Copied from the agreed story (STORY.md) and the rule sheets
(2026-10-07); those two win if this drifts.
The Turret Gauntlet: the 3 drop targets [Drp2] are turrets guarding the exit lock. They reset
at once (the un-boxer: Aperture's turrets "never make it to shipping") while the exit is closed,
and speak Portal 1's classic turret lines: "There you are" on a reset, "I don't hate you" / "No
hard feelings" when knocked down, "Shutting down" when one stays down. The Incinerator
(the Aperture Science Emergency Intelligence Incinerator, [s-insinerator]) is where the Companion
Cube burns in period 1 and GLaDOS's cores burn in period 3.
drop_target_bank db-dropbank — already exists as a device in
machinefolder/config/hardware-devices.yaml (reset_coils c-drop).
shot shot_insinerator — fired by bank completion, per the resumption roadmap (CHANGES.md
#3). Pinball design research: this is the textbook "bank completion unlocks a shot" pattern - MPF
has a cookbook recipe for exactly this (missionpinball.org/latest/cookbook/
sequential_drop_banks/, uses a sequence block). Standard real-machine shape is escalating value
per repeat completion rather than flat scoring each time, since the bank auto-resets via c-drop.
sequence insinerator_finisher — CORRECTED from the original "accrual" choice: accruals
complete in ANY order (verified against the installed MPF's mpf/devices/logic_blocks.py source
directly) - an ordered insinerator -> button -> target-l1 finisher needs sequences: -
2026-10-04: the target step is removed until the owner picks which of the 7 real standup targets
(s-target1..7) belongs here - the finisher is insinerator -> button for now instead. Same
correction will apply to portal.md's dropper->portal->exit accrual when that feature is built.
No time window enforced yet (flat ordered completion only), matching the same gap noted in
slings.md.
DRAFT, needs a real game-balance pass with the user: +1000 for bank completion
(drop_target_bank_db-dropbank_down), 500/hit for the insinerator shot (flat, no
escalating-value-per-repeat-completion yet), +2000 for the ordered insinerator->button->target-l1
finisher. Implemented in modes/dropbank/config/dropbank.yaml.
From rule-sheets.md, not built yet: the rules above are what the mode does
today. Counts, timers and scores are drafts for the balance pass.
The 3 raw drop targets (s-drop1-3) have no individual feedback LEDs in hardware-leds.yaml today -
only the downstream insinerator/button/target-l1 targets do. Worth confirming whether that's
intentional (bank itself isn't meant to light up per-target) before building the mode's LED logic.
Onshape CAD: no part or assembly named for a 3-target drop bank or an "insinerator" mechanism exists
anywhere in the document - a genuine open gap, same category as the ball-lock hole-pairing question
in portal.md. A dedicated Button assembly does exist and directly matches s-button. See
design/research/onshape-cad-findings.md.