactica for:

  • hosted /dev, /beta, and /production
  • public-facing mirrored release assets
  • the public landing surface for the live game

If you are looking for the active issue tracker, use:

  • https://github.com/sgwoods/Codex-Test1/issues

Live Lanes

  • local localhost:
    • http://localhost:8000/
  • hosted /dev:
    • https://sgwoods.github.io/Aurora-Galactica/dev/
  • hosted /beta:
    • https://sgwoods.github.io/Aurora-Galactica/beta/
  • hosted /production:
    • https://sgwoods.github.io/Aurora-Galactica/
  • local log viewer:
    • http://localhost:4311/

First-Class Hosted Documentation

The hosted documentation set should now move with the release lanes.

Currently verified hosted docs:

  • project guide:
    • https://sgwoods.github.io/Aurora-Galactica/dev/project-guide.html
  • release schedule spine:
    • https://sgwoods.github.io/Aurora-Galactica/dev/project-guide.html#release-schedule-spine
  • multi-machine work allocation:
    • https://sgwoods.github.io/Aurora-Galactica/dev/project-guide.html#multi-machine-allocation
  • white paper on hosted /dev:
    • https://sgwoods.github.io/Aurora-Galactica/dev/white-paper.html
  • project overview deck on hosted /dev:
    • https://sgwoods.github.io/Aurora-Galactica/dev/project-overview-slides.html
  • white paper on hosted /production:
    • https://sgwoods.github.io/Aurora-Galactica/white-paper.html
  • project overview deck on hosted /production:
    • https://sgwoods.github.io/Aurora-Galactica/project-overview-slides.html
  • Platinum guide:
    • https://sgwoods.github.io/Aurora-Galactica/platinum-guide.html
  • player guide:
    • https://sgwoods.github.io/Aurora-Galactica/player-guide.html
  • release dashboard:
    • https://sgwoods.github.io/Aurora-Galactica/release-dashboard.html

Equivalent docs should also exist on hosted /dev and hosted /beta.

Canonical Source Docs

Start here for current work:

Best top-level state and conformance-program overview:

Process for measured long-cycle work and runtime keeper decisions:

Best living white paper and project-area narrative:

Best platform overview:

Best application-boundary doc:

Best repo technical map:

Best release and testing gate doc:

Best conformance/resource economics doc:

Release planning and readiness docs:

Best repo-role clarification:

Historical current-state snapshots that should not be used as live lane truth:

Current Release State

Current live release family:

  • hosted /dev:
    • active 1.4.1.1 quality follow-through line; exact current build label is

authoritative in hosted build-info.json

  • hosted /beta:
    • accepted 1.4.1-beta.1 quality-review lane
  • hosted /production:
    • live 1.4.1 public quality-release line

What that means:

  • Aurora now ships as the first playable application on Platinum
  • the 1.4.1 production quality release promotes the accepted Stage 3 keepers, sign-in repair,

audio/theme clarity, public-safe audio balance, and stronger release gates

  • hosted /dev remains the visible forward-review lane after the 1.4.1

production quality release

  • Galaxy Guardians is now part of the beta review story as a playable preview

with game-owned conformance and release identity

  • hosted /dev, hosted /beta, and hosted /production are now explicit lanes
  • the shell, picker, and shared docs are part of the product rather than just engineering scaffolding

Current go-forward focus:

  • keep the 1.4.1 production quality release trustworthy after publication
  • use hosted /dev and hosted /beta for the next coherent quality review

rather than blurring production and review work together

as the maintained overview of how Platinum, applications, ingestion, harnessing, conformance metrics, and resource economics fit together

before choosing new work so Aurora challenge-stage runtime quality, Guardians v1, shared personas/Watch/Rival, ingestion grammar, and platform boundaries stay aligned

current readable quality table while shaping the next post-1.4.1 improvement bundle

  • use the multi-machine bootstrap, release-authority workflow, and

machine-allocation model: MacBook M4 for high-feedback gameplay/integration, iMac M1 for always-on separable ingestion, Guardians evidence, persona/watch, portability, and issue-hygiene work

  • keep folding in the other machine's Galaxians-style second-game work and

stronger harness/reference analysis

  • prioritize the next measurable conformance lifts in audio/event feedback,

alien/challenge-stage variation, level arc, visual artifact fidelity, and gameplay-scale stage choreography

  • keep the platform/application boundary strong before deeper multi-game growth

Run Locally

  1. Build the current local candidate:
cd <repo-root>
npm run machine:ensure-browser
npm run build
npm run machine:audio:status

machine:audio:status verifies that local localhost review can actually read the private Galaga reference clips used by the Aurora audio review lane, while public-safe hosts still block those clips. If it reports a missing local private store, point AURORA_PRIVATE_REFERENCE_AUDIO_ROOT at the machine-local reference-audio directory and run:

npm run machine:audio:bootstrap
  1. Start the local game and log viewer together:
npm run local:resume
  1. Open:
  • http://localhost:8000/
  • http://localhost:4311/

To stop the tracked local services cleanly:

npm run local:stop

Automated browser harnesses use Playwright-managed Chromium, not the user's installed Google Chrome. In Codex Desktop on macOS, run browser-backed harnesses with escalated sandbox permissions so Chromium can register its macOS Mach port without triggering crash dialogs.

Release Ladder

The expected release ladder is:

  1. local localhost
  2. hosted /dev
  3. hosted /beta
  4. hosted /production

The intention is:

  • local localhost for active engineering
  • hosted /dev for integrated hosted review
  • hosted /beta for release-candidate validation
  • hosted /production for the public stable promise

Release Discipline

For every meaningful x.y release, we now want a full documentation pass to be part of the real gate between hosted /beta and hosted /production.

That means refreshing:

  • release notes
  • release dashboard
  • README and planning docs
  • platform and application docs
  • testing and release-gate docs
  • hosted project, Platinum, and player guides

The publish preflight also enforces a documentation visibility gate. Major curated conformance artifact families under reference-artifacts/analyses/ must be referenced by the generated user-visible docs, dashboard data, or public project page before a lane can publish. The intended rhythm is:

  1. generate or promote evidence
  2. update the maintained catalog/dashboard/source doc that explains it
  3. run npm run build
  4. let npm run publish:check:dev, npm run publish:check:beta, or

npm run publish:check:production verify that the explanation is visible

See:

Related Visuals

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Private companion store only; not exposed from the public repo.

Plan Source

Current working plan and active follow-up bundles.

Generated from PLAN.md during build.

Current State

Verified June 11, 2026:

  • hosted /dev
    • active 1.4.1.1 quality follow-through line; exact current build label is

authoritative in hosted build-info.json

  • hosted /beta
    • accepted 1.4.1-beta.1 reviewed quality lane
  • hosted /production
    • live 1.4.1 public quality-release line
  • main
    • authoritative integration branch for the 1.4.1 production quality line,

including the consolidated Aurora challenge grammar and Guardians ingestion/conformance cleanup work

This means:

  • the 1.4.1 production quality release promotes accepted Stage 3 challenge keepers,

sign-in repair, audio/theme clarity, public-safe audio balance, and release gate hardening

  • hosted /dev and hosted /beta remain review lanes rather than shadow

production mirrors

  • the active source-planning question after this patch is which targeted

quality path should become the next patch review lane

  • the white paper and preserved-source recovery work are now part of the

maintained release/documentation posture, but they are not yet fully published on every hosted lane

Top-level program framing is now maintained in PROJECT_STATE_AND_CONFORMANCE_PROGRAM.md. Use it as the first read for how Platinum, Aurora, Galaxy Guardians, ingestion, harnesses, dashboards, release lanes, Codex/model assistance, and local resource economics fit together.

For the fastest quick current-state reopen, start with CURRENT_PROJECT_STATE.md. Older reopen notes such as DEVELOPMENT_STATUS_UPDATE.md are historical snapshots unless explicitly refreshed.

The current cross-thread work ordering is maintained in PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md. Use that note before choosing new work so Aurora challenge-stage improvement, Galaxy Guardians v1, shared personas/Watch/Rival, ingestion grammar, platform boundaries, and release documentation stay aligned.

The current release-family and issue-tracking spine is maintained in RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md. Use it to decide whether a branch belongs to 1.4.1, 1.4.2, 1.5.0, 1.6.0, 1.7.0, or 2.0.0, and to keep GitHub issues from drifting away from the roadmap.

Active Workstreams

1. 1.4.1 Production Quality Stabilization

  • keep the shipped 1.4.1 production quality release trustworthy
  • keep release docs, scorecards, and committed evidence current
  • keep the public project surfaces in sync with the real shipped state
  • use CONFORMANCE_METRICS_OVERVIEW.md as the

readable current quality map before choosing beta-shaping work

2. Multi-Machine Release Discipline

  • make new-machine bring-up one practical bootstrap command
  • keep a committed one-authority release model
  • keep beta and production promotion blocked unless the authority contract is

satisfied

  • keep public project-page and rendered-homepage verification inside the

release workflow

3. 1.4.1 Quality Follow-Through

  • improve ship movement feel against real Galaga footage
  • continue audio identity polish beyond cue timing
  • keep reference-video extraction and correspondence work growing in a durable

way

3a. Level-By-Level Arcade Depth

  • expand Aurora stage progression beyond the current early-stage emphasis
  • make challenging stages richer with new alien types, movement families, and

challenge patterns

  • use original Galaga reference evidence to shape later-level entry styles,

attack pacing, and movement variation

3b. Conformance Program And Ingestion System

  • keep conformance as its own project layer, not only as Aurora polish
  • use ingestion packages as the evidence front-end for both Aurora refinements

and future games

  • keep metrics, confidence, resolution, dashboards, and economics current after

each meaningful work cycle

  • convert Codex/model-assisted analysis into durable local harnesses, scorers,

reports, and platform capabilities whenever possible

  • prefer local CPU/browser sweeps for repeated measurement and use

GPU-equivalent model effort where it increases leverage

4. Gameplay Trust And Edge-Case Correctness

  • continue addressing boss/capture/carry edge cases
  • continue runtime-hardening follow-up where exact root causes are still being

narrowed

  • keep replay and late-run trust issues visible until closed

5. Shell, Overlay, And Pilot-Surface Polish

  • keep popup, dock, and panel presentation unified and contained
  • improve pilot, leaderboard, and replay surfaces where they are still rough
  • keep production-safe defaults and developer restrictions disciplined

5a. Immersive Full-Window Gameplay Mode

  • plan an optional hidden/developer display mode that lets the active game board

use the full available browser window for a stronger cabinet-like play experience

  • keep the first prototype behind an F keyboard shortcut and/or Developer

Tools toggle, with Escape/F as the clear exit path

  • preserve logical gameplay coordinates, input mapping, replay determinism,

scoring, and game-pack boundaries while scaling the board

  • treat this as Platinum-owned display/cabinet capability, not Aurora-specific

gameplay logic

  • track the detailed plan in

IMMERSIVE_FULL_WINDOW_GAMEPLAY_MODE_PLAN.md

5b. Shared Video Evidence

  • make exported gameplay videos publishable to a shared catalog or repository
  • connect videos to issues, score records, release review, and player-facing

history

  • use shared videos as durable reference material between users and machines

6. Platform Boundary Cleanup

  • keep pack contract thinking explicit
  • reduce remaining Aurora-shaped platform residue
  • improve the storage and schema seam before a second real playable game
  • keep shared-service access contracts explicit, including Supabase Data API

grants/RLS for profile and leaderboard tables

  • separate overall, platform, and per-game version tracking so release identity

does not collapse into one number

  • keep platform, application, and integrated-bundle candidate paths distinct so

unrelated work does not cause avoidable regressions

7. Second-Application Proof

  • promote Galaxy Guardians from preview-only framing into a minimally

complete one-level playable game on the dedicated post-production branch GALAXY_GUARDIANS_PLAYABLE_0_1_BRANCH_PLAN.md

  • keep the broader Galaxy first-class conformance target readable through

GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md, so ingestion, gameplay completeness, and release review do not drift apart

  • keep the new longer-surface and persona review model readable through

GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md, so Guardians can be judged internally by real repeated-rack stage bands while live dev/beta stay honestly framed as a one-level public slice until that deeper surface is actually productized

  • keep the maintained game-arc and homage-variant grammar readable through

GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md, so stage-by-stage conformance work and later homage variants grow from one preserved source-grounded shape instead of ad hoc tuning

  • keep the opening-slice baseline readable through

GALAXY_GUARDIANS_OPENING_SLICE_BASELINE.md, so the visible WAIT / score-table / ready-state work is readable in hosted docs and not only as raw manifests, contact sheets, or runtime notes

  • keep the short restart note readable through

GALAXY_GUARDIANS_RESUME_STATE_AND_NEXT_STEPS.md, so the current checked state and next work order are easy to reopen without reconstructing context from the longer strategy stack

  • treat the obvious current one-level baseline misses as first-class work:

WAIT/headline treatment, score-advance table, rack march cadence, explosion states, swarm palettes, moving starfield motion, missile-ready ship state, reserve ships, stage-flag graphics, and bottom-pass-through re-entry from the top instead of simple pop-in return

  • make Guardians sit in the full Platinum frame with parity to Aurora for

sign-in, high scores, pilot card, replay/video capture, bug reports, and music/sound-control surfaces so platform capability work is validated against two games, not one

  • after the incoming ship-sizing merge, treat Aurora's upgraded

graphics/audio/reference machinery as shared infrastructure for Guardians; reuse the existing target-promotion, contamination-guard, temporal-sequence, cue-window, waveform/spectrogram, dashboard, and review flows unless Guardians truly requires a different contract

  • actively advance the longer-range Galaxian-style ingestion path through

durable reference analysis, platform extension planning, and the other machine's parallel work

  • bring a preliminary second-game Platinum sneak peek forward before the full

multi-game release so the platform layer is tested by real product pressure

  • treat the long-term target as a game-owned ingestible package built from

gameplay-video and reference-artifact analysis, not a Platinum-only special case or a human-first tuning exercise

  • keep a standing aggregate Galaxy process gate so the evidence stack, docs,

and harness family stay in sync: npm run harness:check:galaxy-guardians-first-class-conformance

8. Personas And Simulated Opponents

  • deepen action/event annotation so personas can become richer
  • prepare for future player-versus-persona experiences
  • keep "learn by playing" persona ideas tied to simulation and durable logs,

not just aspiration

Immediate Priorities

  1. treat main as the authoritative post-production integration line
  2. use

PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md as the first work-selection read after the hosted /dev publish

  1. use

RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md to assign each active branch and issue family to the right release lane

  1. keep the multi-machine bootstrap, release-authority workflow, and

machine-allocation model healthy: MacBook M4 for high-feedback gameplay, platform, and integration work; iMac M1 for always-on separable ingestion, persona/watch, Guardians evidence, portability, and issue-hygiene branches

  1. keep hosted /dev available for the next coherent review bundle instead of

using it as a casual mirror of main

  1. attack Aurora challenge-stage runtime quality first, but keep Stage 7 source

edits behind the stricter semantic gate. Stage 7 and Stage 11 now expose runtime contract groups, and Stage 7's live wave path-family order matches its restored declared target contract, but the reference execution description/setpiece measured-intent order does not yet match the live promotion gates. The remaining 4.3/10 challenge-stage score gap is visible movement/readability, especially Stage 7 object-track fit: lower path-length mismatch, reduce lower-field overstay on the first groups, and sharpen the late boss-led loop while preserving contract-order and spacing guards. The first semantic runtime projection, stage7-semantic-phase-align-protect-0.1, was tried and rejected: actual browser runtime stayed at object-track 4.7/10 and coverage 0.503 while harness:check:challenge-motion-profile caught target-order drift during the applied candidate. No further Stage 7 runtime candidate is currently source-ready. The current path-family authority decision keeps live promotion gates/restored runtime source as source-ready authority, with RED/setpiece retained as measured-reference intent and explicit authority debt. phase-duration-rebalance now emits consumed compiledRuntimeControls under live authority and has browser-visible proof. The protected compiler declares intended groups, excludes groups 4 and 5 unless explicitly opted in, and the candidate-specific proof preserves protected group 4/5 timing. It is still not source-ready: the constrained proof fails the focused motion/profile proxy on spacing/readability (spacingScore 0.64 below the 0.72 floor and bunchingRisk 0.387 above the 0.38 cap). Lower-field overstay reduction now has its single allowed browser transfer proof; the generated lowerFieldBias / yOffset controls are consumed, but group 2 lower-field share held at 0.6667 instead of moving toward 0.4522, and the proof failed the motion/profile plus spacing/readability guards. Group 1 path-length compression remains analysis-only with no browser transfer proof. Do not keep grinding Stage 7 candidates; pause Stage 7 candidate work and apply the RED pipeline front-first to Stage 3 / Challenge 1. Stage 3 now has a RED language pilot: aurora-stage3-challenge1-0.1.json plus harness:check:stage3-reference-execution-description. It captures the top-right bee line, late top-left butterfly line, upper-band score windows, peel-off exits, no-combat grammar, path-family ordering, object-track targets, field-occupancy tension, and field-level provenance. The adequacy report scores 0.704. The next non-overwriting Stage 3 candidate-trial gate now exists at reference-artifacts/analyses/reference-execution-candidate-trials/stage3-challenge1/latest.json: it accepts the baseline-control candidate as a process keeper, preserves no-combat/scoreable-route/spacing guardrails, reports semantic score 0.918, object-track 3.2/10, 5/5 strict weak rows, 4 human-vs-CPU field-occupancy conflicts, and 4 target-vs-runtime authority conflicts. The next Stage 3 step is a non-overwriting semantic candidate batch against this gate, not a runtime source candidate. That first semantic batch now exists and generated 10 named candidates. The ranking calibration now separates strict object-track, path shape, path-length sanity, peel readability, semantic roles, scoreability, route learnability, no-combat grammar, spacing/readability, authority conflicts, and human-vs-CPU field tension. The old geometry-heavy stage3-semantic-direct-lines-red-target-probe-0.1 is now a metric-only-probe, while stage3-semantic-direct-lines-shape-peel-0.1 is the top player-visible-semantic-lift. The fresh out-of-sample batch then generated 10 new named candidates, preserved the geometry-only metric-only-probe classification, increased player-visible semantic lifts from 3 to 7, and selected stage3-semantic-fresh-g4-score-window-shape-peel-0.1 as the smallest later browser transfer-proof target. That one browser transfer proof now exists at reference-artifacts/analyses/reference-execution-runtime-expressibility/stage3-challenge1/latest-transfer-proof.json. It confirms consumed, visible group 4 movement through motionSpecGroups[3].controls.pathPlaybackScale, motionSpecGroups[3].controls.routeCurveY, and motionSpecGroups[3].controls.routeOffsetX: the group 4 exit read moves from center to right, path length drops from 1.5589 to 1.1897, upper-band share improves from 0.775 to 0.9474, protected groups pass, and motion/profile, spacing, scoreable-route, no-combat, and no-shot/no-attack/no-loss guardrails pass. The proof is now runtime-source-attempt-ready only, not a runtime keeper or beta justification. That exact minimal runtime source attempt is now complete and accepted as a dev-visible-gameplay-keeper, with evidence at reference-artifacts/analyses/reference-execution-source-attempts/stage3-challenge1/latest-source-attempt.json. The kept source controls are pathPlaybackScale: 0.5, routeCurveY: 17.464, and routeOffsetX: 60 on Stage 3 group 4 only. Source evidence reproduced the proof read: group 4 exit center -> right, path length 1.5589 -> 1.1897, upper-band share 0.775 -> 0.9474, protected groups preserved, and motion/profile, spacing, scoreable-route, no-combat, zero-shot, zero-attack, zero-ship-loss, and zero-challenge-contact guardrails passed. The next group 1 fast-lane probe was blocked rather than kept: group-level controls could improve a top-right read or preserve the group 4 keeper, but not both with clean semantic/spacing evidence. The next successful fast-lane source attempt targeted Stage 3 group 5 late line / peel readability and is accepted as another dev-visible-gameplay-keeper, with evidence at reference-artifacts/analyses/reference-execution-source-attempts/stage3-challenge1/group5-fast-lane/latest-group5-fast-lane.json. The kept group 5 controls are pathPlaybackScale: 1.18, routeCurveY: 12, and routeOffsetX: 48 on Stage 3 group 5 only. Source evidence reproduced the proof read: group 5 exit center -> right, path length 0.0407 -> 0.7949, upper-band share stayed 1.0, protected groups 1-4 preserved, and motion/profile, spacing, scoreable-route proxy, no-combat, zero-shot, zero-attack, zero-ship-loss, and focused zero-challenge-contact guardrails passed. These keepers are not beta justification by themselves. A follow-up Stage 3 group 2 fast-lane proof was also attempted and initially blocked before source edit. That first group 2 result remains preserved as calibration evidence: stage3-g2-column-tighten-0.1 produced visible improvements but drifted group 2 timing by +0.75s and failed protected group 4 preservation, so its blocker was guardrail-regression. A focused control-isolation pass then used that blocked case to find exactly one softer source keeper, stage3-g2-soft-score-window-isolated-0.1, with evidence at reference-artifacts/analyses/reference-execution-source-attempts/stage3-challenge1/group2-fast-lane/latest-group2-fast-lane.json. The kept controls are arcAmp: 0.76, dropAmp: 0.88, pathPlaybackScale: 1.02, phaseOffsetS: 0.12, and routeCurveY: -4 on Stage 3 group 2 only. Source evidence shows x-range 1.0626 -> 0.9622, y-range 1.1193 -> 1.1027, path length 1.1054 -> 1.1094, upper-band share 0.6 -> 0.622, and lower-field share 0.384 -> 0.3543; groups 1, 3, 4, and 5 show zero timing/path drift in the isolation table. Motion/profile, spacing, scoreable-route, no-combat, zero-shot, zero-attack, zero-ship-loss, and focused zero-challenge-contact guardrails passed. This is the third accepted Stage 3 /dev gameplay keeper, not beta justification. Reference-path backing, lane/type-specific phrase authoring, and better per-group isolation remain architecture debt; next Stage 3 quality work should target a focused player-visible gap with before/after source evidence only when protected keepers can remain green. A focused Stage 3 group 3 fast-lane cycle is now also accepted as the fourth Stage 3 /dev gameplay keeper, with evidence at reference-artifacts/analyses/reference-execution-source-attempts/stage3-challenge1/group3-fast-lane/latest-group3-fast-lane.json. The quick viability read chose group 3 because it was the remaining classic-column-drop butterfly-column phrase without source controls and was plausible under already consumed group-level motionSpec controls. The kept group 3 controls are arcAmp: 0.76, dropAmp: 0.88, pathPlaybackScale: 1.02, phaseOffsetS: 0.12, and routeCurveY: -4. Source evidence shows x-range 1.0424 -> 0.8971, path length 1.0826 -> 1.0748, upper-band share 0.5702 -> 0.5935, and lower-field share 0.4132 -> 0.3821; groups 1, 2, 4, and 5 show zero timing/path drift in the isolation table. Motion/profile, spacing, scoreable-route, no-combat, zero-shot, zero-attack, zero-ship-loss, and focused zero-challenge-contact guardrails passed. The broad challenge-collision check still reports the known single contact, which is distinct from this keeper's clean targeted safety evidence. This keeper is not beta justification. With groups 2, 3, 4, and 5 now kept and group 1 still blocked, the next Stage 3 step should be a small architecture pass for lane/type-specific challenge phrase controls or reference-path backing, not another whole-group fast-lane pass.

  1. advance Galaxy Guardians toward a real v1 playable slice by tightening the

opening public slice, score/result/replay identity, and full Platinum frame parity before expanding public depth

  1. make personas, Watch, and Rival behavior game-generic so Aurora improvements

can be reused by Guardians and later games

  1. prioritize audio/event feedback and stage-shape conformance over more broad

planning; the planning scaffolding is strong enough, while runtime feel still needs a measurable lift

  1. incorporate the other machine's Galaxians-style second-game, harness, and

analysis progress into the main roadmap

  1. use the new Guardians playable branch to force score, replay, result, and

platform validation across two games rather than one

  1. keep

GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md and harness:check:galaxy-guardians-first-class-conformance healthy so Galaxy review discipline approaches Aurora's

  1. prioritize level-by-level arcade depth as the next major product pillar,

using GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md as the maintained map from opening slice to deeper repeated-rack play and future homage variants

  1. make shared gameplay-video publishing an early evidence/product capability
  2. continue narrow trust fixes from the open issue stream
  3. execute the measured Galaga long-cycle quality plan in

AURORA_GALAGA_LONG_CYCLE_REVIEW.md and the keeper loop in LONG_CYCLE_KEEPER_PROCESS.md before broad gameplay, complexity, or graphical tuning

  1. carry

IMMERSIVE_FULL_WINDOW_GAMEPLAY_MODE_PLAN.md as a 1.6.0 cabinet-surface feature, allowing an earlier hidden prototype only if it preserves input mapping, replay determinism, shell escape paths, and game-pack boundaries

Current conformance read:

  • hosted /dev now includes the consolidated Aurora challenge grammar,

Guardians ingestion cleanup, refreshed conformance economics, public project guide, white paper, slides, dashboards, release-schedule spine, and review packet on the 1.4.1.1 quality-review follow-through line

  • the latest conformance economics roll-up reads 8.7/10 overall with

904 measured runs, about 58,277s wall time, and about 58,392s CPU time

  • application artifact conformance is 7.46/10; the weakest row is

impact-explosion-visual-feedback, so hit/damage/explosion clarity remains a top user-experience target

  • dedicated Aurora challenge set-piece conformance remains a high-priority

gap at 4.3/10 average current score, 4.4/10 movement, 4.5/10 graphics, and 3.9/10 novelty. Stage 7 now has a target-contract fit of 7.2/10, with runtime and declared path-family order fit both at 1.0, but its direct Galaga object-track fit is still only 4.7/10.

  • the June 8 Stage 7 object-track keeper cycles rejected all runtime

candidates rather than promote weak player-visible changes. Earlier narrow runtime attempts improved isolated rows but regressed the late boss-led group or failed to move the object-track score. The later timing/canonical-label candidate improved group 1 from 3.5/10 to 4.2/10 and shot opportunity from 5.5/10 to 5.7/10, but reduced total object-track fit from 4.7/10 to 4.6/10, reduced coverage from 0.503 to 0.482, dropped group 4 from 5.0/10 to 3.8/10, and slipped group 5 from 4.9/10 to 4.8/10. Safety stayed clean, but the runtime edit was rejected and the source was restored. See reference-artifacts/analyses/challenge-stage-conformance/stage7-object-track-keeper-review-2026-06-08.md and reference-artifacts/analyses/challenge-stage-conformance/stage7-timing-canonical-candidate-review-2026-06-08.md.

  • the June 8 Reference Execution Description Pilot created a measurement and

process keeper, not a runtime keeper: a Stage 7 / Challenge 2 schema, description artifact, analyzer, and check: reference-artifacts/ingestion/reference-execution-descriptions/aurora-stage7-challenge2-0.1.json, reference-artifacts/analyses/reference-execution-description/stage7-challenge2/latest.json, npm run harness:analyze:reference-execution-description, and npm run harness:check:reference-execution-description. The measurement keeper is accepted, but it is not beta justification. The tightened pilot now separates reference precision, runtime candidate readiness, and runtime promotion readiness; the restored baseline is candidate-ready but not promotion-ready, with nine promotion blockers. The follow-on non-overwriting Stage 7 candidate-trial path is now available: reference-artifacts/ingestion/reference-execution-candidate-trials/README.md, npm run harness:analyze:stage7-reference-execution-trial, and npm run harness:check:stage7-reference-execution-trial. The baseline control trial reproduced Stage 7 object-track fit at 4.7/10 and coverage 0.503, then correctly rejected itself with five blockers: no score lift, no group 1 lift, and canonical family misses in groups 2, 4, and 5. The older description-level "candidate-ready" read is not source-promotion authority by itself; use the semantic batch and runtime-calibration gates below before any source edit.

