# Mario Walker build notes

Mario Walker contains the platform game and its production Character Lab. The public runtime is a static folder with local JavaScript modules, local Three.js r185 files, sprite atlases, and procedural Web Audio.

## Playable structure

- 30 original campaign stages across eight worlds.
- 32 always-unlocked Retro campaign stages.
- Keyboard, gamepad, and touch controls.
- Midpoint checkpoints, recoverable credit loss, stage scoring, and local save progress.
- Eight original fortress encounters with distinct boss roles and counters.

## Character system

The experience contract declares 27 animated archetypes. Each entry records its production lab path, motion set, variants, quality targets, and performance budget. The generated Character Lab directory uses that contract as its only roster source.

The labs load the production art and controllers used by the game. They expose motion, view, variant, timeline position, sound cues, proof overlays, and runtime diagnostics.

## Rendering and audio

The game uses Three.js r185, an orthographic side-scrolling camera, local post-processing, bounded drawing-buffer resolution, and responsive portrait and landscape layouts. Music, ambience, movement cues, combat feedback, and interface sounds are synthesized at runtime.

## Useful diagnostics

- `?debug=perf` opens runtime performance diagnostics.
- `?debug=postfx` opens the post-processing tuning lab.
- `?qa=1` exposes the deterministic browser QA controls.
- `window.__LukeWalkerDiagnostics()` reports the current game and renderer state.
- `window.__StaticThreeR185CharacterLabDiagnostics()` reports the active Character Lab state.
