v0.2.0
Eight more games, taking the plugin from five to thirteen.
Stacker, Chase, Girders, Swarm, Trails, Reflex, Rafters and Duel join Snake, Bricks, Marchers, Rally and Drift. They are still one dropdown in two bundles — a source and an effect — and between them the eight cost one new cell type. No new parameter, no per-game shader branch, no second plugin ID.
- Stacker — falling polyominoes. Ten mixed shapes across three sizes, and any contiguous run clears rather than a full row, which is the only rule that works on a playfield thirty cells wide.
- Chase — a maze carved fresh at every level, with loops knocked through it, and four pursuers that each want somewhere different.
- Girders — climb the floors while the hazards cascade back down them.
- Swarm — a formation that attackers peel out of, dive from, and rejoin.
- Trails — riders that never stop, leaving walls. A head-on kills both.
- Reflex — a prompt, a closing window, and the right button or nothing.
- Rafters — hit the floor from underneath to flip what is standing on it.
- Duel — two fighters with wind-up, active and recovery frames, best of three.
On the names, and on the parts that are not the names
The mechanics of these games are the unprotectable part; their expression is not. Tetris Holding v. Xio Interactive (2012) held exactly that — the rules of a falling-block puzzle are an idea, and the defendant still lost, on the playfield's dimensions, the seven specific pieces, their colours, the ghost piece and the next-piece preview.
So none of these is named after what it descends from, and more to the point none of them copies the features a court has named: the playfield is whatever the Grid parameter says, colour comes from the palette by role rather than a per-object scheme, and Stacker has no ghost piece and no preview. source/games/Stacker.h works through that list item by item.
Verification
coinoptest 101 → 243 checks, coinopgl 15 → 31. Four of the new assertions failed on their first run and all four were real bugs. Three further faults survived every one of them and were only found by rendering the games and looking at them.
Three of the new games needed termination built in structurally, because Skill only works on a game you can misjudge: Stacker at full Skill cleared runs for six thousand ticks and never topped out, Reflex is a reaction test a machine simply wins, and two perfect Duel fighters keep their distance forever.
The browser demo now carries all thirteen, each held to the C++ byte for byte by demo/tools/check_sim.mjs.
Still not verified
It has never been loaded into Resolume. The FFGL parameter and clock plumbing is the part no harness here reaches — check it in your own rig before trusting it in a show.
Video: https://www.youtube.com/watch?v=29Ay4AHsk5o (the current cut — it opens with v0.3.0's game, then runs through the eight this release added)
Full Changelog: v0.1.0...v0.2.0