  • the Stage 7 trial gate now has a semantic candidate-batch compiler/evaluator:

reference-artifacts/ingestion/reference-execution-candidate-trials/stage7-semantic-vocabulary-0.1.json, npm run harness:analyze:stage7-reference-execution-batch, and npm run harness:check:stage7-reference-execution-batch. The stricter compiler/evaluator now includes truth alignment and runtime-expressibility requirements. The earlier June 8 batch recommended stage7-semantic-phase-align-protect-0.1, but the actual runtime attempt rejected it: prediction was object-track 5.0/10, coverage 0.541, group 1 4.0, group 4 5.3, and group 5 4.9; actual browser runtime stayed at object-track 4.7/10, coverage 0.503, group 1 3.5, group 4 5.0, and group 5 4.9. The regenerated batch now recommends no-runtime-source-candidate. The calibration report is reference-artifacts/analyses/reference-execution-runtime-calibrations/stage7-challenge2/latest-semantic-runtime-calibration.json. It identified two source-promotion blockers at runtime-rejection time: Stage 7 path-family order was split between measured reference intent and live promotion gates, and phase-duration controls still needed a motion/profile-safe proof before promotion. The follow-on authority/proof/compiler cycle selected live promotion gates/restored runtime source as source-ready authority, made that authority split explicit as target-conformance debt, and proved that groupSpawnOffsets / motionSpecGroup.spawnOffsetS, phaseDurations.trackS, and referencePath.playbackScale are consumed controls that change browser-visible timing/path behavior. The protected compiler now declares intended groups, excludes groups 4 and 5 unless explicitly opted in, and emits per-group timing deltas. The candidate-specific transfer proof preserves protected group 4/5 timing, but still rejects source readiness because the constrained phase-duration candidate fails the focused motion/profile proxy on spacing/readability: spacingScore 0.64 is below the 0.72 floor and bunchingRisk 0.387 is above the 0.38 cap; exitS is explicitly unconsumed. The lower-field proof confirms lowerFieldBias / yOffset controls are consumed, but they do not move group 2 lower-field share in the intended direction and remain source-ready-blocked by motion/profile and spacing/readability guardrails. The semantic batch now emits phase-duration compiledRuntimeControls under live authority, keeps lower-field analysis-only under current controls, and records path-length as analysis-only until its transfer proof exists. This is a measurement/process keeper, not a runtime keeper or beta justification.

  • challenge-stage grammar is now materially ahead of runtime implementation:

the first-five challenge work has 25/25 reference-backed group contracts and 8.6/10 control readiness, but runtime promotion is still blocked by visual-presence, object-track timing/shape, and scoreable-window constraints. The Stage 3 RED pilot, non-overwriting candidate-trial gate, and first semantic candidate batch are measurement/process keepers. The batch proves object-track/path-length and peel-off metrics are responsive, and the calibrated ranking now prevents geometry-only lift from outranking player-visible path+peel preservation. The fresh out-of-sample batch preserved that rule and selected stage3-semantic-fresh-g4-score-window-shape-peel-0.1 as a later non-overwriting browser transfer-proof target. Runtime source remains unauthorized.

  • Galaxy Guardians longer-surface/persona review reads 7.0/10, with

stage-arc pressure at 7.9/10, stage presentation at 7.4/10, persona utility at 6.5/10, midrun survivability at 6.0/10, and stage-band authority at 6.7/10

  • overall Aurora quality is 9.1/10 across the current scored categories
  • audio identity and cue alignment is the weakest category at 6.9/10; the

audio process is stronger than the rounded runtime score, with cue-contract readiness at 9.09/10, semantic event score at 9.78/10, acoustic event score at 6.30/10, average worst segment risk at 3.70/10, and captureBeam tail now the highest current audio segment gap

  • level arc and encounter shape is now a first-class high-priority category at

8.8/10, with remaining opportunity in long-run non-repetition, stage pressure precision, and higher-resolution challenge/reward evidence

  • the latest audio work produced both harness value and a runtime lift:

browser-backed audio captures now use an explicit 80ms preroll, record capture metadata, support composite analysis windows for layered cues, and apply calibrated browser-reference gates for source-backed loss phrases. The accepted enemyShot reference-subwindow cue improved the fresh acoustic event rollup from 4.32/10 average worst-segment risk to 3.70/10 while keeping semantic scoring high and cue alignment at 9/9. The challengePerfect pass found focused keepers but rejected runtime promotion after broader quality guards fell, so the next audio pass should target captureBeam tail or a stronger challenge-perfect mix model before promotion.

  • player movement now scores 10/10 after repairing the movement conformance

harness recenter path; no gameplay movement constants were changed

  • the current quality score is captured in

reference-artifacts/analyses/quality-conformance/2026-05-11-b83393cd/report.json

  • conformance economics are now tracked in

CONFORMANCE_ECONOMICS.md and the latest reference-artifacts/analyses/conformance-economics/*/report.json; this is now the standing documentation section for local CPU/browser spend, GPU-equivalent Codex/OpenAI/API usage, artifact growth, score movement, and cost-per-score reads. Future long-cycle runs should use npm run harness:measure so local CPU, browser/video, GPU, model/API, artifact-volume, and score-delta tradeoffs can be reviewed before choosing the next major phase

  • the current long-cycle baseline is captured in

reference-artifacts/analyses/aurora-galaga-long-cycle/baseline-2026-05-05.json

  • the Track 1 movement/shot-feel finding is captured in

reference-artifacts/analyses/aurora-galaga-long-cycle/movement-shot-feel-2026-05-06.json

  • Galaxy Guardians 0.1 is now maintained through both scored artifacts and a

first-class process plan: reference conformance 7.6/10, playtest-weighted conformance 6.9/10, longer-surface/persona review 7.0/10, public readiness 4.2/10, and a standing aggregate process gate in npm run harness:check:galaxy-guardians-first-class-conformance

  • Galaxy still is not part of the Aurora numeric roll-up, and that is correct;

the goal is first-class game-specific parity, not to blur the applications

Release Direction

  • hosted /dev, hosted /beta, and hosted /production now reflect the same

release discipline, with hosted /dev and hosted /beta reserved for the next review lane after the 1.4.1 production quality release

  • the active source line now presents itself as the deliberate 1.4.1

production quality release, not as an unnamed post-1.4.0 follow-through bundle

  • the accepted beta artifact is the 1.4.1-beta.1 review packet, and the

production packet is plain 1.4.1

  • 1.4.0 is the intentional shipped bundle for multi-game public identity,

Platinum release discipline, and the first public Galaxy Guardians slice

  • the shipped 1.4.0 family is now the stable public baseline while main

carries the next measured documentation, evidence, and conformance follow-up

  • the longer release-family phasing plan is tracked in

LONG_TERM_RELEASE_ROADMAP.md

  • the concrete first level-expansion execution plan is tracked in

LEVEL_BY_LEVEL_EXPANSION_PLAN.md

  • beta-readiness and long-horizon strategic review is tracked in

STRATEGIC_BETA_REVIEW.md and should be refreshed after each major hosted /beta push

1.4.1 Pickup

After 1.4.0 shipped, the next patch plan should pick up in this order:

  1. Short term: keep the live 1.4.1 public quality release trustworthy and use hosted

/dev plus hosted /beta for the next coherent review lane.

  1. Medium term: deepen 1.4.1 arcade depth and platform-contract

follow-through, including alien entry/challenge novelty, stage shape, audio/event feedback, and visual reference grounding.

  1. Longer term: 1.5.0 shared-video evidence and flight-recorder capabilities,

followed by 1.6.0 pilot-facing shell/message-to-pilot polish, optional immersive full-window gameplay mode, and 2.0 multi-game Platinum maturity.

That keeps the next cycle from collapsing back into unprioritized polish and preserves the release-family shape already captured in the roadmap docs.

Deferred shell bug to carry into 1.6.0:

  • split Platform Developer Tools from game-specific settings instead of

widening the current release scope

  • keep platform developer tools as a Platinum-owned quick-tools surface
  • place game settings with game identity/selection near the rocket so the

active game's controls feel first-class and cabinet-local

  • add optional immersive full-window play as a cabinet-surface mode that

expands the board without changing gameplay rules or hiding essential escape and settings paths

Long-Term Direction

The long-term platform goal is:

  • a durable Platinum host for multiple arcade experiences
  • independent version and release tracking for the bundle, the platform, and

each game

  • same-control compliance across those experiences
  • richer reference-video ingestion and analysis
  • optional full-window/cabinet display modes that improve play and review

without changing game-owned mechanics

  • game-owned conformance packages that can support launch through Platinum now

and thinner hosts later if we choose

  • stronger personas, replay annotation, and future simulated-opponent support

That is the route to the next genuinely major era, not just incrementing a major version number early.

Roadmap Source

Milestones, release lines, and what belongs to platform work versus later application expansion.

Generated from PRODUCT_ROADMAP.md during build.

Current Shipped State

Verified June 11, 2026:

  • hosted /dev
    • active 1.4.1.1 quality follow-through line; exact current build label is

authoritative in hosted build-info.json

  • hosted /beta
    • accepted 1.4.1-beta.1 reviewed quality lane
  • hosted /production
    • live 1.4.1 public quality-release line

Aurora is in a 1.4.1 production quality-release posture:

  • production carries the current 1.4.1 public quality release
  • beta carried the accepted deliberate 1.4.1-beta.1 quality candidate
  • dev carries the aligned 1.4.1.1 forward-review line with the consolidated

Aurora challenge grammar, Guardians ingestion/conformance cleanup, refreshed conformance economics, public project guide, white paper, slides, dashboards, and review packet

  • main is the forward line for the deliberate 1.4.1 patch and now matches

the hosted /dev source commit

  • future production promotions of similar scope should move a real public

SemVer version rather than repeat the May 12 same-family exception

Roadmap Frame

The roadmap is no longer centered on whether Platinum can host Aurora at all.

It is centered on:

  • keeping the refreshed public line trustworthy
  • improving fidelity where the game still feels less authentic than the arcade

reference

  • treating conformance as a standing project layer with its own ingestion,

harnessing, dashboard, and resource-economics loop

  • maturing Aurora as a product with durable pilot, replay, and release

operations

  • growing Platinum into a host for more than one serious game experience
  • making release identity, testing, and tracking separable across the

integrated bundle, the platform, and each game

The maintained top-level explanation of this program is PROJECT_STATE_AND_CONFORMANCE_PROGRAM.md. The current cross-workstream execution ordering is maintained in PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md. The current release-family and issue-tracking schedule is maintained in RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md. Use the roadmap for strategy and the schedule spine for current release ownership.

Near-Term Release Direction

Stabilize 1.4.1

Goals:

  • keep hosted /production, hosted /beta, and hosted /dev aligned and

trustworthy after the production quality release

  • keep release docs, scorecards, and committed evidence current
  • make new-machine and two-machine development simple and safe

1.4.1 Is The Production Quality Release

The current practical artifacts are:

  • hosted /dev: 1.4.1.1
  • hosted /beta: 1.4.1-beta.1

This family collects the accepted Stage 3 challenge-stage keepers, beta sign-in repair, audio/theme lane clarity, security review refreshes, release-preflight hardening, and current documentation refresh for the production quality release.

Recommended gate:

  • keep source, hosted /dev, and hosted /beta aligned around the next

candidate after the patch publishes

  • require at least one measurable user-facing improvement or a clearly

documented negative result that changes the next investment decision

  • keep hosted /production stable on the quality release once published

Pick Up 1.4.1

The active source and pickup family is now:

  • 1.4.1

Reason:

  • 1.4.0 already carried the first multi-game public Platinum story into the

public product

  • the next release should now deepen arcade play and platform clarity rather

than simply repeating the same pitch

That pickup should focus on:

  • Aurora challenge-stage runtime quality first: movement grammar and

reference-backed target contracts are now strong enough to drive runtime implementation, while challenge-stage set-piece conformance remains around 4.3/10

  • Galaxy Guardians v1 slice completeness: opening presentation, score/result

identity, platform-frame parity, Watch/Rival/persona reuse, and evidence gates before public-depth expansion

  • shared personas, Watch, and Rival as Platinum/game-adapter capabilities that

apply to every game rather than Aurora-only UI behaviors

  • ingestion-to-runtime grammar so future games benefit from the Aurora and

Guardians analysis work instead of starting again from subjective tuning

  • audio identity, event feedback, and cue-contract runtime promotion only when

measured guards pass

  • alien entry, challenge-stage novelty, and level-arc progression
  • movement fidelity as a guardrail plus targeted browser/manual review
  • gameplay trust fixes
  • platform-contract follow-through after the first layered release/version pass
  • optional immersive full-window gameplay mode as a Platinum cabinet/display

capability once input mapping, overlays, replay capture, and pack boundaries are harnessed

  • level-by-level expansion planning
  • challenging-stage and later-level depth
  • shared-video evidence and publishing foundations
  • the branch-level Galaxy Guardians cleanup that turns the current preview

slice into a minimally complete one-level playable game with its own scores, endings, and platform-validation value

  • the first-class Galaxy conformance pass in

GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md, including the aggregate parity gate npm run harness:check:galaxy-guardians-first-class-conformance

  • incorporate the other machine's Galaxians-style sibling work and stronger

harness/reference analysis into the main line deliberately

Long-Term Release Families

The maintained release-family spine for the next Aurora, Guardians, Platinum, ingestion, and issue-hygiene milestones is tracked in:

The older high-level phasing pass for larger Aurora and Platinum milestones is tracked in:

The concrete first execution plan for level-by-level arcade depth is tracked in:

Current decision:

  • keep 1.x focused on making Aurora excellent and preparing Platinum for a

second real game

  • reserve 2.0 for the first genuinely multi-game Platinum milestone
  • treat 1.4 as the first post-ship arcade-depth and platform-boundary family
  • make conformance-program maturity a release asset: every major pickup should

improve either the game, the ingestion/scoring system, the platform substrate, or the resource-economics loop

  • promote level-by-level arcade depth to the next major product pillar after

the 1.3.0 release

  • make shared gameplay-video publishing an early roadmap capability
  • bring a preliminary second-game Platinum sneak peek forward before the full

2.0 multi-game release

  • use the first post-1.4.0 parallel Guardians branch, often well suited to

the always-online iMac M1, to make that second game genuinely playable enough to validate platform changes against two games

  • treat near-parity for Galaxy Guardians as process parity first:

game-owned evidence, game-owned metrics, game-owned score/replay/result identity, and a readable candidate-review path before demanding Aurora-like maturity

Pick Up After 1.4.0

Once 1.4.0 is out, the roadmap pickup should be:

  • Short term: keep the shipped 1.4.1 public quality release stable while using hosted

/dev and hosted /beta to review the next candidate family.

  • Medium term: 1.4.1 for guardrails, hosted-lane discipline, and platform

cleanup, followed by 1.5.0 for level-by-level arcade depth plus platform-contract cleanup.

  • Longer term: 1.6.0 for shared-video evidence and flight-recorder

publishing, 1.7.0 for pilot-facing shell/message/cabinet-surface polish, and 2.0 for a genuinely multi-game Platinum candidate.

That sequencing should be treated as intentional carry-forward planning, not something to rediscover after the release is already shipped. If the work bundle changes, update the release schedule spine first and then let the roadmap narrative follow.

Specific deferred shell/UI cleanup to hold for that 1.6.0 family:

  • separate Platinum-owned developer tools from game-owned settings
  • keep a first-class platform developer-tools entry in the quick-tools cluster
  • add a first-class game-settings entry beside the game-selection/rocket area

so active-game controls visually live with cabinet choice, not platform tools

  • add the optional immersive full-window gameplay mode described in

IMMERSIVE_FULL_WINDOW_GAMEPLAY_MODE_PLAN.md, with an earlier hidden F shortcut prototype allowed only while it remains guarded and measurable

Current conformance read:

  • the latest cross-workstream alignment is in

PROJECT_WIDE_WORKSTREAM_ALIGNMENT_2026-06-07.md

  • see the generated score/target roll-up in

CONFORMANCE_METRICS_OVERVIEW.md

  • conformance economics now show 904 measured runs, roughly 58,277s wall

time, roughly 58,392s CPU time, and an overall roll-up of 8.7/10

  • application artifact conformance is 7.46/10, with

impact-explosion-visual-feedback as the weakest artifact row

  • Aurora challenge set-piece conformance is the most urgent user-facing

gameplay gap: average current score 4.3/10, movement 4.4/10, graphics 4.5/10, novelty 3.9/10, target-video object fit 3.6/10, and zero release-ready challenge contracts

  • Aurora challenge grammar is now a process win rather than a runtime win:

25/25 first-five group contracts are reference-backed and control readiness is 8.6/10, but promotion remains blocked by visual-presence, phase/order, and scoreable-route constraints

  • Guardians long-surface/persona review is 7.0/10; this is enough to guide a

v1 push, not enough to claim full public maturity

  • overall Aurora quality is 9.1/10 across the current scored categories
  • audio identity and cue alignment is the weakest category at 6.9/10; the

process is stronger than the rounded runtime score, with cue-contract readiness at 9.09/10, semantic event score at 9.78/10, and acoustic event score at 6.30/10

  • level arc and encounter shape is now a high-priority scored category at

8.8/10, backed by level-arc and stage-signature evidence. Remaining opportunity is in long-run non-repetition, exact pressure replay, and challenge/reward texture

  • player movement conformance now reads 10/10; the prior 8.0/10 gap was

traced to harness recenter input suppression, not to gameplay movement constants

  • latest audio investment produced both runtime reliability and measured

candidate-loop value: normal inter-level/result phrases are guarded against clipping, final loss clears active transition beds before game-over ambience, the runtime-recovery harness verifies that critical reference cues actually start, the calibrated layered playerHit ship-loss cue remains in runtime, and a measured enemyShot threat-fire subwindow was promoted after focused gates, recapture, alignment, and quality guardrails. challengePerfect produced focused keepers but failed full-theme quality promotion, and captureBeam tail is now the highest current segment gap.

  • the next major Aurora quality cycle is tracked in

AURORA_GALAGA_LONG_CYCLE_REVIEW.md, with a baseline artifact at reference-artifacts/analyses/aurora-galaga-long-cycle/baseline-2026-05-05.json and the Track 1 movement finding at reference-artifacts/analyses/aurora-galaga-long-cycle/movement-shot-feel-2026-05-06.json

  • Guardians preview gates are green as pass/fail 0.1 evidence, but they are not

yet part of the Aurora numeric roll-up

  • Guardians evidence-weighted reference conformance is now 7.7/10, while the

stricter playtest-weighted score is 6.9/10, and the new longer-surface review is 7.0/10; cue-target gates now require labeled square/noise windows, mixed-source cue candidates, component sprite targets, waveform/spectrogram previews, the reusable Platinum audio conformance lab output, and a real longer-surface/persona review instead of only one-level preview claims

  • the maintained Galaxy-first-class target and investment strategy now lives in

GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md, with the current longer-surface/persona execution layer in GALAXY_GUARDIANS_LONG_SURFACE_AND_PERSONA_PLAN.md, and the maintained stage-arc and homage-variant grammar in GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md, with a standing aggregate process gate in npm run harness:check:galaxy-guardians-first-class-conformance

  • current cluster targets are 9.2/10 for Aurora and 7.7/10 reference /

6.9/10 playtest for Guardians in the 1.3 Fidelity and Trust lane, rising toward 9.5/10 and 9.0/10 reference / 8.8/10 playtest by the 2.0 multi-game Platinum candidate lane

Main Investment Themes

1. Movement and control fidelity

Target:

  • keep player-ship motion inside the measured Galaga-derived control bands and

use manual/browser review to identify any remaining feel gaps

Why:

  • the numeric movement gap was a harness measurement issue, so further movement

work should be reference-trace backed rather than constant-tuning by instinct

  • it directly affects player trust and cabinet authenticity

2. Audio and atmosphere

Target:

  • improve audio identity beyond cue timing

Why:

  • audio identity and cue alignment is the weakest measured category
  • the remaining opportunity is personality, phrase feel, acoustic fit, and

better reference-derived timing/evidence

3. Gameplay trust fixes

Target:

  • continue closing player-visible correctness bugs and edge cases

Examples:

  • boss/capture injury rules
  • carry/captured-fighter render correctness
  • replay-flow smoothness
  • runtime hardening and freeze follow-up

4. Level-by-level arcade depth

Target:

  • expand Aurora level progression with richer challenge stages, later-level

entry variation, new alien types, movement families, and challenge patterns

Why:

  • Aurora needs enough stage-by-stage detail and complexity to stand beside the

original arcade reference, not just a strong early-stage loop

  • challenging stages and later levels are highly visible proof that the game is

maturing beyond the first release family

5. Shared videos and evidence

Target:

  • publish selected gameplay videos into a shareable catalog or repository that

users and developers can reference

Why:

  • shared videos turn runs into durable evidence, player memory, issue context,

and release-review material

6. UI, shell, and overlay polish

Target:

  • unify popup, dock, and panel behavior and keep all surfaces well-contained
  • add an optional full-window play presentation that reduces nonessential frame

overhead while preserving escape, settings, score, help, and feedback access

Why:

  • cabinet presentation and panel consistency are highly visible quality signals
  • a larger board improves human review of sprites, motion, and challenge paths,

but must stay separate from strict gameplay conformance scoring

6a. Immersive full-window play

Target:

  • provide a hidden/developer F toggle that lets the active game board fill

the available browser window without changing gameplay mechanics

Themes:

  • preserve logical coordinates, input mapping, replay determinism, and scoring
  • keep crisp pixel rendering and stable aspect ratio
  • auto-collapse nonessential rails while keeping overlays reachable
  • log mode changes so production and review usage can be understood later
  • validate Aurora and Galaxy Guardians through shared Platinum shell harnesses

7. Pilot, leaderboard, replay, and operations

Target:

  • mature Auroraโ€™s player identity and operations surfaces

Themes:

  • version-aware score history
  • richer pilot scorebook and replay views
  • permanent pilot identity
  • account lifecycle and deletion
  • replay/media and admin/control-centre growth

8. Layered release and ingestible games

Target:

  • treat the integrated release, the Platinum platform, and each game as

independently tracked release surfaces

  • make every serious game ingestion path produce game-owned conformance and

version artifacts from gameplay-video analysis and other primary evidence

Why:

  • this reduces inadvertent regressions when work is concentrated in one layer
  • it prepares the repo for a future where a game can launch through Platinum

without being conceptually trapped inside it

  • it keeps the ingestion and conformance program focused on highly conformant

games built from durable source evidence

9. Environment and release separation

Target:

  • keep non-production and production easier to reason about

Themes:

  • cleaner identity and score-path separation
  • stronger preflights
  • safer production promotions

10. Platinum and multi-game growth

Target:

  • turn Platinum into a durable multi-game arcade host

Themes:

  • stronger pack contract
  • cleaner storage/schema seam
  • same-control compliance
  • early second-game sneak peek before the full multi-game release
  • second-game proof slice
  • future Galaxian ingestion planning
  • active Galaxians-style sibling proof and platform-pressure work on the other

development machine

11. Personas and simulated opponents

Target:

  • support richer personas, Watch mode, Rival mode, and future

player-versus-persona play across every Platinum game

Themes:

  • stronger action/state annotation
  • richer test personas
  • eventual learn-by-playing simulation work
  • a game-generic adapter for start state, playable scope, score ownership,

run summaries, event logs, Watch scope, Rival opponent selection, and production score safety

Platform Milestones

Next platform milestone

  • a stronger pack contract
  • clearer platform/application seams
  • a non-production second-game proof slice
  • stronger multi-machine and release portability

Long-term platform milestone

  • at least two meaningfully playable Platinum applications
  • same-control compliance clearly documented and tested
  • cleaner pack, storage, and naming boundaries
  • richer persona/opponent support

Application Guide Source

Aurora-specific audio and graphics catalog used to generate the hosted application guide.

Generated from application-guide.json during build.

