minigame-galaxy.md

music/minigame-galaxy.md

The Minigame / Contest Galaxy — design proposal (+ the MG_ registry)

CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order: docs/DOC_MAP.md § 0.
Canon served (scanned from this document's own citations — widen it by hand where it is thin):
T0_Boss_Encounter_Registry · T0_Chapter_Index · T0_Creature_Roster · T0_Cross_Cultural_Link_Graph · (+4 more t0)
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.

Proposal, systems layer, DRAFT. Expands the WS7 §2 minigame/contest framework (docs/proposals/AAA_REARCHITECTURE_PROPOSAL.md) into a shippable AAA system, grounded in the WS1 opportunity matrix (docs/proposals/aaa_ws1_opportunity_matrix.md), the Layer-model-v2 fun mandate (docs/proposals/AAA_REARCHITECTURE_BRIEF.md), and the significance-relevance filter (docs/proposals/SIGNIFICANCE_LENSES.md). Invents no locked canon: chapter/numerical/naming/hard-line/§17 stay Josh's. Every game named below is a real documented tradition of its culture (Frame-A) unless it is an explicitly original arcade pastiche; every placement is a beat inside the locked 79 nodes.

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1. Vision

Humanity already crosses 69+ of the most game-playing cultures the world ever produced — cultures that invented Go, Senet, the Mesoamerican ballgame, Naadam, the Olympics, mancala, polo, the labyrinth. The built spine reads those games as lore. This system turns them into a second progression that runs parallel to the whole arc: a galaxy of playable games, from a whip-duel in a Manggarai ring to a ballgame against the Lords of Death, unified by one scoring spine and one anti-litter quality bar, culminating in the completionist's flex — *Gold on every game the world ever built, and a god beaten at their own.*

Three promises, one system:

The galaxy is deliberately not littered. A hard five-gate quality bar (§6) means every game earns its slot via significance + fun + a reward hook. Fewer, better, each one worth a Gold run.

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2. The design & the loop

2.1 The four-tier taxonomy

Every game in the galaxy is exactly one tier. Tier sets ambition, authoring cost, and how it wires.

Rule of thumb on mix across the arc: a handful of M, a backbone of S, a generous scatter of A, and one arcade E aggregator plus a few hidden E finds. The bar (§6), not a quota, sets the count — but a target shape keeps the galaxy legible: think dozens, not hundreds, and each defensible.

2.2 The universal scoring spine — bronze / silver / gold (+ platinum ghost)

One scoring model across all four tiers, so "top score on every minigame" has a single testable definition (the Layer-2 completion condition, brief §L2).

2.3 The reward hook (why any of this pays)

No game enters the galaxy without a durable reward on the medal ladder (Gate 3, §6). Reward classes, drawn from existing canon so nothing new is minted:

2.4 The completionist chase — "Games Master"

The L2 spine Josh named ("top score on every built-in minigame") becomes a real, named meta-progression:

2.5 The boss-as-game fusion (the novel core)

The system's signature: a marquee contest whose ruleset IS the boss fight. You do not deplete an HP bar; you out-play the game, then (where the myth demands) out-trick it.

The fusion pattern (a formal rule so the cascade applies it consistently):

Canonical fusion set (proposal-grade; placement forks to Josh):

2.6 The easter-egg arcade (Tier E)

Josh's hidden retro ARCADE ROOM, designed with teeth:

2.7 Reusable engine families (how this ships at AAA quality — see Alt A, §3)

The galaxy is built from ~6 reusable game-engine archetypes, each reskinned per culture, plus a few bespoke marquees. This is how ~dozens of games ship without dozens of one-off systems, and it makes the L3 "same game, different face" lattice legible:

1. Board-of-fate engine — race/capture on a track (Senet ↔ Patolli ↔ Royal Game of Ur ↔ nard) → generates the "games of fate" Pillar-5 link family.

2. Sowing engine — count-and-capture (mancala/bao/ayo/oware).

3. Territory/strategy engine — placement + capture (Go/weiqi/baduk; xiangqi as a variant skin).

4. Duel-parry engine — reflex timing + read (caci, Kalaripayattu sparring, pankration, holmgang, the ballgame's core rally).

5. Race/traversal engine — pathing + hazard (Naadam horse-race, chovgan/polo, the Birdman swim-climb, wayfinding).

6. Rhythm/performance engine — cue-timing (gamelan, throat-singing, the Hurrian Hymn, drinking-songs).

Divination micro-mechanics (Ifa 256-Odu, I Ching, rune-casting, extispicy) route through a shared oracle micro-engine as *non-blocking* branch-flavour rather than scored games (they are superstition-as-mechanic per WS1, not high-score contests) — flagged so they do not inflate the Games Master count.

2.8 The moment-to-moment loop

Discover (an object glints as playable) → learn-by-doing (first play is taught in-fiction, often a story beat) → score against Bronze/Silver/Gold → collect a reward + a lore fragment → optionally chase Silver/Gold/Platinum in free-play → medals feed Games Master → the marquee ones fuse into the boss you were being trained for the whole time. The parallel progression rides *alongside* the main quest and never gates it (non-blocking, per the entity-persona no-dead-end doctrine).

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3. Alternatives considered (the genuine forks)

Alt A — Bespoke per-game systems vs. reusable engine families. *Bespoke* maximizes fidelity (every game hand-tuned) but cannot ship dozens at AAA polish and buries the L3 "same game across cultures" insight. *Engine families* (§2.7) reskin ~6 archetypes, ship affordably, and *surface* the lattice as a feature. REC: engine families + a few bespoke marquees. The marquees (Xibalba, Sampo, Olympia) earn bespoke depth; the backbone reuses engines. This is the single most important shipping decision.

