User prompt
Remove all duplicate code
User prompt
Remove all duplicate code
User prompt
Prevent chicken being stuck on ropes
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleY' in undefined' in or related to this line: 'tween(self, {' Line Number: 1078 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '__colorFlash_current_tick')' in or related to this line: 'LK.effects.flashObject(self, flashIntensity, 200);' Line Number: 1108
User prompt
Please fix the bug: 'ReferenceError: speed is not defined' in or related to this line: 'var flashIntensity = Math.min(0xFFFFFF, 0xFFFFFF * (speed / 30));' Line Number: 1106
User prompt
Please fix the bug: 'ReferenceError: speed is not defined' in or related to this line: 'var flashIntensity = Math.min(0xFFFFFF, 0xFFFFFF * (speed / 30));' Line Number: 1104
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var originalX = self.x;' Line Number: 1060
User prompt
Please fix the bug: 'ReferenceError: originalX is not defined' in or related to this line: 'tween(self, {' Line Number: 1060
User prompt
Ensure the bottom rope maintains its position
User prompt
Move bottom rope up 100
User prompt
Make bottom rope animation work like the other ropes
User prompt
Reset high score βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Change launch method to slingshot βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove all bounce dynamics change launch techniques to slingshot
User prompt
Redo bounce physics.. remove all bounce elements
User prompt
Add gravity
User prompt
I just want standard simple bounce of rope logic
User prompt
Stop bonus text animation βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Stop somersaults animation βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Slow chicken speed down
User prompt
Fix all the problems and make the game work good
User prompt
Hitting corner makes chicken stop
User prompt
Activate no gravity
User prompt
Add enhanced emergency escape mechanism to detect and free chicken from rope intersections
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var ChickenJockey = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach chicken asset
	var chickenGraphics = self.attachAsset('chicken', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Physics properties
	self.vx = 0;
	self.vy = 0;
	self.gravity = 0.5;
	self.bounceDecay = 0.7; // Reduced bounce decay for more sustained bounces
	self.friction = 0.998; // Increased horizontal friction for less horizontal drift
	self.launched = false;
	self.bounceCount = 0;
	self.maxBounces = 5; // Allow 5 bounces per swipe
	// Rotation properties
	self.rotationSpeed = 0;
	self.launch = function (power, angle) {
		// Convert angle to radians
		var radians = angle * Math.PI / 180;
		// Set initial velocity based on power and angle
		self.vx = Math.cos(radians) * power;
		self.vy = Math.sin(radians) * power;
		// Set rotation speed based on velocity
		self.rotationSpeed = power / 50;
		self.launched = true;
		self.bounceCount = 0;
		// Play launch sound
		LK.getSound('launch').play();
	};
	self.reset = function () {
		self.vx = 0;
		self.vy = 0;
		self.rotation = 0;
		self.rotationSpeed = 0;
		self.launched = false;
		self.bounceCount = 0;
		self.maxBounces = 300; // Set the max bounces here too
	};
	self.update = function () {
		if (!self.launched) {
			return;
		}
		// Apply physics with speed limiting
		self.vy += self.gravity;
		// Cap maximum velocity to prevent freezing
		var maxSpeed = 30;
		self.vx = Math.max(-maxSpeed, Math.min(maxSpeed, self.vx));
		self.vy = Math.max(-maxSpeed, Math.min(maxSpeed, self.vy));
		self.x += self.vx;
		self.y += self.vy;
		self.vx *= self.friction;
		// Apply rotation with speed limiting
		self.rotationSpeed = Math.max(-0.2, Math.min(0.2, self.rotationSpeed));
		self.rotation += self.rotationSpeed;
		// Check if stopped
		if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && self.bounceCount > 0) {
			self.launched = false;
			// Notify game that chicken jockey has stopped
			if (typeof game.onChickenJockeyStop === 'function') {
				game.onChickenJockeyStop();
			}
		}
		// Bounce from side to side
		if (self.x <= bounds.left || self.x >= bounds.right) {
			self.vx = -self.vx * self.bounceDecay;
			self.bounceCount++;
			LK.getSound('bounce').play();
			game.addScore(2000);
		}
		// Check if max bounces reached
		if (self.bounceCount >= self.maxBounces) {
			self.launched = false;
			// Notify game that max bounces reached
			if (typeof game.onMaxBouncesReached === 'function') {
				game.onMaxBouncesReached();
			}
		}
	};
	return self;
});
var HighScoreTally = Container.expand(function () {
	var self = Container.call(this);
	// Background container
	var background = self.attachAsset('Hiscorebackdrop', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	background.width = 1400;
	background.height = 1200;
	background.alpha = 0.8;
	// Title text
	var titleText = new Text2("HIGH SCORES", {
		size: 100,
		fill: 0xFFD700
	});
	titleText.anchor.set(0.5, 0);
	titleText.y = -background.height / 2 + 100;
	self.addChild(titleText);
	// Score entries container
	var scoreEntries = [];
	self.updateScores = function (highScores) {
		// Clear existing entries
		for (var i = 0; i < scoreEntries.length; i++) {
			if (scoreEntries[i].parent) {
				scoreEntries[i].parent.removeChild(scoreEntries[i]);
			}
		}
		scoreEntries = [];
		// Create new entries
		var startY = -background.height / 2 + 250;
		var padding = 80;
		for (var i = 0; i < highScores.length && i < 5; i++) {
			var entry = new Container();
			// Rank
			var rankText = new Text2(i + 1 + ".", {
				size: 70,
				fill: 0xFFFFFF
			});
			rankText.anchor.set(0, 0.5);
			rankText.x = -background.width / 2 + 200;
			entry.addChild(rankText);
			// Score
			var scoreText = new Text2(highScores[i] ? highScores[i].toLocaleString() : "0", {
				size: 70,
				fill: 0xFFD700
			});
			scoreText.anchor.set(1, 0.5);
			scoreText.x = background.width / 2 - 200;
			entry.addChild(scoreText);
			// Position entry
			entry.y = startY + i * padding;
			self.addChild(entry);
			scoreEntries.push(entry);
		}
		// If no scores available
		if (highScores.length === 0) {
			var noScoreText = new Text2("No scores yet!", {
				size: 70,
				fill: 0xFFFFFF
			});
			noScoreText.anchor.set(0.5, 0.5);
			noScoreText.y = 0;
			self.addChild(noScoreText);
			scoreEntries.push(noScoreText);
		}
	};
	// Start button
	var startButton = new Container();
	var buttonBg = startButton.attachAsset('rope', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	buttonBg.width = 600;
	buttonBg.height = 150;
	buttonBg.tint = 0x00AA00;
	var buttonText = new Text2("PLAY GAME", {
		size: 70,
		fill: 0xFFFFFF
	});
	buttonText.anchor.set(0.5, 0.5);
	startButton.addChild(buttonText);
	startButton.y = background.height / 2 - 200;
	self.addChild(startButton);
	startButton.interactive = true;
	startButton.down = function () {
		buttonBg.tint = 0x007700;
	};
	startButton.up = function () {
		buttonBg.tint = 0x00AA00;
		if (typeof self.onStart === 'function') {
			self.onStart();
		}
	};
	// Make container position in center of screen
	self.x = 2048 / 2;
	self.y = 2732 / 2;
	return self;
});
var PathTracer = Container.expand(function () {
	var self = Container.call(this);
	self.points = [];
	self.maxPoints = 50;
	self.lineWidth = 5;
	self.lineColor = 0xFFFFFF;
	self.active = false;
	// Create visual representation of the path
	var pathGraphics = self.attachAsset('rope', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Initialize path graphics
	pathGraphics.alpha = 0.5;
	pathGraphics.width = 0;
	pathGraphics.height = 0;
	self.startTracing = function (x, y) {
		self.points = [{
			x: x,
			y: y
		}];
		self.active = true;
	};
	self.addPoint = function (x, y) {
		if (!self.active) {
			return;
		}
		// Only add point if it's significantly different from last point
		var lastPoint = self.points[self.points.length - 1];
		var dx = x - lastPoint.x;
		var dy = y - lastPoint.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance > 20) {
			self.points.push({
				x: x,
				y: y
			});
			// Limit number of points
			if (self.points.length > self.maxPoints) {
				self.points.shift();
			}
		}
	};
	self.stopTracing = function () {
		self.active = false;
		return self.points.length >= 2 ? self.points : null;
	};
	self.clear = function () {
		self.points = [];
		self.active = false;
	};
	self.update = function () {
		// Update path visualization based on current points
		if (self.points.length < 2) {
			pathGraphics.alpha = 0;
			return;
		}
		pathGraphics.alpha = 0.5;
		// Calculate path visual representation
		var firstPoint = self.points[0];
		var lastPoint = self.points[self.points.length - 1];
		// Position at midpoint of path
		self.x = (firstPoint.x + lastPoint.x) / 2;
		self.y = (firstPoint.y + lastPoint.y) / 2;
		// Calculate path length and angle
		var dx = lastPoint.x - firstPoint.x;
		var dy = lastPoint.y - firstPoint.y;
		var length = Math.sqrt(dx * dx + dy * dy);
		var angle = Math.atan2(dy, dx);
		// Update path graphics
		pathGraphics.width = length;
		pathGraphics.height = self.lineWidth;
		pathGraphics.rotation = angle;
	};
	return self;
});
var Popcorn = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach popcorn asset
	var popcornGraphics = self.attachAsset('popcorn', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Add slight animation
	self.animationOffset = Math.random() * Math.PI * 2;
	self.animationSpeed = 0.03 + Math.random() * 0.02;
	self.baseY = 0;
	self.collect = function () {
		// Play collect sound
		LK.getSound('collect').play();
		// Flash effect
		LK.effects.flashObject(self, 0xFFFFFF, 200);
		// Animate collection (flying up)
		tween(self, {
			y: self.y - 100,
			alpha: 0
		}, {
			duration: 500,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				// Remove from parent
				if (self.parent) {
					self.parent.removeChild(self);
				}
			}
		});
	};
	self.update = function () {
		// Hover animation
		if (self.baseY === 0) {
			self.baseY = self.y;
		}
		self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
	};
	return self;
});
var PowerUp = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach power-up asset (using popcorn as base)
	var powerUpGraphics = self.attachAsset('popcorn', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Make it visually distinct
	powerUpGraphics.tint = 0x00FFFF;
	// PowerUp properties
	self.type = "multiplier"; // Default type
	self.value = 2; // Default multiplier value
	self.duration = 10000; // 10 seconds
	self.active = false;
	// Animation properties
	self.animationOffset = Math.random() * Math.PI * 2;
	self.animationSpeed = 0.05 + Math.random() * 0.03;
	self.baseY = 0;