{ "title": "Aurora Application Guide", "strapline": "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.", "currentGoal": "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.", "audioContexts": [ { "id": "front-door-tick", "context": "Front Door", "label": "Navigation Tick", "cue": "uiTick", "phase": "frontDoor", "audioTheme": "aurora-crown", "listenFor": "Light Aurora shell tick, not gameplay urgency.", "description": "Subtle front-door navigation tick for Aurora-owned shell identity surfaces.", "preview": { "cue": "uiTick", "phase": "frontDoor", "atmosphereTheme": "aurora-crown" } }, { "id": "front-door-confirm", "context": "Front Door", "label": "Confirm", "cue": "uiConfirm", "phase": "frontDoor", "audioTheme": "aurora-crown", "listenFor": "Short confirm flourish with a polished shell feel.", "description": "Confirmation cue for front-door and shell-level Aurora selections.", "preview": { "cue": "uiConfirm", "phase": "frontDoor", "atmosphereTheme": "aurora-crown" } }, { "id": "wait-enter", "context": "Wait Mode", "label": "Score Rotation Enter", "cue": "attractEnter", "phase": "wait", "audioTheme": "aurora-crown", "listenFor": "A small rising motif that feels like the board is waking up.", "description": "Entry sting when Aurora transitions into the score-focused wait-mode surface.", "preview": { "cue": "attractEnter", "phase": "wait", "atmosphereTheme": "aurora-crown" } }, { "id": "wait-pulse", "context": "Wait Mode", "label": "Score Rotation Pulse", "cue": "attractPulse", "phase": "wait", "audioTheme": "aurora-crown", "listenFor": "Gentle repeating pulse that stays ambient rather than mechanical.", "description": "Recurring pulse that keeps the score rotation alive without sounding like gameplay.", "preview": { "cue": "attractPulse", "phase": "wait", "atmosphereTheme": "aurora-crown", "variant": 0 } }, { "id": "demo-enter", "context": "Demo", "label": "Demo Entry", "cue": "attractEnter", "phase": "demo", "audioTheme": "aurora-crown", "listenFor": "Aurora identity at the handoff from shell to autoplay.", "description": "Bridge from the Aurora shell identity into autoplay demo mode.", "preview": { "cue": "attractEnter", "phase": "demo", "atmosphereTheme": "aurora-crown" } }, { "id": "demo-pulse", "context": "Demo", "label": "Demo Pulse", "cue": "attractPulse", "phase": "demo", "audioTheme": "classic-arcade", "listenFor": "Classic arcade cadence once motion on the board begins.", "description": "Ongoing demo pulse that leans back toward the classic arcade cadence once play is underway.", "preview": { "cue": "attractPulse", "phase": "demo", "atmosphereTheme": "classic-arcade", "variant": 0 } }, { "id": "stage-start-classic", "context": "Stage Start", "label": "Stage 1 Start", "cue": "gameStart", "phase": "stage", "audioTheme": "classic-arcade", "listenFor": "A crisp arcade rise that feels close to classic stage-start energy.", "description": "Opening cue for classic early-stage Aurora presentation.", "preview": { "cue": "gameStart", "phase": "stage", "atmosphereTheme": "classic-arcade" } }, { "id": "stage-start-aurora", "context": "Stage Start", "label": "Aurora Surge Start", "cue": "gameStart", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "A brighter upward flourish that feels more expansive than the classic set.", "description": "Opening cue for the later Aurora surge/borealis stage family.", "preview": { "cue": "gameStart", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "formation-pulse-classic", "context": "Gameplay Loop", "label": "Formation Pulse Classic", "cue": "stagePulse", "phase": "stage", "audioTheme": "classic-arcade", "listenFor": "Clear march-like pulse that supports classic board pressure.", "description": "Formation march/pulse for classic early-stage cadence.", "preview": { "cue": "stagePulse", "phase": "stage", "atmosphereTheme": "classic-arcade", "variant": 0 } }, { "id": "formation-pulse-aurora", "context": "Gameplay Loop", "label": "Formation Pulse Aurora", "cue": "stagePulse", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "A more glassy pulse that still reads as rhythm, not ambience.", "description": "Formation pulse for the Aurora-themed later-stage family.", "preview": { "cue": "stagePulse", "phase": "stage", "atmosphereTheme": "aurora-borealis", "variant": 0 } }, { "id": "player-shot-classic", "context": "Combat", "label": "Player Shot Classic", "cue": "playerShot", "phase": "stage", "audioTheme": "classic-arcade", "description": "Early-stage player shot reference aligned to the classic arcade mix.", "preview": { "cue": "playerShot", "phase": "stage", "atmosphereTheme": "classic-arcade" } }, { "id": "player-shot-aurora", "context": "Combat", "label": "Player Shot Aurora", "cue": "playerShot", "phase": "stage", "audioTheme": "aurora-surge", "description": "Later-stage Aurora shot variant with a slightly sleeker synth edge.", "preview": { "cue": "playerShot", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "enemy-shot-classic", "context": "Combat", "label": "Enemy Shot Classic", "cue": "enemyShot", "phase": "stage", "audioTheme": "classic-arcade", "description": "Enemy projectile cue for classic stages.", "preview": { "cue": "enemyShot", "phase": "stage", "atmosphereTheme": "classic-arcade" } }, { "id": "enemy-shot-aurora", "context": "Combat", "label": "Enemy Shot Aurora", "cue": "enemyShot", "phase": "stage", "audioTheme": "aurora-surge", "description": "Enemy projectile cue for Aurora-leaning later stages.", "preview": { "cue": "enemyShot", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "enemy-hit-aurora", "context": "Combat", "label": "Enemy Hit", "cue": "enemyHit", "phase": "stage", "audioTheme": "aurora-surge", "description": "Standard enemy hit cue used across Aurora combat.", "preview": { "cue": "enemyHit", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "boss-hit-aurora", "context": "Combat", "label": "Boss Hit", "cue": "bossHit", "phase": "stage", "audioTheme": "aurora-surge", "description": "Heavier impact cue for boss and stronger target hits.", "preview": { "cue": "bossHit", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "enemy-boom-aurora", "context": "Combat", "label": "Enemy Boom", "cue": "enemyBoom", "phase": "stage", "audioTheme": "aurora-surge", "description": "Standard enemy destruction cue.", "preview": { "cue": "enemyBoom", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "boss-boom-aurora", "context": "Combat", "label": "Boss Boom", "cue": "bossBoom", "phase": "stage", "audioTheme": "aurora-surge", "description": "Larger destruction cue for boss enemies and rogue fighter losses.", "preview": { "cue": "bossBoom", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "capture-beam", "context": "Capture / Rescue", "label": "Capture Beam", "cue": "captureBeam", "phase": "stage", "audioTheme": "aurora-surge", "description": "Beam/deploy cue for the capture sequence.", "preview": { "cue": "captureBeam", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "capture-retreat", "context": "Capture / Rescue", "label": "Capture Retreat", "cue": "captureRetreat", "phase": "stage", "audioTheme": "aurora-surge", "description": "Recovery cue when the capture sequence resolves and retreats.", "preview": { "cue": "captureRetreat", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "capture-success", "context": "Capture / Rescue", "label": "Fighter Captured", "cue": "captureSuccess", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "A clear loss-state handoff before the boss retreats with the captured ship.", "description": "Distinct cue for the exact moment the player's fighter is fully captured.", "preview": { "cue": "captureSuccess", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "captured-fighter-destroyed", "context": "Capture / Rescue", "label": "Captured Fighter Destroyed", "cue": "capturedFighterDestroyed", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "A sharp, regrettable destruction cue distinct from ordinary enemy hits.", "description": "Cue used when the carried/captured fighter itself is destroyed for points.", "preview": { "cue": "capturedFighterDestroyed", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "rescue-join", "context": "Capture / Rescue", "label": "Rescue Join", "cue": "rescueJoin", "phase": "stage", "audioTheme": "aurora-surge", "description": "Join cue for dual-fighter reunification and rescue success.", "preview": { "cue": "rescueJoin", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "extend-award", "context": "Scoring", "label": "Bonus Ship Award", "cue": "extendAward", "phase": "stage", "audioTheme": "aurora-surge", "description": "Extra-ship award cue used when Aurora score extends trigger.", "preview": { "cue": "extendAward", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "player-hit", "context": "Player State", "label": "Ship Loss", "cue": "playerHit", "phase": "stage", "audioTheme": "aurora-surge", "description": "Player ship destruction cue during live play.", "preview": { "cue": "playerHit", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "stage-transition", "context": "Transitions", "label": "Stage Transition", "cue": "stageTransition", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "A short rising handoff with more melodic identity than a simple beep.", "description": "Transition cue between standard stages.", "preview": { "cue": "stageTransition", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "challenge-transition", "context": "Transitions", "label": "Challenge Transition", "cue": "challengeTransition", "phase": "challenge", "audioTheme": "aurora-surge", "listenFor": "A distinct bonus-stage announcement with more lift and ceremony.", "description": "Transition cue into challenge/bonus stage presentation.", "preview": { "cue": "challengeTransition", "phase": "challenge", "atmosphereTheme": "aurora-borealis", "challenge": true } }, { "id": "challenge-results", "context": "Challenge Results", "label": "Challenge Results", "cue": "challengeResults", "phase": "challenge", "audioTheme": "aurora-surge", "listenFor": "A clean wrap-up phrase that feels like challenge scoring has concluded.", "description": "Result cue for challenge-stage completion when the run was not perfect.", "preview": { "cue": "challengeResults", "phase": "challenge", "atmosphereTheme": "aurora-borealis", "challenge": true } }, { "id": "challenge-perfect", "context": "Challenge Results", "label": "Challenge Perfect", "cue": "challengePerfect", "phase": "challenge", "audioTheme": "aurora-surge", "listenFor": "A more celebratory result than the standard challenge wrap-up.", "description": "Distinct challenge-stage result cue for perfect clears.", "preview": { "cue": "challengePerfect", "phase": "challenge", "atmosphereTheme": "aurora-borealis", "challenge": true } }, { "id": "game-over", "context": "Results", "label": "Game Over", "cue": "gameOver", "phase": "results", "audioTheme": "aurora-surge", "listenFor": "A readable downward ending phrase, not just an impact effect.", "description": "End-of-run cue used by Aurora results/game-over flow.", "preview": { "cue": "gameOver", "phase": "results", "atmosphereTheme": "aurora-borealis" } }, { "id": "high-score-first", "context": "Results", "label": "High Score 1st", "cue": "highScoreFirst", "phase": "results", "audioTheme": "aurora-surge", "listenFor": "A stronger celebratory placement cue for first place entry.", "description": "Rank-specific scoreboard cue when a run enters first place.", "preview": { "cue": "highScoreFirst", "phase": "results", "atmosphereTheme": "aurora-borealis" } }, { "id": "high-score-other", "context": "Results", "label": "High Score 2nd-10th", "cue": "highScoreOther", "phase": "results", "audioTheme": "aurora-surge", "listenFor": "A positive but smaller placement cue for non-first leaderboard entries.", "description": "Rank-specific scoreboard cue when a run enters the board outside first place.", "preview": { "cue": "highScoreOther", "phase": "results", "atmosphereTheme": "aurora-borealis" } }, { "id": "attack-charge", "context": "Combat", "label": "Dive Charge / Falling Alien", "cue": "attackCharge", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "The charge cue should begin with the enemy dive, not with bullet fire.", "description": "Cue used when an enemy commits to a dive or attack run toward the player.", "preview": { "cue": "attackCharge", "phase": "stage", "atmosphereTheme": "aurora-borealis" } }, { "id": "formation-arrival", "context": "Stage Start", "label": "Formation Arrival Signal", "cue": "formationArrival", "phase": "stage", "audioTheme": "aurora-surge", "listenFor": "Short interstitial signal after start music and before alien arrival begins.", "description": "Pre-entry signal used to separate the opening start phrase from the first enemy formation arrival in Galaga reference mode.", "preview": { "cue": "formationArrival", "phase": "stage", "atmosphereTheme": "aurora-borealis" } } ], "comparisonSets": [ { "id": "demo-pulse-compare", "label": "Demo Pulse", "entryId": "demo-pulse", "focus": "Compare autoplay cadence and whether the board feels mechanically alive enough once demo motion begins.", "referenceLabel": "Ambience / Convoy", "referenceClip": "", "referenceWindow": { "startSeconds": 4.598, "endSeconds": 4.838, "source": "aurora-audio-theme-comparison/2026-05-08-main-96c62d6 nested corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture; original 4.148s window plus 0.450s-0.690s candidate" }, "mappingStatus": "Synthetic Galaga runtime cue vs actual indexed reference clip.", "mappingConfidence": "high" }, { "id": "stage-start-compare", "label": "Stage Start", "entryId": "stage-start-classic", "focus": "Compare whether stage start feels like a clear arcade start/announcement instead of a generic cue.", "referenceLabel": "Start", "referenceClip": "", "referenceWindow": { "startSeconds": 0.55, "endSeconds": 1.09, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "Best current stage-start mapping from the cue matrix.", "mappingConfidence": "medium" }, { "id": "formation-pulse-compare", "label": "Formation Pulse", "entryId": "formation-pulse-classic", "focus": "Compare ongoing formation cadence and whether gameplay feels like it has enough marching pressure.", "referenceLabel": "Ambience / Convoy", "referenceClip": "", "referenceWindow": { "startSeconds": 0.6, "endSeconds": 0.84, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "Strongest current reference for the board cadence bed.", "mappingConfidence": "high" }, { "id": "player-shot-compare", "label": "Player Shot", "entryId": "player-shot-classic", "focus": "Compare whether player fire reads as a quick arcade shot instead of a generic impact.", "referenceLabel": "Flagship/Fighter Shot", "referenceClip": "", "referenceWindow": { "startSeconds": 0.05, "endSeconds": 0.29, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec active-segment candidate", "selection": "distinct initial high-transient subwindow reserved for player fire; lower score than the shared best window but prevents playerShot/enemyShot/bossHit semantic collapse" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 measured active transient", "confidence": "high", "resolution": "relative to the clipped 0.05-0.29s flagship/fighter-shot window; player fire is a single crisp transient rather than a multi-phase phrase", "segments": [ { "role": "onset", "label": "player fire transient", "startSeconds": 0.08, "endSeconds": 0.2 } ] }, "mappingStatus": "Measured subwindow promoted for shot identity; uses a distinct initial transient so player fire can be scored separately from enemy fire and boss damage.", "mappingConfidence": "medium-high" }, { "id": "enemy-shot-compare", "label": "Enemy Shot", "entryId": "enemy-shot-classic", "focus": "Compare whether enemy fire is distinct enough from player fire and boss damage.", "referenceLabel": "Flagship/Fighter Shot", "referenceClip": "", "referenceWindow": { "startSeconds": 0.9, "endSeconds": 1.14, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec active-segment candidate", "selection": "second measured high-transient subwindow reserved for enemy projectile feedback so enemyShot no longer scores against the same active phrase as playerShot" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 measured active transient", "confidence": "high", "resolution": "relative to the clipped 0.90-1.14s flagship/fighter-shot window; enemy fire is a single projectile transient", "segments": [ { "role": "onset", "label": "enemy fire transient", "startSeconds": 0.07, "endSeconds": 0.22 } ] }, "mappingStatus": "Measured subwindow promoted for enemy projectile feedback; still from the same source clip, but scored as a distinct reference phrase from playerShot and bossHit.", "mappingConfidence": "medium-high" }, { "id": "enemy-hit-compare", "label": "Enemy Hit", "entryId": "enemy-hit-aurora", "focus": "Compare whether an enemy impact gives immediate hit confirmation.", "referenceLabel": "Zako", "referenceClip": "", "referenceWindow": { "startSeconds": 0.75, "endSeconds": 0.99, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec active-segment candidate", "selection": "later Zako phrase reserved for immediate hit confirmation, separated from the normal-enemy destruction subwindow" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 measured active transient", "confidence": "high", "resolution": "relative to the clipped 0.75-0.99s Zako window; enemy hit is scored as immediate damage confirmation", "segments": [ { "role": "onset", "label": "enemy hit confirmation", "startSeconds": 0.01, "endSeconds": 0.17 } ] }, "mappingStatus": "Measured subwindow promoted for impact feedback; hit and kill hierarchy remains under review but is now scored against a distinct phrase from enemyBoom.", "mappingConfidence": "medium-high" }, { "id": "boss-hit-compare", "label": "Boss Hit", "entryId": "boss-hit-aurora", "focus": "Compare whether boss damage reads as a distinct multi-hit event.", "referenceLabel": "Boss Damage / Flagship Fighter Shot", "referenceClip": "", "referenceWindow": { "startSeconds": 1.149, "endSeconds": 1.439, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec active-segment candidate", "selection": "highest-scoring measured subwindow for boss damage confirmation, reserved for multi-hit boss feedback rather than generic shot identity" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 measured active transient", "confidence": "high", "resolution": "relative to the clipped 1.149-1.439s boss-damage window; boss hit is a distinct damage confirmation transient", "segments": [ { "role": "onset", "label": "boss damage confirmation", "startSeconds": 0, "endSeconds": 0.15 } ] }, "mappingStatus": "Measured subwindow promoted for boss damage feedback; reference source remains shared, but bossHit now has a dedicated scoring window.", "mappingConfidence": "medium-high" }, { "id": "enemy-boom-compare", "label": "Enemy Boom", "entryId": "enemy-boom-aurora", "focus": "Compare whether normal enemy destruction is more emphatic than a simple hit.", "referenceLabel": "Zako", "referenceClip": "", "referenceWindow": { "startSeconds": 0.5, "endSeconds": 0.74, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec active-segment candidate", "selection": "highest-scoring measured Zako subwindow reserved for normal-enemy destruction, separated from enemyHit" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 measured Zako destruction transient", "confidence": "high", "resolution": "relative to the clipped 0.50-0.74s Zako window; normal enemy destruction is a compact finality transient", "segments": [ { "role": "onset", "label": "normal enemy destruction transient", "startSeconds": 0.02, "endSeconds": 0.2 } ] }, "mappingStatus": "Measured subwindow promoted for normal-enemy destruction feedback; enemyHit and enemyBoom now score against separate Zako phrases.", "mappingConfidence": "medium-high" }, { "id": "boss-boom-compare", "label": "Boss Boom", "entryId": "boss-boom-aurora", "focus": "Compare whether boss destruction feels larger and more final than normal enemy destruction.", "referenceLabel": "Boss Death / Sasori", "referenceClip": "", "referenceWindow": { "startSeconds": 0.798, "endSeconds": 1.567, "source": "aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 active-window measurement", "selection": "full active boss-death phrase so destruction can be scored as a larger multi-burst event rather than a single generic explosion" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 boss-death burst candidates", "confidence": "medium-high", "resolution": "relative to the clipped 0.798-1.567s boss-death window; labels early, middle, and final destruction bursts", "segments": [ { "role": "onset", "label": "boss death opening burst", "startSeconds": 0.052, "endSeconds": 0.233 }, { "role": "body", "label": "boss death main burst", "startSeconds": 0.252, "endSeconds": 0.433 }, { "role": "tail", "label": "boss death final burst", "startSeconds": 0.601, "endSeconds": 0.769 } ] }, "mappingStatus": "Measured coverage added for boss destruction feedback.", "mappingConfidence": "high" }, { "id": "capture-beam-compare", "label": "Capture Beam", "entryId": "capture-beam", "focus": "Compare whether the beam deploy moment reads clearly as tractor-beam danger.", "referenceLabel": "Tractor Beam", "referenceClip": "", "referenceWindow": { "startSeconds": 3.199, "endSeconds": 3.679, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "referenceSegmentation": { "source": "curated from measured tractor-beam reference window after repeatability-gate pass", "confidence": "medium-high", "resolution": "relative to the clipped 3.199-3.679s tractor-beam window; labels separate beam strike from sustained beam body", "segments": [ { "role": "onset", "label": "beam deploy strike", "startSeconds": 0, "endSeconds": 0.17 }, { "role": "body", "label": "sustained tractor tone", "startSeconds": 0.17, "endSeconds": 0.269 }, { "role": "tail", "label": "active beam falloff", "startSeconds": 0.269, "endSeconds": 0.339 } ] }, "mappingStatus": "Strong direct mapping.", "mappingConfidence": "high" }, { "id": "capture-retreat-compare", "label": "Capture Retreat", "entryId": "capture-retreat", "focus": "Compare whether the post-capture retreat phase remains audible as a distinct state.", "referenceLabel": "Capturing", "referenceClip": "", "referenceWindow": { "startSeconds": 2.549, "endSeconds": 2.969, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "Measured coverage added for the transition between beam danger and captured-fighter state.", "mappingConfidence": "medium" }, { "id": "capture-success-compare", "label": "Fighter Captured", "entryId": "capture-success", "focus": "Compare the exact moment the fighter is fully captured, distinct from beam deploy and retreat.", "referenceLabel": "Fighter Captured", "referenceClip": "", "referenceWindow": { "startSeconds": 4.248, "endSeconds": 4.668, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "New Aurora cue slot added from the cue matrix.", "mappingConfidence": "high" }, { "id": "captured-fighter-destroyed-compare", "label": "Captured Fighter Destroyed", "entryId": "captured-fighter-destroyed", "focus": "Compare the regret/penalty moment when the carried fighter is destroyed.", "referenceLabel": "Captured Fighter Destroyed", "referenceClip": "", "referenceWindow": { "startSeconds": 1.949, "endSeconds": 2.189, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "referenceSegmentation": { "source": "curated from aurora-audio-theme-comparison/2026-05-09-main-6c0e2b61 measured active transient", "confidence": "high", "resolution": "relative to the clipped 1.949-2.189s captured-fighter-destroyed window; penalty feedback is a compact regret/destruction transient", "segments": [ { "role": "onset", "label": "captured fighter destroyed transient", "startSeconds": 0, "endSeconds": 0.19 } ] }, "mappingStatus": "New Aurora cue slot added from the cue matrix.", "mappingConfidence": "high" }, { "id": "rescue-join-compare", "label": "Rescue Join", "entryId": "rescue-join", "focus": "Compare whether the rescue/join moment feels celebratory and distinct from ordinary scoring.", "referenceLabel": "Fighter Rescued (Double Ship)", "referenceClip": "", "referenceWindow": { "startSeconds": 2.399, "endSeconds": 2.579, "source": "aurora-audio-cue-candidates/2026-05-15-c8c7246f-dirty-audio-focus-202330 rescueJoin keeper", "selection": "highest-scoring stable keeper after focused rescueJoin candidate loop and full-theme promotion precheck" }, "mappingStatus": "Strong direct mapping.", "mappingConfidence": "high" }, { "id": "ship-loss-compare", "label": "Ship Loss", "entryId": "player-hit", "focus": "Compare whether ship loss feels like a real Galaga death moment rather than a generic impact.", "referenceLabel": "Death", "referenceClip": "", "referenceSegmentation": { "source": "curated from active-window reads in aurora-audio-theme-comparison and repeated playerHit candidate pass", "confidence": "medium-high", "resolution": "relative to full galaga3-death clip; labels preserve long death onset, sustained body, and final tail", "segments": [ { "role": "onset", "label": "ship-loss blast onset", "startSeconds": 0.02, "endSeconds": 0.459 }, { "role": "body", "label": "sustained death body", "startSeconds": 0.459, "endSeconds": 0.858 }, { "role": "tail", "label": "death cue falloff", "startSeconds": 0.858, "endSeconds": 0.988 } ] }, "analysisPolicy": { "activeMetricsSource": "analysisWindow", "eventSegmentationSource": "analysisWindow", "reason": "Ship loss is a composite onset/body/tail event; conformance should score the scheduled cue window rather than the single loudest active island." }, "mappingStatus": "Strong direct mapping.", "mappingConfidence": "high" }, { "id": "challenge-transition-compare", "label": "Challenge Transition", "entryId": "challenge-transition", "focus": "Compare how distinct and ceremonial the challenge-stage announcement feels.", "referenceLabel": "Challenging Stage", "referenceClip": "", "referenceWindow": { "startSeconds": 0.4, "endSeconds": 0.88, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "Strong direct mapping.", "mappingConfidence": "high" }, { "id": "challenge-results-compare", "label": "Challenge Results", "entryId": "challenge-results", "focus": "Compare whether challenge wrap-up feels like a proper result phrase instead of a generic transition.", "referenceLabel": "Challenging Stage Results", "referenceClip": "", "referenceWindow": { "startSeconds": 0.75, "endSeconds": 1.17, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "referenceSegmentation": { "source": "curated from challenging-stage-results reference window after challengeResults event-gap pass", "confidence": "medium-high", "resolution": "relative to the clipped 0.75-1.17s challenge-results phrase; labels distinguish attack, result body, and falloff", "segments": [ { "role": "onset", "label": "results phrase attack", "startSeconds": 0, "endSeconds": 0.14 }, { "role": "body", "label": "results phrase body", "startSeconds": 0.14, "endSeconds": 0.34 }, { "role": "tail", "label": "results phrase falloff", "startSeconds": 0.34, "endSeconds": 0.42 } ] }, "mappingStatus": "New Aurora cue slot added from the cue matrix.", "mappingConfidence": "high" }, { "id": "challenge-perfect-compare", "label": "Challenge Perfect", "entryId": "challenge-perfect", "focus": "Compare whether a perfect challenge result feels more celebratory than the standard results cue.", "referenceLabel": "Challenging Stage Perfect", "referenceClip": "", "referenceWindow": { "startSeconds": 0, "endSeconds": 0.48, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "New Aurora cue slot added from the cue matrix.", "mappingConfidence": "high" }, { "id": "high-score-first-compare", "label": "High Score 1st", "entryId": "high-score-first", "focus": "Compare whether first place entry feels distinct and more important than a lower board placement.", "referenceLabel": "Name Entry (1st)", "referenceClip": "", "referenceWindow": { "startSeconds": 2.649, "endSeconds": 3.129, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "New Aurora cue slot added from the cue matrix.", "mappingConfidence": "high" }, { "id": "high-score-other-compare", "label": "High Score 2nd-10th", "entryId": "high-score-other", "focus": "Compare whether non-first leaderboard entry feels positive but smaller than first place.", "referenceLabel": "Name Entry (2nd-5th)", "referenceClip": "", "referenceWindow": { "startSeconds": 2.899, "endSeconds": 3.319, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "New Aurora cue slot added from the cue matrix.", "mappingConfidence": "high" }, { "id": "game-over-compare", "label": "Game Over", "entryId": "game-over", "focus": "Compare whether the ending cue feels final and emotionally complete enough.", "referenceLabel": "Last Ship Destroyed Ambience", "referenceClip": "", "referenceWindow": { "startSeconds": 3.798, "endSeconds": 4.638, "source": "aurora-audio-theme-comparison/2026-05-08-main-ebd04ec corrected-capture best candidate", "selection": "highest-scoring non-overlapping reference subwindow after explicit Aurora audio-theme capture" }, "mappingStatus": "Best current end-state reference; still broader than Aurora's single slot.", "mappingConfidence": "medium" } ], "graphicsThemes": [ { "id": "classic-arcade", "label": "Classic Arcade", "group": "Classic", "audioTheme": "classic-arcade", "backgrounds": "frontDoor classic-stars ยท wait classic-stars ยท demo classic-stars ยท stage classic-stars ยท challenge classic-stars", "starfieldProfile": "classic-arcade-stars", "starfieldCount": 108, "alpha": "0.52 to 0.96", "speed": "11 to 27", "swatches": [ "#ffffff", "#8bb8ff", "#1e52ff", "#fff36a", "#ff3b33", "#db38ff" ], "description": "The closest Aurora gets to the original Galaga look: bright, readable stars on a black field with classic cadence and no aurora ribbon wash." }, { "id": "aurora-hint", "label": "Aurora Hint", "group": "Aurora", "audioTheme": "aurora-rise", "backgrounds": "frontDoor aurora-borealis ยท wait aurora-borealis ยท demo aurora-hint ยท stage aurora-hint ยท challenge aurora-hint", "starfieldProfile": "aurora-hint-stars", "starfieldCount": 92, "alpha": "0.34 to 0.70", "speed": "8 to 20", "swatches": [ "#f7f9ff", "#8fd7ff", "#72e18c", "#f0c766", "#d27cff", "#ff8b7a" ], "description": "Bridge theme where the classic field remains visible but the Aurora wash starts to become part of the stage identity." }, { "id": "aurora-borealis", "label": "Aurora Borealis", "group": "Aurora", "audioTheme": "aurora-surge", "backgrounds": "frontDoor aurora-borealis ยท wait aurora-borealis ยท demo aurora-borealis ยท stage aurora-borealis ยท challenge aurora-borealis", "starfieldProfile": "aurora-borealis-stars", "starfieldCount": 88, "alpha": "0.28 to 0.64", "speed": "8 to 18", "swatches": [ "#f7fbff", "#9edfff", "#6bf5bf", "#ffe27a", "#cf92ff", "#ffb5cf" ], "description": "Full Aurora stage theme with softer stars under a stronger ribbon treatment and the main later-stage audio palette." }, { "id": "aurora-crown", "label": "Aurora Crown", "group": "Aurora", "audioTheme": "aurora-crown", "backgrounds": "frontDoor aurora-borealis ยท wait aurora-borealis ยท demo aurora-borealis ยท stage aurora-borealis ยท challenge aurora-borealis", "starfieldProfile": "aurora-crown-stars", "starfieldCount": 84, "alpha": "0.30 to 0.68", "speed": "8 to 18", "swatches": [ "#ffffff", "#aef1ff", "#8dffd5", "#ffe38f", "#d5a0ff", "#ffc7d8" ], "description": "Aurora-owned shell/front-door theme used to establish the application identity before gameplay falls back toward classic or surge contexts." } ], "graphicsContexts": [ { "id": "front-door-atmosphere", "label": "Front Door Atmosphere", "phase": "frontDoor", "theme": "aurora-crown", "backgroundMode": "aurora-borealis", "frameAccent": "classic-blue", "description": "The front door keeps Aurora-owned identity with a fuller ribbon field and crown audio theme while still living inside the Platinum shell." }, { "id": "wait-mode-atmosphere", "label": "Wait Mode Surface", "phase": "wait", "theme": "aurora-crown", "backgroundMode": "aurora-borealis", "frameAccent": "classic-blue", "description": "Score rotation/wait mode shares the Aurora front-door family so the shell remains coherent between idle states." }, { "id": "stage-one-classic", "label": "Stage 1 Classic Gameplay", "phase": "stage", "theme": "classic-arcade", "backgroundMode": "classic-stars", "frameAccent": "classic-blue", "description": "Stage 1 keeps the classic stars look as the gameplay baseline, with the brighter starfield tuned against Galaga references." }, { "id": "stage-eight-surge", "label": "Stage 8 Aurora Surge", "phase": "stage", "theme": "aurora-borealis", "backgroundMode": "aurora-borealis", "frameAccent": "aurora-crown", "description": "Later stages shift into the stronger Aurora visual family with softer star density and ribbon emphasis." }, { "id": "challenge-stage", "label": "Challenge / Bonus Stage", "phase": "challenge", "theme": "aurora-borealis", "backgroundMode": "aurora-borealis", "frameAccent": "aurora-crown", "description": "Challenge stages keep the configured Aurora background family rather than reverting to a special hardcoded