← PLAY LOTTA BALLS

TEN OFFSITES.
ONE UNICORN.

SHIPPED · GAMEPLAY, FOUNDERS AND PERFORMANCE PASSED DUE DILIGENCE

Lotta Balls pairs the actual first ten Pang96 layouts with ten dark San Francisco scenes and a founder-mode coat of paint. Gameplay remains inside the original-width walls. The city is softly blurred behind sharp balls, firewalls, ladders, perks, ropes, and pixel-headed founders.

10 SF offsites4 bubble tiers8 growth hacks3 pixel foundersSolo + co-founder20/20 perf gates

Pixel founders, animated pivots

Idle, blink, fire, victory, damage, death, and two side-profile frames preserve each character's hair, face shape, eye color, and glasses. The portraits are original ImageGen assets; no public photograph is shipped.

The ten-offsite roadmap

The Pang96 diligence

The original applet page and its published parameters supply stage geometry. Static inspection established four radii, bounce targets, movement rates, weapon behavior, pickups, timer, score, death/reset, and co-op rules. The white harpoon now bends in a visible arcade squiggle. The eight newly drawn pickup icons follow the source trident, armored life figure, coral charge lattice, ray gun, hourglass, rotating star, clock, and double-rope silhouettes.

SystemImplemented behavior
Lives and deathFour lives; first unprotected contact kills; stage reconstructs; only hit players lose life.
WeaponsStandard, fixed 120-turn rope, double rope, and five-shot widening laser.
PickupsAll eight types, falling/resting/expiry, surface support, and a scarce 9.6% combined eligible-event drop rate.
Progression505 timer units, 50-turn collection grace, time bonus, timeout reset, stage chooser.
Co-opSeparate scores/lives/projectiles, pass-through players, initial fire-to-join, and one eliminated-player continue while a teammate remains active.

Due diligence

39 deterministic source-rule checks and 67/67 isolated browser integration checks pass. The browser suite parses the original HTML independently for stages 1–10, exercises real keys and UI controls, tests every weapon and pickup, verifies single and simultaneous death-camera framing, blocks late bonus joins, separates score categories, and forces both campaign transition paths through final victory. Forced clears prove transition logic; they are not an ordinary playthrough claim.

The dedicated character check loads all three transparent 256 × 128 atlases and verifies idle, right profile, mirrored left profile, and death frames with zero browser errors.

Headed Chromium 153 on Apple M2 Max measured every stage in solo and co-op under a seeded render load that includes all four ball sizes, all pickups, and the weapon visuals. All 20 cells passed: median 16.7 ms, maximum p95 18.6 ms, worst 18.8 ms, and zero steady frames over 100 ms. Raw performance data →

Limits: the original publishes 50 stages; this requested edition contains ten. The modern knockout orbit is intentional. Historical Java wall-clock pacing and online score submission were not executed. No feedback recorder was added.