Rampage test harness
The cabinet’s simulation and drawing, with controlled scenes and live state. Movement/demolition scenes have no defense fire. Start paused; resume to play.
PAUSED · CLIMB · SMASH · JUMP CLEAR
Arrows/WASD: walk and climb. Z/Space: punch. X: jump. Hold toward the wall + Up to grab it. At the top, hold toward the building + Jump to land on the roof. To jump away, release direction or hold away. Every floor takes three punches. Punch exposed food to eat it.
Manual checks: climb and stop; reverse; jump away; jump onto a roof; smash every floor; escape the collapse; clear the city; pause while holding controls, then resume; Replay after damage. Compare keyboard with two-finger touch.
Live simulation state
{
"scene": "movement",
"monster": "george",
"city": 1,
"score": 0,
"time": 0,
"phase": "playing",
"transition": 0,
"player": {
"x": 68,
"y": 440,
"vx": 0,
"vy": 0,
"facing": 1,
"climbing": null,
"health": 100,
"invulnerable": 0,
"punchCooldown": 0,
"punchFlash": 0,
"detach": 0,
"jumpHeld": false
},
"buildings": [
{
"x": 148,
"width": 124,
"roof": 190,
"floors": [
3,
3,
3,
3,
3
],
"phase": "standing",
"collapse": 0
}
],
"projectiles": [],
"food": [],
"defenseClock": 3,
"defenseVolley": 0,
"message": "CLIMB · SMASH · JUMP CLEAR",
"messageTime": 3
}Original arcade audio · five gameplay excerpts
The original arcade game has no music soundtrack. These short recorded effects can include overlapping game noises. The collapse cue reuses recorded debris; clean isolated eating, weapons, start, death and city-clear cues remain unavailable. Resume the scene to audition sounds.
Sprite sheet · George / Lizzie / Ralph
Columns: idle, walk A/B, climb A/B, jump, punch recovery/contact, wall-punch recovery/contact, hurt. Each sprite shares a fixed foot anchor. Scroll sideways to inspect at native resolution.