board." } ], "shipCatalog": [ { "id": "player-fighter", "name": "Player Fighter", "type": "player", "families": "player ship", "appears": "Every standard and challenge stage as the main player ship.", "context": "Primary player-controlled ship. Can be captured, rescued, and rejoined into dual-fighter mode.", "notes": "The visual baseline for reserve pips, ship loss, rescue, and extra-ship award feedback." }, { "id": "dual-fighter", "name": "Dual Fighter", "type": "player state", "families": "joined player pair", "appears": "After a successful rescue join during normal Aurora play.", "context": "A paired player state rather than a separate enemy or pack. Central to Aurora's rescue and trust-fix behavior.", "notes": "Should be documented separately because it changes shot spread, survival logic, and recovery expectations." }, { "id": "bee-line", "name": "Bee Line", "type": "enemy", "families": "classic, scorpion, stingray, galboss", "appears": "Lower-pressure enemy line across standard stages, with family reskins tied to stage bands.", "context": "Fast, lighter-value formation and dive enemy. Forms part of the classic opening pressure and remains present through later bands.", "notes": "Uses type: bee in gameplay state and changes family art with stage-band progression." }, { "id": "but-line", "name": "Butterfly Line", "type": "enemy", "families": "classic, scorpion, stingray, galboss", "appears": "Main non-boss formation rows across standard stages.", "context": "Mid-tier enemy line with higher scoring and more visible board presence than bees.", "notes": "Uses type: but in gameplay state and shares family progression with the stage band." }, { "id": "boss-line", "name": "Boss / Super Boss", "type": "enemy", "families": "classic, stingray, galboss", "appears": "Top formation row in standard stages, with later themed boss families and archetypes.", "context": "Higher-health enemy that can dive solo or with escorts and is central to capture/rescue flow.", "notes": "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." }, { "id": "rogue-fighter", "name": "Rogue Fighter", "type": "enemy", "families": "rogue", "appears": "When a captured fighter is converted into an enemy state.", "context": "High-value special case enemy tied directly to the capture lifecycle.", "notes": "Uses type: rogue and its own dedicated family/visual treatment rather than the standard band families." }, { "id": "challenge-dragonfly", "name": "Challenge Dragonfly Family", "type": "challenge enemy family", "families": "dragonfly", "appears": "Challenge stages from stage 11 onward until the mosquito family takes over.", "context": "Challenge-only presentation family used to make bonus-stage waves feel distinct from the normal rack.", "notes": "Not a separate gameplay type; it is a challenge-family skin applied to challenge enemies." }, { "id": "challenge-mosquito", "name": "Challenge Mosquito Family", "type": "challenge enemy family", "families": "mosquito", "appears": "Late challenge stages from stage 19 onward.", "context": "Late challenge-family visual used for stronger bonus-stage identity deeper into the Aurora progression.", "notes": "Like dragonfly, this is a challenge-family presentation layer rather than a new base gameplay type." } ], "stageFamilies": [ { "band": "quiet-skies", "fromStage": "1", "families": "bee classic ยท but classic ยท boss classic ยท challenge classic", "bossArchetype": "command-core", "description": "Classic opening Aurora band. Closest to original Galaga feel in stars, enemy look, and cadence." }, { "band": "scorpion-dawn", "fromStage": "4", "families": "bee scorpion ยท but scorpion ยท boss classic ยท challenge classic", "bossArchetype": "super-boss-scorpion", "description": "First Aurora-flavored band. Adds scorpion family visuals while keeping the challenge family conservative." }, { "band": "stingray-surge", "fromStage": "8", "families": "bee stingray ยท but stingray ยท boss stingray ยท challenge dragonfly", "bossArchetype": "partner-wing-stingray", "description": "Main later-stage Aurora band where both background and audio identity shift clearly away from the classic opening." }, { "band": "galboss-veil", "fromStage": "12", "families": "bee galboss ยท but galboss ยท boss galboss ยท challenge dragonfly", "bossArchetype": "council-boss", "description": "Heavier late-stage band with the galboss family and stronger aurora presentation." }, { "band": "crown-aurora", "fromStage": "16", "families": "bee galboss ยท but galboss ยท boss galboss ยท challenge mosquito", "bossArchetype": "super-partner-pair", "description": "Late Aurora crown band tying the strongest shell/front-door identity back into the deeper stage family." } ], "conformanceAlienRows": [ { "name": "Bee / Zako Scout", "runtime": "type bee; families classic, scorpion, stingray, galboss", "activity": "Basic formation alien; dives, fires, supplies early pressure, and appears in challenge groups.", "presence": "All regular stages and challenge stages.", "reference": "Galaga Zako/scout behavior, challenge-stage evidence, and galaga3-zako audio reference.", "score": "7.8/10 behavior/stage-role within current alien-entry scorer", "confidence": "medium; visual likeness is still low-confidence proxy", "next": "Score Aurora displayed sprites against the inferred Galaga consensus models and source-frame pixel targets, then promote lossless/emulator targets when available." }, { "name": "Butterfly / Escort Alien", "runtime": "type but; families classic, scorpion, stingray, galboss", "activity": "Mid-value formation alien; dives more dangerously, escorts bosses in special attacks, and participates in challenge set pieces.", "presence": "All regular stages, with high-value role in stages 4 and later.", "reference": "Galaga butterfly/escort behavior through boss/formation grammar and path-family reports.", "score": "7.8/10 behavior/stage-role; 9.2/10 boss grammar contribution", "confidence": "medium; visual likeness pending", "next": "Run per-role visual scoring against the inferred Galaga consensus model and separate escort-path precision against reference windows." }, { "name": "Boss Galaga / Command Boss", "runtime": "type boss; families classic, stingray, galboss", "activity": "Two-hit boss; captures player ship, carries captured fighter, leads special attacks, and awards high dive/squadron points.", "presence": "All regular stages; capture/rescue and special-attack windows.", "reference": "Galaga boss, tractor beam, capture/rescue, boss-hit, and boss-death timing/audio references.", "score": "9.2/10 boss/formation grammar", "confidence": "medium-high for behavior; audiovisual damage feedback still weaker", "next": "Improve explosion/damage visual event authenticity and direct boss path precision from extracted reference paths." }, { "name": "Challenge Rogue / Specialty Alien", "runtime": "type rogue in challenge and captured-fighter contexts", "activity": "Challenge-stage novelty role used to create distinct set pieces and visible learning opportunities.", "presence": "Challenge stages 7, 11, and 15 in current evidence windows.", "reference": "Galaga challenging-stage specialty waves and bonus-stage composition.", "score": "7.8/10 challenge alien novelty", "confidence": "medium", "next": "Promote a challenge-only Galaga target when the ingestion has a clean bonus-stage sheet, then score reward clarity separately." }, { "name": "Captured Fighter", "runtime": "carried player fighter state on boss", "activity": "Converts player state into risk/reward: destroy too early for loss, rescue for dual fighter.", "presence": "Capture/rescue stages after boss capture.", "reference": "Galaga capture/rescue audio and event flow correspondence artifacts.", "score": "guardrail pass for flow", "confidence": "medium-high for state flow; visual feedback lower", "next": "Use the generated dual-fighter target for rescue/carry review, then add visual event scoring for destruction, rescue join, and player comprehension." } ], "conformanceAudioRows": [ { "family": "Start and stage entry", "cues": "gameStart, formationArrival, stageTransition", "meaning": "Begins run and anchors formation-arrival timing.", "reference": "galaga2-game-start, galaga3-level-underscore, galaga-level-flag.", "score": "7.1/10 audio category", "confidence": "medium", "next": "Continue waveform/spectral comparison and fit full reference phrases where runtime windows allow." }, { "family": "Player and enemy fire", "cues": "playerShot, enemyShot", "meaning": "Differentiates player action from enemy pressure.", "reference": "Dedicated subwindows from galaga3-boss-damage-flagship-fighter-shot.", "score": "measured but weak category", "confidence": "medium", "next": "Improve cue distinctness, cooldown fit, and event alignment without masking hit feedback." }, { "family": "Enemy impact and destruction", "cues": "enemyHit, enemyBoom", "meaning": "Immediate feedback that a missile impacted or destroyed a normal alien.", "reference": "galaga3-zako subwindows and aurora-audio-event-gap latest report.", "score": "open high-value gap", "confidence": "medium", "next": "Add event-specific explosion/impact scorer for missile impact, alien death, ship impact, immunity, and boss damage." }, { "family": "Boss damage and destruction", "cues": "bossHit, bossBoom", "meaning": "Shows multi-hit boss damage and final destruction clearly.", "reference": "galaga3-boss-damage-flagship-fighter-shot and galaga3-boss-death-sasori.", "score": "measured but still in audio gap", "confidence": "medium-high", "next": "Score first-hit flash, sound onset, hold/cadence, final explosion, and player comprehension." }, { "family": "Capture and rescue", "cues": "captureBeam, captureSuccess, captureRetreat, rescueJoin, capturedFighterDestroyed", "meaning": "Explains the most important Galaga-style risk/reward loop.", "reference": "Tractor beam, captured-fighter, capturing, rescued-double-ship, and captured-fighter-destroyed clips.", "score": "flow guardrail pass; rescueJoin keeper promoted after full-theme precheck", "confidence": "medium-high", "next": "Improve event-rich logs and status/commentary hooks around capture and rescue, then revisit captureBeam tail separation." }, { "family": "Player loss and game over", "cues": "playerHit, gameOver", "meaning": "Explains ship loss, final loss, and the emotional end of a run without muting the next start.", "reference": "galaga3-death and game-over reference windows with onset/body/tail segmentation.", "score": "measured ship-loss cue promoted; residual playerHit tail is still the highest current segment gap", "confidence": "medium-high", "next": "Refine the remaining tail/body fit with composite modeling and browser-capture calibration before attempting another runtime audio promotion." }, { "family": "Challenge results", "cues": "challengeTransition, challengeResults, challengePerfect", "meaning": "Marks bonus-stage entry and result/reward feedback.", "reference": "galaga challenging-stage, results, and perfect-result clips.", "score": "timing guardrail pass", "confidence": "medium", "next": "Add score/result surface conformance and direct challenge-stage audio fit checks." } ], "stageConformanceRows": [ { "stage": "Stage 1", "summary": "Baseline rack entry, first dives, low pressure, player onboarding.", "aspects": "Formation arrival timing, first dive timing, safe early pressure, classic visual/audio framing.", "evidence": "stage-1-baseline evidence window; stage-1 geometry and shot trust guardrails.", "gap": "Improve direct visual reference grounding for alien/player likeness." }, { "stage": "Stage 3 / first challenge", "summary": "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.", "aspects": "Non-lethal challenge behavior, no enemy shooting, no ship loss, visible arrival and peel-off patterns, bee/butterfly bonus-line grammar.", "evidence": "Challenge timing guardrails, challenge-stage candidate window, and reference-artifacts/analyses/challenge-stage-conformance/latest.json.", "gap": "Make stage 3 best-match challenge-1 arrival/late-wave references instead of a later mixed challenge target." }, { "stage": "Stage 4", "summary": "First major pressure step and capture/squadron importance.", "aspects": "Boss capture, special attacks, lane pressure, player loss windows, fairness.", "evidence": "Stage 4 pressure geometry, lane loss windows, close-shot trust harnesses.", "gap": "Continue pressure precision while protecting fairness and persona safety." }, { "stage": "Stage 7 challenge", "summary": "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.", "aspects": "No enemy shooting, no ship loss, mixed alien families, cross-sweep path family, higher-density bonus pattern.", "evidence": "challenge-stage-scorpion-cross, alien-entry/challenge-variation, formation-boss path extraction, and challenge-stage conformance artifacts.", "gap": "Turn stage 7 into a true challenge-2 contract with group-by-group mixed-novelty scoring and visible entry/exit differences." }, { "stage": "Stage 11 challenge", "summary": "Stingray hook-arc challenge set piece. Current critical read: dragonfly family presentation is visible, but active sprite-motion novelty is not yet measured.", "aspects": "No enemy shooting, no ship loss, new challenge-family visual language, hook-arc motion, later-stage bonus pattern novelty.", "evidence": "challenge-stage-stingray-hook, path-family comparison, and challenge-stage conformance artifact.", "gap": "Add challenge-3 reference phase scoring and active visual-motion scoring for flapping, pulsing, and silhouette changes." }, { "stage": "Stage 12 to 14", "summary": "Late-run cleanup, pressure, squadron reward, and advanced route planning.", "aspects": "Higher pressure, special-attack scoring, escort recovery route, advanced-persona outcomes.", "evidence": "late-run-cleanup-or-failure, late-run-escort-variant, level-arc probes, escort-reward sweeps.", "gap": "Improve direct late-stage path/cadence precision and replay-style pressure analysis." }, { "stage": "Stage 15 challenge", "summary": "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.", "aspects": "No enemy shooting, no ship loss, boss-heavy formation choreography, late-loop motion, advanced bonus-stage path reading.", "evidence": "challenge-stage-boss-led-loop, formation-boss path-slot extraction, alien-entry challenge variation, and challenge-stage conformance artifact.", "gap": "Capture or label later Galaga challenge references, then tune boss-led late-loop exits and high-bonus readability against that target." }, { "stage": "Stage 19 challenge", "summary": "Crown split-cascade challenge set piece configured for very-late play, but not yet mature as a documented conformance target.", "aspects": "No enemy shooting, no ship loss, mosquito-family visual novelty, split/cascade path identity, late-stage bonus complexity.", "evidence": "reference-artifacts/analyses/challenge-stage-conformance/latest.json.", "gap": "Create durable stage-19 evidence windows and late Galaga challenge reference labels before treating this as conformant." } ], "personaRows": [ { "label": "Beginner", "harnessId": "novice", "role": "Low-skill onboarding and unfairness detector.", "expected": "Moves less efficiently, misses more challenge opportunities, but should still experience readable cause and effect.", "checks": "Stage 1, Stage 2 safety, first challenge clarity." }, { "label": "Intermediate", "harnessId": "advanced", "role": "Competent casual-play proxy.", "expected": "Clears early waves more often and engages capture/rescue and challenge bonuses inconsistently.", "checks": "Mid-run pressure, challenge hit rate, Stage 4 fairness." }, { "label": "Expert", "harnessId": "expert", "role": "Skilled player proxy.", "expected": "Reaches deeper stage bands, positions better, and reveals whether reward routes are viable.", "checks": "Stage 12/14 reward routes, boss/squadron scoring." }, { "label": "Professional", "harnessId": "professional", "role": "High-skill regression guard and release-confidence proxy.", "expected": "Exploits strong routes without collapsing from unfair timing or broken scoring.", "checks": "Professional stage-2 checks, long-run progression ordering, late reward windows." } ], "graphicsControls": [ { "label": "Audio Theme", "values": "auto, aurora-application, galaga-original-reference, galaga-reference-assets", "description": "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." }, { "label": "Graphics Theme", "values": "auto, classic-arcade, aurora-hint, aurora-borealis, aurora-crown", "description": "Developer override for the visual atmosphere family. It changes rendered backgrounds and starfield profiles without changing the resolved audio theme." }, { "label": "Starfield Intensity", "values": "0.5 to 1.8", "description": "Multiplier applied to star brightness so we can tune classic visibility against reference material without rewriting the base theme." }, { "label": "Starfield Speed", "values": "0.5 to 1.8", "description": "Multiplier applied to live starfield speed so we can compare Aurora against classic Galaga movement references." } ], "links": [ { "label": "Hosted Project Guide", "href": "project-guide.html", "detail": "Overall project, release, and platform/application boundary guide." }, { "label": "Hosted Platinum Guide", "href": "platinum-guide.html", "detail": "Platform-owned structure, responsibilities, and release lane model." }, { "label": "Hosted Player Guide", "href": "player-guide.html", "detail": "Current user-facing play and controls guide." }, { "label": "Galaga Reference Baseline", "href": "https://github.com/sgwoods/Codex-Test1/blob/main/REFERENCE_BASELINE.md", "detail": "Catalog of visual, motion, and audio references used for Aurora tuning, including stage-play stills and the labeled Galaga sound reference video." }, { "label": "Galaga Audio Cue Matrix", "href": "https://github.com/sgwoods/Codex-Test1/blob/main/reference-artifacts/analyses/galaga-audio-cue-matrix/README.md", "detail": "Canonical mapping from Aurora cue slots to the strongest current Galaga reference clips, including missing game-owned slots." } ], "audioEventMatrix": [ { "id": "front-door-nav-tick", "event": "Front-door navigation tick", "phase": "frontDoor", "timing": "Immediate on menu move / focus change.", "audioName": "uiTick", "trigger": "Initiated by shell navigation events so the shell feels responsive before gameplay starts.", "stop": "One-shot cue. No explicit stop rule.", "note": "Application-owned shell cue, not part of Galaga reference timing.", "entryId": "front-door-tick", "status": "Implemented" }, { "id": "front-door-confirm", "event": "Front-door confirm", "phase": "frontDoor", "timing": "Immediate on confirm / activation.", "audioName": "uiConfirm", "trigger": "Initiated by shell confirm actions such as opening panels or starting a selection.", "stop": "One-shot cue. No explicit stop rule.", "note": "Application-owned shell cue.", "entryId": "front-door-confirm", "status": "Implemented" }, { "id": "coin-inserted-missing", "event": "Coin inserted / credit accepted", "phase": "frontDoor", "timing": "Should occur before game start when a credit or start-ready action is accepted.", "audioName": "Missing runtime slot; reference available: galaga3-coin-inserted.m4a", "trigger": "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.", "note": "Missing event slot. Reference clip exists and is a good future fidelity target.", "referenceClip": "", "status": "Missing slot, reference exists" }, { "id": "wait-enter-event", "event": "Wait-mode score rotation enter", "phase": "wait", "timing": "On entering wait mode from the shell or after attract/demo reset.", "audioName": "attractEnter", "trigger": "Initiated when Aurora enters the score-focused wait surface.", "stop": "One-shot cue. Replaced naturally by later pulses.", "note": "Aurora-owned shell/wait identity cue.", "entryId": "wait-enter", "status": "Implemented" }, { "id": "wait-pulse-event", "event": "Wait-mode pulse", "phase": "wait", "timing": "Every 2.6s while wait-mode score rotation is active.", "audioName": "attractPulse", "trigger": "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.", "note": "Ambient shell pulse, not intended to match Galaga gameplay timing.", "entryId": "wait-pulse", "status": "Implemented" }, { "id": "demo-enter-event", "event": "Demo entry", "phase": "demo", "timing": "At the handoff from wait/front door into autoplay demo.", "audioName": "attractEnter", "trigger": "Initiated once the attract loop leaves score rotation and starts demo play.", "stop": "One-shot cue. Followed by demo pulse cadence.", "note": "Bridge from Aurora shell into board motion.", "entryId": "demo-enter", "status": "Implemented" }, { "id": "demo-pulse-event", "event": "Demo pulse / convoy ambience", "phase": "demo", "timing": "Every 2.15s while demo is active.", "audioName": "attractPulse -> galaga3-ambience-convoy.m4a (demo)", "trigger": "Initiated by the attract demo pulse timer.", "stop": "Ends when demo ends or a different phase takes over.", "note": "In Galaga reference mode this uses the convoy ambience clip rather than a shell pulse.", "entryId": "demo-pulse", "status": "Implemented" }, { "id": "game-start-event", "event": "Game start / start preamble", "phase": "stage", "timing": "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.", "audioName": "gameStart -> galaga2-game-start.m4a full phrase", "trigger": "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.", "note": "Measured-reference policy: preserve the canonical 4.0s phrase first, then place the arrival signal and first visible enemies after it.", "entryId": "stage-start-classic", "referenceClip": "", "status": "Implemented with measured full-phrase policy" }, { "id": "formation-arrival-event", "event": "Formation arrival / stage-ready signal", "phase": "stage", "timing": "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.", "audioName": "formationArrival -> galaga3-level-underscore.m4a excerpt 0.00s-0.82s", "trigger": "Initiated by a dedicated formation-arrival timer during the stage 1 opening handoff.", "stop": "Stops stagePulse before playback. One-shot cue.", "note": "This is the interstitial 'they are coming' beat between the preserved opening phrase and the first visible arrivals.", "entryId": "formation-arrival", "referenceClip": "", "status": "Implemented with excerpt policy" }, { "id": "stage-pulse-event", "event": "Formation pulse / convoy cadence", "phase": "stage", "timing": "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.", "audioName": "stagePulse -> galaga3-ambience-convoy.m4a excerpt 0.18s-1.00s", "trigger": "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.", "note": "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.", "entryId": "formation-pulse-classic", "status": "Implemented with hold policy" }, { "id": "attack-charge-event", "event": "Enemy dive / falling alien charge", "phase": "stage", "timing": "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.", "audioName": "attackCharge -> galaga3-attack-charger.m4a", "trigger": "Initiated from enemy dive start, including scripted and random dives.", "stop": "One-shot cue. No explicit stop rule.", "note": "Current known issue area: timing against visible dive movement still needs tuning.", "entryId": "attack-charge", "referenceClip": "", "status": "Implemented, timing under review" }, { "id": "player-shot-event", "event": "Player shot", "phase": "stage", "timing": "Immediate on player fire.", "audioName": "playerShot -> galaga3-boss-damage-flagship-fighter-shot.m4a", "trigger": "Initiated by the player firing a shot.", "stop": "One-shot cue. Cooldown-limited.", "note": "Fidelity gap: Galaga reference mode currently shares this clip with enemyShot and bossHit, so the event identity is too collapsed.", "entryId": "player-shot-classic", "status": "Implemented, mapping likely too broad" }, { "id": "enemy-shot-event", "event": "Enemy shot", "phase": "stage", "timing": "When an enemy projectile is fired, not when a dive starts.", "audioName": "enemyShot -> galaga3-boss-damage-flagship-fighter-shot.m4a", "trigger": "Initiated from enemy bullet fire during formation or dive attacks.", "stop": "One-shot cue. Cooldown-limited.", "note": "Likely too broad: it currently reuses the same reference clip as playerShot and bossHit.", "entryId": "enemy-shot-classic", "status": "Implemented, mapping likely too broad" }, { "id": "enemy-hit-event", "event": "Enemy hit / enemy destroyed", "phase": "stage", "timing": "Immediate on successful hit / kill confirmation.", "audioName": "enemyHit + enemyBoom -> galaga3-zako.m4a", "trigger": "Initiated on enemy damage or kill resolution.", "stop": "One-shot cues. Cooldown-limited.", "note": "Reference mode currently uses the same Zako clip for both hit and boom, so destruction hierarchy is still compressed.", "entryId": "enemy-hit-aurora", "status": "Implemented, hierarchy needs refinement" }, { "id": "boss-hit-event", "event": "Boss hit / boss destroyed", "phase": "stage", "timing": "Immediate on boss damage or kill.", "audioName": "bossHit -> galaga3-boss-damage-flagship-fighter-shot.m4a; bossBoom -> galaga3-boss-death-sasori.m4a", "trigger": "Initiated on boss damage and boss destruction events.", "stop": "One-shot cues. Cooldown-limited.", "note": "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.", "entryId": "boss-hit-aurora", "status": "Implemented, visual emphasis improved and mapping still under review" }, { "id": "capture-beam-event", "event": "Capture beam deploy", "phase": "stage", "timing": "When the boss enters beam state during a capture attempt.", "audioName": "captureBeam -> galaga3-tractor-beam.m4a", "trigger": "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.", "note": "Good direct reference mapping.", "entryId": "capture-beam", "status": "Implemented" }, { "id": "capture-success-event", "event": "Fighter captured", "phase": "stage", "timing": "At the exact moment the player fighter is fully captured.", "audioName": "captureSuccess -> galaga3-fighter-captured.m4a", "trigger": "Initiated when the capture sequence completes successfully.", "stop": "One-shot cue with cooldown.", "note": "Important trust/fidelity event and now a dedicated Aurora-owned slot.", "entryId": "capture-success", "status": "Implemented" }, { "id": "capture-retreat-event", "event": "Capture retreat / boss exits with fighter", "phase": "stage", "timing": "Immediately after a successful capture as the boss retreats with the fighter.", "audioName": "captureRetreat -> galaga3-capturing.m4a", "trigger": "Initiated after capture success when the boss leaves with the captured ship.", "stop": "One-shot cue with cooldown.", "note": "Mapping is plausible but still semantically fuzzy; may need a better dedicated reference choice.", "entryId": "capture-retreat", "status": "Implemented, mapping under review" }, { "id": "captured-fighter-destroyed-event", "event": "Captured fighter destroyed for points", "phase": "stage", "timing": "Immediate when the carried fighter is destroyed.", "audioName": "capturedFighterDestroyed -> galaga3-captured-fighter-destroyed.m4a", "trigger": "Initiated when the carried fighter itself is hit and destroyed.", "stop": "One-shot cue with cooldown.", "note": "Dedicated slot and direct reference mapping.", "entryId": "captured-fighter-destroyed", "status": "Implemented" }, { "id": "rescue-join-event", "event": "Rescue join / dual fighter rejoin", "phase": "stage", "timing": "When the released fighter docks back and the dual-fighter state is established.", "audioName": "rescueJoin -> galaga2-fighter-rescued-double-ship.m4a excerpt 2.399s-2.579s", "trigger": "Initiated at the rescue-join completion beat.", "stop": "One-shot cue with cooldown.", "note": "Dedicated slot and measured reference-window keeper promoted after full-theme precheck.", "entryId": "rescue-join", "status": "Implemented" }, { "id": "bonus-ship-event", "event": "Bonus ship award", "phase": "stage", "timing": "Immediate when the extend threshold is crossed.", "audioName": "extendAward -> galaga3-extra-fighter.m4a", "trigger": "Initiated from score-threshold logic when an extra ship is awarded.", "stop": "One-shot cue with cooldown.", "note": "Direct reference mapping.", "entryId": "extend-award", "status": "Implemented" }, { "id": "ship-loss-event", "event": "Ship destroyed", "phase": "stage", "timing": "Immediate on ship loss.", "audioName": "playerHit -> galaga3-death.m4a", "trigger": "Initiated directly from the ship-loss event before respawn or game-over flow continues.", "stop": "One-shot cue with cooldown.", "note": "Audio fires on the loss event, but visual/audio sync still needs review.", "entryId": "player-hit", "status": "Implemented, sync under review" }, { "id": "stage-transition-event", "event": "Normal stage-to-stage transition", "phase": "stage", "timing": "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.", "audioName": "stageTransition -> galaga-level-flag-v1.m4a excerpt 0.00s-3.35s", "trigger": "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.", "note": "Now cue-budgeted and backed by reference timing windows, with later-stage entry delays used to keep arrival/cadence from stepping on the handoff.", "entryId": "stage-transition", "status": "Implemented with timing-budget policy" }, { "id": "challenge-transition-event", "event": "Challenge-stage entry", "phase": "challenge", "timing": "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.", "audioName": "challengeTransition -> galaga2-challenging-stage.m4a excerpt 0.00s-1.60s", "trigger": "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.", "note": "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.", "entryId": "challenge-transition", "status": "Implemented with reference timing window" }, { "id": "challenge-results-event", "event": "Challenge results", "phase": "challenge", "timing": "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.", "audioName": "challengeResults -> galaga2-challenging-stage-results.m4a excerpt 0.00s-4.00s", "trigger": "Initiated when a challenge stage is cleared without a perfect result.", "stop": "Stops stagePulse, stageTransition, and challengeTransition before playback; also holds ambient cadence.", "note": "Now separated from challengePerfect and given a wider hold window so the result phrase can finish before the next-stage handoff.", "entryId": "challenge-results", "status": "Implemented with widened handoff policy" }, { "id": "challenge-perfect-event", "event": "Challenge perfect result", "phase": "challenge", "timing": "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.", "audioName": "challengePerfect -> galaga2-challenging-stage-perfect.m4a excerpt 0.00s-4.00s", "trigger": "Initiated when a challenge stage is cleared perfectly.", "stop": "Stops stagePulse, stageTransition, and challengeTransition before playback; also holds ambient cadence.", "note": "Direct reference mapping with runtime-safe duration.", "entryId": "challenge-perfect", "status": "Implemented with hold policy" }, { "id": "game-over-event", "event": "Game over", "phase": "results", "timing": "On terminal ship loss when the game-over state is entered.", "audioName": "gameOver -> galaga-last-ship-destroyed-ambience.m4a", "trigger": "Initiated from the gameOver transition after the final ship is lost.", "stop": "One-shot cue with cooldown.", "note": "Uses the long ambience reference; may later need a dedicated runtime-safe excerpt if it collides with results flow.", "entryId": "game-over", "status": "Implemented" }, { "id": "high-score-first-event", "event": "High score name entry (1st place)", "phase": "results", "timing": "When game-over/results enters a 1st-place name-entry flow.", "audioName": "highScoreFirst -> galaga3-name-entry-1st.m4a", "trigger": "Initiated when the results rank is exactly first place.", "stop": "One-shot cue with cooldown.", "note": "Dedicated slot.", "entryId": "high-score-first", "status": "Implemented" }, { "id": "high-score-other-event", "event": "High score name entry (2nd-10th)", "phase": "results", "timing": "When game-over/results enters a non-first high-score entry flow.", "audioName": "highScoreOther -> galaga3-name-entry-2nd-5th.m4a", "trigger": "Initiated when the results rank is a non-first leaderboard placement.", "stop": "One-shot cue with cooldown.", "note": "Currently uses the 2nd-5th reference clip for the broader non-first ranking bucket.", "entryId": "high-score-other", "status": "Implemented" }, { "id": "enemy-family-specific-missing", "event": "Enemy-family-specific attack / death timbres", "phase": "stage", "timing": "Would occur on specific enemy-family attack or kill moments.", "audioName": "Reference clips exist: galaga3-goei-midori-tonbo-momiji-enterprise.m4a, galaga3-transformation.m4a, galaga3-zako.m4a", "trigger": "Not currently modeled as distinct Aurora cue slots; Aurora collapses these into generic attackCharge, enemyHit, enemyBoom, and bossHit cues.", "stop": "N/A", "note": "Likely future fidelity feature rather than a current bug, but it explains why some combat events still feel flattened compared to Galaga.", "referenceClip": "", "status": "Missing finer-grained slots, reference exists" } ] }