	self.scale = 1.5; // Make power-ups slightly larger
	// Pulse animation
	self.pulseDirection = 1;
	self.pulseSpeed = 0.02;
	self.minScale = 1.3;
	self.maxScale = 1.7;
	self.collect = function () {
		// Play collect sound with higher pitch
		var sound = LK.getSound('collect');
		sound.play();
		// Flash effect
		LK.effects.flashObject(self, 0xFFFFFF, 300);
		// Animate collection (flying up)
		tween(self, {
			y: self.y - 150,
			alpha: 0,
			scaleX: 2,
			scaleY: 2
		}, {
			duration: 600,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				// Remove from parent
				if (self.parent) {
					self.parent.removeChild(self);
				}
			}
		});
		// Activate the powerup effect
		if (typeof game.activatePowerUp === 'function') {
			game.activatePowerUp(self.type, self.value, self.duration);
		}
	};
	self.update = function () {
		// Hover animation
		if (self.baseY === 0) {
			self.baseY = self.y;
		}
		// Vertical hover
		self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8;
		// Pulsing animation
		var currentScale = self.scale;
		currentScale += self.pulseDirection * self.pulseSpeed;
		if (currentScale > self.maxScale) {
			currentScale = self.maxScale;
			self.pulseDirection = -1;
		} else if (currentScale < self.minScale) {
			currentScale = self.minScale;
			self.pulseDirection = 1;
		}
		self.scale = currentScale;
		self.scaleX = self.scale;
		self.scaleY = self.scale;
	};
	return self;
});
var Rope = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach rope asset
	var ropeGraphics = self.attachAsset('rope', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Rope properties
	self.tension = 0.8; // Increased tension for more springy, elastic bounces
	self.bounce = function (chickenJockey) {
		// Store original position for rope displacement effect
		var originalX = self.x;
		var originalY = self.y;
		// Calculate normal angle (perpendicular to rope)
		var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x);
		// Account for rope rotation when calculating normal
		normalAngle += self.rotation + Math.PI / 2;
		// Calculate velocity components
		var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
		var incomingAngle = Math.atan2(chickenJockey.vy, chickenJockey.vx);
		// Calculate angle of reflection
		var bounceAngle = 2 * normalAngle - incomingAngle;
		// Calculate new velocity with enhanced force based on incoming speed
		// Higher incoming speed = stronger bounce back effect
		var bounceForce = speed * self.tension * (1 + Math.min(0.5, speed / 40));
		// Reduce random angle variation for more predictable wrestling-style bounces
		var angleVariation = (Math.random() - 0.5) * 0.1; // Smaller random angle adjustment
		bounceAngle += angleVariation;
		// Brief pause to simulate rope stretching and chicken "sticking" to rope momentarily
		var originalVX = chickenJockey.vx;
		var originalVY = chickenJockey.vy;
		// Momentarily slow down the chicken
		chickenJockey.vx *= 0.2;
		chickenJockey.vy *= 0.2;
		// Add a slight delay before applying the bounce-back force
		LK.setTimeout(function () {
			// Now apply the full bounce force with enhanced velocity
			chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
			chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
			// Add a burst of rotation to simulate impact force
			chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.15;
		}, 50);
		// Create enhanced bounce visual effect with more dramatic rope "give"
		tween(self, {
			scaleY: 1.8,
			// More dramatic stretch
			alpha: 0.7,
			// Add slight displacement in direction of impact
			x: originalX + Math.cos(incomingAngle) * 10,
			y: originalY + Math.sin(incomingAngle) * 10
		}, {
			duration: 200,
			// Extended stretch duration
			easing: tween.easeOut,
			onFinish: function onFinish() {
				// Clear the setTimeout to prevent double application of bounce forces
				// Snap the rope back with more dramatic effect
				tween(self, {
					scaleY: 1.0,
					alpha: 1.0,
					x: originalX,
					y: originalY
				}, {
					duration: 500,
					// Longer snap-back for more visual impact
					easing: tween.elasticOut
				});
			}
		});
		// Increment bounce count
		chickenJockey.bounceCount++;
		// Play bounce sound
		LK.getSound('bounce').play();
		// Flash rope to indicate bounce
		LK.effects.flashObject(self, 0xFFFFFF, 200);
		// Add points for bouncing
		if (typeof game.addScore === 'function') {
			game.addScore(5000);
		}
		// Occasionally spawn popcorn on rope bounce
		if (Math.random() < 0.3 && typeof game.createPopcornAt === 'function') {
			game.createPopcornAt(chickenJockey.x, chickenJockey.y, 3);
		}
	};
	self.intersectsWithPoint = function (x, y) {
		var halfWidth = ropeGraphics.width / 2;
		var halfHeight = ropeGraphics.height / 2;
		// Check if point is within the rope's bounding box
		return x >= self.x - halfWidth && x <= self.x + halfWidth && y >= self.y - halfHeight && y <= self.y + halfHeight;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Black background
});
/**** 
* Game Code
****/ 
// Game state
var gameState = "ready"; // ready, aiming, launched, gameOver
var score = 0;
var launches = 0;
var maxLaunches = 5;
var popcorns = [];
var ropes = [];
var powerUps = [];
var scoreMultiplier = 1;
var multiplierEndTime = 0;
var highScoresKey = 'chickenJockeyHighScores';
var pathTracer = game.addChild(new PathTracer());
// Add backdrop first
var backdrop = game.addChild(LK.getAsset('Backdrop', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
}));
// Create wrestling arena
var arena = game.addChild(LK.getAsset('arena', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
}));
// Create chicken jockey
var chickenJockey = game.addChild(new ChickenJockey());
// Game boundaries
var bounds = {
	left: arena.x - arena.width / 2,
	right: arena.x + arena.width / 2,
	top: arena.y - arena.height / 2,
	bottom: arena.y + arena.height / 2
};
// Create GUI elements
var scoreText = new Text2("Score: 0", {
	size: 70,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var launchesText = new Text2("Launches: 0/" + maxLaunches, {
	size: 50,
	fill: 0xFFFFFF
});
launchesText.anchor.set(0, 0);
launchesText.x = 120; // Avoid top-left corner
launchesText.y = 20;
LK.gui.topLeft.addChild(launchesText);
var instructionText = new Text2("Drag to aim and launch the chicken!", {
	size: 40,
	fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
// Initialize game
function initGame() {
	// Reset variables
	score = 0;
	launches = 0;
	maxLaunches = 5;
	scoreMultiplier = 1;
	multiplierEndTime = 0;
	gameState = "ready";
	// Update UI
	scoreText.setText("Score: " + score);
	launchesText.setText("Launches: " + launches + "/" + maxLaunches);
	instructionText.setText("Swipe and flick the chicken to collect as much popcorn as possible!");
	// Reset chicken jockey
	resetChickenJockey();
	// Clear existing popcorn and ropes
	clearPopcornsAndRopes();
	// Create ropes around the arena
	createRopes();
	// Create popcorn scattered around the arena
	createPopcorn(40);
	// Create a few power-ups
	for (var i = 0; i < 3; i++) {
		createPowerUp();
	}
	// Play game start sound
	LK.getSound('Gamestart').play();
	// Play background music after a short delay to ensure it starts after the game start sound
	LK.setTimeout(function () {
		LK.playMusic('gameMusic', {
			loop: true
		});
	}, 1000); // Delay of 1000ms (1 second)
}
function resetChickenJockey() {
	chickenJockey.reset();
	// Position chicken in the center of the arena
	chickenJockey.x = arena.x;
	chickenJockey.y = arena.y;
}
function clearPopcornsAndRopes() {
	// Remove all popcorn
	for (var i = 0; i < popcorns.length; i++) {
		if (popcorns[i].parent) {
			popcorns[i].parent.removeChild(popcorns[i]);
		}
	}
	popcorns = [];
	// Remove all ropes
	for (var i = 0; i < ropes.length; i++) {
		if (ropes[i].parent) {
			ropes[i].parent.removeChild(ropes[i]);
		}
	}
	ropes = [];
	// Remove all power-ups
	for (var i = 0; i < powerUps.length; i++) {
		if (powerUps[i].parent) {
			powerUps[i].parent.removeChild(powerUps[i]);
		}
	}
	powerUps = [];
}
function createRopes() {
	// Create top rope
	var topRope = new Rope();
	topRope.x = arena.x;
	topRope.y = bounds.top + 100;
	game.addChild(topRope);
	ropes.push(topRope);
	// Create right rope
	var rightRope = new Rope();
	rightRope.x = bounds.right - 100;
	rightRope.y = arena.y;
	rightRope.rotation = Math.PI / 2; // Rotate 90 degrees
	game.addChild(rightRope);
	ropes.push(rightRope);
	// Create bottom rope
	var bottomRope = new Rope();
	bottomRope.x = arena.x;
	bottomRope.y = bounds.bottom - 100;
	game.addChild(bottomRope);
	ropes.push(bottomRope);
	// Create left rope
	var leftRope = new Rope();
	leftRope.x = bounds.left + 100;
	leftRope.y = arena.y;
	leftRope.rotation = Math.PI / 2; // Rotate 90 degrees
	game.addChild(leftRope);
	ropes.push(leftRope);
	// Center horizontal rope removed
}
function createPopcorn(count) {
	for (var i = 0; i < count; i++) {
		var popcorn = new Popcorn();
		// Random position within arena bounds
		popcorn.x = bounds.left + 100 + Math.random() * (arena.width - 200);
		popcorn.y = bounds.top + 100 + Math.random() * (arena.height - 200);
		// Add to game
		game.addChild(popcorn);
		popcorns.push(popcorn);
	}
}
function createPowerUp() {
	var powerUp = new PowerUp();
	// Random position within arena bounds
	powerUp.x = bounds.left + 150 + Math.random() * (arena.width - 300);
	powerUp.y = bounds.top + 150 + Math.random() * (arena.height - 300);
	// Random power-up type
	var types = ["multiplier", "extraLaunch", "superBounce"];
	var randomType = types[Math.floor(Math.random() * types.length)];
	powerUp.type = randomType;
	// Configure based on type
	if (randomType === "multiplier") {
		powerUp.tint = 0x00FFFF; // Cyan
		powerUp.value = 2 + Math.floor(Math.random() * 3); // 2x to 4x multiplier
	} else if (randomType === "extraLaunch") {
		powerUp.tint = 0xFF00FF; // Purple
		powerUp.value = 1; // Extra launch
	} else if (randomType === "superBounce") {
		powerUp.tint = 0xFFFF00; // Yellow
		powerUp.value = 2; // Double bounce points
	}
	// Add to game
	game.addChild(powerUp);
	powerUps.push(powerUp);
}
// Game events
game.onChickenJockeyStop = function () {
	gameState = "ready";
	// Add more popcorn when chicken jockey stops
	if (popcorns.length < 20) {
		createPopcorn(15);
	}
	// Occasionally add a power-up when chicken stops
	if (Math.random() < 0.3 && powerUps.length < 5) {
		createPowerUp();
	}
	// Check if out of launches
	if (launches >= maxLaunches) {
		// Game over
		instructionText.setText("Game Over! Final Score: " + score);
		gameState = "gameOver";
		// Show game over after a short delay
		LK.setTimeout(function () {
			// Play game start sound again as game over sound
			LK.getSound('Gamestart').play();