Alt B — Completion definition: Gold-floor vs. leaderboard-relative vs. dev-ghost. *Gold-on-every-game* is testable, achievable, and a clean L2 floor. *Leaderboard-relative* ("top 10%") is unstable single-player. *Dev-ghost on every game* is the hardest and most streaming-worthy but too punishing as a completion *requirement*. REC: Gold = the L2 completion floor (Games Master); Platinum dev-ghost = the optional flex ceiling. Both, layered — not either/or.

Alt C — Arcade placement: Personal Dimension hub vs. diegetic modern find vs. both. *Personal-Dimension* makes it always-accessible and the natural medal-aggregator but is meta (astral pocket, not the world). *Diegetic* (Ch 60 Tokyo) is grounded but reachable only once. REC: both — the Personal-Dimension room is the aggregator/hub; a diegetic Tokyo arcade is the in-world discovery that unlocks/mirrors it. Grounds the meta-space in a real place.

Alt D — Are divination systems minigames? *As scored games* they inflate the count and mis-frame superstition-as-mechanic (WS1 treats Ifa/I-Ching as non-blocking branch-oracles, not contests). *As a separate oracle micro-engine* they stay true to their sources. REC: oracle micro-engine, excluded from the Games Master count (§2.7).

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4. Canon composition & firewalls

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5. The MG_ registry (proposed shape)

New registry T0_Minigame_Registry, live layer registries/T0_Minigame_Registry/Sheet1.csv, matching the harness CSV conventions (one flat sheet, *_object for structured blobs, semicolon-joined multi-values, a sources column). Existence + any count/caps are Josh's (D-SYS); columns are proposed.

columnmeaning
mg_idMG_0001 … stable id
mg_namethe game's real name (Frame-A) or the arcade original's title
culture / region_idsource culture + FK to T0_Region_Index
chapter_idFK to T0_Chapter_Index — where first-play integrates
tiermarquee / structured / ambient / arcade
engine_familyone of the ~6 archetypes (§2.7) or bespoke
ruleset_objectrules, controls, scoring definition
score_model_objectbronze/silver/gold thresholds + platinum-ghost def
reward_objectmedal-ladder rewards (kit / trade-XP / familiar / lore / cosmetic)
first_play_integrationthe story beat / mini-arc hook on first encounter
boss_linkFK to T0_Boss_Encounter_Registry when boss-as-game (else null)
situation_linkFK to the WS6 situation/era-rhyme registry when applicable
link_rowsPillar-5 cross-culture links this game generates (games-of-fate etc.)
significance_lenswhich lens(es) it clears (Gate 2)
care_tierstandard / elevated / hard-line
frame_a_notesource authenticity + anti-appropriation note
l2_countsdoes this count toward Games Master (bool; oracle micro-mechanics = false)
sourcesprovenance

Cross-links: boss_link → Boss_Encounter (fusion); situation_link → the WS6 registry; link_rowsT0_Cross_Cultural_Link_Graph; chapter_id/region_id → the index registries. A mis-named FK fails the harness loudly (per the repo's FK discipline).

5.1 Seed roster (from the WS1 matrix — illustrative, not exhaustive; counts are Josh's)

Marquee: caci (Ch 3), Kalaripayattu ladder (Ch 7), Senet+Duat (Ch 15), Naadam (Ch 22/32), Olympia pankration (Ch 23), Colosseum (Ch 28), lacrosse/baggataway (Ch 44), the ballgame (Ch 47/48→Xibalba 71), Rapa Nui Birdman (Ch 63), the Sampo (Ch 67). Structured: Go (Ch 21), mancala/bao (Ch 8/12), nard (Ch 19), chovgan/polo (Ch 19), Harappan dice (Ch 16), patolli (Ch 47), shagai (Ch 22), star-path wayfinding (Ch 8), the Hurrian Hymn (Ch 25). Ambient: knucklebones/astragaloi, cup-and-ball, throat-singing echo (Ch 22), drinking-songs, market-haggle rhythm — scattered. Arcade: the Personal-Dimension room + the Ch 60 Tokyo find + hidden micro-games.

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6. The quality gate (the anti-litter bar) — five gates

A specialization of the SIGNIFICANCE_LENSES filter. A candidate game enters the galaxy (gets an MG_ row) only if it clears all five; otherwise it is cut or demoted to pure un-scored flavour.

One-line procedure: *for each candidate game, require Gates 1, 3, 4, 5 to pass and Gate 2 to add a distinct verb; keep survivors, tier them, cut or demote the rest — fewer, better, each one worth a Gold run.*

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7. Opus-now vs. Josh-ruling vs. Fable-5

Opus can spec + wire now

Needs Josh's ruling (canon/numerical/§17 forks)

Fable-5 handoff (targeted)

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8. The AAA hook

The world's real games are a second game — and the last one is a god. You spend 77 chapters learning humanity's actual games by *playing* them, chasing Gold on a board the Egyptians buried with their dead and a whip-duel the Manggarai still fight — and every marquee you master was secretly training you, because at the road home the Lords of Death sit you down at the ballgame and the only way past is to out-play them, then out-trick them, on an adaptive court that remembers every move you have ever made. Plus a hidden arcade full of 8-bit versions of your own monsters, and a Gold-on-everything flex worth streaming.

Generated by harness/site/structure_site.py — the URL path is the repo path. review root