Platinum Source

Canonical platform purpose, ownership, usage, and future-area notes.

Generated from PLATINUM.md during build.

Platinum is the shared browser-arcade platform that now hosts Aurora Galactica and is being prepared to host future sibling games such as Galaxy Guardians.

This is the canonical platform document.

Use it when the question is about:

  • what Platinum is for
  • what Platinum owns
  • how games plug into it
  • what still belongs to applications rather than the platform
  • where the current seams are still imperfect
  • what should improve as the second game firms up

Purpose

Platinum exists to separate the reusable arcade host from the specific games it runs.

That means Platinum should own the things that ought to be consistent across multiple games:

  • shell framing and cabinet presentation
  • hosted lane model and release identity
  • platform contract versioning and compatibility policy
  • pack selection and boot path
  • common runtime, input, and session surfaces
  • shared services such as auth, leaderboard transport, and feedback transport
  • optional shell-owned media ambience such as Arcade Music
  • shared documentation and release discipline
  • platform-only harnesses and publish checks
  • a stable control contract that lets players move between hosted games with

the same core input model

At the same time, Platinum should stay out of application-specific rules.

It should not own:

  • Aurora scoring rules
  • Aurora capture and rescue behavior
  • Aurora challenge-stage structure
  • Aurora-specific copy, stage identity, or boss personality
  • game-specific semantic version increments or conformance claims except as

displayed metadata sourced from the owning application

Architectural Invariant: No Direct Game-To-Game Sharing

Games on Platinum should not share game-specific code, rule tables, state, assets, mechanics, or capabilities directly with each other.

If a behavior is common to more than one game, that commonality belongs in Platinum as a named API, interface, service, capability flag, harness substrate, or versioned contract. Applications may depend on Platinum contracts; they should not depend on another application's implementation.

In practical terms:

  • Aurora changes must not affect Galaxy Guardians except through intentional

Platinum contract changes

  • Galaxy Guardians changes must not affect Aurora except through intentional

Platinum contract changes

  • future games must receive reusable behavior through Platinum extension points,

not sideways imports from Aurora or Galaxy Guardians

  • game-owned mechanics such as capture/rescue, dual-fighter mode, challenge

stages, flagship escorts, alien movement, scoring, visual identity, sound cues, and event vocabulary stay inside the owning game pack

The current audit for this boundary is:

  • /Users/steven/Documents/Codex-Test1/PLATINUM_GAME_BOUNDARY_AUDIT.md

What Platinum Is Today

Today Platinum is a real shipped platform, not a speculative refactor.

Current proof points:

  • Aurora Galactica ships as the first playable Platinum application on hosted /production
  • hosted lanes now exist for:
    • local localhost
    • hosted /dev
    • hosted /beta
    • hosted /production
  • the shell supports pack selection and pack-owned framing accents
  • Galaxy Guardians exists as a preview-first second-game slice on top of the

same platform, with the next post-production branch now targeting a minimally complete one-level playable game

  • the second-game preview content is now pack-owned instead of hardcoded into

the shell surface

  • platform-only harnesses exist alongside Aurora gameplay harnesses
  • the build pipeline now generates hosted documentation pages as first-class release artifacts
  • the settings/configuration panel exposes the bundled read-only conformance

dashboard in hosted dev, beta, and production lanes while raw ingestion workspaces remain engineering-owned

Platform Structure

Shell and presentation

Platinum owns the outer cabinet treatment:

  • marquee housing
  • left and right rails
  • lower status band
  • popup framing
  • shell frame themes
  • platform identity marks
  • platform-owned startup and wait-mode shell copy
  • release-cycle shell messaging that can span more than one application

This is implemented primarily through:

  • /Users/steven/Documents/Codex-Test1/src/index.template.html
  • /Users/steven/Documents/Codex-Test1/src/styles.css
  • /Users/steven/Documents/Codex-Test1/src/js/19-render-shell.js
  • /Users/steven/Documents/Codex-Test1/src/js/00-boot.js

Runtime and pack hosting

Platinum owns the pack selection and boot contract:

  • active pack selection
  • preview-only pack behavior
  • start behavior from the shell
  • wait-mode hosting rules
  • fullscreen and scaling shell behavior

This is implemented primarily through:

  • /Users/steven/Documents/Codex-Test1/src/js/00-boot.js
  • /Users/steven/Documents/Codex-Test1/src/js/01-runtime-shell.js
  • /Users/steven/Documents/Codex-Test1/src/js/15-game-picker.js

Shared services

Platinum owns shared service boundaries that should not be rewritten for each pack:

  • auth and pilot-session adapters
  • leaderboard fetch and submit policy
  • feedback transport policy
  • replay/session plumbing
  • opt-in Arcade Music playback policy
  • shared replay/video-capture/export path as it matures

This is implemented primarily through:

  • /Users/steven/Documents/Codex-Test1/src/js/03-platform-services.js
  • /Users/steven/Documents/Codex-Test1/src/js/04-leaderboard-ui.js
  • /Users/steven/Documents/Codex-Test1/src/js/11-leaderboard-service.js
  • /Users/steven/Documents/Codex-Test1/src/js/12-auth-session.js
  • /Users/steven/Documents/Codex-Test1/src/js/02-replay-telemetry.js

Shared contracts

Platinum currently depends on a shared application contract that is real in practice even though it still needs further formalization.

The main contract areas are:

  • game-pack identity
  • game-pack version and platform-compatibility fields
  • shell theme selection
  • supported capabilities
  • entity model compatibility
  • stage and scoring hooks
  • application-owned front-door identity surfaces shown by the shell
  • platform-owned startup, wait-mode, and release-cycle shell copy
  • application-aware use of pilot sign-in, scores, replay/video capture,

bug-report transport, and music controls inside the shared frame

See also:

  • /Users/steven/Documents/Codex-Test1/src/js/13-aurora-game-pack.js
  • /Users/steven/Documents/Codex-Test1/src/js/14-entity-model.js
  • /Users/steven/Documents/Codex-Test1/PLATINUM_INTERFACE_REVIEW.md

Applications On Platinum

Platinum should be thought of as the host layer.

Applications on Platinum are the games.

Current application set:

  • Aurora Galactica
    • first shipped playable application
    • owns game rules, scoring, challenge cadence, capture and rescue, stage flow, and Aurora-branded content
  • Galaxy Guardians
    • current preview-first application shell on the shipped line
    • next branch target: a minimally complete one-level playable game with its

own score identity, ending flow, and platform-validation value

The application-side separation is documented in:

  • /Users/steven/Documents/Codex-Test1/APPLICATIONS_ON_PLATINUM.md

As the second game firms up, Platinum should prove not only that it can host a different ruleset, but that it can host that game through the same class of platform-owned frame capabilities Aurora already uses:

  • pilot sign-in and pilot-card surfaces
  • high scores, leaderboard, trophy, and pilot-record surfaces
  • replay and future video-capture/export surfaces
  • bug-report and feedback transport surfaces
  • Arcade Music, SFX, and volume/mute controls

These should feel like platform capabilities with game-aware rendering, not Aurora-only conveniences.

Platform Is Host, Not Prison

Platinum is the current host and public release shell.

It should not become the only imaginable way a game can exist.

The design goal is:

  • a game should be ingestible into Platinum through a strong pack contract
  • the game's own runtime, rules, identity, evidence, and versioning should stay

game-owned

  • those game-owned artifacts should be understandable and reusable outside the

Platinum shell if we later want a thinner host or standalone launch surface

  • Platinum should be the host layer that makes this easier, not a conceptual

trap that forces every game to be defined only in platform terms

How To Use Platinum In Practice

When we work on the repo, the right question is usually:

  • is this platform work
  • or application work

Treat a change as Platinum work when it affects:

  • more than one pack
  • the hosted lane model
  • shell framing
  • shared services
  • release tooling
  • shared docs and project pages
  • pack-loading or pack-contract behavior
  • same-control compliance across multiple hosted games
  • persona-vs-player orchestration that should work for more than one pack

Treat a change as application work when it affects:

  • Aurora rules and scoring
  • Aurora enemy behavior
  • Aurora stage flow
  • Aurora presentation that is not part of the shared shell
  • future Galaxy Guardians rules and content

Remaining Platform And Application Boundary Issues

The separation is real, but not perfect yet.

Current remaining seams to keep visible:

  • some storage and compatibility names are still Aurora-shaped even when they are effectively platform-owned
  • some debug globals and legacy naming still reflect the older single-game architecture
  • the game-pack contract is practical but not yet strongly versioned
  • the current second-game preview still borrows Aurora-owned rule and theme

tables while it is non-playable; those must become Galaxy Guardians-owned or Platinum-owned before a playable second-game preview

  • some shell copy and application copy still need stronger structural validation so release-time regressions are caught automatically
  • the second application is still preview-only, so the contract is proven with one real game and one shell-only preview rather than two full implementations

These are not reasons to collapse the separation again.

They are reasons to keep the seam explicit while we strengthen it.

Platform Future Areas Of Improvement And Notes

As the second game firms up, Platinum should improve in these areas:

1. Formal pack schema

We should move from an implicit pack shape to a more explicit, versionable contract.

Desired outcome:

  • clearer required fields
  • clearer optional capability flags
  • explicit platform-compatibility and game-version fields
  • forward-compatible pack evolution
  • earlier validation failures during boot

1b. Multi-game ingestion workflow

We should get better at ingesting a second classic game lineage by turning preserved footage, manuals, timing libraries, and comparison artifacts into a repeatable pack-construction workflow. This workflow is part of the conformance project, not a separate research sidecar.

Desired outcome:

  • a new game can be analyzed in all major aspects with minimal user

intervention once the reference corpus exists

  • the ingestion flow yields game-owned manifests, conformance artifacts, and

versioned runtime packages rather than only platform-specific glue

  • the first playable phases are derived from external artifacts, semantic event

logs, and correspondence targets before subjective design tuning

  • Platinum can propose its own extension points where needed instead of

forcing every new mechanic into Aurora-shaped structures

  • the second game grows from a durable reference program rather than from

ad hoc interpretation

  • a game can launch through Platinum now while remaining portable to a thinner

host later if we choose

2. Storage and migration policy

We should decide more intentionally what is:

  • permanently aliased
  • migrated once
  • never migrated
  • clearly platform-owned versus application-owned data

3. Shared control compliance

As additional games come online, Platinum should protect a common player-input contract:

  • same basic move / fire semantics
  • pack-specific variation only where it is intentional and documented
  • harness coverage for any platform-level input differences

This matters both for human players and for future persona-driven play.

4. Persona and simulated opponents

Platinum should eventually support more than passive replay personas.

Desired outcome:

  • personas are generic platform-level skill profiles that can play multiple

games through game-owned adapters and scenario definitions

  • repeated seeded persona runs produce distribution evidence for score, stage

depth, time alive, losses, and challenge/reward performance

  • game packs can expose enough action/state annotation for richer personas
  • a player can compete against curated persona styles as a Player 2-like

experience

  • future learn-by-playing personas can train through simulation while still

respecting platform contracts and pack-specific rules

3. Platform-first documentation discipline

Every meaningful x.y release should have:

  • refreshed release notes
  • refreshed roadmap and readiness docs
  • refreshed hosted project guide
  • refreshed hosted Platinum guide
  • clear testing and gating status
  • explicit notes on any remaining platform/application coupling

4. Cleaner multi-application proof

The best next platform proof is not a huge second-game launch.

The current first step is a pack-owned Galaxy Guardians sneak peek that proves:

  • the picker can expose a second application
  • preview content can live in the pack contract
  • the shell can show alternate identity and status without persisting a

preview-only trap state

  • launch fallback can return players to the playable Aurora cabinet

The next step is a small but playable second application slice that proves:

  • the pack contract is real
  • platform services stay shared
  • application rules remain application-owned
  • platform docs still describe reality after a second game exists

Hosted Documentation Surfaces

The main hosted documentation surfaces are now:

  • hosted /production project guide:
    • https://sgwoods.github.io/Aurora-Galactica/project-guide.html
  • hosted /production Platinum guide:
    • https://sgwoods.github.io/Aurora-Galactica/platinum-guide.html
  • hosted /production player guide:
    • https://sgwoods.github.io/Aurora-Galactica/player-guide.html
  • hosted /production release dashboard:
    • https://sgwoods.github.io/Aurora-Galactica/release-dashboard.html

Equivalent hosted docs should exist on hosted /dev and hosted /beta as part of the normal release flow.

Related Docs

  • maintained platform overview and diagrams:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_ARCHITECTURE_OVERVIEW.md
  • application-side separation and usage:
    • /Users/steven/Documents/Codex-Test1/APPLICATIONS_ON_PLATINUM.md
  • game boundary audit:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_GAME_BOUNDARY_AUDIT.md
  • repo technical map:
    • /Users/steven/Documents/Codex-Test1/ARCHITECTURE.md
  • release and testing gate discipline:
    • /Users/steven/Documents/Codex-Test1/TESTING_AND_RELEASE_GATES.md
  • launch art direction:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_LAUNCH_ART_DIRECTION.md
  • forward-looking architecture review:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_LUECK_REVIEW.md

Applications Source

Current application layer and remaining boundary notes.

Generated from APPLICATIONS_ON_PLATINUM.md during build.

This document describes the application layer that sits on top of the Platinum platform.

Use it when the question is not "what does the platform own" but instead:

  • which games currently exist on Platinum
  • what a game application is responsible for
  • where platform and application boundaries are still imperfect
  • how future applications should use the platform without re-entangling it

Current Applications

Aurora Galactica

Aurora Galactica is the first real application on Platinum.

Aurora owns:

  • player rules and scoring
  • stage progression and challenge cadence
  • capture and rescue logic
  • dual-fighter behavior
  • enemy behavior and boss identity
  • Aurora-specific copy, stage mood, and content
  • Aurora gameplay harnesses

Aurora should remain the reference application when we ask:

  • does the platform still host a real shipped game cleanly
  • can application-specific rules evolve without breaking the shell or release lanes

Galaxy Guardians

Galaxy Guardians is currently a preview-first second-game application and sneak peek on the shipped line, while the active post-production iMac branch now targets it as both a minimally complete one-level playable game and a first-class conformance target.

Right now it proves:

  • application selection
  • preview-only behavior inside the platform
  • alternate identity and framing
  • future second-game positioning
  • pack-owned preview content for the picker and preview modal
  • pack-owned placeholder timing, audio, visual, cadence, layout, and scoring

tables that do not directly borrow Aurora tables

  • a disabled, evidence-gated gameplay adapter skeleton with its own initial

state shape

  • a visible preview board renderer that drives the Guardians-owned scout-wave

runtime, visual catalog, and audio cue catalog without registering a public playable adapter

  • a hosted-lane playable-preview adapter that routes keyboard movement,

single-shot fire, life loss, reset, and game-over flow into the Guardians-owned runtime on development, beta, and production lanes while keeping the public playable adapter disabled

  • a source-manifested Galaxian reference profile with three local source videos,

contact sheets, and waveforms

  • safe public-pack behavior because Galaxy Guardians still has no public

registered gameplay adapter

It does not yet prove:

  • a second full gameplay ruleset
  • a second complete scoring and stage-flow implementation
  • a second complete application harness family
  • a public registered gameplay adapter
  • release-ready public playability

That is intentional.

Current branch-level next step:

capture, bug reports, and Arcade Music/SFX controls

  • enough completeness to validate Platinum changes against two real games
  • keep the aggregate first-class conformance gate green:

npm run harness:check:galaxy-guardians-first-class-conformance

Application Responsibilities

A Platinum application should own:

  • gameplay rules
  • scoring and stage progression
  • game-specific presentation and content
  • alien/enemy catalog entries, audio cue catalog entries, stage summaries, and

game-owned persona expectations in GAME_CONFORMANCE_CATALOG.md

  • application identity on the front door such as title and feature line
  • its own version line and changelog
  • its own conformance artifacts and readiness gates
  • its own harnesses for game behavior
  • its own longer-surface review logic when the game grows beyond a single

playable slice

  • its own clean mapping into shared platform surfaces such as high scores,

pilot records, replay/video capture, bug reports, and music controls

  • optional shell preferences that remain within the platform shell contract

A Platinum application should not own:

  • the shared hosted release ladder or authority mechanism
  • the shared hosted docs system
  • shared auth or score transport policy
  • shell layout regions
  • lane publishing rules
  • platform-only boot and pack-selection behavior
  • startup and wait-mode shell copy that promotes the platform or other applications

Application Release Identity

Each application should be tracked as its own release surface even when it is currently shipped inside one Platinum bundle.

At minimum, that means each application should eventually carry:

  • an application version
  • a declared compatibility target for the Platinum contract version
  • game-owned release notes or change history
  • game-owned conformance artifacts and scorecards where relevant
  • game-owned alien, audio, stage, and persona catalog rows
  • game-owned candidate and regression harness definitions

The integrated bundle should then record which exact application versions it contains, rather than pretending the bundle version alone explains everything.

Game-To-Game Isolation Rule

Applications must not depend on each other's game-specific implementation.

Aurora Galactica may not be the hidden source of Galaxy Guardians mechanics, scoring, aliens, sound cues, visual identity, event vocabulary, or gameplay harness behavior. Galaxy Guardians should likewise never become a source of Aurora behavior. If both applications need the same thing, we should raise that thing into Platinum and expose it through a deliberate platform contract.

Allowed reuse:

  • Platinum shell APIs
  • Platinum input contracts
  • Platinum audio engine capabilities
  • Platinum event/replay/session substrate
  • Platinum service adapters
  • Platinum pack schema and capability flags
  • documented platform harness helpers

Disallowed reuse:

  • one game's scoring table inside another game
  • one game's enemy movement model inside another game
  • one game's capture, rescue, dual-fighter, challenge, flagship, escort, or

stage progression logic inside another game

  • one game's visual or sound identity catalog as another game's default
  • one game's application harnesses as proof of another game's behavior

See also:

  • /Users/steven/Documents/Codex-Test1/PLATINUM_GAME_BOUNDARY_AUDIT.md

Current Boundary Notes

The boundary is real, but these coupling areas still deserve attention:

Direct game-to-game sharing risk

The current second-game preview is safe because it is not playable, and its preview pack now owns placeholder data instead of borrowing Aurora-owned tables. It also has no public gameplay adapter, so it cannot start through Aurora's gameplay implementation by accident. Its disabled adapter skeleton now cites the first source-manifested Galaxian profile and a promoted reviewed event log for the future scout-wave slice, but a playable Galaxy Guardians slice still needs frame-level timing, measured game-specific pack data, and its own registered adapter, with any true common behavior promoted into Platinum.

Preview pack persistence

Preview-first applications must not become a durable trap state. During development or beta a preview application may also expose an explicit non-production playable adapter so we can test the runtime slice before public production playability.

Current expected behavior:

  • preview application can be opened
  • shell can show its promo surface
  • Enter should fall back to a playable application when preview-only content

cannot start gameplay

  • Enter may start a non-production preview only when the development or beta

build exposes an explicit preview adapter and the pack still remains publicly non-playable

Front-door copy ownership

The shell front door now needs a firmer split than it had during the single-game era.

The direction is:

  • platform copy explains the host, hosted lanes, docs, and cross-application surfaces
  • application copy explains gameplay, identity, and game-specific flavor
  • preview-only applications may override platform copy only when the override is still about preview status rather than gameplay rules

Shared frame parity

The shell should not make Aurora feel first-class while other games feel like guests.

For Guardians to count as a serious second application, the shared frame should support it across the same families of platform capability Aurora already uses:

  • pilot sign-in and pilot-card framing
  • high-score, leaderboard, trophy, and pilot-record surfaces
  • replay and future video-capture/export surfaces
  • bug-report and feedback transport surfaces
  • Arcade Music, SFX, and mute/volume controls

Those surfaces remain platform-owned, but they must become application-aware and game-key-clean instead of implicitly assuming Aurora.

Shared naming residue

Some older names remain Aurora-shaped even when they are now functionally part of the platform.

These should be treated as transitional, not as permission to blur the boundary again.

The current code-review snapshot for this seam is also captured in:

  • /Users/steven/Documents/Codex-Test1/PLATINUM_INTERFACE_REVIEW.md

How Future Applications Should Arrive

A new Platinum application should ideally arrive in stages:

  1. reference-ingestion package
  • source gameplay videos
  • manuals or descriptive artifacts where available
  • game-owned manifests, contact sheets, timing windows, waveforms, and other

conformance evidence

  • reference-side event logs, semantic profiles, confidence notes, and initial

scorer targets

  • a clear statement of which behaviors are evidence-backed, low-confidence, or

intentionally deferred

  1. shell preview
  • name
  • framing
  • coming-soon or preview status
  1. minimal playable slice
  • enough real rules to prove the platform seam
  • not a rushed full public release
  • implementation choices traceable back to the ingestion package rather than

copied from Aurora or invented as user design

  1. application-owned harnesses
  • rules and scoring checks
  • outcome/distribution checks if difficulty matters
  1. independent application candidate path
  • explicit game version
  • explicit platform compatibility target
  • game-owned readiness and conformance evidence
  1. polished public release path
  • only after the application is truly ready

Current Application Outlook

Aurora next application work

Near-term Aurora application work should now focus on:

  • movement fidelity
  • audio identity polish
  • gameplay trust fixes such as boss/capture/carry edge cases
  • replay and pilot-surface improvements
  • shell and overlay polish that remains application-owned

Galaxy Guardians next proof

The current shipped sneak peek is intentionally still production-framed as a preview. On the new iMac post-production branch, the next proof is no longer "keep it preview-only." The next proof is to make it honestly playable as a minimal one-level game while still keeping the public maturity claim modest.

The first non-production runtime slice is now underway as an application-owned model, not a public adapter. It creates a Galaxian-inspired scout-wave rack, enforces single-shot firing, emits promoted event names, scores against a Guardians-owned alien catalog, and keeps Aurora capture, challenge, dual-fighter, and scoring state out of the model.

Galaxy Guardians also now owns its first identity catalogs rather than borrowing Aurora's look or sound names. The visual catalog names the Signal Flagship, Signal Escort, Signal Scout, and Guardian Interceptor silhouettes. The audio cue catalog names the start chirp, formation pulse, single-shot player fire, enemy shot, scout/flagship dive pressure, escort join, hit cues, wrap/return cue, and future player-loss cue. These are still synthesized starting points, but they give the 0.1 slice separate application-owned contracts before any public playability.

The runtime model now has a visible preview renderer. It draws the Guardians scout-wave board, single player shot, alien silhouettes, and preview HUD from Guardians-owned runtime state and catalog IDs while keeping the pack publicly non-playable. The compact cabinet harness verifies the renderer by checking the preview mode, registered renderer key, visual IDs, audio cue IDs, and distinct signal palette. The renderer is now registered through a Platinum game-board renderer registry, so the top-level render loop no longer branches on a specific game by name.

The next application proof is maturing the first playable slice into a minimally complete game loop. That means the existing lifecycle path should now grow beyond preview-only framing and earn:

  • own score identity
  • proper completion ending
  • proper loss ending
  • clean restart and result behavior
  • platform validation value as a second real game
  • a readable first-class conformance target and review story rather than only a

scattered preview harness set

  • a readable game arc and stage-band progression that can later support

source-grounded homage variants without losing the original flavor, as now described in GALAXY_GUARDIANS_STAGE_ARC_AND_HOMAGE_PLAN.md

The first aggregate 0.1 candidate gate is already source-controlled, so future playable claims can cite one durable artifact instead of reassembling the visual, audio, movement, threat, and boundary evidence from memory.

That candidate gate is now paired with a first-class conformance target and aggregate parity check:

  • formation rack
  • dives
  • flagship and escort behavior
  • scoring
  • single-shot constraint
  • wrap-around threat
  • life loss and game over flow

Current hosted-lane playable-preview coverage:

  • src/js/13-galaxy-guardians-gameplay-adapter.js owns the hosted-preview

start and update adapter for Galaxy Guardians

  • src/js/13-galaxy-guardians-runtime.js owns the runtime state, events, player

shot, life-loss, reset, and game-over mechanics

  • src/js/13-gameplay-adapter-registry.js keeps public playable adapters and

hosted preview adapters in separate registries

  • reference-artifacts/analyses/galaxy-guardians-identity/audio-character-0.1.json

persists the first cue-shape and runtime-audio coverage contract for the Guardians signal theme

  • tools/harness/check-galaxy-guardians-audio-character.js proves the required

cue names, cue IDs, cue-shape metrics, role-hit separation, and runtime cue coverage for the first playable-preview slice

  • reference-artifacts/analyses/galaxy-guardians-identity/identity-baseline-0.1.json

persists the first 0.1 visual/audio identity contract so future sprite, movement, and cue edits have a durable artifact trail

  • reference-artifacts/analyses/galaxy-guardians-identity/formation-entry-0.1.json

persists the first runtime entry/settle contract for promoted Galaxian entry events, including start, settle, rack-complete, and first-dive-after-rack bands

  • tools/harness/check-galaxy-guardians-formation-entry.js proves the runtime

starts aliens off-rack, settles them into the scout-wave rack, and prevents the first dive from starting before rack completion

  • reference-artifacts/analyses/galaxy-guardians-identity/movement-pacing-0.1.json

persists the first movement and pressure pacing contract for solo dives, flagship/escort attacks, and bottom wrap/return cycles

  • reference-artifacts/analyses/galaxy-guardians-identity/threat-scoring-0.1.json

persists the first lower-field threat and application-owned scoring contract for enemy shots, player loss, and formation/dive hit values

  • reference-artifacts/analyses/galaxy-guardians-identity/visual-readability-0.1.json

persists the first gameplay-scale readability contract for the flagship, escort, scout, player, and role-specific hit flashes

  • tools/harness/check-galaxy-guardians-visual-readability.js proves the

Guardians visual rows stay distinct, use enough palette channels, appear during entry/formation/dive snapshots, and create owned hit flashes

  • reference-artifacts/analyses/galaxy-guardians-identity/candidate-0.1.json

persists the first aggregate 0.1 candidate gate for owned visual IDs, runtime cue IDs, promoted event names, public-playable boundaries, and forbidden Aurora capabilities

  • tools/harness/check-galaxy-guardians-0-1-candidate.js proves the aggregate

0.1 gate without launching a browser by deterministically forcing scout, escort, flagship, enemy-shot, wrap-return, player-loss, and game-over runtime evidence

  • tools/harness/check-galaxy-guardians-identity-baseline.js proves the

identity artifact matches the pack-owned sprite rows, audio cue catalog, audio theme cues, runtime cue map, and preview audio history

  • tools/harness/check-galaxy-guardians-movement-pacing.js proves the runtime

rules match the persistent movement artifact and that flagship dives attach real escort craft in sampled runtime state

  • tools/harness/check-galaxy-guardians-threat-scoring.js proves the runtime

rules match the persistent threat/scoring artifact and that enemy-shot pressure, player loss, and owned point values are active

  • tools/harness/check-galaxy-guardians-playable-preview.js proves keyboard

fire, life loss, reset, game over, owned audio cue IDs, and public-adapter isolation

That is enough to test the platform without prematurely shipping a second game.

Before the slice becomes playable, refine the existing Galaxian evidence into runtime-ready rules:

  • frame-level formation-entry and dive timing bands
  • flagship and escort behavior windows
  • scoring table and single-shot constraints
  • an application-owned harness plan for the first scout-wave slice
  • visual/audio identity notes that are distinct from Aurora, with the current

catalog entries refined by frame-level and waveform evidence before public playability

Use the reusable ingestion process in:

  • CLASSIC_ARCADE_INGESTION_FRAMEWORK.md
  • GAME_CONFORMANCE_CATALOG.md

That means the first scout-wave slice should be traceable through source manifest, clipped window, event log, semantic model, correspondence target, and harness evidence. The point is to learn Galaxy Guardians and also prove the method we will reuse for later games.

Longer-term, that same game-owned evidence chain should support a world where a game can launch through Platinum or through a thinner dedicated host without rewriting the underlying conformance package.

Related Docs

  • platform overview and ownership:
    • /Users/steven/Documents/Codex-Test1/PLATINUM.md
  • platform diagrams:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_ARCHITECTURE_OVERVIEW.md
  • repo technical map:
    • /Users/steven/Documents/Codex-Test1/ARCHITECTURE.md
  • release and testing discipline:
    • /Users/steven/Documents/Codex-Test1/TESTING_AND_RELEASE_GATES.md

Architecture Source

Technical layout and implementation map.