			LK.showGameOver();
		}, 2000);
	} else {
		// Reset for next launch
		resetChickenJockey();
		instructionText.setText("Drag to aim and launch the chicken!");
	}
};
game.onMaxBouncesReached = function () {
	// Same as onChickenJockeyStop for now
	game.onChickenJockeyStop();
};
// Input handling
var dragStartX = 0;
var dragStartY = 0;
var dragEndX = 0;
var dragEndY = 0;
game.down = function (x, y, obj) {
	if (gameState === "ready") {
		gameState = "aiming";
		dragStartX = x;
		dragStartY = y;
		pathTracer.startTracing(x, y);
		instructionText.setText("Draw a path for the chicken!");
	}
};
game.move = function (x, y, obj) {
	if (gameState === "aiming") {
		pathTracer.addPoint(x, y);
	}
};
game.up = function (x, y, obj) {
	if (gameState === "aiming") {
		// Get the path from the path tracer
		var path = pathTracer.stopTracing();
		// Only launch if we have a valid path
		if (path && path.length >= 2) {
			// Record drag end position
			dragEndX = x;
			dragEndY = y;
			// Calculate direction from the path
			var firstPoint = path[0];
			var lastPoint = path[path.length - 1];
			var dx = lastPoint.x - firstPoint.x;
			var dy = lastPoint.y - firstPoint.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			// Calculate power based on path length (with a more controlled range)
			var power = Math.min(distance, 200) * 0.2;
			// Calculate angle based on path direction
			var angle = Math.atan2(dy, dx) * 180 / Math.PI;
			chickenJockey.launch(power, angle);
			// Update game state
			gameState = "launched";
			launches++;
			launchesText.setText("Launches: " + launches + "/" + maxLaunches);
			instructionText.setText("Watch the chicken bounce!");
		} else {
			// Cancel the launch if the path was too short
			gameState = "ready";
		}
		// Clear the path tracer regardless
		pathTracer.clear();
	}
};
// Add helper to update score
game.addScore = function (points) {
	// Apply multiplier if active
	var finalPoints = points;
	if (Date.now() < multiplierEndTime) {
		finalPoints = Math.floor(points * scoreMultiplier);
	}
	score += finalPoints;
	scoreText.setText("Score: " + score);
	LK.setScore(score);
	// Visual feedback for big point gains
	if (finalPoints >= 5000) {
		var pointText = new Text2("+" + finalPoints, {
			size: 50,
			fill: 0xFFFF00
		});
		pointText.anchor.set(0.5, 0.5);
		pointText.x = chickenJockey.x;
		pointText.y = chickenJockey.y - 100;
		game.addChild(pointText);
		tween(pointText, {
			y: pointText.y - 150,
			alpha: 0
		}, {
			duration: 800,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				if (pointText.parent) {
					pointText.parent.removeChild(pointText);
				}
			}
		});
	}
};
// Helper method to create popcorn at specific location
game.createPopcornAt = function (x, y, count) {
	count = count || 1;
	for (var i = 0; i < count; i++) {
		var popcorn = new Popcorn();
		// Position near the specified location with some random offset
		var offsetX = (Math.random() - 0.5) * 200;
		var offsetY = (Math.random() - 0.5) * 200;
		popcorn.x = Math.max(bounds.left + 50, Math.min(bounds.right - 50, x + offsetX));
		popcorn.y = Math.max(bounds.top + 50, Math.min(bounds.bottom - 50, y + offsetY));
		// Add to game
		game.addChild(popcorn);
		popcorns.push(popcorn);
	}
};
// Power-up activation function
game.activatePowerUp = function (type, value, duration) {
	// Visual feedback for power-up activation
	LK.effects.flashScreen(0x00FFFF, 500);
	if (type === "multiplier") {
		// Set score multiplier
		scoreMultiplier = value;
		// Display message
		showMessage("Score x" + value + " for " + duration / 1000 + "s!", 0x00FFFF);
		// Set timer to end effect
		multiplierEndTime = Date.now() + duration;
	} else if (type === "extraLaunch") {
		// Add extra launches
		maxLaunches += value;
		launches = Math.max(0, launches - value); // Refund a launch
		launchesText.setText("Launches: " + launches + "/" + maxLaunches);
		// Display message
		showMessage("+" + value + " Extra Launch!", 0xFF00FF);
	} else if (type === "superBounce") {
		// Temporarily increase bounce values
		var oldBounceDecay = chickenJockey.bounceDecay;
		chickenJockey.bounceDecay = Math.min(1.0, chickenJockey.bounceDecay * 1.3);
		// Display message
		showMessage("Super Bounce for " + duration / 1000 + "s!", 0xFFFF00);
		// Set timer to end effect
		LK.setTimeout(function () {
			chickenJockey.bounceDecay = oldBounceDecay;
		}, duration);
	}
};
// Helper function to show temporary messages
function showMessage(text, color) {
	var message = new Text2(text, {
		size: 60,
		fill: color || 0xFFFFFF
	});
	message.anchor.set(0.5, 0.5);
	message.x = 2048 / 2;
	message.y = 400;
	LK.gui.center.addChild(message);
	// Animate in
	message.alpha = 0;
	message.scaleX = 0.5;
	message.scaleY = 0.5;
	tween(message, {
		alpha: 1,
		scaleX: 1,
		scaleY: 1
	}, {
		duration: 300,
		easing: tween.easeOut
	});
	// Animate out after delay
	LK.setTimeout(function () {
		tween(message, {
			alpha: 0,
			y: message.y - 100
		}, {
			duration: 500,
			easing: tween.easeIn,
			onFinish: function onFinish() {
				if (message.parent) {
					message.parent.removeChild(message);
				}
			}
		});
	}, 2000);
}
// Main game loop
game.update = function () {
	// Update all game objects
	if (gameState === "launched") {
		chickenJockey.update();
		// Check for collisions with arena boundaries
		if (chickenJockey.x < bounds.left) {
			chickenJockey.x = bounds.left;
			chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; // Apply decay on horizontal bounce
			chickenJockey.bounceCount++;
			LK.getSound('bounce').play();
			game.addScore(2000);
		} else if (chickenJockey.x > bounds.right) {
			chickenJockey.x = bounds.right;
			chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; // Apply decay on horizontal bounce
			chickenJockey.bounceCount++;
			LK.getSound('bounce').play();
			game.addScore(2000);
		}
		if (chickenJockey.y < bounds.top) {
			chickenJockey.y = bounds.top;
			chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; // Apply decay on vertical bounce
			chickenJockey.bounceCount++;
			LK.getSound('bounce').play();
			game.addScore(2000);
		} else if (chickenJockey.y > bounds.bottom) {
			chickenJockey.y = bounds.bottom;
			chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; // Apply decay on vertical bounce
			chickenJockey.bounceCount++;
			LK.getSound('bounce').play();
			game.addScore(2000);
		}
		// Track last rope collision to prevent multiple bounces with same rope
		if (chickenJockey.lastRopeCollision === undefined) {
			chickenJockey.lastRopeCollision = null;
		}
		// Check for collisions with ropes
		for (var i = 0; i < ropes.length; i++) {
			// Only bounce if we weren't already intersecting this rope
			if (chickenJockey.intersects(ropes[i]) && chickenJockey.lastRopeCollision !== ropes[i]) {
				ropes[i].bounce(chickenJockey);
				chickenJockey.lastRopeCollision = ropes[i];
				// Clear last rope collision after a longer delay to prevent getting stuck in ropes
				LK.setTimeout(function () {
					chickenJockey.lastRopeCollision = null;
				}, 500);
				// Only bounce on one rope per frame to prevent chaotic behavior
				break;
			}
		}
		// Check for collisions with popcorn
		for (var i = popcorns.length - 1; i >= 0; i--) {
			if (chickenJockey.intersects(popcorns[i])) {
				// Collect popcorn
				popcorns[i].collect();
				// Remove from array
				popcorns.splice(i, 1);
				// Increase score
				game.addScore(10000);
				scoreText.setText("Score: " + score);
				// Save score to LK
				LK.setScore(score);
				// No longer reset launches when score reaches 1000
			}
		}
		// Check for collisions with power-ups
		for (var i = powerUps.length - 1; i >= 0; i--) {
			if (chickenJockey.intersects(powerUps[i])) {
				// Collect power-up
				powerUps[i].collect();
				// Remove from array
				powerUps.splice(i, 1);
			}
		}
	}
	// Update popcorn animations
	for (var i = 0; i < popcorns.length; i++) {
		popcorns[i].update();
	}
	// Update power-up animations
	for (var i = 0; i < powerUps.length; i++) {
		powerUps[i].update();
	}
	// Randomly spawn new power-ups (rare)
	if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) {
		createPowerUp();
	}
	// Update path tracer
	pathTracer.update();
	// Update score multiplier UI if active
	if (Date.now() < multiplierEndTime && scoreMultiplier > 1) {
		// Update multiplier display in score text
		var remainingSecs = Math.ceil((multiplierEndTime - Date.now()) / 1000);
		scoreText.setText("Score: " + score + " (x" + scoreMultiplier + " for " + remainingSecs + "s)");
	}
	// Award extra launch for every million points
	if (score >= 1000000 && score % 1000000 < 10000) {
		// Only award once when crossing each million point threshold
		if (!game.lastMillionMark || Math.floor(score / 1000000) > Math.floor(game.lastMillionMark / 1000000)) {
			maxLaunches++;
			showMessage("Extra Launch for 1,000,000 points!", 0xFFFF00);
			launchesText.setText("Launches: " + launches + "/" + maxLaunches);
			game.lastMillionMark = score;
			// Create animated free launch text
			var freeText = new Text2("FREE LAUNCH!", {
				size: 100,
				fill: 0xFFFF00
			});
			freeText.anchor.set(0.5, 0.5);
			freeText.x = 2048 / 2;
			freeText.y = 2732 / 2;
			freeText.alpha = 0;
			freeText.scaleX = 0.5;
			freeText.scaleY = 0.5;
			LK.gui.center.addChild(freeText);
			// Animate in with bounce effect
			tween(freeText, {
				alpha: 1,
				scaleX: 1.2,
				scaleY: 1.2
			}, {
				duration: 500,
				easing: tween.elasticOut,
				onFinish: function onFinish() {
					// Pulse animation
					tween(freeText, {
						scaleX: 1,
						scaleY: 1
					}, {
						duration: 500,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							// Animate out with upward movement
							tween(freeText, {
								alpha: 0,
								y: freeText.y - 200
							}, {
								duration: 800,
								easing: tween.easeIn,
								onFinish: function onFinish() {
									if (freeText.parent) {
										freeText.parent.removeChild(freeText);
									}
								}
							});
						}
					});
				}
			});
		}
	}
};
// High score management functions
function getHighScores() {
	return storage[highScoresKey] || [];
}
function saveHighScore(score) {
	var highScores = getHighScores();
	highScores.push(score);
	// Sort in descending order
	highScores.sort(function (a, b) {
		return b - a;
	});
	// Keep only top 10 scores
	if (highScores.length > 10) {
		highScores = highScores.slice(0, 10);
	}
	// Save to storage
	storage[highScoresKey] = highScores;
}
// Create high score tally
var highScoreTally = new HighScoreTally();
highScoreTally.visible = true;
highScoreTally.onStart = function () {
	game.removeChild(highScoreTally);
	initGame();
};
// Show high scores at start
