game: fill in the player's-eye navigation map from the committed oracle frames
Sections 1 to 3 were almost entirely open questions. Everything a capture in docs/re/captures/ actually shows is now written down from the chair: what is on each screen, what the cursor does, and what each footer offers. Boot: the publisher plate is SQUARE ENIX, the developer plate is GAME ARTS / SETA / studio anima, both still pictures the game draws rather than video, then the cinematic -- one A skips it, 57 s to the title against 193 s without. Main menu: the five labels and where each goes, the wrap rule, and the caveat that initial focus varied across four boots. Carries the footer warning from the measurement in the same push. Submenus: NEW GAME's DIFFICULTY and SELECT DATA; LOAD GAME's slot carousel, Details panel and its five-button footer; the six tutorial lessons in two groups; OPTIONS' four categories; EXTRAS' three items; and MISSION SELECT with the locked-list explanation for the cursor that would not move. What stays open is marked open, and it is now the residue no capture answers rather than the residue nobody looked at. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013UxPvE5cz7zekXBKi7Xw2r
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@@ -7,8 +7,9 @@ and wants to reach a mission — or who needs to script that journey.
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Internal names (`ptbtn03`, `GP_LOAD`, build numbers) appear only as footnotes,
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because they are how *we* find things, not what the game shows anyone.
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**Status:** skeleton. Most of it is ❔ and is *meant* to be — this page exists to
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be filled in by playing, not to look finished.
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**Status:** filling in. §1–§4 now carry what the committed oracle frames actually
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show; what is still ❔ is what no capture answers. This page exists to be filled
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in by playing, not to look finished.
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> ## ⚠️ Fill this in from the real game
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>
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@@ -28,10 +29,20 @@ Confidence: ✅ seen in a capture · 🟡 inferred · ❔ unknown.
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| # | What you see | What you do | What happens |
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|---|---|---|---|
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| 1 | Publisher and developer logos on black | nothing | plays through 🟡 |
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| 2 | The opening cinematic | ❔ can it be skipped, and with which button? | ends into the title 🟡 |
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| 3 | **Title screen** — the wordmark animates in, then a prompt | press **Ⓐ** | goes to the main menu ✅ |
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| 4 | **Main menu** | — | see §2 |
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| 1 | **SQUARE ENIX** in white on black, the two dots in red, `™` after it ✅ | nothing | fades on to the next logo |
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| 2 | **GAME ARTS**, **SETA** and **studio anima** stacked on black ✅ | nothing | fades on into the cinematic |
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| 3 | The opening cinematic | **Ⓐ** skips it ✅ | ends into the title |
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| 4 | **Title screen** — the wordmark, then `PRESS Ⓐ BUTTON` below it and the 2006/2007 Square Enix copyright line at the bottom ✅ | press **Ⓐ** | goes to the main menu ✅ |
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| 5 | **Main menu** | — | see §2 |
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Both logo screens are **still pictures the game draws**, not video — neither is a
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`.wmv` on the disc. Captures:
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[publisher](../re/captures/title-builds/live-splash-publisher.png) ·
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[developer](../re/captures/title-builds/live-splash-developer.png) ·
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[title](../re/captures/title-builds/live-title-press-a.png).
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⚠️ **One Ⓐ skips the cinematic**, and it is worth a lot of time: the title
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arrived at **57 s** with the skip against **193 s** without it ✅.
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⚠️ **The title screen has two states that look identical.** The one that ends
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the boot accepts Ⓐ. The one the attract loop returns to, after the game has sat
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@@ -53,16 +64,44 @@ the focused one.