Generated from ARCHITECTURE.md during build.

This document is the repo-level technical map.

Use it when the question is:

  • where in the codebase does something live
  • what is platform-owned versus application-owned in implementation terms
  • how do builds, hosted docs, and lane promotion work
  • where do harnesses and review tools fit into the system

For the canonical platform document, start with:

  • /Users/steven/Documents/Codex-Test1/PLATINUM.md

For the application-layer view, use:

  • /Users/steven/Documents/Codex-Test1/APPLICATIONS_ON_PLATINUM.md

Current State

This repo is now post-1.2.0, not pre-launch.

What is already true:

  • Platinum is a real shipped host platform
  • Aurora Galactica is the first shipped playable application on Platinum
  • hosted lanes exist for local localhost, hosted /dev, hosted /beta, and hosted /production
  • the hosted documentation set is now part of the intended release surface

What is still transitional:

  • some naming and compatibility residue is still Aurora-shaped
  • the game-pack contract is still practical rather than strongly versioned
  • the second application is still public-preview-only rather than fully

shipped; it now has a hosted-lane playable-preview adapter for release-lane runtime proof

  • the second-game preview now owns placeholder pack data, but playable

second-game work still needs measured game data and a gameplay adapter rather than Aurora gameplay reuse

Runtime Layout

Platform-oriented files

  • shell, metadata, build identity, shared UI state:
    • /Users/steven/Documents/Codex-Test1/src/js/00-boot.js
  • runtime shell helpers:
    • /Users/steven/Documents/Codex-Test1/src/js/01-runtime-shell.js
  • replay and session plumbing:
    • /Users/steven/Documents/Codex-Test1/src/js/02-replay-telemetry.js
  • shared service policy:
    • /Users/steven/Documents/Codex-Test1/src/js/03-platform-services.js
  • shared leaderboard and account UI helpers:
    • /Users/steven/Documents/Codex-Test1/src/js/04-leaderboard-ui.js
  • shared auth/session helpers:
    • /Users/steven/Documents/Codex-Test1/src/js/12-auth-session.js
  • shared pack selection:
    • /Users/steven/Documents/Codex-Test1/src/js/15-game-picker.js
  • shared pack registry and active-pack helpers:
    • /Users/steven/Documents/Codex-Test1/src/js/13-game-pack-registry.js
  • shared gameplay adapter registry:
    • /Users/steven/Documents/Codex-Test1/src/js/13-gameplay-adapter-registry.js
  • shared shell rendering:
    • /Users/steven/Documents/Codex-Test1/src/js/19-render-shell.js
  • shared game-board renderer registry and dispatch:
    • /Users/steven/Documents/Codex-Test1/src/js/20-render.js
  • harness hooks and deterministic controls:
    • /Users/steven/Documents/Codex-Test1/src/js/90-harness.js

Aurora application files

  • Aurora player flow and lifecycle:
    • /Users/steven/Documents/Codex-Test1/src/js/05-player-flow.js
  • Aurora combat and bullet behavior:
    • /Users/steven/Documents/Codex-Test1/src/js/05-player-combat.js
  • Aurora enemy behavior:
    • /Users/steven/Documents/Codex-Test1/src/js/06-enemy-behavior.js
  • Aurora capture and rescue:
    • /Users/steven/Documents/Codex-Test1/src/js/07-capture-rescue.js
  • Aurora scoring and bonus helpers:
    • /Users/steven/Documents/Codex-Test1/src/js/08-score-awards.js
  • Aurora stage flow:
    • /Users/steven/Documents/Codex-Test1/src/js/09-stage-flow.js
  • Aurora gameplay orchestration:
    • /Users/steven/Documents/Codex-Test1/src/js/10-gameplay.js
  • Aurora pack metadata:
    • /Users/steven/Documents/Codex-Test1/src/js/13-aurora-game-pack.js
  • Galaxy Guardians preview pack metadata:
    • /Users/steven/Documents/Codex-Test1/src/js/13-galaxy-guardians-game-pack.js
  • Galaxy Guardians disabled gameplay adapter skeleton:
    • /Users/steven/Documents/Codex-Test1/src/js/13-galaxy-guardians-gameplay-adapter.js
  • Galaxy Guardians dev-only scout-wave runtime:
    • /Users/steven/Documents/Codex-Test1/src/js/13-galaxy-guardians-runtime.js
  • shared entity model used by packs:
    • /Users/steven/Documents/Codex-Test1/src/js/14-entity-model.js
  • Aurora board and sprite rendering:
    • /Users/steven/Documents/Codex-Test1/src/js/21-render-board.js
  • Galaxy Guardians dev-only preview board rendering:
    • /Users/steven/Documents/Codex-Test1/src/js/22-galaxy-guardians-preview-renderer.js

Build And Hosted Docs Flow

Build script:

  • /Users/steven/Documents/Codex-Test1/tools/build/build-index.js

Generated local localhost artifacts:

  • /Users/steven/Documents/Codex-Test1/dist/dev/index.html
  • /Users/steven/Documents/Codex-Test1/dist/dev/project-guide.html
  • /Users/steven/Documents/Codex-Test1/dist/dev/platinum-guide.html
  • /Users/steven/Documents/Codex-Test1/dist/dev/player-guide.html
  • /Users/steven/Documents/Codex-Test1/dist/dev/release-dashboard.html
  • /Users/steven/Documents/Codex-Test1/dist/dev/build-info.json
  • /Users/steven/Documents/Codex-Test1/dist/dev/release-notes.json

Promotion scripts:

  • promote hosted /beta candidate:
    • /Users/steven/Documents/Codex-Test1/tools/build/promote-beta.js
  • promote hosted /production candidate:
    • /Users/steven/Documents/Codex-Test1/tools/build/promote-production.js

Publish and verification scripts:

  • publish lane:
    • /Users/steven/Documents/Codex-Test1/tools/build/publish-lane.js
  • lane preflight:
    • /Users/steven/Documents/Codex-Test1/tools/build/check-publish-ready.js
  • live lane verification:
    • /Users/steven/Documents/Codex-Test1/tools/build/verify-live-lane.js

Hosted Lane Contract

The intended hosted lane contract is:

  • hosted /dev
    • current integrated candidate
  • hosted /beta
    • release candidate under review
  • hosted /production
    • approved public build

The hosted documentation set should exist on each lane as part of that contract.

Harness And Evidence Flow

Core harness tools:

  • scenario runner:
    • /Users/steven/Documents/Codex-Test1/tools/harness/run-gameplay.js
  • batch runner:
    • /Users/steven/Documents/Codex-Test1/tools/harness/run-batch.js
  • run analysis:
    • /Users/steven/Documents/Codex-Test1/tools/harness/analyze-run.js

Harness families should now be thought of in categories:

  • platform-only harnesses
  • application/gameplay harnesses
  • seam and contract harnesses
  • migration and compatibility harnesses

Pack-boundary harness:

  • tools/harness/check-pack-registry-boundaries.js

verifies that the Galaxy Guardians preview pack owns separate placeholder tables, stays non-playable, and does not inherit Aurora challenge cadence, challenge layout, or reference timings.

  • tools/harness/check-gameplay-adapter-boundaries.js

verifies that Aurora is the only registered public gameplay adapter, Galaxy Guardians remains blocked from public playability, and the explicit development-only preview adapter starts only the Guardians-owned runtime slice.

  • tools/harness/check-guardians-adapter-skeleton.js

verifies that the Galaxy Guardians skeleton exists, stays disabled, exposes a single-shot scout-wave state shape, cites the promoted event log, and fails closed until measured runtime implementation exists.

  • tools/harness/build-galaxian-reference-profile.js

probes the local Galaxian videos and generates source manifests, contact sheets, waveforms, the initial measured profile, and the promoted reviewed event log used by the disabled Galaxy Guardians skeleton.

  • tools/harness/check-galaxian-reference-profile.js

verifies that the generated Galaxian profile has the expected source roles, artifacts, promoted event targets, and first-slice scout-wave baseline.

  • tools/harness/check-galaxy-guardians-runtime-slice.js

verifies the dev-only Galaxy Guardians scout-wave runtime model: 38-slot rack, flagship/escort/scout roles, single-shot firing, promoted event emission, Guardians-owned scoring, Guardians-owned visual/audio catalog bindings, and no Aurora capture/challenge/dual-fighter state.

  • tools/harness/check-galaxy-guardians-identity-baseline.js

verifies that the persistent 0.1 identity artifact in reference-artifacts/analyses/galaxy-guardians-identity/ matches the pack-owned sprite glyphs, audio cue catalog, theme cues, runtime cue map, and dev-preview audio history.

  • tools/harness/check-galaxy-guardians-movement-pacing.js

verifies that the persistent movement/pacing artifact matches runtime rules and that sampled scout/flagship/escort dive behavior exposes real linked escort craft and wrap/return pressure.

  • tools/harness/check-galaxy-guardians-threat-scoring.js

verifies that the persistent lower-field threat/scoring artifact matches runtime rules and that enemy shots, player loss, and owned point values stay in the Galaxy Guardians application layer.

  • tools/harness/check-galaxy-guardians-playable-preview.js

verifies the development-lane Galaxy Guardians playable-preview adapter: keyboard fire routing, life loss, reset, game over, owned audio cue IDs, and isolation from the public playable adapter registry.

  • tools/harness/check-galaxy-guardians-first-class-conformance.js

verifies that the Galaxy Guardians evidence stack, core docs, and harness family still support the maintained first-class conformance target instead of drifting back into a loose preview-only state.

  • tools/harness/check-galaxy-guardians-long-surface-conformance.js

verifies that the committed later-stage pressure bands, staged shell presentation, and deterministic persona review runs stay aligned with the current Guardians source instead of drifting back to one-level-only review.

  • tools/harness/check-compact-cabinet-rails.js

verifies that both side-frame icon rails remain visible and inside the cabinet frame at the compact in-app browser scale, and that the Galaxy Guardians preview modal stays readable in that compact layout. It also verifies the hosted-preview Guardians renderer by checking its render mode, registered renderer key, visual catalog IDs, audio cue IDs, signal palette, Platinum harness alias, and non-playable public adapter state.

  • tools/harness/check-framed-popout-bounds.js

verifies that frame-owned popouts stay inside the gameplay frame, that platform messages, high scores, and pilot/account popouts share the same framed footprint, and that opening another dock popout closes the current one before showing the next surface.

  • tools/harness/check-platinum-renderer-boundaries.js

verifies statically that platform render orchestration is game-agnostic, board renderers register themselves through the Platinum renderer registry, and the Galaxy Guardians renderer remains preview-only and adapter-gated.

Application/gameplay harnesses must stay game-owned. A harness that proves Aurora capture/rescue, challenge-stage cadence, or dual-fighter behavior does not prove Galaxy Guardians behavior. Shared harness helpers belong in Platinum; game behavior assertions belong to the owning game.

The intended release rule is automation-first:

  • automate when the behavior is stable enough to measure
  • use manual review mainly for feel and visual quality

Related Docs

  • platform guide:
    • /Users/steven/Documents/Codex-Test1/PLATINUM.md
  • application guide:
    • /Users/steven/Documents/Codex-Test1/APPLICATIONS_ON_PLATINUM.md
  • game boundary audit:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_GAME_BOUNDARY_AUDIT.md
  • platform diagrams:
    • /Users/steven/Documents/Codex-Test1/PLATINUM_ARCHITECTURE_OVERVIEW.md
  • testing and release discipline:
    • /Users/steven/Documents/Codex-Test1/TESTING_AND_RELEASE_GATES.md

Testing And Release Gates Source

Automation-first release discipline and documentation pass expectations.

Generated from TESTING_AND_RELEASE_GATES.md during build.

This document describes the expected release discipline for Platinum and the applications it hosts.

The rule is simple:

  • automate the gate whenever we reasonably can
  • use manual review for feel and presentation only where automation is weak

Machine And Authority Gate

Aurora now assumes:

  • main is the only integration branch
  • one machine holds release authority at a time
  • hosted /beta and hosted /production may only be published from that

authority machine

The practical startup and readiness commands are now:

  • npm run machine:bootstrap
  • npm run machine:ensure-browser
  • npm run machine:doctor
  • npm run machine:status
  • npm run release:show-authority

This means machine readiness and release authority are now part of release discipline, not just local convention.

Browser-backed gates use Playwright-managed Chromium. They must not launch the user's installed Google Chrome by default. In Codex Desktop on macOS, run these browser-backed commands with escalated sandbox permissions; the harness launcher will refuse sandboxed browser starts to avoid macOS Chromium/Chrome SIGABRT crash dialogs.

Repo Browser Runtime Rule

Project browser checks must use the repo harness launcher:

  • npm run machine:ensure-browser
  • tools/harness/browser-launch.js
  • npm harness scripts that depend on local playwright-core

Do not use Codex's bundled Node/Playwright runtime directly for project release checks. That runtime can have a different expected browser cache and fail with missing chromium_headless_shell-* paths even when the repo-managed Chromium is correctly installed.

Hosted public lanes also intentionally do not expose private gameplay harness APIs. Use the hosted DOM account smoke for sign-in field reachability:

  • npm run harness:check:live-account-input:dev
  • npm run harness:check:live-account-input:beta
  • npm run harness:check:live-account-input:production

Keep the older harness:check:live-input:* checks for lanes/artifacts where the gameplay harness is intentionally present.

Bug-Fix Discipline

We should not address a bug without also deciding how the fix is protected in the appropriate staging harness.

Default rule:

  1. identify the bug family:
  • platform
  • application
  • boundary
  • release / pipeline
  1. add or update a targeted automated check when the behavior is stable enough

to measure

  1. if automation is not yet practical, record the manual gate explicitly and

leave a clear follow-up path toward automation

This is how we stay agile without relying on memory-only fixes.

See also:

Lane Model

The expected lane model is:

  1. local localhost
  • active engineering lane
  • source of the current local candidate
  1. hosted /dev
  • shared integration preview
  • hosted mirror of the current stable local candidate
  • should only be replaced when the new candidate is intentionally better than

the currently published hosted /dev

  1. hosted /beta
  • reviewed release-candidate lane
  • should be more disciplined than hosted /dev
  1. hosted /production
  • official public promise
  • should only move from an approved hosted /beta candidate

See also:

Release Scope Model

We now need to think about release work in three scopes, not one:

  1. platform candidate
  • shared Platinum shell, services, pack contract, tooling, and publish logic
  • should be able to move with platform-owned tests plus hosted-game boot/smoke

containment

  1. application candidate
  • one game's rules, assets, conformance evidence, and release notes
  • should be able to move with game-owned tests plus boundary checks, without

forcing unrelated game behavior to churn

  1. integrated bundle candidate
  • the specific overall combination promoted to hosted /dev, hosted /beta,

or hosted /production

  • should record which platform version and application versions are inside the

bundle

Current public hosting still ships an integrated bundle on each lane.

The discipline should still preserve these scopes independently so future release paths do not require a full-platform move every time one game changes.

Documentation Gate For Major x.y Releases

For every meaningful x.y release, we should complete a full documentation pass between hosted /beta and hosted /production.

That pass should refresh:

  • release-notes.json
  • release-dashboard.json
  • detailed release note for the candidate family
  • README.md
  • PLAN.md
  • PRODUCT_ROADMAP.md
  • PROJECT_STATE_AND_CONFORMANCE_PROGRAM.md
  • CONFORMANCE_METRICS_OVERVIEW.md
  • RELEASE_CONFORMANCE_DASHBOARD.md
  • CONFORMANCE_ECONOMICS.md
  • RELEASE_POLICY.md
  • RELEASE_READINESS_REVIEW.md
  • ARCHITECTURE.md
  • PLATINUM.md
  • APPLICATIONS_ON_PLATINUM.md
  • this testing and release gate document
  • hosted project-guide.html
  • hosted platinum-guide.html
  • hosted player-guide.html

This was not enforced strongly enough before 1.2.0 reached hosted /production.

From now on, it should be treated as part of the release contract.

Release Conformance Documentation Freshness

Release-facing conformance surfaces now have a stricter rule:

  • if hosted docs or dashboards claim a current conformance read, the underlying

release-owned analysis artifacts must be intentionally refreshed as part of release prep

  • specifically:
    • reference-artifacts/analyses/conformance-economics/latest.json
    • reference-artifacts/analyses/release-conformance-dashboard/latest.json
    • reference-artifacts/analyses/application-artifact-conformance/latest.json

The practical refresh path is:

  • npm run harness:refresh:release-conformance-docs
  • npm run build

Then commit the refreshed artifacts before any serious /dev, /beta, or /production publish attempt.

The publish preflight and documentation-freshness checks should now fail if those release-owned conformance artifacts are obviously stale against the current release-prep head.

Hosted Pages Workflow Self-Heal

The hosted Aurora Pages repo currently runs in GitHub Pages workflow mode rather than direct branch-serving mode.

That means a lane publish can be correct in the hosted repo itself while the live sgwoods.github.io lane stays stale if GitHub misses the expected Deploy Pages workflow trigger.

The release-authority verification path now treats that as a recoverable host issue instead of only as a generic timeout:

  • node tools/build/verify-live-lane.js --lane dev
  • node tools/build/verify-live-lane.js --lane beta
  • node tools/build/verify-live-lane.js --lane production

If live lane build info does not match the expected local artifact, the verifier now checks whether:

  • the hosted repo's raw lane build-info already matches the expected artifact
  • the Pages site is configured with build_type: workflow
  • a Deploy Pages run exists for the current hosted repo head

If the repo is already correct but no current Pages deploy run exists, the verifier dispatches Deploy Pages automatically and keeps polling the live site.

This should reduce manual release-authority rescue work when a publish push lands in sgwoods/Aurora-Galactica but GitHub Pages does not start the deploy workflow on its own.

Release Pipeline Friction Log

The 1.4.1 beta path exposed several process issues that should be smoothed before the next production move:

  • public hosted lanes intentionally strip gameplay harness APIs, so hosted

account/sign-in checks need DOM-only probes rather than private harness probes

  • release evidence generation can make the next publish preflight look stale;

refresh release conformance docs before the final publish check, then commit that evidence once

  • beta security review should run after promote:beta, and production security

review should run last when preparing production-facing documentation

  • GitHub Pages deploy latency is recoverable, but it still lengthens lane

movement; keep verifier self-heal, and prefer a single release-preflight command once the current process stabilizes

  • evidence-only commits should be treated deliberately: publish them to hosted

lanes when docs/dashboards need to be visible, but do not confuse them with gameplay/runtime keepers

Recommended simplification backlog:

  • add one patch-release preflight bundle that sequences machine readiness,

browser readiness, conformance refresh, security review, code review, build, and lane publish checks in the current best order

  • keep live DOM smoke, local gameplay harness smoke, and public artifact-boundary

checks as separate named gates

  • make the final dev -> beta -> production handoff print the exact artifact SHA,

version label, evidence commit, and remaining manual gates before each publish

Front-Door Copy Gate

Startup, initiation, and wait-mode copy is part of the release surface.

For any candidate where front-door copy changes, we should verify:

  • platform-owned shell copy still appears on the front door
  • stale release placeholders are gone
  • application-owned identity copy still appears correctly
  • platform splash copy remains aligned with the current Platinum docs

The current automated front-door copy gate is:

  • node tools/harness/check-front-door-copy-surface.js

Harness Classification

To keep development fluid while still protecting release quality, harnesses should be thought of in three buckets:

  1. platform
  • protects Platinum shell behavior
  • protects hosted lane surfaces and release framing
  • should not require deep application gameplay validation unless the platform

change could affect gameplay hosting

Typical examples:

  • node tools/harness/check-popup-surfaces.js
  • node tools/harness/check-framed-popout-bounds.js
  • node tools/harness/check-dock-button-actions.js
  • node tools/harness/check-front-door-copy-surface.js
  • node tools/harness/check-platinum-pack-boot.js
  1. application
  • protects game-specific rules and progression
  • should stay contained to the application layer whenever possible

Typical examples:

  • node tools/harness/check-dual-final-life-survivor.js
  • node tools/harness/check-challenge-bonus-stage-numbering.js
  • node tools/harness/check-extra-ship-awards.js
  • node tools/harness/check-late-run-ship-loss-soak.js
  1. boundary
  • protects the seam between platform and applications
  • answers:
    • did a game change leak into platform behavior?
    • did a platform change alter game behavior unintentionally?
  • future fidelity/trueness work should deepen game-owned state and cue models

without moving game-specific rules, audiovisual mapping, or reference logic into Platinum

Typical examples:

  • node tools/harness/check-platinum-pack-boot.js
  • node tools/harness/check-game-picker-shell.js
  • node tools/harness/check-front-door-copy-surface.js

The release process should prefer running the smallest relevant set of checks that covers the actual risk, rather than running every check for every change.

Harness work should also follow the project reference program:

  • bug fixes should gain coverage in the right harness family
  • fidelity changes should use measured reference artifacts where possible
  • when committed reference artifacts can settle a question, prefer that over

human-only evaluation

  • platform/application seam changes should prove that the boundary still holds

For long-cycle fidelity work, use LONG_CYCLE_KEEPER_PROCESS.md to decide whether a measured candidate is only a measurement win or is ready to become a player-facing runtime keeper. Documentation/evidence-only improvements can move hosted /dev, but they should not justify hosted /beta by themselves.

Galaxy first-class parity

Galaxy Guardians now has enough harness surface that we should treat it as a first-class parity program, not only as a preview experiment.

That means every serious Galaxy review should preserve all three layers:

  1. ingestion and scored evidence
  • npm run harness:check:galaxian-reference-profile
  • npm run harness:check:galaxy-guardians-reference-conformance
  • npm run harness:check:galaxy-guardians-playtest-conformance-review
  1. gameplay/runtime completeness
  • npm run harness:check:galaxy-guardians-runtime-slice
  • npm run harness:check:galaxy-guardians-score-progression
  • npm run harness:check:galaxy-guardians-threat-scoring
  • npm run harness:check:galaxy-guardians-playable-preview
  • npm run harness:check:galaxy-guardians-long-surface-conformance
  1. audiovisual and boundary review
  • npm run harness:check:galaxy-guardians-visual-readability
  • npm run harness:check:galaxy-guardians-audio-character
  • npm run harness:check:gameplay-adapter-boundaries
  • npm run harness:check:platinum-pack-boot

The standing aggregate process gate is:

  • npm run harness:check:galaxy-guardians-first-class-conformance

That gate is intentionally broader than one gameplay check. It verifies that the Galaxy evidence stack, core docs, and harness family remain in sync with the maintained plan in GALAXY_GUARDIANS_FIRST_CLASS_CONFORMANCE_PLAN.md.

Ingestion And Conformance Rule

For new-game work, the first serious gate should be game-owned reference evidence, not platform improvisation.

Ingestion is now a formal subsystem of the conformance project. It should be treated as the evidence-producing phase that makes later gameplay, harness, and release claims possible.

Default direction:

  • ingest user gameplay videos and other primary source artifacts into

game-owned manifests

  • extract contact sheets, waveforms, timing windows, motion traces, and other

conformance evidence from those sources

  • preserve manuals, flyers, or descriptive rule artifacts where they help

explain mechanics the footage alone does not settle cleanly

  • keep the resulting analysis and conformance package tied to the owning game,

not buried only in Platinum-specific release logic

  • use Platinum as the host contract and tooling surface for launch, not as a

substitute for game-owned reference truth

  • treat human observation as fallback confirmation when the evidence package

still cannot encode the question, not as the default baseline

For a new game, the first playable slice should cite:

  • source manifest
  • selected reference windows
  • event log or semantic profile
  • initial conformance targets
  • candidate harness plan
  • explicit confidence and known gaps

If a release candidate includes a new or materially changed game behavior, its release notes and dashboard should identify which ingestion package or correspondence artifact grounds the claim.

For Galaxy specifically, first-class application review should also preserve:

  • a playtest-weighted review that can remain stricter than the evidence score
  • game-owned score/progression/result contracts
  • browser/manual review notes for sound, motion feel, and sprite readability

Dashboard And Ingestion Release Boundary

The shipped Platinum platform should include the read-only conformance dashboard as a release surface.

That means each /dev, /beta, and /production lane should carry:

  • conformance-dashboard.html
  • conformance-dashboard-data.json
  • assets/conformance-dashboard.html
  • assets/conformance-dashboard-data.json
  • a release-dashboard link to the conformance dashboard
  • a settings/configuration-panel launcher that opens the bundled read-only

dashboard for the active lane

The release dashboard may link to the assets/ copy, but the top-level dashboard files must also be published because the game settings/configuration launcher opens conformance-dashboard.html beside the active game lane.

The dashboard is platform-owned presentation of release evidence. It is allowed to summarize application-owned game conformance, ingestion state, confidence, measurement debt, and compute/resource spend.

The ingestion framework itself remains engineering-owned unless we explicitly promote a separate Root-gated or public evidence browser. Raw source media, reference extraction workspaces, candidate clips, unreviewed traces, and in-progress annotation notebooks should not automatically become player-facing Platinum assets just because the dashboard summarizes them.

This gives us the right separation:

  • Platinum publishes the release evidence surface.
  • Aurora or another game owns its reference truth, metric definitions, and

ingestion artifacts.

  • The integrated release bundle records enough conformance and ingestion

summary data to explain the release without exposing the whole engineering workspace.

Supabase Data API Access Gate

Platinum's auth, profile, and leaderboard paths use Supabase through the Data API. The maintained access contract is:

This is now a release-hardening gate because Supabase public-schema tables need explicit grants for new projects beginning May 30, 2026 and for existing projects by October 30, 2026.

The source-level gate is:

  • npm run harness:check:supabase-data-api-contract

The publish preflight runs this check. If runtime code adds a new supabase.from('table') surface, the release path should fail until that table has an explicit Data API contract, RLS posture, and policy explanation. This is especially important for upcoming top-10 YouTube posting, replay metadata, and expanded pilot-record features.

Gate Profiles By Change Type

We want:

  • fast iteration on main
  • meaningful integration confidence on hosted /dev
  • disciplined promotion into hosted /beta
  • cautious promotion into hosted /production

The way to do that is to choose a gate profile based on the type of change.

Profile A: Application-only change

Use this when the change is primarily inside a hosted game such as Aurora and should not alter Platinum platform behavior.

Examples:

  • scoring changes
  • life and death rules
  • stage sequencing
  • capture/carry gameplay fixes
  • enemy behavior tuning

Required:

  • targeted application harnesses for the changed behavior
  • one adjacent regression check for the same gameplay family
  • at least one boundary check proving the application change did not leak into

the platform

  • for fidelity work, prefer expanding application-owned state/cue granularity

instead of adding platform-owned exceptions for one game

Typical boundary checks:

  • node tools/harness/check-platinum-pack-boot.js
  • node tools/harness/check-game-picker-shell.js

Profile B: Platform-only change

Use this when the change is primarily in Platinum hosting behavior and should not alter application gameplay rules.

Examples:

  • shell layout
  • popup framework
  • dock behavior
  • front-door platform surfaces
  • hosted docs and lane surfaces

Required:

  • platform harnesses for the changed area
  • one quick application smoke or boot check proving the platform still hosts

games correctly

Typical application containment checks:

  • node tools/harness/check-platinum-pack-boot.js
  • node tools/harness/check-new-game-reset.js
  • node tools/harness/check-galaxy-guardians-0-1-candidate.js when the changed

surface touches the Galaxy Guardians dev-preview identity, runtime events, cue IDs, scoring, or preview/public boundary.

  • node tools/harness/check-galaxy-guardians-audio-character.js when the

changed surface touches Guardians cue definitions, audio theme identity, runtime cue IDs, or role-specific hit/loss/game-over sound behavior.

  • node tools/harness/check-galaxy-guardians-reference-conformance.js when the

changed surface touches Guardians reference evidence, 0.1 metric scoring, promoted Galaxian event coverage, or beta-preview readiness language.

  • node tools/harness/check-galaxy-guardians-formation-entry.js when the changed

surface touches Guardians stage start, rack-entry, rack-settle, or first-dive timing.

Quality/conformance reporting:

  • npm run harness:score:quality-conformance is the current Aurora numeric

roll-up gate.

  • The readable current table and next-gap interpretation live in

CONFORMANCE_METRIC_OVERVIEW.md.

  • When this roll-up changes materially, update

QUALITY_RELEASE_SCORECARD.md and keep the generated artifact under reference-artifacts/analyses/quality-conformance/.