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
// Modified game over handling
var originalOnChickenJockeyStop = game.onChickenJockeyStop;
game.onChickenJockeyStop = function () {
	// Call original function first
	originalOnChickenJockeyStop();
	// If game over, save score
	if (gameState === "gameOver") {
		saveHighScore(score);
		// We'll show high scores after game over in LK.showGameOver callback
	}
};
// Handle game start
LK.onGameOver = function () {
	// Show high score tally after game over
	game.addChild(highScoreTally);
	highScoreTally.updateScores(getHighScores());
};
// Initialize the game (commented out because we're showing high scores first)
// initGame(); ===================================================================
--- original.js
+++ change.js
@@ -22,33 +22,16 @@
 	self.friction = 0.998; // Increased horizontal friction for less horizontal drift
 	self.launched = false;
 	self.bounceCount = 0;
 	self.maxBounces = 5; // Allow 5 bounces per swipe
-	self.lastBouncePosition = {
-		x: 0,
-		y: 0
-	}; // Track last bounce position to prevent getting stuck
-	// Score multiplier based on somersaults
-	self.scoreMultiplier = 1;
-	self.scoreMultiplierText = null;
 	// Rotation properties
 	self.rotationSpeed = 0;
-	self.somersaulting = false;
-	self.somersaultRotation = 0;
-	self.somersaultDirection = 1; // 1 for clockwise, -1 for counter-clockwise
-	self.launch = function (startX, startY, endX, endY) {
-		// Calculate direction vector
-		var dx = startX - endX;
-		var dy = startY - endY;
-		// Calculate distance for power
-		var distance = Math.sqrt(dx * dx + dy * dy);
-		// Scale power based on distance (capped for balance)
-		var power = Math.min(distance, 300) * 0.15;
-		// Calculate angle in radians
-		var angle = Math.atan2(dy, dx);
+	self.launch = function (power, angle) {
+		// Convert angle to radians
+		var radians = angle * Math.PI / 180;
 		// Set initial velocity based on power and angle
-		self.vx = Math.cos(angle) * power;
-		self.vy = Math.sin(angle) * power;
+		self.vx = Math.cos(radians) * power;
+		self.vy = Math.sin(radians) * power;
 		// Set rotation speed based on velocity
 		self.rotationSpeed = power / 50;
 		self.launched = true;
 		self.bounceCount = 0;
@@ -62,22 +45,8 @@
 		self.rotationSpeed = 0;
 		self.launched = false;
 		self.bounceCount = 0;
 		self.maxBounces = 300; // Set the max bounces here too
-		self.somersaulting = false;
-		self.somersaultRotation = 0;
-		self.rewardedFreeLaunch = false; // Track if we've already given free launch reward
-		self.scoreMultiplier = 1; // Reset score multiplier
-		// Remove multiplier text if it exists
-		if (self.scoreMultiplierText && self.scoreMultiplierText.parent) {
-			self.scoreMultiplierText.parent.removeChild(self.scoreMultiplierText);
-			self.scoreMultiplierText = null;
-		}
-		// Reset the chicken graphic rotation
-		var chickenGraphics = self.getChildAt(0);
-		if (chickenGraphics) {
-			chickenGraphics.rotation = 0;
-		}
 	};
 	self.update = function () {
 		if (!self.launched) {
 			return;
@@ -93,95 +62,8 @@
 		self.vx *= self.friction;
 		// Apply rotation with speed limiting
 		self.rotationSpeed = Math.max(-0.2, Math.min(0.2, self.rotationSpeed));
 		self.rotation += self.rotationSpeed;
-		// Update score multiplier based on somersaults (1x for 0 somersaults, +0.5x per somersault)
-		var newMultiplier = 1 + Math.min(10, self.bounceCount) * 0.5;
-		if (newMultiplier !== self.scoreMultiplier) {
-			self.scoreMultiplier = newMultiplier;
-			// Create or update multiplier text
-			if (!self.scoreMultiplierText) {
-				self.scoreMultiplierText = new Text2("x" + self.scoreMultiplier.toFixed(1), {
-					size: 60,
-					fill: 0xFFFF00
-				});
-				self.scoreMultiplierText.anchor.set(0.5, 1);
-				self.addChild(self.scoreMultiplierText);
-			} else {
-				self.scoreMultiplierText.setText("x" + self.scoreMultiplier.toFixed(1));
-			}
-			// Animate multiplier change
-			if (self.bounceCount > 0) {
-				self.scoreMultiplierText.alpha = 1;
-				tween.stop(self.scoreMultiplierText);
-				self.scoreMultiplierText.scaleX = 1.5;
-				self.scoreMultiplierText.scaleY = 1.5;
-				tween(self.scoreMultiplierText, {
-					scaleX: 1,
-					scaleY: 1
-				}, {
-					duration: 300,
-					easing: tween.elasticOut
-				});
-			}
-		}
-		// Position the multiplier text above the chicken
-		if (self.scoreMultiplierText) {
-			self.scoreMultiplierText.y = -60;
-		}
-		// Keep chicken within arena boundaries
-		if (self.x < bounds.left) {
-			self.x = bounds.left;
-			self.vx = -self.vx * self.bounceDecay;
-			// Flip chicken when hitting arena boundary
-			var chickenGraphics = self.getChildAt(0);
-			if (chickenGraphics.scaleX !== 1) {
-				// Start somersault animation
-				self.somersaulting = true;
-				self.somersaultDirection = -1;
-				tween.stop(chickenGraphics); // Stop any existing rotation animations
-				tween(chickenGraphics, {
-					rotation: -Math.PI * 2
-				}, {
-					duration: 600,
-					easing: tween.easeOut,
-					onFinish: function onFinish() {
-						chickenGraphics.rotation = 0;
-						chickenGraphics.scaleX = 1; // Facing left
-						self.somersaulting = false;
-					}
-				});
-			}
-		} else if (self.x > bounds.right) {
-			self.x = bounds.right;
-			self.vx = -self.vx * self.bounceDecay;
-			// Flip chicken when hitting arena boundary
-			var chickenGraphics = self.getChildAt(0);
-			if (chickenGraphics.scaleX !== -1) {
-				// Start somersault animation
-				self.somersaulting = true;
-				self.somersaultDirection = 1;
-				tween.stop(chickenGraphics); // Stop any existing rotation animations
-				tween(chickenGraphics, {
-					rotation: Math.PI * 2
-				}, {
-					duration: 600,
-					easing: tween.easeOut,
-					onFinish: function onFinish() {
-						chickenGraphics.rotation = 0;
-						chickenGraphics.scaleX = -1; // Facing right
-						self.somersaulting = false;
-					}
-				});
-			}
-		}
-		if (self.y < bounds.top) {
-			self.y = bounds.top;
-			self.vy = -self.vy * self.bounceDecay;
-		} else if (self.y > bounds.bottom) {
-			self.y = bounds.bottom;
-			self.vy = -self.vy * self.bounceDecay;
-		}
 		// Check if stopped
 		if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && self.bounceCount > 0) {
 			self.launched = false;
 			// Notify game that chicken jockey has stopped
@@ -195,16 +77,8 @@
 			self.bounceCount++;
 			LK.getSound('bounce').play();
 			game.addScore(2000);
 		}
-		// Check if reached 10 somersaults and reward the player
-		if (self.bounceCount >= 10 && !self.rewardedFreeLaunch) {
-			self.rewardedFreeLaunch = true;
-			// Award free launch
-			if (typeof game.onFreeLaunchEarned === 'function') {
-				game.onFreeLaunchEarned();
-			}
-		}
 		// Check if max bounces reached
 		if (self.bounceCount >= self.maxBounces) {
 			self.launched = false;
 			// Notify game that max bounces reached
@@ -280,9 +154,9 @@
 			self.addChild(noScoreText);
 			scoreEntries.push(noScoreText);
 		}
 	};
-	// Play Game button
+	// Start button
 	var startButton = new Container();
 	var buttonBg = startButton.attachAsset('rope', {
 		anchorX: 0.5,
 		anchorY: 0.5
@@ -307,92 +181,13 @@
 		if (typeof self.onStart === 'function') {
 			self.onStart();
 		}
 	};
-	// Reset button removed
 	// Make container position in center of screen
 	self.x = 2048 / 2;
 	self.y = 2732 / 2;
 	return self;
 });
-var InstructionsScreen = Container.expand(function () {
-	var self = Container.call(this);
-	// Background container
-	var background = self.attachAsset('Hiscorebackdrop', {
-		anchorX: 0.5,
-		anchorY: 0.5
-	});
-	background.width = 1400;
-	background.height = 1600;
-	background.alpha = 0.8;
-	// Title text
-	var titleText = new Text2("HOW TO PLAY", {
-		size: 100,
-		fill: 0xFFD700
-	});
-	titleText.anchor.set(0.5, 0);
-	titleText.y = -background.height / 2 + 100;
-	self.addChild(titleText);
-	// Instructions text
-	var instructions = ["1. Pull back to slingshot the chicken", "2. Bounce off ropes for points", "3. Collect popcorn for bonus points", "4. Each somersault increases your score multiplier", "5. Perform 10+ somersaults to earn a free launch", "6. Collect power-ups for special abilities", "7. Tap while chicken is flying to extend somersaults"];
-	var startY = -background.height / 2 + 250;
-	var padding = 80;
-	for (var i = 0; i < instructions.length; i++) {
-		var instructionText = new Text2(instructions[i], {
-			size: 60,
-			fill: 0xFFFFFF
-		});
-		instructionText.anchor.set(0, 0.5);
-		instructionText.x = -background.width / 2 + 100;
-		instructionText.y = startY + i * padding;
-		self.addChild(instructionText);
-	}
-	// Continue button
-	var continueButton = new Container();
-	var buttonBg = continueButton.attachAsset('rope', {
-		anchorX: 0.5,
-		anchorY: 0.5
-	});
-	buttonBg.width = 600;
-	buttonBg.height = 150;
-	buttonBg.tint = 0x00AA00;
-	var buttonText = new Text2("CONTINUE", {
-		size: 70,
-		fill: 0xFFFFFF
-	});
-	buttonText.anchor.set(0.5, 0.5);
-	continueButton.addChild(buttonText);
-	continueButton.y = background.height / 2 - 200;
-	self.addChild(continueButton);
-	continueButton.interactive = true;
-	continueButton.down = function () {
-		buttonBg.tint = 0x007700;
-	};
-	continueButton.up = function () {
-		buttonBg.tint = 0x00AA00;
-		// Animate out
-		tween(self, {
-			alpha: 0
-		}, {
-			duration: 500,
-			easing: tween.easeOut,
-			onFinish: function onFinish() {
-				// Remove from parent
-				if (self.parent) {
-					self.parent.removeChild(self);
-				}
-				// Start the game
-				if (typeof self.onContinue === 'function') {
-					self.onContinue();
-				}
-			}
-		});
-	};
-	// Position in center of screen
-	self.x = 2048 / 2;
-	self.y = 2732 / 2;
-	return self;
-});
 var PathTracer = Container.expand(function () {
 	var self = Container.call(this);
 	self.points = [];
 	self.maxPoints = 50;
@@ -448,9 +243,9 @@
 		if (self.points.length < 2) {
 			pathGraphics.alpha = 0;
 			return;
 		}
-		pathGraphics.alpha = 0.8;
+		pathGraphics.alpha = 0.5;
 		// Calculate path visual representation
 		var firstPoint = self.points[0];
 		var lastPoint = self.points[self.points.length - 1];
 		// Position at midpoint of path
@@ -460,19 +255,12 @@
 		var dx = lastPoint.x - firstPoint.x;
 		var dy = lastPoint.y - firstPoint.y;
 		var length = Math.sqrt(dx * dx + dy * dy);
 		var angle = Math.atan2(dy, dx);
-		// Update path graphics for slingshot visual - thicker line
+		// Update path graphics
 		pathGraphics.width = length;
-		pathGraphics.height = 10; // Make line thicker for slingshot
+		pathGraphics.height = self.lineWidth;
 		pathGraphics.rotation = angle;
-		// Make path color change based on pull length (strength indicator)
-		var strengthRatio = Math.min(length, 300) / 300; // Normalize to 0-1
