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@@ -30,7 +30,7 @@ cells, an animated exit portal, a raster color band behind the
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status row, and a fade to black between all screens. The menu floats
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over a dark maze backdrop under the big gold-washed title.
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The options screen adds two optional twists:
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The options screen adds three optional twists:
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- **worker gun** - player 1 shoots a bullet with fire/`space`; a hit
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enemy respawns on a random cell after a pause.
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@@ -38,6 +38,13 @@ The options screen adds two optional twists:
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denied until the bar on the status row drains (pixel by pixel) and
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the readout flips back from *wait* to *ready* (the cursor also
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turns red while recharging).
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- **relic order** - numbered relics lie scattered over the corridors
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and the worker has to gather them *in order*, 1 first, then 2, and
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so on, before the portal will take him. Until the last one is his
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the exit stays sealed (a dull grey, and bumping into it blips the
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border red); the relic he is after next pulses white, and the
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status row counts them off next to the portal glyph. Every level
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adds one more: two on level 1 up to nine on level 8.
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Screens: TTG intro (ported from rabbitc64) -> pyramid title card
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(the pyramid, the trapped worker and the pulsing sun of Ra) -> main
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@@ -60,8 +67,8 @@ Test builds can boot straight into one state:
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```
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acme -DAUTOPLAY=1 -f cbm -o blessingofra.prg main.asm
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# also: AUTOOPTIONS, AUTOSTORY, AUTOPYRAMID, AUTOCREDITS,
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# AUTOWIN, AUTOLOSE; add -DFORCEOPTS=1 to start with both
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# options turned on
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# AUTOWIN, AUTOLOSE; add -DFORCEOPTS=1 to start with all
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# three options turned on
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```
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## Files
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