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| position | label | what it opens |
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|---|---|---|
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| 1 | ❔ | ❔ |
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| 2 | ❔ | ❔ |
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| 3 | ❔ | ❔ |
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| 4 | ❔ | ❔ |
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| 5 | ❔ | ❔ |
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| 1 | **NEW GAME** | a **DIFFICULTY** prompt, then **SELECT DATA** ✅ |
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| 2 | **LOAD GAME** | the save-slot list ✅ |
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| 3 | **TUTORIAL** | the lesson list ✅ |
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| 4 | **OPTIONS** | the settings menu ✅ |
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| 5 | **EXTRAS** | a three-item submenu ✅ |
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**To fill in, by looking:** read the five labels off the screen and say what each
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one leads to. ❔ Which item is focused when the menu opens · ❔ does the cursor
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wrap from the last item back to the first · ❔ does left/right do anything ·
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❔ what B does here — back to the title, or nothing.
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Read off [`live-main-menu.png`](../re/captures/title-builds/live-main-menu.png);
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destinations off
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[`q4-destinations.png`](../re/captures/menu-nav/q4-destinations.png) and
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[`newgame-difficulty.png`](../re/captures/newgame-path/newgame-difficulty.png).
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The screen is the title art gone dim, with the wordmark ghosted behind the list
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and a bracket of glowing rule-lines drawn around it. The focused item is bright
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white with a **spinning ring** to its left; the others are dim blue. Every item
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carries a small dot-in-circle at the left end of its underline — that is on all
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five all the time and is *not* the cursor.
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**Moving around ✅**
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| you press | what happens |
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|---|---|
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| ⬆ / ⬇ | one item, and it **wraps** at both ends |
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| ⬅ / ➡ | nothing |
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| Ⓐ | opens the focused item |
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| Ⓑ | 🟡 back to the title — see the warning below |
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❔ **Which item is focused when the menu opens is not fixed.** Four boots of the
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same harness opened on `TUTORIAL`, `TUTORIAL`, `NEW GAME`, `NEW GAME`. Do not
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assume the top item, and do not assume the middle one either.
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> ⚠️ **The main menu is the one screen whose footer does not offer Ⓑ.** It reads
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> `⊙ : Select Ⓐ : OK` — every submenu adds `Ⓑ : Back`. Measured: **zero**
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> red-Ⓑ glyph pixels anywhere in the frame, on two captures, with the same
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> detector finding the glyph on `EXTRAS` and `DIFFICULTY` ✅. Ⓑ *was* observed
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> returning to the title, but only once, without a capture, and the title also
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> returns on its own after ~8–10 s idle — so an observer could not have told the
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> two apart. Treat "Ⓑ leaves the main menu" as likely but unproven
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> ([the measurement](../re/menu-navigation-semantics.md#-refutation-attempt-2026-08-29--the-main-menus-own-footer-does-not-advertise-ⓑ)).
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*Internals: `GP_TITLE.pak` build 5; buttons `ptbtn01`–`ptbtn05` top to bottom.*
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@@ -73,26 +112,82 @@ wrap from the last item back to the first · ❔ does left/right do anything ·
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One section each, in the shape of §2: what is on screen, what the cursor does,
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what each choice leads to, and what a wrong choice shows you.
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### Continue / Load ❔
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❔ How saves are listed · ❔ what an empty slot looks like · ❔ the confirmation
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prompt and where the cursor starts.
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### New game ✅
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Ⓐ on `NEW GAME` does **not** start a mission. It opens **DIFFICULTY** —
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`EASY` / `NORMAL` / `HARD` / `BACK`, opening focused on **NORMAL** ✅ — and Ⓐ
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there opens **SELECT DATA**, a save-slot picker headed
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`Current Storage: Dummy HDD` that asks you to choose a file for the auto-save.
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Pick one and a movie plays ✅.
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[DIFFICULTY](../re/captures/difficulty-screen.png)
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### Load game ✅
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A vertical list of numbered slots, **8 rows visible**, scrolling as a carousel —
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one capture shows the order `19, 20, 01, 02, 03, 04` with `01` focused, so the
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list runs past the end and back round to the start ✅. Each row shows
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`Difficulty`, `Flight Time` and `Clear Ratio`; a **Details** panel to the right
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gives `STAGE`, `Game Status`, `Points` and `Times Cleared`, and an empty slot
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leaves every one of those blank ✅. `Current Storage: Dummy HDD` sits along the
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top.