-		// Color transitions from green (weak) to yellow to red (strong)
-		var r = strengthRatio > 0.5 ? 255 : Math.floor(255 * (strengthRatio * 2));
-		var g = strengthRatio < 0.5 ? 255 : Math.floor(255 * (2 - strengthRatio * 2));
-		var color = (r << 16) + (g << 8);
-		pathGraphics.tint = color;
 	};
 	return self;
 });
 var Popcorn = Container.expand(function () {
@@ -539,10 +327,11 @@
 	self.pulseSpeed = 0.02;
 	self.minScale = 1.3;
 	self.maxScale = 1.7;
 	self.collect = function () {
-		// Play Bogerk sound for power-up collection
-		LK.getSound('Bogerk').play();
+		// Play collect sound with higher pitch
+		var sound = LK.getSound('collect');
+		sound.play();
 		// Flash effect
 		LK.effects.flashObject(self, 0xFFFFFF, 300);
 		// Animate collection (flying up)
 		tween(self, {
@@ -597,154 +386,40 @@
 	});
 	// Rope properties
 	self.tension = 0.8; // Increased tension for more springy, elastic bounces
 	self.bounce = function (chickenJockey) {
-		// Check if we've already bounced in the same place to prevent getting stuck
-		var distFromLastBounce = Math.sqrt(Math.pow(chickenJockey.x - chickenJockey.lastBouncePosition.x, 2) + Math.pow(chickenJockey.y - chickenJockey.lastBouncePosition.y, 2));
-		// If too close to last bounce position, give an extra boost to escape
-		if (distFromLastBounce < 50) {
-			// Extra velocity away from the rope
-			var awayX = chickenJockey.x - self.x;
-			var awayY = chickenJockey.y - self.y;
-			var awayDist = Math.sqrt(awayX * awayX + awayY * awayY);
-			if (awayDist > 0) {
-				chickenJockey.vx += awayX / awayDist * 10;
-				chickenJockey.vy += awayY / awayDist * 10;
-			}
-		}
-		// Store current position as last bounce position
-		chickenJockey.lastBouncePosition.x = chickenJockey.x;
-		chickenJockey.lastBouncePosition.y = chickenJockey.y;
 		// Store original position for rope displacement effect
 		var originalX = self.x;
 		var originalY = self.y;
-		// For bottom rope, specifically adjust velocity for upward bounce
-		var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x);
-		normalAngle += self.rotation + Math.PI / 2;
-		var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
-		// Special case for bottom rope - ensure chicken bounces upward
-		chickenJockey.vy = -Math.max(10, speed * 0.8) * chickenJockey.bounceDecay;
-		var distFromLastBounce = Math.sqrt(Math.pow(chickenJockey.x - chickenJockey.lastBouncePosition.x, 2) + Math.pow(chickenJockey.y - chickenJockey.lastBouncePosition.y, 2));
-		// If too close to last bounce position, give an extra boost to escape
-		if (distFromLastBounce < 50) {
-			// Extra velocity away from the rope
-			var awayX = chickenJockey.x - self.x;
-			var awayY = chickenJockey.y - self.y;
-			var awayDist = Math.sqrt(awayX * awayX + awayY * awayY);
-			if (awayDist > 0) {
-				chickenJockey.vx += awayX / awayDist * 10;
-				chickenJockey.vy += awayY / awayDist * 10;
-			}
-		}
-		// Store current position as last bounce position
-		chickenJockey.lastBouncePosition.x = chickenJockey.x;
-		chickenJockey.lastBouncePosition.y = chickenJockey.y;
-		// Store original position for rope displacement effect
-		var originalX = self.x;
-		var originalY = self.y;
 		// Calculate normal angle (perpendicular to rope)
 		var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x);
 		// Account for rope rotation when calculating normal
 		normalAngle += self.rotation + Math.PI / 2;
 		// Calculate velocity components
 		var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
 		var incomingAngle = Math.atan2(chickenJockey.vy, chickenJockey.vx);
-		// Flip the chicken based on horizontal velocity after bounce
-		var chickenGraphics = chickenJockey.getChildAt(0);
-		if (chickenJockey.vx > 0) {
-			if (chickenGraphics.scaleX !== -1) {
-				// Starting a flip from left to right
-				chickenJockey.somersaulting = true;
-				chickenJockey.somersaultDirection = 1;
-				chickenJockey.somersaultRotation = 0;
-				// Start somersault animation with tween
-				tween.stop(chickenGraphics); // Stop any existing rotation animations
-				tween(chickenGraphics, {
-					rotation: Math.PI * 2
-				}, {
-					duration: 600,
-					easing: tween.easeOut,
-					onFinish: function onFinish() {
-						chickenGraphics.rotation = 0;
-						chickenGraphics.scaleX = -1; // Facing right
-						chickenJockey.somersaulting = false;
-					}
-				});
-			}
-		} else {
-			if (chickenGraphics.scaleX !== 1) {
-				// Starting a flip from right to left
-				chickenJockey.somersaulting = true;
-				chickenJockey.somersaultDirection = -1;
-				chickenJockey.somersaultRotation = 0;
-				// Start somersault animation with tween
-				tween.stop(chickenGraphics); // Stop any existing rotation animations
-				tween(chickenGraphics, {
-					rotation: -Math.PI * 2
-				}, {
-					duration: 600,
-					easing: tween.easeOut,
-					onFinish: function onFinish() {
-						chickenGraphics.rotation = 0;
-						chickenGraphics.scaleX = 1; // Facing left
-						chickenJockey.somersaulting = false;
-					}
-				});
-			}
-		}
 		// Calculate angle of reflection
 		var bounceAngle = 2 * normalAngle - incomingAngle;
 		// Calculate new velocity with enhanced force based on incoming speed
 		// Higher incoming speed = stronger bounce back effect
-		var bounceForce = speed * self.tension * (1 + Math.min(1.0, speed / 20)); // Further adjusted to depend more on incoming velocity
-		// Ensure minimum bounce force to prevent getting stuck
-		bounceForce = Math.max(bounceForce, 5);
-		// Add screen shake effect on powerful impacts
-		if (speed > 20) {
-			// Custom screen shake effect using tween
-			var originalPosition = {
-				x: game.x,
-				y: game.y
-			};
-			tween(game, {
-				x: originalPosition.x + (Math.random() - 0.5) * 20,
-				y: originalPosition.y + (Math.random() - 0.5) * 20
-			}, {
-				duration: 100,
-				easing: tween.easeInOut,
-				onFinish: function onFinish() {
-					tween(game, {
-						x: originalPosition.x,
-						y: originalPosition.y
-					}, {
-						duration: 100,
-						easing: tween.easeInOut
-					});
-				}
-			});
-		}
+		var bounceForce = speed * self.tension * (1 + Math.min(0.5, speed / 40));
 		// Reduce random angle variation for more predictable wrestling-style bounces
-		var angleVariation = (Math.random() - 0.5) * 0.05; // Further reduced random angle adjustment for predictability
+		var angleVariation = (Math.random() - 0.5) * 0.1; // Smaller random angle adjustment
 		bounceAngle += angleVariation;
-		// Apply immediate minimum velocity to prevent sticking
-		var minVelocity = 3.0;
-		chickenJockey.vx = Math.cos(bounceAngle) * Math.max(bounceForce * 0.3, minVelocity) * chickenJockey.bounceDecay;
-		chickenJockey.vy = Math.sin(bounceAngle) * Math.max(bounceForce * 0.3, minVelocity) * chickenJockey.bounceDecay;
 		// Brief pause to simulate rope stretching and chicken "sticking" to rope momentarily
-		// Store original velocities but don't slow down as much to prevent sticking
 		var originalVX = chickenJockey.vx;
 		var originalVY = chickenJockey.vy;
-		// Momentarily slow down the chicken but not enough to get stuck
-		chickenJockey.vx *= 0.3;
-		chickenJockey.vy *= 0.3;
+		// Momentarily slow down the chicken
+		chickenJockey.vx *= 0.2;
+		chickenJockey.vy *= 0.2;
 		// Add a slight delay before applying the bounce-back force
 		LK.setTimeout(function () {
 			// Now apply the full bounce force with enhanced velocity
 			chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
 			chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
 			// Add a burst of rotation to simulate impact force
-			chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.2; // Increased rotation burst for more dramatic impact
-		}, 30);
+			chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.15;
+		}, 50);
 		// Create enhanced bounce visual effect with more dramatic rope "give"
 		tween(self, {
 			scaleY: 1.8,
 			// More dramatic stretch
@@ -756,19 +431,9 @@
 			duration: 200,
 			// Extended stretch duration
 			easing: tween.easeOut,
 			onFinish: function onFinish() {
-				// After brief delay, apply the full bounce force
-				// We're not setting additional velocity here to prevent doubling the effect
-				LK.setTimeout(function () {
-					// Ensure the chicken is still moving away from the rope
-					if (Math.abs(chickenJockey.vx) < minVelocity && Math.abs(chickenJockey.vy) < minVelocity) {
-						chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
-						chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
-					}
-					// Add a burst of rotation to simulate impact force
-					chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.15;
-				}, 30);
+				// Clear the setTimeout to prevent double application of bounce forces
 				// Snap the rope back with more dramatic effect
 				tween(self, {
 					scaleY: 1.0,
 					alpha: 1.0,
@@ -776,48 +441,25 @@
 					y: originalY
 				}, {
 					duration: 500,
 					// Longer snap-back for more visual impact
-					easing: tween.elasticOut,
-					onFinish: function onFinish() {
-						// Add rope vibration effect after snap-back
-						tween(self, {
-							x: originalX + Math.sin(LK.ticks * 0.1) * 5,
-							y: originalY + Math.cos(LK.ticks * 0.1) * 5
-						}, {
-							duration: 300,
-							easing: tween.easeInOut,
-							onFinish: function onFinish() {
-								// Reset position after vibration
-								self.x = originalX;
-								self.y = originalY;
-							}
-						});
-					}
+					easing: tween.elasticOut
 				});
 			}
 		});
 		// Increment bounce count
 		chickenJockey.bounceCount++;
-		// Play bounce sound with increased volume for high-speed bounces
-		var bounceSound = LK.getSound('bounce');
-		bounceSound.volume = Math.min(1, speed / 30); // Increase volume based on speed
-		bounceSound.play();
-		// Play chicken cluck sound when chicken bounces off ropes
-		LK.getSound('Chickencluck').play();
-		// Calculate speed from chicken jockey velocity for flash intensity
-		var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
-		// Flash rope to indicate bounce with more intensity for high-speed bounces
-		var flashIntensity = Math.min(0xFFFFFF, 0xFFFFFF * (speed / 30));
-		LK.effects.flashObject(self, flashIntensity, 200);
-		// Add points for bouncing - more points for higher somersault count
-		var somersaultBonus = Math.min(10, chickenJockey.bounceCount) * 500; // Bonus increases with somersault count
+		// Play bounce sound
+		LK.getSound('bounce').play();
+		// Flash rope to indicate bounce
+		LK.effects.flashObject(self, 0xFFFFFF, 200);
+		// Add points for bouncing
 		if (typeof game.addScore === 'function') {
-			game.addScore(5000 + somersaultBonus);
+			game.addScore(5000);
 		}
