Copied from the agreed story (STORY.md) and the rule sheets
(2026-10-07); those two win if this drifts.
Every ball starts with a plunge that fits its period: the wake-up plunge in period 1 (ball 1:
Wheatley knocks on the relaxation vault's door, and the ball is the Edgeless Safety Cube); in
period 2, follow the blue line (real LED strips light the path); in period 3, "Oh... it's you"
greets the plunge; in period 4 the era dial shows how far from home you are; in period 5 his
arrow marks the shot. (The plunge side no longer nudges the comply/defy meter: only choices fill it, D31.)
shot_skillshot — one-shot at ball start, per the resumption roadmap (CHANGES.md #3).DRAFT, needs a real game-balance pass with the user: 1000 flat bonus. Implemented in
modes/skillshot/config/skillshot.yaml using the simplest safe baseline (ANY of the 3 top lanes
counts, once per ball) rather than the rotating-lane proposal below, since that still needs the
user's sign-off.
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.
Open design question, not yet fully decided: which specific shot actually counts as "making" the
skillshot? Theme/design research above proposes rotating across the 3 top lanes each ball rather
than a single fixed lane - a reasonable default, but still needs the user's sign-off before
implementation. Onshape CAD confirms shooter ramp sits directly beside
Rail_Shooterlane/Rail_Trough at the bottom of the playfield, exactly where
s-launch/s-plunger-lane are expected - but CAD geometry can't resolve the "which lane counts"
question above, that's a rules decision. See design/research/onshape-cad-findings.md.