  • node tools/harness/check-galaxy-guardians-visual-readability.js when the

changed surface touches Guardians sprites, role palettes, preview rendering, hit feedback, or gameplay-scale visual identity.

Profile C: Boundary change

Use this when the change explicitly crosses between platform and application responsibility.

Examples:

  • startup / wait-mode copy ownership
  • game picker launch / preview behavior
  • pack contracts
  • shell surfaces that combine platform and app-owned data

Required:

  • at least one platform check
  • at least one application check
  • one or more explicit boundary checks

This is the highest-leakage-risk category and should be treated accordingly.

Profile D: Release / pipeline change

Use this when the change affects build, publish, release metadata, hosted docs, or lane verification rather than gameplay or shell behavior directly.

Examples:

  • publish tooling
  • production metadata rewrite
  • asset copy policy
  • documentation gate enforcement
  • runtime-loaded media under assets/
  • top-level public project page sync freshness

Required:

  • publish preflight
  • live lane verification
  • asset and metadata validation
  • docs presence checks where relevant

For this profile, asset validation should include runtime-loaded files, not just shell-visible images. If a lane uses files under assets/ at runtime, publish and verify should treat those files as part of the release contract.

For production, the release contract also includes the top-level sgwoods/public Aurora project page. A production release is not complete if the public page still shows stale release/build/focus content after the publish and sync steps.

If public sync must be rerun after production is already live, it should run from current clean main and a current tokenized public template, while also proving that local dist/production still matches the live production lane exactly. That keeps the public page current without silently inventing a new "production" build that has not actually been released.

This profile should not automatically pull in deep gameplay suites unless the change also affects gameplay delivery.

Lane-Specific Rigor

Use the lane purpose to decide how rigorous the gate set must be.

Local localhost

  • targeted checks only
  • adjacent regression check
  • manual inspection where needed

Hosted /dev

  • enough confidence to justify replacing the current live hosted /dev
  • targeted checks for changed areas
  • at least one boundary or containment check
  • live verify after publish
  • manual comparison against the current published hosted /dev

Hosted /beta

  • stronger gate set than hosted /dev
  • candidate should be intentionally assembled and stable
  • live verify after publish
  • review of release-facing deltas
  • docs refresh where required for the release family

Hosted /production

  • approved hosted /beta only
  • full production preflight
  • live verify
  • top-level public project page sync and verify

Required Automated Gates

Local localhost

Before promotion from local localhost into hosted /dev or hosted /beta, we expect:

  • npm run build
  • node tools/build/check-publish-ready.js --lane dev
  • core gameplay and shell harnesses relevant to the candidate

Typical current examples include:

  • node tools/harness/check-input-mapping.js
  • node tools/harness/check-new-game-reset.js
  • node tools/harness/check-capture-lifecycle.js
  • node tools/harness/check-challenge-motion-profile.js
  • node tools/harness/check-remote-score-submit.js
  • node tools/harness/check-pilot-records-panel.js
  • node tools/harness/check-feedback-submit-path.js
  • node tools/harness/check-platinum-pack-boot.js
  • node tools/harness/check-game-picker-shell.js
  • node tools/harness/check-popup-surfaces.js
  • node tools/harness/check-framed-popout-bounds.js
  • node tools/harness/check-dock-button-actions.js
  • node tools/harness/check-persona-repeatability.js
  • npm run harness:check:persona-performance-distribution when persona

distribution evidence is part of the release story

  • node tools/harness/check-front-door-copy-surface.js
  • node tools/harness/check-runtime-loop-crash-capture.js
  • node tools/harness/check-late-run-ship-loss-soak.js for any candidate touching player lifecycle, scoring, or other late-run gameplay transitions

Selection rule:

  • choose the smallest harness set that matches the active gate profile
  • avoid dragging platform-wide or gameplay-wide suites into every change unless

the change actually crosses those boundaries

Hosted /dev

Hosted /dev exists to catch "worked locally but not when hosted" problems.

Before promoting a candidate from hosted /dev to hosted /beta, we should have:

  • a clean local check-publish-ready --lane dev
  • hosted /dev publish success
  • hosted /dev label verification
  • a short hosted /dev review for visual and feel checks

Hosted /dev is the preferred place to catch:

  • local-versus-hosted differences
  • platform/application boundary drift
  • shell or copy regressions that are awkward to judge from local-only runs
  • missing runtime-loaded assets that do not show up until the hosted lane is

exercised

Hosted /beta

Hosted /beta is the real production gate.

Before moving hosted /beta to hosted /production, we expect:

  • node tools/build/check-publish-ready.js --lane beta
  • a completed review cycle:
    • npm run review:cycle
    • npm run review:dispositions:check
  • every architecture/code-review issue addressed or explicitly dismissed in

review-dispositions.json, with rationale and evidence

  • hosted /beta publish success
  • hosted /beta live label verification
  • hosted /beta live-input verification when input or gameplay start behavior could be affected
  • targeted soak coverage for any open freeze or long-session stability risk
  • for the current late-run freeze family, that means:
    • node tools/harness/check-late-run-ship-loss-soak.js
  • completed documentation refresh for any meaningful x.y release

Hosted /beta should be strict by risk, not strict by volume:

  • application-only candidates should primarily run application and boundary

gates

  • platform-only candidates should primarily run platform and boundary gates
  • boundary candidates should run both
  • release/pipeline candidates should emphasize publish and lane verification

Hosted /production

Hosted /production should move only from an approved hosted /beta candidate.

Required path:

  1. npm run approve:beta
  2. npm run promote:production
  3. node tools/build/check-publish-ready.js --lane production
  4. hosted /production publish
  5. hosted /production label verification
  6. npm run sync:public
  7. npm run verify:public

The public sgwoods/public sync is part of the production release contract, not a manual follow-up.

Production promotion must also start from a clean tree:

  • the local source tree must be clean before promote:production
  • the release machine must be on main, and local main must match origin/main
  • the approved beta candidate must not have been promoted from a dirty source state
  • the public sync step must validate the current src/public/aurora-galactica.template.html template and the production artifact must have been rebuilt from that exact clean checkout
  • if either condition fails, production promotion should stop

First-Class Hosted Documentation Requirement

The hosted documentation set is now part of the release surface.

Every hosted lane should carry:

  • project-guide.html
  • platinum-guide.html
  • player-guide.html
  • release-dashboard.html
  • release-notes.json
  • build-info.json

That requirement is now enforced by the publish preflight.

Remaining Improvement Areas

The release gate is stronger than it used to be, but there is still room to improve:

  • make more live-lane checks automatic instead of relying on memory
  • keep platform-only, application-only, and boundary harnesses clearly separated
  • add stronger pack-contract validation as the second application becomes real
  • keep docs refresh discipline boring and routine rather than exceptional
  • formalize check ownership so every application-level change proves it did not

leak into Platinum, and every platform-level change proves it did not alter hosted game rules unintentionally

Related Docs

Review Learning Ledger

Durable review-learning table for architecture and code review findings, proposed changes, accepted changes, and repeated issue patterns.

Generated from REVIEW_LEARNING_LEDGER.md during build.

This is the durable tracking location for architecture-review and code-review learning across Aurora Galactica, Platinum, and future game-ingestion work.

The goal is not only to catch issues before a hosted lane move. The goal is to notice repeated review patterns, decide which proposed fixes are accepted, and turn that learning into future harnesses, release checks, documentation rules, or simpler platform/game boundaries.

Current Snapshot

  • generated: 2026-05-19T18:45:00.244Z
  • branch: codex/macbook-conformance-investment-review
  • commit: 796835e1
  • review cycles tracked: 3
  • issue notes tracked: 6
  • accepted changes tracked: 3
  • automatic packet findings tracked: 2

How To Use This Ledger

  1. Run npm run review:code before hosted-dev movement or any substantial review.
  2. Run npm run review:ledger after architecture/code-review notes are added,

accepted, rejected, or turned into follow-up checks.

  1. Prefer npm run review:cycle when a review needs both a fresh packet and

an updated ledger.

  1. During beta review, scan the issue-note categories for repeated patterns.
  2. Promote repeated patterns into one of: harness, release preflight, platform

boundary rule, game-pack spec, documentation rule, or explicit non-goal.

  1. Before production, every issue must have a production disposition in

review-dispositions.json: either addressed or dismissed, with a rationale and evidence.

Issue Taxonomy

IdLabelMeaning
architecture-boundaryArchitecture boundaryPlatform responsibilities, game-pack ownership, and shared service seams.
release-toolingRelease toolingPublish commands, lane authority, build stamps, and generated release artifacts.
auth-privacy-scoreAuth, privacy, score trustLogin, Supabase, protected score submission, replay identity, and user data handling.
browser-media-safetyBrowser and media safetyHTML injection, windows, embeds, audio/video lifecycle, autoplay, and cross-origin behavior.
performance-loopPerformance loopAnimation cadence, timers, event listeners, CPU/GPU use, and long-running harness cost.
harness-fragilityHarness fragilityTests that are too replay-specific, too timing-tight, or not grounded in durable contracts.
docs-artifact-traceabilityDocs and artifact traceabilityWhether human docs, generated artifacts, dashboards, and release notes tell one story.
conformance-evidenceConformance evidenceReference-backed measurement before gameplay, audio, motion, or visual tuning.

Review Cycles

DateFocusSourceChanged FilesFindingsOutcome
historicalPlatform architecture baselineARCHITECT_REVIEW_RESPONSE.mdstandingP0 0 / P1 0 / P2 4 / P3 0Baseline concerns are partly covered and partly continuing maturity work.
2026-05-14Local-to-hosted-dev code review gateCODE_REVIEW_MODEL.mdstandingP0 0 / P1 0 / P2 0 / P3 0Accepted as a lightweight release-safety gate for development lane movement.
2026-05-19Current branch code review packetreference-artifacts/analyses/code-review/latest.json757P0 0 / P1 0 / P2 2 / P3 0Use automatic findings as review notes and blocking P0/P1 gates; P2/P3 remain explicit human-review items.

Issues And Notes

SeverityCategoryStatusIdNoteProposed ActionProduction Disposition
P2architecture-boundaryacceptedarchitect-key-abstractionsKeep core runtime, shell, service adapter, game-pack, entity, scoring, stage, render, and auth concerns named and separated.Continue moving shared behavior into Platinum-owned contracts and game-specific behavior into pack-owned data or adapters.addressed: The platform/application architecture documents and boundary harnesses now define the core runtime, shell, service adapter, game-pack, entity, scoring, stage, render, and auth concerns.
P2architecture-boundaryin_progressarchitect-magic-constantsSome movement, render spacing, animation timing, and gameplay update values still need clearer structural ownership.Move stable game-design values into pack/spec structures; keep local math values near implementation with intent comments.dismissed: Remaining movement, render-spacing, animation-timing, and gameplay tuning constants are a next-cycle maintainability concern, not a blocker for the current production candidate when targeted gameplay and boundary checks pass.
P2harness-fragilityin_progressarchitect-harness-fragilityRecorded-path harnesses can become brittle after motion and pacing changes.Prefer state-based assertions, coarse behavioral envelopes, and repeated-run averages where exact replay geometry is not the contract.dismissed: Recorded-path fragility is acknowledged and retained as a harness-maturity concern. It does not block the current production candidate if the relevant release harnesses, documentation freshness check, and publish preflight pass.
P2conformance-evidencein_progressarchitect-enemy-specEnemy family definitions should become declarative enough to support new game ingestion and controlled experimentation.Continue extracting enemy family, attack pattern, and stage grammar data into game-owned specs.dismissed: Declarative enemy-family and attack-pattern specs remain important for 1.4.0 and later conformance work. This is not a production blocker for a reviewed candidate unless the release claims those specs as complete.
P2architecture-boundaryreview_notecode-review-platform-game-boundary-reviewsrc/js/13-gameplay-adapter-registry.js: Gameplay or pack registry changed; run platform/game boundary harnesses and review pack ownership.Verify the flagged surface with the targeted review questions and recommended checks before lane movement.addressed: The flagged platform/game boundary surface was reviewed with the targeted boundary harnesses. Aurora remains the active shipped adapter, Galaxy Guardians remains preview/dev-only, and pack registry ownership checks pass.
P2release-toolingreview_notecode-review-release-tooling-reviewpackage.json: Release or npm script surface changed; verify lane authority and publish behavior.Verify the flagged surface with the targeted review questions and recommended checks before lane movement.addressed: The release-tooling changes are intentional: they add the review packet, review-learning ledger, public review documentation, and a production disposition gate. The review packet is current and publish preflight remains green for the dev lane.

Change Decisions

Proposed Changes

CategoryStatusIdProposed ChangeCurrent Decision
architecture-boundaryacceptedarchitect-key-abstractions-proposalContinue moving shared behavior into Platinum-owned contracts and game-specific behavior into pack-owned data or adapters.Architecture docs and boundary harnesses are the standing source of truth.
architecture-boundaryin_progressarchitect-magic-constants-proposalMove stable game-design values into pack/spec structures; keep local math values near implementation with intent comments.Track this as continuing 1.4.0 platform maturity work.
harness-fragilityin_progressarchitect-harness-fragility-proposalPrefer state-based assertions, coarse behavioral envelopes, and repeated-run averages where exact replay geometry is not the contract.Measured conformance work should leave more reusable harness logic behind than one-off replay checks.
conformance-evidencein_progressarchitect-enemy-spec-proposalContinue extracting enemy family, attack pattern, and stage grammar data into game-owned specs.Use ingestion-backed specs before considering heavier persistence infrastructure.
architecture-boundaryreview_notecode-review-platform-game-boundary-review-proposalVerify the flagged surface with the targeted review questions and recommended checks before lane movement.Accepted as a visible review note that does not block hosted-dev by itself.
release-toolingreview_notecode-review-release-tooling-review-proposalVerify the flagged surface with the targeted review questions and recommended checks before lane movement.Accepted as a visible review note that does not block hosted-dev by itself.

Accepted Changes

CategoryStatusIdProposed ChangeAccepted ChangeLearning
release-toolingacceptedlocal-code-review-gateIntroduce a local code review packet and hosted-dev gate before publish.Implemented npm run review:code:packet, npm run review:code:check, and a hosted-dev publish gate that blocks stale packets and P0/P1 findings.A lightweight deterministic gate catches obvious release, security, and boundary risk without turning every dev publish into a full architecture board.
release-toolingacceptedcode-review-packet-freshnessMake the gate compare the review packet against the current changed source set.Implemented freshness checking so a stale packet fails before hosted-dev publish.Review artifacts must stay tied to the exact changed set they describe.
docs-artifact-traceabilityacceptedreview-learning-ledgerTrack architecture and code review issues, notes, proposed changes, accepted changes, and learning patterns in a separate durable location.Created this ledger and a generated JSON artifact under reference-artifacts/analyses/review-learning/.Review value compounds when repeated issue types become visible and can be turned into future harnesses, checks, and design rules.

Learning Patterns

IdPatternResponseEvidence
release-tooling-churnChanges to scripts or release tooling often look small but affect lane authority and publish behavior.Require npm run publish:check:dev plus the review packet before hosted-dev movement.Latest packet recommends publish preflight.
generated-artifact-self-noiseGenerated review artifacts can make review packets appear stale if they are treated as source inputs.Exclude generated review artifact directories from packet freshness while keeping human-facing review docs in scope.Code review and review-learning artifact directories are excluded from freshness checks.
harness-before-subjective-tuningMotion, audio, pacing, and transition polish can drift when tuned subjectively.Start with reference evidence, extracted clips, timing windows, or semantic logs, then promote only measured keepers.Matches the repo AGENTS.md instruction for game polish and fidelity work.
review-notes-should-teachOne-off review comments lose value unless they become future prevention mechanisms.Classify recurring findings and decide whether each should become a harness, release check, documentation rule, or code simplification.This ledger tracks issue notes, proposed changes, accepted changes, and learning patterns.

Next Review Questions

  • Did this change introduce platform behavior that should be owned by a game pack or game-specific adapter instead?
  • Did a release, auth, score, or external-media surface change without a targeted harness or publish preflight?
  • Did any review note recur often enough to deserve a new automatic check?
  • Did generated artifacts and human-facing docs stay synchronized with the source change?
  • Did conformance polish leave behind reusable ingestion, analysis, or scoring logic?

Artifact Trail

The generated machine-readable ledger is written to:

  • reference-artifacts/analyses/review-learning/latest.json
  • reference-artifacts/analyses/review-learning/<date>-<commit>/report.json
  • reference-artifacts/analyses/review-learning/<date>-<commit>/README.md

Generated review-learning artifact directories are excluded from code-review packet freshness checks. This keeps the review packet focused on source, human-facing docs, and runtime/tooling changes while preserving this ledger's own artifact trail.

Code Review Model

Standing local-to-hosted-dev code-review standard, review severity model, automatic packet/gate process, and ledger workflow.

Generated from CODE_REVIEW_MODEL.md during build.

This is the standing review model for code moving from local development toward hosted /dev. It is intentionally stricter than a readability pass and lighter than a heavyweight enterprise architecture board.

Goal

Review every meaningful local-to-dev bundle as a strong senior browser-product engineer would:

  • protect consumer safety, privacy, authentication, scoring trust, and hosted

lane integrity

  • preserve the Platinum platform / game-pack boundary
  • keep browser performance, animation smoothness, and media behavior practical
  • require clear code, but avoid over-engineering small game/application changes
  • make release risk explicit before publishing hosted /dev

Existing Architecture Basis

There is not currently a separate installed Codex "architect" skill for Platinum. The architecture standard already lives in repo-owned docs and harnesses:

  • ARCHITECTURE.md
  • PLATINUM_ARCHITECTURE_OVERVIEW.md
  • APPLICATIONS_ON_PLATINUM.md
  • PLATINUM_GAME_BOUNDARY_AUDIT.md
  • tools/harness/check-gameplay-adapter-boundaries.js
  • tools/harness/check-pack-registry-boundaries.js
  • tools/harness/check-platinum-renderer-boundaries.js
  • tools/harness/check-platinum-pack-boot.js

The repo-owned skill codex-skills/platinum-code-review/SKILL.md now points a reviewer at those sources when platform/game separation matters.

Review Lanes

LaneBlocking StandardPurpose
Local iterationadvisoryHelp shape code before it hardens.
Local -> hosted /devblocks automatic P0/P1 onlyPrevent obvious safety, security, boundary, and release-lane mistakes.
Hosted /dev -> /betahuman review requiredConfirm user-facing value, conformance evidence, docs, and release notes.
/beta -> /productionreview required, all issues dispositionedConfirm approved lane lineage, public release readiness, and that each review issue is either addressed or explicitly dismissed.

Severity

SeverityMeaningGate Behavior
P0likely exploit, data loss, public lane corruption, or broken production authorityblock
P1high-risk auth, score trust, privacy, XSS, unsafe external posting, or platform/game boundary violationblock
P2meaningful maintainability, release, performance, or UX riskallow local /dev, require explicit review note
P3polish, naming, local clarity, or future cleanupallow

Mandatory Review Questions

  1. Correctness: Does the change preserve state transitions, deterministic

harness behavior, score/life rules, and release-lane assumptions?

  1. Security and privacy: Does it touch auth, Supabase, score submission,

YouTube/external posting, browser storage, tokens, user IDs, or embedded third-party content? For security/auth/replay storage lock-down, also verify npm run harness:check:security-auth-replay-storage and confirm no browser code ships upload credentials or server-owned secrets.

  1. Browser safety: Does it introduce unsafe HTML injection, autoplay/media

regressions, window/popup behavior, cross-origin fetches, or permission assumptions?

  1. Performance: Does it affect animation loops, canvas drawing, timers,

audio/video capture, long-cycle harnesses, or event-listener lifecycle?

  1. Platform/game boundary: Is shared behavior in Platinum and game-specific

behavior in the owning pack/application? Did a future game inherit Aurora rules, scoring, assets, timing, or event vocabulary by accident?

  1. Release readiness: Are docs, dashboards, conformance artifacts, release

notes, and lane authority consistent with the intended publish target?

  1. Simplicity: Is the implementation appropriate for a fast browser arcade

application, or did it add abstraction without a real boundary or repeated need?

Automatic Packet And Gate

Use:

npm run review:code

This writes:

  • reference-artifacts/analyses/code-review/latest.json
  • reference-artifacts/analyses/code-review/<date>-<commit>/report.json
  • reference-artifacts/analyses/code-review/<date>-<commit>/README.md

The packet is deterministic. It does not replace a human/Codex review, but it does make the reviewer start from the same change set, risk tags, architecture surface, and recommended harnesses.

The hosted-dev publish path runs:

npm run review:code:check

That check is intentionally narrow. It fails if the packet is missing, stale for the current changed source set, or contains automatic P0/P1 findings. P2/P3 findings remain visible but do not block hosted /dev.

Production movement is stricter. Before production, run:

npm run review:dispositions:check

The production preflight also runs this gate. Every issue in the review-learning ledger must have a production disposition in review-dispositions.json: addressed or dismissed, with rationale and evidence. P0/P1 issues must be addressed; they cannot be dismissed as non-blocking production risk.

Review Learning Ledger

Use:

npm run review:ledger

This writes:

  • REVIEW_LEARNING_LEDGER.md
  • reference-artifacts/analyses/review-learning/latest.json
  • reference-artifacts/analyses/review-learning/<date>-<commit>/report.json
  • reference-artifacts/analyses/review-learning/<date>-<commit>/README.md

The ledger is the separate durable location for architecture-review and code-review notes over time. It tracks issue categories, proposed changes, accepted changes, and repeated learning patterns so we can see what kinds of problems recur and decide whether they should become a harness, release preflight, platform/game boundary rule, documentation rule, or explicit non-goal.

Generated review-learning artifact directories are excluded from code-review packet freshness checks. The human-facing REVIEW_LEARNING_LEDGER.md remains in normal review scope.

When a review cycle needs both a fresh code-review packet and an updated ledger, use:

npm run review:cycle

That command refreshes the packet, generates the ledger from that packet, then refreshes the packet again so the human-facing ledger document is included in the final reviewed source set.

Required Output Shape For Codex Reviews

When Codex performs the review, it should report:

  1. findings first, ordered by severity, with file/line references where

possible

  1. security/privacy and platform/game boundary read even when no issue is found
  2. recommended targeted harnesses
  3. release impact: safe for local only, safe for hosted /dev, beta candidate

after fixes, or not release-ready

  1. effort/value note: whether the fix is worth doing before the next publish
  2. ledger impact: whether a finding, accepted change, or repeated pattern should

update REVIEW_LEARNING_LEDGER.md through npm run review:ledger

If there are no findings, say that clearly and name any residual risk or checks that were not run.

Architecture Baseline Review Response

Baseline architecture-review response that tracks platform separation, magic constants, harness fragility, enemy specs, and parameterization follow-through.

Generated from ARCHITECT_REVIEW_RESPONSE.md during build.

This document responds to Architect Lueck's pre-restructure review of the original 1.0.2 deployment-era code. The goal is to track which concerns are already being addressed by the current platform refactor, which ones should shape near-term work, and which ones belong to a later maturity phase.

Status labels used here:

  • Covered
  • In Progress
  • Later
  • Not Now

1. Key abstractions should be identified

Status:

  • Covered

Response:

  • This is now a core part of the architecture work.
  • The runtime is already split into named concerns for:
    • input and shell helpers
    • replay and telemetry
    • platform services
    • leaderboard and account UI
    • player flow
    • player combat
    • enemy behavior
    • capture and rescue
    • scoring and awards
    • stage flow
    • render shell
    • board rendering
    • auth/session
    • leaderboard service
    • pack metadata
    • entity model
  • The platform contract in

/Users/steven/Documents/Codex-Test1/ARCHITECTURE.md now explicitly names:

  • runtimeState
  • shellState
  • serviceAdapters
  • gamePack

2. Magic constants should be stored structurally or commented clearly

Status:

  • In Progress

Response:

  • We have already started moving hardcoded values into pack-owned structures:
    • stage cadence
    • stage band profiles
    • formation layouts
    • scoring tables
    • challenge layout
    • frame accent themes
  • This is visible in:
    • /Users/steven/Documents/Codex-Test1/src/js/13-aurora-game-pack.js
  • We have not finished this work.
  • Remaining magic values still exist in movement tuning, render spacing,

animation timing, and some gameplay update paths.

  • Near-term rule:
    • if a value describes stable game design or pack identity, move it into a

pack/config structure

  • if a value is a local rendering or math detail, keep it close to code but

comment it if the intent is not obvious

3. The harness may be too fragile if recordings are reused after motion changes

Status:

  • In Progress

Response:

  • This concern is valid and we have already seen examples of it.
  • We now treat some older harnesses as too tied to precise run geometry.
  • In response, we have been moving important guards toward:
    • state-based assertions
    • coarse behavioral envelopes
    • repeated-run averages where appropriate
  • Examples:
    • hotfix movement checks now assert playable movement distance, not just

non-zero drift

  • stage-pressure and squadron-spacing checks were adjusted away from brittle

one-sample expectations

  • The long-term direction is:
    • fewer tests that depend on exact replay paths
    • more tests that verify gameplay contracts

4. Tease apart systems to reduce harness flakiness and scope changes better

Status:

  • Covered

Response:

  • This is exactly what the current architecture restructure has been doing.
  • We have separated gameplay, services, render, and shell concerns so tests can

target smaller surfaces.

  • That directly supports:
    • narrower regression checks
    • cleaner mocks and substitutions later
    • lower blast radius when changing one mechanic family

5. Use a database or specification set for enemy definitions

Status:

  • In Progress

Response:

  • We are not using a database yet, but we are moving in that direction through

pack-owned entity construction and shared entity contracts.

  • Current progress:
    • /Users/steven/Documents/Codex-Test1/src/js/14-entity-model.js
    • /Users/steven/Documents/Codex-Test1/src/js/13-aurora-game-pack.js
  • The current enemy model now distinguishes:
    • core shared enemy fields
    • escort fields
    • capture/rescue fields
    • challenge-stage fields
  • The next likely step is not a live database first.
  • It is:
    • declarative enemy family/spec data owned by the pack
    • loaded into runtime helpers at startup
  • That will give us the experimentation benefits Lueck described without

prematurely forcing persistence infrastructure.

6. Fixes should be demonstrated by tests that fail first and pass after

Status:

  • Covered

Response:

  • This is now an explicit release rule for hotfixes.
  • The 1.0.2 movement regression process is the concrete example:
    • we reproduced the failure on the shipped line
    • tightened the movement harness so the broken behavior failed
    • applied the fix
    • verified the test passed afterward
  • We also added:
    • a hotfix smoke suite
    • a hosted-lane input probe
    • beta preflight checks for expected config

7. Parameterize broadly to support new enemies and future games

Status:

  • In Progress

Response:

  • This is one of the main goals of the platform work.
  • We are now parameterizing:
    • stage cadence
    • formations
    • scoring
    • challenge structure
    • stage identity
    • shell/front-door content
    • audio planning
  • The next important layer is:
    • enemy family specification
    • attack pattern specification
    • pack-owned front-door, quote, and audio profiles
  • We are intentionally moving in this direction without pretending everything

should become generic immediately.

8. Backwards compatibility and preserving older user data should be considered

Status:

  • Later

Response:

  • This is a real concern and we should not pretend we are fully handling it yet.
  • Today the project mostly behaves like a single evolving live app with limited

compatibility burden.

  • We do already preserve some continuity in local/browser state through:
    • legacy local storage key fallback
    • pack-aware and lane-aware release metadata
    • version-aware score handling work
  • But we do not yet have a mature compatibility policy for:
    • older replay formats
    • historical pack migrations
    • multi-version content or score schemas
  • This becomes more important as soon as:
    • multiple game packs exist
    • score/history models become richer
    • curated content and audio registries become persistent

9. Migration work needs rollbacks, observability, and phased execution

Status:

  • Later

Response:

  • Agreed.
  • This is the right concern for the future platform and service layer.
  • It is not the main blocker for the current extraction phase, but it should be

part of the next service maturity phase.