-		// Spawn more popcorn on rope bounce (increased chance and count)
-		if (Math.random() < 0.7 && typeof game.createPopcornAt === 'function') {
-			game.createPopcornAt(chickenJockey.x, chickenJockey.y, 5);
+		// Occasionally spawn popcorn on rope bounce
+		if (Math.random() < 0.3 && typeof game.createPopcornAt === 'function') {
+			game.createPopcornAt(chickenJockey.x, chickenJockey.y, 3);
 		}
 	};
 	self.intersectsWithPoint = function (x, y) {
 		var halfWidth = ropeGraphics.width / 2;
@@ -826,46 +468,8 @@
 		return x >= self.x - halfWidth && x <= self.x + halfWidth && y >= self.y - halfHeight && y <= self.y + halfHeight;
 	};
 	return self;
 });
-var TitleScreen = Container.expand(function () {
-	var self = Container.call(this);
-	// Create and attach title screen asset
-	var titleGraphics = self.attachAsset('Titlescreen', {
-		anchorX: 0.5,
-		anchorY: 0.5
-	});
-	// Position in center of screen
-	self.x = 2048 / 2;
-	self.y = 2732 / 2;
-	// Make interactive to handle clicks
-	self.interactive = true;
-	// Handle click/tap to start game
-	self.down = function () {
-		// Visual feedback
-		titleGraphics.alpha = 0.8;
-	};
-	self.up = function () {
-		// Animate out
-		tween(self, {
-			alpha: 0
-		}, {
-			duration: 500,
-			easing: tween.easeOut,
-			onFinish: function onFinish() {
-				// Remove from parent
-				if (self.parent) {
-					self.parent.removeChild(self);
-				}
-				// Start the game
-				if (typeof self.onStart === 'function') {
-					self.onStart();
-				}
-			}
-		});
-	};
-	return self;
-});
 
 /**** 
 * Initialize Game
 ****/ 
@@ -880,9 +484,8 @@
 var gameState = "ready"; // ready, aiming, launched, gameOver
 var score = 0;
 var launches = 0;
 var maxLaunches = 5;
-var maxLaunchesFromBonuses = 0; // Track how many launches came from bonuses
 var popcorns = [];
 var ropes = [];
 var powerUps = [];
 var scoreMultiplier = 1;
@@ -899,9 +502,9 @@
 // Create wrestling arena
 var arena = game.addChild(LK.getAsset('arena', {
 	anchorX: 0.5,
 	anchorY: 0.5,
-	x: 2048 / 2 + 20,
+	x: 2048 / 2,
 	y: 2732 / 2
 }));
 // Create chicken jockey
 var chickenJockey = game.addChild(new ChickenJockey());
@@ -924,19 +527,10 @@
 	fill: 0xFFFFFF
 });
 launchesText.anchor.set(0, 0);
 launchesText.x = 120; // Avoid top-left corner
-launchesText.y = 140;
+launchesText.y = 20;
 LK.gui.topLeft.addChild(launchesText);
-// Add somersault counter display
-var somersaultText = new Text2("Somersaults: 0", {
-	size: 50,
-	fill: 0xFFFFFF
-});
-somersaultText.anchor.set(1, 0);
-somersaultText.x = -120; // Position on right side
-somersaultText.y = 140;
-LK.gui.topRight.addChild(somersaultText);
 var instructionText = new Text2("Drag to aim and launch the chicken!", {
 	size: 40,
 	fill: 0xFFFFFF
 });
@@ -947,26 +541,24 @@
 function initGame() {
 	// Reset variables
 	score = 0;
 	launches = 0;
-	maxLaunches = 5; // Starting launches, can go up to 20 max
-	maxLaunchesFromBonuses = 0; // Reset bonus launches counter
+	maxLaunches = 5;
 	scoreMultiplier = 1;
 	multiplierEndTime = 0;
 	gameState = "ready";
 	// Update UI
 	scoreText.setText("Score: " + score);
 	launchesText.setText("Launches: " + launches + "/" + maxLaunches);
-	instructionText.setText("Pull back to slingshot! Somersaults = SCORE MULTIPLIER + FREE LAUNCH!");
-	somersaultText.setText("Somersaults: 0");
+	instructionText.setText("Swipe and flick the chicken to collect as much popcorn as possible!");
 	// Reset chicken jockey
 	resetChickenJockey();
 	// Clear existing popcorn and ropes
 	clearPopcornsAndRopes();
 	// Create ropes around the arena
 	createRopes();
-	// Create more popcorn scattered around the arena
-	createPopcorn(60);
+	// Create popcorn scattered around the arena
+	createPopcorn(40);
 	// Create a few power-ups
 	for (var i = 0; i < 3; i++) {
 		createPowerUp();
 	}
@@ -1025,70 +617,8 @@
 	// Create bottom rope
 	var bottomRope = new Rope();
 	bottomRope.x = arena.x;
 	bottomRope.y = bounds.bottom - 100;
-	// We'll use the standard Rope.bounce method but add a custom logic before it's called
-	var originalBounce = bottomRope.bounce;
-	bottomRope.bounce = function (chickenJockey) {
-		// Store original position for rope displacement effect
-		// Move chicken slightly up to avoid rope overlap
-		chickenJockey.y -= 20;
-		// Increment bounce count
-		chickenJockey.bounceCount++;
-		// Play bounce and chicken cluck sounds
-		LK.getSound('bounce').play();
-		LK.getSound('Chickencluck').play();
-		// Add score
-		game.addScore(2000);
-		// Define originalX and originalY variables before using them
-		var originalX = bottomRope.x;
-		var originalY = bottomRope.y;
-		// Create enhanced bounce visual effect with more dramatic rope "give"
-		tween(bottomRope, {
-			scaleY: 1.8,
-			// More dramatic stretch
-			alpha: 0.7,
-			// Add slight displacement in direction of impact
-			x: originalX,
-			y: originalY
-		}, {
-			duration: 200,
-			// Extended stretch duration
-			easing: tween.easeOut,
-			onFinish: function onFinish() {
-				// Snap the rope back with more dramatic effect
-				tween(bottomRope, {
-					scaleY: 1.0,
-					alpha: 1.0,
-					x: originalX,
-					y: originalY
-				}, {
-					duration: 500,
-					// Longer snap-back for more visual impact
-					easing: tween.elasticOut,
-					onFinish: function onFinish() {
-						// Add rope vibration effect after snap-back
-						tween(bottomRope, {
-							x: originalX + Math.sin(LK.ticks * 0.1) * 5,
-							y: originalY + Math.cos(LK.ticks * 0.1) * 5
-						}, {
-							duration: 300,
-							easing: tween.easeInOut,
-							onFinish: function onFinish() {
-								// Reset position after vibration
-								bottomRope.x = originalX;
-								bottomRope.y = originalY;
-							}
-						});
-					}
-				});
-			}
-		});
-		// Calculate speed from chicken jockey velocity for flash intensity
-		var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
-		var flashIntensity = Math.min(0xFFFFFF, 0xFFFFFF * (speed / 30));
-		LK.effects.flashObject(bottomRope, flashIntensity, 200);
-	};
 	game.addChild(bottomRope);
 	ropes.push(bottomRope);
 	// Create left rope
 	var leftRope = new Rope();
@@ -1104,8 +634,9 @@
 		var popcorn = new Popcorn();
 		// Random position within arena bounds
 		popcorn.x = bounds.left + 100 + Math.random() * (arena.width - 200);
 		popcorn.y = bounds.top + 100 + Math.random() * (arena.height - 200);
+		// Add to game
 		game.addChild(popcorn);
 		popcorns.push(popcorn);
 	}
 }
@@ -1128,17 +659,18 @@
 	} else if (randomType === "superBounce") {
 		powerUp.tint = 0xFFFF00; // Yellow
 		powerUp.value = 2; // Double bounce points
 	}
+	// Add to game
 	game.addChild(powerUp);
 	powerUps.push(powerUp);
 }
 // Game events
 game.onChickenJockeyStop = function () {
 	gameState = "ready";
 	// Add more popcorn when chicken jockey stops
-	if (popcorns.length < 40) {
-		createPopcorn(25);
+	if (popcorns.length < 20) {
+		createPopcorn(15);
 	}
 	// Occasionally add a power-up when chicken stops
 	if (Math.random() < 0.3 && powerUps.length < 5) {
 		createPowerUp();
@@ -1149,8 +681,10 @@
 		instructionText.setText("Game Over! Final Score: " + score);
 		gameState = "gameOver";
 		// Show game over after a short delay
 		LK.setTimeout(function () {
+			// Play game start sound again as game over sound
+			LK.getSound('Gamestart').play();
 			LK.showGameOver();
 		}, 2000);
 	} else {
 		// Reset for next launch
@@ -1172,21 +706,10 @@
 		gameState = "aiming";
 		dragStartX = x;
 		dragStartY = y;
 		pathTracer.startTracing(x, y);
-		instructionText.setText("Pull back to launch chicken!");
+		instructionText.setText("Draw a path for the chicken!");
 	}
-	// Add quick tap detection for increasing somersaults when chicken is launched
-	else if (gameState === "launched" && chickenJockey.launched) {
-		// Increase max bounces to allow more somersaults
-		chickenJockey.maxBounces += 3;
-		// Show feedback
-		showMessage("+" + 3 + " somersaults!", 0x00FF00);
-		// Add some visual feedback
-		LK.effects.flashObject(chickenJockey, 0x00FF00, 200);
-		// Play sound
-		LK.getSound('bounce').play();
-	}
 };
 game.move = function (x, y, obj) {
 	if (gameState === "aiming") {
 		pathTracer.addPoint(x, y);
@@ -1200,13 +723,19 @@
 		if (path && path.length >= 2) {
 			// Record drag end position
 			dragEndX = x;
 			dragEndY = y;
-			// Get start and end points for slingshot mechanics
-			var startPoint = path[0];
-			var endPoint = path[path.length - 1];
-			// Launch the chicken using slingshot mechanics
-			chickenJockey.launch(startPoint.x, startPoint.y, endPoint.x, endPoint.y);
+			// Calculate direction from the path
+			var firstPoint = path[0];
+			var lastPoint = path[path.length - 1];
+			var dx = lastPoint.x - firstPoint.x;
+			var dy = lastPoint.y - firstPoint.y;
+			var distance = Math.sqrt(dx * dx + dy * dy);
+			// Calculate power based on path length (with a more controlled range)
+			var power = Math.min(distance, 200) * 0.2;
+			// Calculate angle based on path direction
+			var angle = Math.atan2(dy, dx) * 180 / Math.PI;
+			chickenJockey.launch(power, angle);
 			// Update game state
 			gameState = "launched";
 			launches++;
 			launchesText.setText("Launches: " + launches + "/" + maxLaunches);
@@ -1220,84 +749,36 @@
 	}
 };
 // Add helper to update score
 game.addScore = function (points) {
-	// Apply multiplier if active (powerup multiplier)
+	// Apply multiplier if active
 	var finalPoints = points;
 	if (Date.now() < multiplierEndTime) {
 		finalPoints = Math.floor(points * scoreMultiplier);
 	}
-	// Apply somersault multiplier if chicken is launched
-	if (chickenJockey.launched && chickenJockey.scoreMultiplier > 1) {
-		finalPoints = Math.floor(finalPoints * chickenJockey.scoreMultiplier);
-		// Show somersault multiplier notification for big scores
-		if (points >= 2000) {
-			var multiplierText = new Text2("SOMERSAULT BONUS x" + chickenJockey.scoreMultiplier.toFixed(1), {
-				size: 70,
-				fill: 0x00FFAA
-			});
-			multiplierText.anchor.set(0.5, 0.5);
-			multiplierText.x = chickenJockey.x;
-			multiplierText.y = chickenJockey.y - 180;
-			game.addChild(multiplierText);
-			// Animate multiplier text
-			tween(multiplierText, {
-				y: multiplierText.y - 100,
-				alpha: 0
-			}, {
-				duration: 800,
-				easing: tween.easeOut,
-				onFinish: function onFinish() {
-					if (multiplierText.parent) {
-						multiplierText.parent.removeChild(multiplierText);
-					}
-				}
-			});
-		}
-	}
 	score += finalPoints;
 	scoreText.setText("Score: " + score);
 	LK.setScore(score);
 	// Visual feedback for big point gains
 	if (finalPoints >= 5000) {
-		// Add fireworks effect - LK.effects.fireworks is not a function
-		// LK.effects.fireworks();
 		var pointText = new Text2("+" + finalPoints, {
