RANDOMWARE KEEPER SPEC Creation: creation_7e3ad2cc0ec68d8b9a9af14121c61648 Name: Portrait Heist Premise: A newly drawn fictional thief must infiltrate the same Degas painting, with identity traits changing the route, risk, and extraction score. Player action: Draw a new operative, then choose a doorway tactic to move them through the fixed painting and resolve a cascading heist outcome. Style cartridge: 👾 Retro 90s Pixel (retro-90s-pixel) Style palette: strict four-color palette, CRT black, phosphor green, cartridge magenta Style typography: pixel monospace, tile-map labels, chunky score digits Style motion: sprite walk, scanline scroll, palette flash, stepped parallax Style era: 90s handheld and 16-bit cartridge game Style caution: Keep text legible at 390px; scanlines and dithering must never bury controls. Causal chain: 1. randomuser: Draw an operative whose name, nationality, and gender seed agility, nerve, and disguise traits. 2. met-museum: Translate the fixed artwork title, medium, date, and dimensions into room hazards and scoring rules. API roles: - randomuser: Provides the live-drawn operative identity and portrait that visibly changes every playable run. [person] - met-museum: Provides the immutable heist location whose artwork metadata becomes the board, hazards, and extraction conditions. [object] Dependency: randomuser -> rules -> met-museum: The operative's initials, nationality, and gender alter which fixed painting features become safe doors, alarms, or bonus tiles. Interaction: Controls: DRAW NEW OPERATIVE, LEFT FRAME, VASE ROUTE, SHADOW EXIT Outcome: The chosen route advances a pixel operative across the painting, updates risk and loot meters, and ends in escape, capture, or a close call. Visual direction: Style: 90s handheld stealth cartridge screen Palette: CRT black, phosphor green, cartridge magenta, warning cream Typography: pixel monospace with chunky score digits Motion: sprite steps, palette flashes, scanline crawl, stepped room transitions Novelty delta: The fixed museum object becomes a traversable stealth level while each fresh person redraw rewrites the movement and scoring rules.