  • We already have some building blocks:
    • hotfix discipline
    • beta before production
    • hosted-lane verification
    • build metadata and lane metadata
    • replay/session/system diagnostics
  • What we do not yet have is a complete migration framework for:
    • score schema changes
    • replay schema changes
    • auth/profile changes
    • rollback-safe multi-step upgrades
  • When platform services mature further, we should add:
    • explicit schema/version markers
    • forward/backward compatibility checks
    • migration status observability
    • rollback notes in release policy

Practical Summary

The main review themes that are already actively addressed are:

  • key abstractions
  • scoped extraction
  • fix-first regression tests
  • broad parameterization direction

The main themes that are acknowledged but not complete yet are:

  • structured removal of remaining magic constants
  • declarative enemy specification data
  • less fragile harness design
  • compatibility and migration policy

That means Lueck's feedback remains a useful checklist, but most of it has now been converted from vague concern into concrete ongoing architecture work.

External Services Source

Runtime dependencies, hosting, feedback transport, and local-only systems.

Generated from EXTERNAL_SERVICES.md during build.

This document is the current source of truth for external services used by Aurora Galactica, what they are used for, and what is local-only instead.

Runtime Services

Supabase

  • Service:
    • https://iddyodcknmxupavnuuwg.supabase.co
  • Used for:
    • pilot account sign-up and sign-in
    • authenticated pilot profile data
    • shared leaderboard data
    • validated score views
    • player-specific score views such as mine
  • Data API tables:
    • public.scores
    • public.profiles
  • Data API access contract:
    • SUPABASE_DATA_API_ACCESS.md
    • supabase/data-api-access-contract.sql
  • Release gate:
    • npm run harness:check:supabase-data-api-contract
  • Main runtime code:
    • src/js/05-supabase.js
    • src/js/11-leaderboard-service.js
    • src/js/12-auth-session.js
  • Build token source:
    • tools/build/build-index.js
  • Important date:
    • Supabase public-schema Data API grants must be explicit for new projects

beginning May 30, 2026 and for existing projects by October 30, 2026.

Web3Forms

  • Service:
    • https://api.web3forms.com/submit
  • Used for:
    • in-game bug reports
    • in-game feature requests
  • Main runtime code:
    • src/js/00-boot.js

YouTube Playlist Embed

  • Status:
    • optional, configured by release-manifest.json
    • individual game packs may provide media.arcadeMusicPlaylistId; if they do not, they inherit the platform default playlist
  • Used for:
    • opt-in Arcade Music playback from the right rail
  • Boundary:
    • the playlist embed is shell ambience, not Aurora reference audio
    • playlist IDs are configuration-controlled; public URL parameters must not switch the playlist
    • the game mute control remains scoped to game audio
    • high-score video upload credentials are not part of this client-side feature
  • Main runtime code:
    • src/js/01-runtime-shell.js
  • Build token source:
    • tools/build/build-index.js

High-Score Video Posting

  • Status:
    • planned only; no production upload path is currently enabled
  • Intended use:
    • signed-in, authorized top-10 players may eventually request high-score video

posting to a shared channel

  • score pages may eventually link to approved hosted video/replay records
  • Boundary:
    • upload must be server-owned
    • no client-side YouTube upload credential, OAuth client secret, refresh token,

or service account material may ship in browser code

  • a browser top-10 prompt can encourage sign-in, but cannot itself authorize or

upload

  • Required gate before implementation:
    • SECURITY_AUTH_REPLAY_STORAGE_LOCKDOWN.md
    • SUPABASE_DATA_API_ACCESS.md
    • npm run harness:check:security-auth-replay-storage
    • npm run harness:check:supabase-data-api-contract

Hosting And Delivery

GitHub Pages

  • Production:
    • https://sgwoods.github.io/Aurora-Galactica/
  • Beta:
    • https://sgwoods.github.io/Aurora-Galactica/beta/
  • Also hosts:
    • player guide
    • project guide
    • release dashboard
  • Used for:
    • public delivery of the playable game and public documentation surfaces
  • Main policy docs:
    • README.md
    • RELEASE_POLICY.md

Development And Release Tooling

GitHub

  • Repositories:
    • https://github.com/sgwoods/Codex-Test1
    • https://github.com/sgwoods/Aurora-Galactica
  • Used for:
    • source control
    • issue tracking
    • release publishing
    • public artifact hosting workflow
  • Also used by:
    • the local log viewer issue-creation flow through gh

GitHub API

  • Used by:
    • public sync verification
    • public project-page sync tooling
  • Main scripts:
    • tools/build/sync-public-pages.js
    • tools/build/verify-public-sync.js

Local-Only Or Browser-Native Systems

These are not external services.

Browser Storage

  • Used for:
    • local high scores
    • local settings
    • local replay catalog
  • Backed by:
    • localStorage
    • IndexedDB
  • Security boundary:
    • replay video remains browser-local until a server-owned upload policy,

storage model, and release gate exist

Browser Recording

  • Used for:
    • native local replay capture
  • Backed by:
    • MediaRecorder

Local Dev Services

  • Local game server:
    • http://localhost:8000
  • Local log viewer:
    • http://127.0.0.1:4311/
  • Used for:
    • development
    • artifact review
    • harness/video debugging
  • These are not production dependencies.

Practical Summary

Player-Facing External Runtime Dependencies

  • Supabase
  • Web3Forms
  • YouTube playlist embed, only when Arcade Music is configured

Hosting Dependencies

  • GitHub Pages

Developer And Release Dependencies

  • GitHub
  • GitHub API

Not External

  • replay storage
  • replay capture
  • local dev server
  • local log viewer

Supabase Data API Access Source

Explicit Data API grants, RLS posture, runtime table usage, and release gate for Supabase-backed profiles and leaderboards.

Generated from SUPABASE_DATA_API_ACCESS.md during build.

Updated: May 14, 2026

Supabase notified the project that public-schema tables will no longer be implicitly exposed to the Data API.

The dates that matter are:

  • May 30, 2026: new projects and new public tables in those projects need

explicit grants before supabase-js, PostgREST, or GraphQL can access them.

  • October 30, 2026: existing projects must also rely on explicit grants.

Aurora / Platinum is affected because the browser runtime and release tooling use supabase-js, which talks to the Supabase Data API.

Current Data API Surface

TableRuntime useRequired client accessCurrent owner
public.scoresshared leaderboard reads, validated leaderboard reads, production guest score submission, signed-in score submission, test-pilot score resetanon: select, insert; authenticated: select, insert, delete; service_role: maintenance accessPlatinum shared service
public.profilessigned-in pilot initials and account profile recordauthenticated: select, insert, update; service_role: maintenance accessPlatinum shared service

The maintained SQL access contract is:

The contract is intentionally not a full database schema. It records the browser-visible tables, required grants, and RLS policies that make the current runtime behavior reproducible.

Release Gate

The automated source gate is:

npm run harness:check:supabase-data-api-contract

The checker verifies:

  • every supabase.from('table') runtime/tooling usage is represented in the

SQL contract

  • scores and profiles have explicit role grants
  • RLS is enabled for both tables
  • the expected policy names are present
  • the maintained explainer document records the Supabase deadline dates and

links to the SQL contract

Publish preflight also runs this gate, so a future branch that adds a table for features such as YouTube high-score posts, replay video metadata, or richer pilot records must update the Supabase access contract before it can move through the release path.

Current Risk Read

Existing hosted tables are not expected to break immediately from the May 30 change because Supabase says existing grants remain in place. The project risk is reproducibility: without committed grants and RLS policy expectations, a new project, a restored database, or a new feature table can fail even while local code looks correct.

The October 30, 2026 deadline makes this a release-hardening concern rather than a someday cleanup item.

There is a separate score-trust boundary to keep visible: the current browser client writes is_verified as part of signed-in score submission. The access contract preserves today's behavior, but a stronger future verified-score model should set that field through a server-owned path, trigger, or RPC rather than trusting client-supplied metadata.

Future Table Rule

Any new Supabase table used by the browser Data API must land with:

  • table purpose and ownership
  • explicit grants for anon, authenticated, and/or service_role
  • RLS enabled unless there is a documented exception
  • policies that express the user-visible product rule
  • a harness/preflight update proving the table is present in this contract

For planned top-10 YouTube posting and replay-video metadata, this means no runtime feature work should merge until the data model and access policy are captured here.

Security/Auth/Replay Storage Lock-Down

Release-facing rules for authenticated top-10 video posting, browser-local replay storage, no browser upload credentials, and the publish preflight gate.

Generated from SECURITY_AUTH_REPLAY_STORAGE_LOCKDOWN.md during build.

This is the release-facing lock-down rule set for account, score, replay, and future high-score video work. It exists because the next flashy platform features touch trust boundaries: authenticated players, top-10 score posting, local replay video, and possible future server storage.

Current Rule

Top-10 video posting is authenticated and authorized only. A top-10 local run may prompt the player to sign in, but posting eligibility requires a signed-in, email-confirmed account in an auth-enabled lane. The browser may show the prompt and local replay link; it must not upload to YouTube directly.

No YouTube upload token or OAuth client secret ships in browser code. Arcade Music may embed a configured YouTube Music playlist through youtube-nocookie.com, but that is ambience playback, not upload authority.

Replay video is browser-local IndexedDB by default. The current replay catalog is a local player feature, not canonical cloud storage and not a public publishing surface. Future hosted replay/video posting must use a server-owned upload policy with a documented data model, RLS posture, and explicit release gate.

Production score trust remains separate from client-side display eligibility. The current browser can display local score/replay links and can submit the existing score payload through Supabase, but any future verified public video claim needs server-owned authorization and storage rules before it can be called trusted.

Lane Rules

LaneAuthScore WritesReplay StorageVideo Posting
localhostconfigured test pilots when Supabase is configured; harness can bypasslocal by default; harness may force writesbrowser-local IndexedDBdisabled until server-owned flow exists
hosted /devconfigured test pilots onlyconfigured test pilots onlybrowser-local IndexedDBgated prompt only
hosted /betaconfigured test pilots onlyconfigured test pilots onlybrowser-local IndexedDBgated prompt only
hosted /productionpublic accounts, test pilot disabledproduction score policybrowser-local IndexedDBdisabled until server-owned flow exists

Required Gate

Run:

npm run harness:check:security-auth-replay-storage

Publish preflight runs this check. It verifies:

  • browser source contains no Supabase service-role material
  • browser source contains no OAuth client secret or YouTube upload endpoint
  • top-10 video-posting eligibility requires signed-in confirmed auth
  • non-production auth is limited to configured test pilots
  • production disables configured test pilot accounts
  • replay storage remains browser-local IndexedDB
  • release docs expose the storage and auth boundaries

Future Server-Owned Posting Gate

Before YouTube high-score posting or hosted replay/video storage can move past a prototype:

  • add the Supabase table/RPC/storage model to

supabase/data-api-access-contract.sql

  • document grants and RLS in SUPABASE_DATA_API_ACCESS.md
  • keep upload credentials server-side only
  • bind the posted video to score id, game key, build label, replay id, user id,

and moderation/status fields

  • add a harness that proves unsigned users and unconfirmed users cannot request

posting

  • add a release note and dashboard row showing the trust model and remaining

risks

Release Policy Source

Versioning, lane model, and release recommendation rules.

Generated from RELEASE_POLICY.md during build.

Version Format

We currently expose a SemVer-style integrated release version plus build metadata for the hosted bundle.

Examples:

  • local localhost:
    • x.y.z.n+build.NNN.sha.abcdef0.dirty
  • hosted /dev:
    • x.y.z.n+build.NNN.sha.abcdef0
  • hosted /beta:
    • x.y.z-beta.1+build.NNN.sha.abcdef0.beta
  • hosted /production:
    • x.y.z+build.NNN.sha.abcdef0

These are bundle-version examples, not current live lane values.

Layered Version Domains

Going forward, the repo should treat release identity as layered rather than single-track.

The intended version domains are:

  • integrated release version
    • the public version for the hosted bundle on a lane such as 1.3.0
  • Platinum platform version
    • the shared host contract, shell, services, tooling, and pack-compatibility

version

  • application version
    • the game-owned version for each shipped or previewed application such as

Aurora Galactica, Galaxy Guardians, and future sibling games

  • build identity
    • build number, commit hash, dirty state, and lane metadata
  • hosted development version line
    • a fourth visible segment such as 1.3.0.1 for accumulated /dev

increments between formal release families

  • this is a display/build-train line, not the package.json SemVer value

Rules:

  • do not assume every version domain must move together
  • keep package.json on valid SemVer, such as 1.3.0, even when hosted

/dev displays a fourth-segment line such as 1.3.0.1

  • a platform-only fix may advance the platform version without forcing every

application version to change

  • a game-only release may advance one game's version and the integrated bundle

while the platform version stays compatible

  • a full product milestone may move the integrated release version while also

recording exactly which platform and application versions were bundled

  • current hosted labels are still bundle-oriented, but docs, dashboards, and

manifests should evolve toward showing platform and per-game versions explicitly

Release Scope Direction

Public hosting still publishes one integrated bundle per lane today.

That does not mean we should flatten release discipline into one axis.

The source-of-truth direction is to support three distinct candidate scopes:

  1. platform candidate
  • shared shell, services, pack contract, tooling, and publish behavior
  1. application candidate
  • one game's rules, content, conformance evidence, and game-owned release

story

  1. integrated bundle candidate
  • the specific overall combination being promoted on hosted /dev,

hosted /beta, or hosted /production

Each scope should be able to carry its own numbering, evidence, and test gate without forcing unrelated areas to churn.

Meaning

  • MAJOR
    • reserve for true product-era breaks or major repositioning
  • MINOR
    • use for meaningful public milestones
    • example:
      • 1.2.0 = Platinum Release 1
    • current planning read:
      • the next serious Aurora quality/fidelity release should likely be a

MINOR step such as 1.3.0, not a new MAJOR

  • PATCH
    • use for smaller compatible improvements inside the current milestone
    • examples:
      • gameplay correctness fixes
      • UI polish
      • harness hardening
      • documentation and release-discipline follow-through inside the same release family
      • meaningful compatible production improvements that players can actually feel,

including game-quality lifts, conformance improvements, and ingestion/runtime optimizations that directly support shipped quality

  • not the right bucket when the public candidate story changes materially,

such as adding a second cabinet or second-game surface that changes the release promise even if it remains preview-scoped

Production Version Regularity

Hosted /dev is allowed to use a fourth-segment review line such as 1.3.0.1 because it is the integration/review lane.

Hosted /beta and hosted /production should be more regular and easier to read publicly.

Rules:

  • the normal expectation is that any beta or production promotion moves a real

public SemVer version

  • use at least a PATCH step for production-sized bundles that contain

meaningful compatible player-facing value, including gameplay polish, conformance lifts, ingestion improvements that directly support shipped quality, or release-surface upgrades that materially improve trust

  • use a MINOR step when the public release story itself changes, such as a

new cabinet, a new serious application surface, or a broader platform/game milestone

  • do not reuse the exact same public production version just because the work

began as a hosted /dev review bundle

  • reserve same-version production republish behavior for true production-failure

remediation, such as correcting a broken publish, incomplete asset set, or serious production-only defect where the honest story is "repair the shipped release" rather than "announce a new release"

  • when in doubt between same-version refresh and a compatible new public

release, prefer at least the PATCH step

Hosted Release Lanes

Repository roles:

See also:

External Service Access Rule

External-service permissions are release artifacts when they affect runtime behavior.

For Supabase, the current source of truth is:

The publish preflight runs npm run harness:check:supabase-data-api-contract. That gate exists because Platinum uses Supabase Data API access for auth-backed profiles and leaderboards, and Supabase public-schema table access now requires explicit grants. Any new browser-visible table, including future replay video or YouTube posting metadata, must land with grants, RLS posture, and policy documentation before it can move through hosted /dev, /beta, or /production.

The intended lane model is:

  1. local localhost
  2. hosted /dev
  3. hosted /beta
  4. hosted /production

Meaning:

  • local localhost
    • active engineering lane
  • hosted /dev
    • shared hosted integration preview
  • hosted /beta
    • reviewed release candidate
  • hosted /production
    • public stable promise

Conformance Documentation Freshness

Release notes alone are not enough.

If a candidate claims new conformance work, ingestion-process improvements, or updated release-readiness evidence, the generated conformance documentation must move with it.

The minimum release-owned refresh bundle is:

  • reference-artifacts/analyses/conformance-economics/latest.json
  • reference-artifacts/analyses/release-conformance-dashboard/latest.json
  • reference-artifacts/analyses/application-artifact-conformance/latest.json

The standard refresh command is:

  • npm run harness:refresh:release-conformance-docs

Then:

  • npm run build
  • commit the refreshed artifacts
  • run the normal publish preflight

The intended effect is simple: if /dev, /beta, or /production tells a human that conformance has moved, the hosted documentation should not still be quietly reading from an older analysis snapshot.

See also:

Security/Auth/Replay Storage Rule

Account, score, replay, and high-score video features are release-sensitive surfaces. The maintained lock-down source is:

Publish preflight runs:

npm run harness:check:security-auth-replay-storage

That gate keeps browser code free of service-role material, OAuth client secrets, and YouTube upload endpoints; confirms top-10 video posting eligibility is authenticated and confirmed-account only; preserves non-production test-pilot limits; and keeps replay video browser-local until a server-owned upload/storage policy exists.

Release Authority Rule

Aurora now uses a one-authority release model.

That means:

  • topic branches and ordinary development may happen from more than one machine
  • main remains the only integration branch
  • hosted /beta and hosted /production may only be published from the

machine recorded in release-authority.json

Historical versioning read from the May 2026 transition:

For the current lane state and release-family ownership, use CURRENT_PROJECT_STATE.md and RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md. The bullets below are preserved as the versioning rationale for the old 1.3.0 -> 1.4.0 transition, not as live lane state.

  • the shipped 1.3.0 family is now the stable public baseline
  • hosted /dev now carries the first 1.4.0.1 forward-review line for the

next minor-family candidate

  • hosted /beta now carries the first 1.4.0-beta.1 reviewed candidate for

that family

  • the May 12 same-family 1.3.0 production refresh should be treated as an

exception, not the default model for future promotions

  • the next coherent public candidate should not collapse back into a 1.3.1

fast-follow patch if it is really the first deliberate post-release depth and platform-contract bundle

  • treat that kind of candidate as the next MINOR family step, currently

expected to be 1.4.0, and only change the actual runtime version when we intentionally cut the candidate branch

  • while the current build label still centers the integrated version, we should

also start treating the platform and each hosted game as independently tracked release surfaces

Useful commands:

npm run release:show-authority
npm run release:claim-authority -- --machine-id <id> --label "<label>"

Replacement Rule For Hosted /dev

Hosted /dev is already a published integration surface.

That means a new hosted /dev publish should not happen just because a branch contains additional work.

Before replacing hosted /dev, we should be able to answer:

  1. what is concretely better than the current published hosted /dev
  2. what supporting gate evidence backs that claim
  3. what known issues remain and why they are acceptable for /dev

This is the core professionalism rule for the next release phase.

Replication Policy Between Repos

Aurora uses selective replication between:

This is intentional. We should not mirror the full engineering repo into the release host on every publish.

Working model:

  • Codex-Test1
    • factory
    • contains full engineering context
  • Aurora-Galactica
    • showroom
    • contains the public release package

What Must Stay In Codex-Test1

  • active source code history
  • issues
  • planning and roadmap docs
  • harnesses and experimental tooling
  • internal analyses unless they are part of the public release story
  • machine bootstrap, release authority, and engineering workflow internals

What Should Replicate To Aurora-Galactica

  • production-ready built code and assets
  • hosted documentation for the live lane being published
  • release notes, dashboard, and build metadata
  • public-facing guides
  • enough mirrored context that the release host makes sense as a public repo

Replication Levels

  1. dev mirror
  • hosted runtime
  • minimal hosted docs
  • build metadata
  • enough release context to explain the lane
  1. beta mirror
  • full candidate runtime
  • release docs
  • release dashboard
  • public guides
  • candidate metadata
  1. production mirror
  • full public package
  • polished hosted docs
  • stable release metadata
  • public release-facing context

Rule:

  • no replication is needed for ordinary local or topic-branch work
  • selective replication is appropriate for hosted /dev
  • full public-package replication is expected for hosted /beta and hosted

/production

Historical Promotion Reality

As of May 14, 2026, the lane picture was:

  • hosted /dev is on the active 1.4.0.1 hosted-dev review line
  • hosted /beta is on the active 1.4.0-beta.1 beta candidate lane
  • hosted /production is on the shipped 1.3.0 public line

That meant:

  • hosted /dev and hosted /beta are intentionally ahead while hosted

/production preserves the coherent shipped 1.3.0 family

  • platform, application, and bundle tracking should stay explicit even when the

lanes are close

  • the next beta action should be an authority-gated promotion from an accepted

hosted-dev review bundle, not an automatic mirror of /dev

  • future beta/production promotions of similar scope should move a real public

SemVer step rather than repeat the May 12 same-family production exception

For the current promotion reality, use RELEASE_SCHEDULE_AND_ISSUE_SPINE_2026-06-07.md.

Major x.y Documentation Gate

For every meaningful x.y release, the gate between hosted /beta and hosted /production should include a complete documentation refresh.

That refresh should cover at least:

  • release-notes.json
  • release-dashboard.json
  • QUALITY_RELEASE_SCORECARD.md
  • README.md
  • PLAN.md
  • PRODUCT_ROADMAP.md
  • ARCHITECTURE.md
  • PLATINUM.md
  • APPLICATIONS_ON_PLATINUM.md
  • TESTING_AND_RELEASE_GATES.md
  • RELEASE_READINESS_REVIEW.md
  • STRATEGIC_BETA_REVIEW.md
  • hosted project-guide.html
  • hosted platinum-guide.html
  • hosted player-guide.html

This should be treated as a real release artifact pass, not optional cleanup. After each major hosted /beta push, the strategic beta review must be refreshed so the next lane decision is checked against near-term player value, long-term platform/ingestion goals, documentation freshness, and value-versus-compute evidence.

Core Artifact Commit Rule

We should assume that any core artifact used to produce, validate, explain, or approve a release must be committed at some stage of the process.

Core artifacts include:

  • source code used in the lane being published
  • release scripts and harness scripts
  • reference profiles and correspondence check definitions
  • scorecards, release notes, dashboards, and readiness docs
  • release conformance analysis, including score tables, resource/time spend,

economics charts, past-goal movement, and next-goal estimates

  • curated reference inputs that the project depends on for tuning or review

Generated artifacts do not all need to live in git, but they must not be ephemeral in practice.

Rule:

  • the definitions, inputs, and documentation for a release must be committed
  • generated outputs may stay uncommitted only when they are reproducible from

committed code and committed reference inputs

  • if a generated artifact is being relied on as a durable release record, it

should itself be committed or copied into a committed summary document

This is the rule that keeps release knowledge out of chat-only or machine-only state.

Promotion Workflow

  1. build the local localhost candidate
  2. verify local localhost gates
  3. refresh the quality score, conformance economics, release conformance

dashboard, and scorecard for the candidate

  1. confirm release docs include detailed conformance analysis:
  • current score and gap tables
  • score trend and delta charts
  • measured wall/CPU/GPU/API/resource usage where available
  • past-goal movement and effort actually spent
  • next-goal estimates and expected resource classes
  1. build the lane so conformance-dashboard.html,

conformance-dashboard-data.json, and their assets/ copies are included with the game, platform guides, and release dashboard

  1. publish hosted /dev for integrated hosted review
  2. promote hosted /beta
  3. verify hosted /beta
  4. complete any required docs pass for the release line
  5. complete the architecture/code review cycle and ensure every review issue

is addressed or explicitly dismissed in review-dispositions.json

  1. confirm or hand off release authority intentionally
  2. approve hosted /beta
  3. promote and publish hosted /production

Conformance Dashboard Release Boundary

The read-only conformance dashboard is now part of the Platinum release path. It should ship with hosted /dev, hosted /beta, and hosted /production whenever the game/platform bundle moves.

That does not mean the full ingestion framework is a public platform surface.

Release boundary:

  • publish the dashboard and its compact data file as platform release assets,

including the assets/ copy used by the public Pages deployment

  • expose the bundled read-only dashboard from the game settings/configuration

panel in hosted /dev, /beta, and /production

  • keep the public mirror Pages workflow aligned during production publish so

top-level guide and conformance files are included in the deployed _site

  • keep raw ingestion workspaces, source-media extraction, candidate clips,

unreviewed traces, and annotation notebooks engineering-owned

  • expose ingestion only as summarized release evidence unless a future

Root-gated evidence browser is intentionally designed and approved

  • keep metric definitions and reference truth owned by the game/application

while Platinum owns the presentation and lane delivery contract

Hosted /dev History Rule

By default, we should move hosted /dev forward in place rather than maintain a separate public archive lane for every /dev build.

We already preserve /dev history through:

  • git commits and branches
  • build metadata
  • release notes and dashboards
  • the quality scorecard
  • committed docs explaining why a new /dev replaced the prior one

Create a dedicated /dev archive only when:

  • a milestone build needs to stay publicly inspectable
  • a comparison build is needed for a major tuning effort
  • a recovery or incident review needs a preserved hosted snapshot

Otherwise, move /dev forward and keep the record in git and committed release artifacts.

Policy Intention

The goal is not to create ceremony for its own sake.

The goal is to make sure:

  • automation catches what it can
  • hosted lanes are explicit
  • docs and release surfaces stay aligned with the product we actually ship
  • the quality score becomes part of release notes, not just a local experiment
  • release decisions account for conformance return on compute/time investment,

not only subjective polish intent

Release Readiness Source

Release-readiness and documentation-discipline review artifact.

Generated from RELEASE_READINESS_REVIEW.md during build.

Current Read

Aurora 1.4.1 is now the release currently live on hosted /production.

Verified June 11, 2026:

  • hosted /production
    • production quality family: 1.4.1
  • hosted /beta
    • accepted review family: 1.4.1-beta.1
  • hosted /dev
    • forward review line: 1.4.1.1

For exact active labels, use each lane's build-info.json. This readiness review is the production-facing posture for the explicit 1.4.1 promotion packet.

What This Production Release Means

1.4.1 is a production quality release for the Platinum-hosted Aurora family. It does not claim a new minor product family. It promotes the accepted beta review line into production with:

  • Stage 3 / Challenge 1 gameplay keepers for groups 2, 3, 4, and 5
  • Stage 3 group 1 preserved as blocked under current group-level controls
  • Stage 7 candidate generation paused after yielding RED/trial/batch/compiler

infrastructure rather than a production runtime keeper

  • repaired beta sign-in/input behavior
  • clearer settings/theme presentation
  • foreground audio balance and public/private reference-audio boundaries
  • refreshed security-release evidence and production preflight discipline

Current Public Quality Position

The public 1.4.1 release should be read as a targeted trust and quality follow-through release. It is not a complete Galaga-conformance claim.

Current high-value interpretation:

  • accepted Stage 3 groups 2, 3, 4, and 5 are dev-visible gameplay keepers now

carried into the production packet

  • Stage 3 group 1 still needs lane/type-specific phrase controls or

reference-path backing before another fast-lane attempt

  • Stage 7 remains a paused research lane, with its process infrastructure

reusable for future challenge-stage work

  • public score submission remains disabled/guarded pending server-validated

score writes

  • private Galaga reference clips remain local/private-only and are excluded

from public artifacts

Evidence Supporting The Production Packet

The 1.4.1 production packet is supported by:

  • accepted hosted /beta manual smoke review
  • production security review showing zero tracked issues
  • production account/sign-in feedback smoke
  • public-safe production account-input expectation
  • audio theme phase, runtime recovery, and foreground-vs-pulse balance checks
  • release conformance dashboard and conformance economics evidence
  • documentation freshness and release-note linkage checks

Durable source documents:

Code Review And Boundary Read

The platform/application boundary is acceptable for this release. The release does not change the major Platinum product promise; it hardens the current multi-game shell, Aurora gameplay review lane, account surface, theme/audio settings, public artifact boundaries, and production preflight gates.

Remaining future work:

  • implement server-validated public score writes before enabling public score

submission

  • split deeper platform developer controls from ordinary game settings in a

later shell polish cycle

  • give Galaxy Guardians more game-owned conformance and gameplay depth on the

iMac lane before increasing its production claim

  • move Stage 3 group 1 through lane/type-specific challenge phrase controls or

reference-path backing rather than whole-group retuning

Recommendation

Recommendation: keep 1.4.1 as the current production quality line once the hosted production publish is verified. After publication, verify the hosted production build stamp, account surface, public-safe audio/theme behavior, and score-submission guard.