-			size: 80,
-			fill: 0xFFFF00,
-			font: "'Arial',Impact,'Helvetica'" // Start with standard font
+			size: 50,
+			fill: 0xFFFF00
 		});
 		pointText.anchor.set(0.5, 0.5);
 		pointText.x = chickenJockey.x;
-		pointText.y = chickenJockey.y - 120;
+		pointText.y = chickenJockey.y - 100;
 		game.addChild(pointText);
-		// Animate font change and movement
 		tween(pointText, {
-			y: pointText.y - 70,
-			scaleX: 2.0,
-			scaleY: 2.0
+			y: pointText.y - 150,
+			alpha: 0
 		}, {
-			duration: 300,
+			duration: 800,
 			easing: tween.easeOut,
 			onFinish: function onFinish() {
-				// Change font to more dramatic one mid-animation
-				pointText.font = "'Impact','Arial Black'";
-				pointText.fill = 0xFF4500; // Change color to orange-red
-				// Finish animation with new font
-				tween(pointText, {
-					y: pointText.y - 100,
-					alpha: 0,
-					scaleX: 1.0,
-					scaleY: 1.0
-				}, {
-					duration: 600,
-					easing: tween.easeOut,
-					onFinish: function onFinish() {
-						if (pointText.parent) {
-							pointText.parent.removeChild(pointText);
-						}
-					}
-				});
+				if (pointText.parent) {
+					pointText.parent.removeChild(pointText);
+				}
 			}
 		});
 	}
 };
@@ -1327,30 +808,14 @@
 		showMessage("Score x" + value + " for " + duration / 1000 + "s!", 0x00FFFF);
 		// Set timer to end effect
 		multiplierEndTime = Date.now() + duration;
 	} else if (type === "extraLaunch") {
-		// Check if adding value would exceed the maximum of 20 launches or max bonus launches
-		if (maxLaunches < 20 && maxLaunchesFromBonuses < 15) {
-			// Calculate how many launches to add without exceeding the cap
-			var maxBonusRemaining = 15 - maxLaunchesFromBonuses;
-			var maxTotalRemaining = 20 - maxLaunches;
-			var launchesToAdd = Math.min(value, Math.min(maxBonusRemaining, maxTotalRemaining));
-			maxLaunches += launchesToAdd;
-			maxLaunchesFromBonuses += launchesToAdd;
-			launches = Math.max(0, launches - launchesToAdd); // Refund launches
-			launchesText.setText("Launches: " + launches + "/" + maxLaunches);
-			// Display message
-			showMessage("+" + launchesToAdd + " Extra Launch!", 0xFF00FF);
-			// Show warning if we had to cap the bonus
-			if (launchesToAdd < value) {
-				LK.setTimeout(function () {
-					showMessage("MAX LAUNCHES REACHED (20)!", 0xFF0000);
-				}, 1000);
-			}
-		} else {
-			// Already at max launches
-			showMessage("MAX LAUNCHES REACHED (20)!", 0xFF0000);
-		}
+		// Add extra launches
+		maxLaunches += value;
+		launches = Math.max(0, launches - value); // Refund a launch
+		launchesText.setText("Launches: " + launches + "/" + maxLaunches);
+		// Display message
+		showMessage("+" + value + " Extra Launch!", 0xFF00FF);
 	} else if (type === "superBounce") {
 		// Temporarily increase bounce values
 		var oldBounceDecay = chickenJockey.bounceDecay;
 		chickenJockey.bounceDecay = Math.min(1.0, chickenJockey.bounceDecay * 1.3);
@@ -1404,30 +869,49 @@
 game.update = function () {
 	// Update all game objects
 	if (gameState === "launched") {
 		chickenJockey.update();
+		// Check for collisions with arena boundaries
+		if (chickenJockey.x < bounds.left) {
+			chickenJockey.x = bounds.left;
+			chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; // Apply decay on horizontal bounce
+			chickenJockey.bounceCount++;
+			LK.getSound('bounce').play();
+			game.addScore(2000);
+		} else if (chickenJockey.x > bounds.right) {
+			chickenJockey.x = bounds.right;
+			chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; // Apply decay on horizontal bounce
+			chickenJockey.bounceCount++;
+			LK.getSound('bounce').play();
+			game.addScore(2000);
+		}
+		if (chickenJockey.y < bounds.top) {
+			chickenJockey.y = bounds.top;
+			chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; // Apply decay on vertical bounce
+			chickenJockey.bounceCount++;
+			LK.getSound('bounce').play();
+			game.addScore(2000);
+		} else if (chickenJockey.y > bounds.bottom) {
+			chickenJockey.y = bounds.bottom;
+			chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; // Apply decay on vertical bounce
+			chickenJockey.bounceCount++;
+			LK.getSound('bounce').play();
+			game.addScore(2000);
+		}
+		// Track last rope collision to prevent multiple bounces with same rope
 		if (chickenJockey.lastRopeCollision === undefined) {
 			chickenJockey.lastRopeCollision = null;
 		}
 		// Check for collisions with ropes
 		for (var i = 0; i < ropes.length; i++) {
 			// Only bounce if we weren't already intersecting this rope
 			if (chickenJockey.intersects(ropes[i]) && chickenJockey.lastRopeCollision !== ropes[i]) {
-				// Calculate direction vectors for bounce
-				var dx = chickenJockey.x - ropes[i].x;
-				var dy = chickenJockey.y - ropes[i].y;
-				var dist = Math.sqrt(dx * dx + dy * dy);
-				// Push chicken away from rope slightly to prevent sticking
-				if (dist > 0) {
-					chickenJockey.x += dx / dist * 10;
-					chickenJockey.y += dy / dist * 10;
-				}
 				ropes[i].bounce(chickenJockey);
 				chickenJockey.lastRopeCollision = ropes[i];
-				// Clear last rope collision after a shorter delay to allow for new collisions
+				// Clear last rope collision after a longer delay to prevent getting stuck in ropes
 				LK.setTimeout(function () {
 					chickenJockey.lastRopeCollision = null;
-				}, 150);
+				}, 500);
 				// Only bounce on one rope per frame to prevent chaotic behavior
 				break;
 			}
 		}
@@ -1435,11 +919,12 @@
 		for (var i = popcorns.length - 1; i >= 0; i--) {
 			if (chickenJockey.intersects(popcorns[i])) {
 				// Collect popcorn
 				popcorns[i].collect();
+				// Remove from array
 				popcorns.splice(i, 1);
-				// Increase score - reduced from 10000 to 2000
-				game.addScore(2000);
+				// Increase score
+				game.addScore(10000);
 				scoreText.setText("Score: " + score);
 				// Save score to LK
 				LK.setScore(score);
 				// No longer reset launches when score reaches 1000
@@ -1449,8 +934,9 @@
 		for (var i = powerUps.length - 1; i >= 0; i--) {
 			if (chickenJockey.intersects(powerUps[i])) {
 				// Collect power-up
 				powerUps[i].collect();
+				// Remove from array
 				powerUps.splice(i, 1);
 			}
 		}
 	}
@@ -1465,73 +951,24 @@
 	// Randomly spawn new power-ups (rare)
 	if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) {
 		createPowerUp();
 	}
-	// Randomly create popcorn explosions during gameplay
-	if (gameState === "launched" && Math.random() < 0.01) {
-		// Create random popcorn explosion in the arena
-		var explosionX = bounds.left + 150 + Math.random() * (arena.width - 300);
-		var explosionY = bounds.top + 150 + Math.random() * (arena.height - 300);
-		game.createPopcornAt(explosionX, explosionY, 8);
-		// Visual feedback
-		var popText = new Text2("POP!", {
-			size: 60,
-			fill: 0xFFD700
-		});
-		popText.anchor.set(0.5, 0.5);
-		popText.x = explosionX;
-		popText.y = explosionY;
-		game.addChild(popText);
-		// Animate out
-		tween(popText, {
-			alpha: 0,
-			y: popText.y - 100,
-			scaleX: 2,
-			scaleY: 2
-		}, {
-			duration: 600,
-			easing: tween.easeOut,
-			onFinish: function onFinish() {
-				if (popText.parent) {
-					popText.parent.removeChild(popText);
-				}
-			}
-		});
-	}
 	// Update path tracer
 	pathTracer.update();
 	// Update score multiplier UI if active
 	if (Date.now() < multiplierEndTime && scoreMultiplier > 1) {
 		// Update multiplier display in score text
 		var remainingSecs = Math.ceil((multiplierEndTime - Date.now()) / 1000);
 		scoreText.setText("Score: " + score + " (x" + scoreMultiplier + " for " + remainingSecs + "s)");
 	}
-	// Update somersault counter if chicken is launched
-	if (gameState === "launched" && chickenJockey.launched) {
-		somersaultText.setText("Somersaults: " + chickenJockey.bounceCount);
-	}
 	// Award extra launch for every million points
-	if (score >= 1000000) {
-		// Calculate current million mark
-		var currentMillionMark = Math.floor(score / 1000000);
-		// Check if we crossed a new million point threshold
-		if (!game.lastMillionMark || currentMillionMark > game.lastMillionMark) {
-			// Award free launch if not at max cap and not exceeding max bonus launches
-			if (maxLaunches < 20 && maxLaunchesFromBonuses < 15) {
-				maxLaunches++;
-				maxLaunchesFromBonuses++;
-				// Optionally refund a launch for immediate use
-				launches = Math.max(0, launches - 1);
-				// Play Bogerk sound for million point bonus
-				LK.getSound('Bogerk').play();
-				showMessage("FREE LAUNCH FOR " + currentMillionMark + " MILLION POINTS!", 0xFFFF00);
-			} else {
-				showMessage("MAX LAUNCHES REACHED (20)!", 0xFF0000);
-			}
+	if (score >= 1000000 && score % 1000000 < 10000) {
+		// Only award once when crossing each million point threshold
+		if (!game.lastMillionMark || Math.floor(score / 1000000) > Math.floor(game.lastMillionMark / 1000000)) {
+			maxLaunches++;
+			showMessage("Extra Launch for 1,000,000 points!", 0xFFFF00);
 			launchesText.setText("Launches: " + launches + "/" + maxLaunches);
-			game.lastMillionMark = currentMillionMark;
-			// Add popcorn explosion for million point milestone
-			game.createPopcornAt(chickenJockey.x, chickenJockey.y, 20);
+			game.lastMillionMark = score;
 			// Create animated free launch text
 			var freeText = new Text2("FREE LAUNCH!", {
 				size: 100,
 				fill: 0xFFFF00
@@ -1542,10 +979,8 @@
 			freeText.alpha = 0;
 			freeText.scaleX = 0.5;
 			freeText.scaleY = 0.5;
 			LK.gui.center.addChild(freeText);
-			// Flash the screen for dramatic effect
-			LK.effects.flashScreen(0xFFFF00, 300);
 			// Animate in with bounce effect
 			tween(freeText, {
 				alpha: 1,
 				scaleX: 1.2,
@@ -1581,70 +1016,8 @@
 			});
 		}
 	}
 };
-// Handle free launch earned by player getting 10+ somersaults
-game.onFreeLaunchEarned = function () {
-	// Award free launch if we haven't reached the cap and not exceeding max bonus launches
-	if (maxLaunches < 20 && maxLaunchesFromBonuses < 15) {
-		maxLaunches++;
-		maxLaunchesFromBonuses++;
-		// Play Bogerk sound for free launch bonus
-		LK.getSound('Bogerk').play();
-		// Show message
-		showMessage("FREE LAUNCH! 10+ SOMERSAULTS!", 0x00FF00);
-		launchesText.setText("Launches: " + launches + "/" + maxLaunches);
-	} else {
-		// Show message about reaching the max launches cap
-		showMessage("MAX LAUNCHES REACHED (20)!", 0xFF0000);
-	}
-	// Create animated free launch text
-	var freeText = new Text2("FREE LAUNCH!", {
-		size: 100,
-		fill: 0x00FF00
-	});
-	freeText.anchor.set(0.5, 0.5);
-	freeText.x = 2048 / 2;
-	freeText.y = 2732 / 2;
-	freeText.alpha = 0;
-	freeText.scaleX = 0.5;
-	freeText.scaleY = 0.5;
-	LK.gui.center.addChild(freeText);
-	// Flash screen
-	LK.effects.flashScreen(0x00FF00, 300);
-	// Animate the text