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Its footer offers more than the other menus:
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`⊙ : Select Ⓐ : OK Ⓑ : Back Ⓧ : Delete Ⓨ : Select Storage` ✅.
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[capture](../re/captures/menu-nav/q4-destinations.png) (left panel)
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❔ Still open: the overwrite / delete confirmation, and where its cursor starts.
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Known: `title → LOAD GAME → slot 01 → YES → READY ROOM → TAKE OFF` reaches
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flight ✅.
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### Options ❔
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❔ Which settings exist, what each ranges over, how a change is applied and
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whether it needs confirming.
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### Tutorial ✅
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A list of lessons in two headed groups, with a one-line description shown on the
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left for whichever is focused ✅ — e.g. `BASIC CONTROLS` reads
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*"Learn how to move and attack"*. Opens focused on the first entry.
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### Extras ❔
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❔ What is in it — a movie theatre, a gallery, records? ❔ what is locked at the
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start and what unlocks it.
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| group | lessons |
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|---|---|
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| **Level 1** | `BASIC CONTROLS`, `HEADS-UP DISPLAY`, `RADAR` |
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| **Level 2** | `SUPPLY AND SPECIAL MOVES`, `RADIO ORDERS`, `ADVANCED CONTROLS` |
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| — | `BACK` |
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### Mission select ❔
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⚠️ **Stage select would not move**: sixteen d-pad presses never left Stage 01 ✅.
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Whether that is because only one stage was unlocked, or because the list is
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driven some other way, is unknown — worth settling early, since a scripted run
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has to get past it.
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[capture](../re/captures/menu-nav/q4-destinations.png) (middle panel)
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### Options ✅ (one level in)
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`GAME SETTINGS` · `CONTROL SETTINGS` · `SOUND SETTINGS` · `SCREEN SETTINGS` ·
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`BACK`, opening focused on the first ✅.
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[capture](../re/captures/menu-nav/q4-destinations.png) (right panel)
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❔ Still open: what is inside each of the four, what each setting ranges over, and
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whether a change needs confirming.
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### Extras ✅
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Three items: `MISSION SELECT` · `MOVIE THEATER` · `BACK`, opening focused on
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`MISSION SELECT` ✅. The cursor wraps here too — it is a menu rule, not a
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per-screen one ✅.
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[capture](../re/captures/title-builds/live-extras.png)
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❔ `MOVIE THEATER` has never been opened.
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### Mission select ✅ — and the "stuck cursor" is explained
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The stage list on the left (**8 rows visible of 16**, with a scrollbar), a detail
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panel showing the stage's name, a picture, `High Score` and `Best Time`, and a
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**Wide Area Space Map** on the right with the named systems on it. The chosen
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difficulty is printed top-right. Footer:
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`⊙ : Select Ⓐ : OK Ⓑ : Back Ⓨ : Difficulty` ✅.
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⚠️ **"Stage select would not move" — sixteen d-pad presses never left Stage 01 —
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is now explained: the other fifteen stages were LOCKED** ✅. A locked row is
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drawn *dimmer than an unfocused one*: measured, the labels sit at three distinct
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brightnesses — focused **254**, unlocked **183**, locked **104** — and on a save
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with the story unlocked the same rows read 183, with the cursor able to reach
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**Stage16** at the bottom of the scrolled list.
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[the measurement](../re/menu-navigation-semantics.md#-mission-select-the-cursor-was-stuck-because-the-stages-were-locked) ·
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[locked](../re/captures/mission-select-stage01-only.png) ·
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[unlocked](../re/captures/mission-select-all-story-unlocked.png) ·
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[at Stage16](../re/captures/mission-select-ends-at-stage16.png)
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So: if you are scripting a run, **check what the save has unlocked** before
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concluding the list is broken. ❔ Whether the list wraps past Stage16, and
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whether a locked row is skipped or simply unreachable, is not settled.
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### Briefing and Ready Room ❔
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❔ What you read, what you choose, and what finally launches the mission.
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