Add tank stage 5 with forest cover and a commander tank
Water in stage 4 stops tanks; forest is its opposite - tanks and shells both pass, but the canopy draws over the tanks so anything sitting in it is hidden. It needs no collision change at all, only a draw pass after the tanks. The enemy roster ends on a commander: 3 hits to kill, faster, fires more often, worth 300. Kinds carry a worth so the score follows the roster rather than a flat 100. Crates here can also grant 10s of 3-shot, faster fire, and five enemies hold the field at once. Enemy pips shrank to 9px so twelve of them still leave the label room. Checked headlessly: stage 5 keeps 125 reachable cells and leaves the base standing in 6 of 10 idle runs; the power badge fires from a crate; and with the roster reordered in memory the commander pays 300 against 100 for the rest. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -175,6 +175,7 @@ body{
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<a href="tank.html#2" target="stage" data-key="tank2" title="2단계 미로">2단계</a>
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<a href="tank.html#3" target="stage" data-key="tank3" title="3단계 강철 회랑">3단계</a>
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<a href="tank.html#4" target="stage" data-key="tank4" title="4단계 참호 — 물길·보급 상자">4단계</a>
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<a href="tank.html#5" target="stage" data-key="tank5" title="5단계 최후 방어선 — 숲·지휘 탱크">5단계</a>
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</div>
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</div>
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@@ -201,7 +202,8 @@ var PAGES = {
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tank1: {file:'tank.html#1', name:'휴게실 · 탱크게임 1단계'},
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tank2: {file:'tank.html#2', name:'휴게실 · 탱크게임 2단계'},
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tank3: {file:'tank.html#3', name:'휴게실 · 탱크게임 3단계'},
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tank4: {file:'tank.html#4', name:'휴게실 · 탱크게임 4단계'}
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tank4: {file:'tank.html#4', name:'휴게실 · 탱크게임 4단계'},
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tank5: {file:'tank.html#5', name:'휴게실 · 탱크게임 5단계'}
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};
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var DEFAULT = 'korean';
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