-	tween(freeText, {
-		alpha: 1,
-		scaleX: 1.2,
-		scaleY: 1.2
-	}, {
-		duration: 500,
-		easing: tween.elasticOut,
-		onFinish: function onFinish() {
-			tween(freeText, {
-				scaleX: 1,
-				scaleY: 1
-			}, {
-				duration: 500,
-				easing: tween.easeInOut,
-				onFinish: function onFinish() {
-					tween(freeText, {
-						alpha: 0,
-						y: freeText.y - 200
-					}, {
-						duration: 800,
-						easing: tween.easeIn,
-						onFinish: function onFinish() {
-							if (freeText.parent) {
-								freeText.parent.removeChild(freeText);
-							}
-						}
-					});
-				}
-			});
-		}
-	});
-};
 // High score management functions
 function getHighScores() {
 	return storage[highScoresKey] || [];
 }
@@ -1668,26 +1041,11 @@
 highScoreTally.onStart = function () {
 	game.removeChild(highScoreTally);
 	initGame();
 };
-// Create title screen
-var titleScreen = new TitleScreen();
-game.addChild(titleScreen);
-// Set up title screen callback
-titleScreen.onStart = function () {
-	// Show instructions screen instead of high scores
-	var instructionsScreen = new InstructionsScreen();
-	game.addChild(instructionsScreen);
-	// Set up callback for when instructions screen is closed
-	instructionsScreen.onContinue = function () {
-		// Show high scores after instructions
-		game.addChild(highScoreTally);
-		highScoreTally.updateScores(getHighScores());
-		// Position chicken in the center of the screen when high score tally is shown
-		chickenJockey.x = arena.x;
-		chickenJockey.y = arena.y;
-	};
-};
+// Show high scores at start
+game.addChild(highScoreTally);
+highScoreTally.updateScores(getHighScores());
 // Modified game over handling
 var originalOnChickenJockeyStop = game.onChickenJockeyStop;
 game.onChickenJockeyStop = function () {
 	// Call original function first
@@ -1702,5 +1060,7 @@
 LK.onGameOver = function () {
 	// Show high score tally after game over
 	game.addChild(highScoreTally);
 	highScoreTally.updateScores(getHighScores());
-};
\ No newline at end of file
+};
+// Initialize the game (commented out because we're showing high scores first)
+// initGame();
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/680e2cb731e90df6e3a79663.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/680f25b74b91ed99c0c93065.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68107d72af890f4678fa3c0c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6811f7e547f9689b747b894b.png%3F3) 
 X5 symbol. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6811f84547f9689b747b8951.png%3F3) 
 X2 symbol. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6812d11c31e90df6e3a797a7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6812d23e21b2d4faceef26d6.png%3F3) 
 Super popcorn yellow. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814a4059dcd06d468edb7f4.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814a730211045a0f483816f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814a81e211045a0f4838182.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814a94a211045a0f483818b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814aa19211045a0f4838190.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814aae1211045a0f4838194.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814dcf6bef1291d4e518ee7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814e89f0e23fbc7292fa249.png%3F3) 
 Start button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814e9750e23fbc7292fa26a.png%3F3) 
 High score button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814ea630e23fbc7292fa285.png%3F3) 
 Back button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814eb8e0e23fbc7292fa299.png%3F3) 
 SELECT YOUR CHARACTER button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814ed0e0e23fbc7292fa2b0.png%3F3) 
 Launches button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814f180fb90c04ce18c733a.png%3F3) 
 How to play button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814f1d4fb90c04ce18c733e.png%3F3) 
 Score button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814fcd30e23fbc7292fa369.png%3F3) 
 High Scores button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814fe1d0e23fbc7292fa377.png%3F3) 
 Transparent padlock. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814ff160e23fbc7292fa382.png%3F3) 
 Chicken jockey character. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6815cc2e1a2f31aebc36772c.png%3F3) 
 Reset scores button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6815e8706137896f737201af.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6816d35ae16864a155151a6f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6816db39d574efc6b10a8c23.png%3F3) 
 Spider jockey unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dba1d574efc6b10a8c2b.png%3F3) 
 Minecraft Steve unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dc6cd574efc6b10a8c3b.png%3F3) 
 Piglin unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dcafd574efc6b10a8c41.png%3F3) 
 Minecraft skeleton unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dd05d574efc6b10a8c49.png%3F3) 
 Minecraft villager unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6817072827945e34d88365bf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6817077827945e34d88365c7.png%3F3) 
 Star. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681707d227945e34d88365cd.png%3F3) 
 White star. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681709c927945e34d88365da.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68170ba127945e34d88365fe.png%3F3) 
 Red heart. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68170bea27945e34d8836604.png%3F3) 
 Purple heart. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68170c3730f9a3ca3143c36b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68170df027945e34d8836617.png%3F3) 
 A peanut. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68170e3627945e34d883661c.png%3F3) 
 Cashew nut. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6817137327945e34d883666e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681717d45557ee2046ecc2f7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68171a3c27945e34d883669c.png%3F3) 
 Grimace shake. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68171a8627945e34d88366a8.png%3F3) 
 MacDonald's fries. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68172b1b527b05c35818e92d.png%3F3) 
 Grimace unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68176ba74a0979b918f7a043.png%3F3) 
 Michael Jackson unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68176bfb4a0979b918f7a047.png%3F3) 
 John Cena unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681848065557ee2046ecc355.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681852a92383a43353c7548b.png%3F3) 
 Deez nuts unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681852f02383a43353c75498.png%3F3) 
 Shooting stars unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68185b748a0e5c4bce224097.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681875d52be3391f326409d8.png%3F3) 
 Rick roll unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681952795557ee2046ecc397.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6819530ee4bfd0bbff165058.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681c8c14c433709b9f3496bb.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681c9e526135700112f879bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681d93b51b9e5a67ebab2a52.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681d95da1b9e5a67ebab2a5f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681e1884c7ebd23c4bdd5928.png%3F3) 
 Popcorn chicken. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681e18f9c7ebd23c4bdd5939.png%3F3) 
 Fried chicken drumstick. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681eb5fbce5c2130acf291bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681eb6868578d3fadb9cac49.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681eb95249de8df9599c5b97.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ebb3049de8df9599c5ba9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ee624b1146135aaefe63c.png%3F3) 
 Amazing digital circus button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681ef7e841b5fb6826081a28.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ef98cce5c2130acf291c1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ef9efce5c2130acf291c3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681f82fa4de4664a77b8eb6f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6826b332054039919f0a089c.png%3F3) 
 Select game mode button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6826bbff97a2158c01b6e945.png%3F3) 
 Diamond shaped colourful classic mode button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6826c2d197a2158c01b6e963.png%3F3) 
 Diamond shaped colourful mini games button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6827168900c54e0648f3278d.png%3F3) 
 Same picture in high definition
:quality(85)/https://cdn.frvr.ai/6827414625df75ae7a4de4a6.png%3F3) 
 Diamond shaped colourful button that says sling shot mode. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682548fd80be55c1986a9d45.png%3F3) 
 Make picture transparent
:quality(85)/https://cdn.frvr.ai/6827dcc4f0da5bc629928468.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6827fd58f0da5bc629928492.png%3F3) 
 Bullet. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6827fdd2f0da5bc6299284a3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6828170b80d2c88911cb1d24.png%3F3) 
 Start game button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682b446c031377340829c968.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/682b45b0031377340829ca5d.png%3F3) 
 Shooting gallery button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682ec3c623c50e12668ce9bd.png%3F3) 
 Chain reaction button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682ecaa723c50e12668cea01.png%3F3) 
 Realistic space backdrop. In-Game asset. 2d. High contrast. No shadows
launch
Sound effect
Gamestart
Sound effect
collect
Sound effect
gameMusic
Music
Gamemusic
Sound effect
Bogerk
Sound effect
pop
Sound effect
Pignoise
Sound effect
Steve
Sound effect
Villager
Sound effect
Spider
Sound effect
Skeleton
Sound effect
Shootingstars
Music
Maccas
Sound effect
Grimace
Sound effect
Thriller
Music
MJ
Sound effect
Cenaentrance
Music
Johncena
Sound effect
Chickencluck
Sound effect
Deeznuts
Sound effect
Deeznutstrap
Music
Rickroll
Sound effect
Nevergonna
Music
Starz
Sound effect
Grimaceshake
Music
Joenugget
Sound effect
gegagedi
Music
Shrek
Sound effect
Raveswamp
Music
Pomni
Sound effect
Digcircus
Music
Runandgo
Music
Gunshot
Sound effect
Reelbadman
Sound effect
Tinggoes
Music