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plparkandClaude Opus 5 353197fae7 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>
2026-09-11 17:08:45 +09:00
..
2026-09-08 17:51:03 +09:00
2026-09-08 14:03:09 +09:00
2026-09-08 16:20:09 +09:00