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Character-colored Super introductions

The 20261012-defense1 checkpoint brings character color into the Super introduction’s painted speed layers. This film shows Nia’s green and Ren’s cyan presentations together, then returns to the fight. The simultaneous example uses disclosed same-frame scripted inputs in a private Practice session.

Checkpoint 20261012-defense1 · Controlled Practice · Labeled replays · Captions included in the video · Download video · Download transcript

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Painted layers, character accents

Two neutral raster speed layers supply the moving background and beams. The renderer colors a cached composition with the activating fighter’s accent while retaining the painted light and transparency. The existing twenty unique portraits are retained. The film samples Nia and Ren; the other palettes are verified separately.

The timing stays consistent

The introduction still lasts 0.9 seconds of game time: 0.252 seconds to enter, 0.432 to hold and 0.216 to exit. Combat waits for the introduction, then each deferred Super releases once. Two simultaneous introductions retain their separate player labels and colors. Ordinary punches, kicks and specials do not invoke a Super portrait.

What was tested

Actual public keyboard checks verified green Nia and cyan Ren, the two required neutral layers, the 54-tick introduction and one activation per request. Independent renderer checks covered all twenty accent palettes and cached layers. Desktop and emulated 390px/320px layouts verified the current public HUD. This is the later character-colored presentation, separate from the earlier blue-layer film.

The filmed setup

This is one of five focused films from the same deployed 20261012-defense1 checkpoint. Private Practice sessions start with full Super meter; health and meter refills are disabled through the existing training API. Timing-sensitive contacts use a disclosed scripted input driver in the ordinary real-time engine loop. It supplies player inputs without changing the clock, combat results, health, Guard or effects. The crouching-punch sample uses native browser keyboard events. Repeated footage and 4× slow inspection are labeled; the credit tail is reused across the five films. The soundtrack is the existing Codex score remixed in Suno, without captured game effects or microphone commentary.

Read the full video transcript
TWO SUPER IDENTITIES IN COLOR
Current checkpoint: guard-parry-and-crouch-punches-2026-10-12
Actual deployed build 20261012-defense1

00:00:00.000 — Private Practice test.
Two scripted Super requests.

00:00:03.267 — Nia’s lime; Ren’s teal.
Two distinct Super portraits.

00:00:09.267 — 4× replay of the introduction.
0.9 seconds of game time.

00:00:13.733 — Original designs and artwork
by Keyeske Yamada

00:00:17.733 — Game made completely
in Codex GPT 6.1 SOL

00:00:21.733 — Music scores by Codex,
remixed in Suno

Production notes: Fresh actual deployed HTTPS gameplay, build 20261012-defense1. Private Practice sessions are reset between demonstrations. Practice starts with full meter; health and meter refill are disabled through the actual training API. Timing-sensitive contacts replace only the normal loop's two semantic input objects; dt, combat results, health, Guard and effects are never fabricated. The crouched punches use native browser keyboard events. All replays and 4× slow motion use recorded source frames; no interpolated poses. All ordinary sequences and the live-motion credit tail play at real time. The credit tail is reused across these five films. Raw browser capture is silent. Existing authorized Codex score remixed in Suno is added; no game-SFX, microphone or physical-listening claim. Controller reads are disabled only in the isolated recording context. Visitor-statistics and service writes were blocked; human tabs and tracker reports were untouched.

Limits:
- The film samples Nia and Ren; all 20 accents and unchanged portrait identities were separately verified.
- Same-loop semantic inputs deliberately request simultaneous Supers. This is not a human timing demonstration.
- 320/390 widths were checked through browser emulation; physical phones and controllers were not tested.