# Game-first presentation plan ## Scope and sequence 1. Replace the landing page and handheld frame with a minimal, viewport-first interface inspired by Crystal's menus: cream panels, dark double borders, compact monospace text, a selection arrow and restrained blue accents. The supplied [UI reference](https://www.gameuidatabase.com/gameData.php?id=1813) blocks automated access, so exact screenshot matching is not claimed. 2. Put Game, Savegames, Map, Pokédex, Link and Friends tabs above the viewport. Implement keyboard-accessible navigation and pause/release game input when leaving Game. Savegames exposes the existing save, export and import actions. Map shows the current supported map and player. Unimplemented game/network systems get explicit planned states, without pretend data. 3. Expand the native renderer to the available canvas dimensions, drawing additional world tiles instead of stretching a 160 × 144 image. Preserve pixel proportions, camera centering, collision and movement. Resize while playing or paused; release observers when replacing a session. Keep the separate emulator reference untouched. 4. Add a live local minimap with a player marker, map name and coordinates. Update movement, warps and restored saves. Share the map view with the Map tab; distinguish the current area from the future Johto/Kanto atlas. 5. Extend the full roadmap with save slots, a ROM-backed Pokédex, online Link, friends and an optional walking companion for egg progress. Research HealthKit/Health Connect and native pedometer alternatives; ordinary browsers must not pretend to have access to health stores. Party, eggs and faithful in-game hatching precede real-step rewards. Treat any battle-based hatch bonus as an explicit extension, not original Crystal behavior. 6. Validate production build, unit tests and Chromium/WebKit flows. Cover responsive widths, portrait/landscape, tabs/focus, pause safety, movement/minimap agreement, save restore and renderer resize. Keep ROM-derived screenshots and assets ignored. ## Work allocation - Sol / medium: shell styling and accessible tabs (`src/ui/shell.ts`, `styles.css`, `tabs.ts`). - Sol / medium: adaptive native renderer and resize lifecycle (`src/game/rendering`, `src/game/runtime.ts`), with focused tests. - Sol / medium: roadmap, platform feasibility and concise documentation (`docs/PLAN.md`, `README.md`). - Integrator: live minimap, main application wiring, integration tests, visual inspection and final verification. ## Delivery boundaries This increment delivers the presentation, existing save actions, adaptive world canvas and local minimap. Full save-slot management, Pokédex records, networking, friends, health permissions and egg rewards depend on systems outside the existing exploration milestone and remain explicitly sequenced roadmap work. ## Verification Delivered with three Sol agents at medium effort and an integration pass. Native and reference builds, release isolation, vendor integrity and pinned-reference checks pass. All 26 unit tests and 16 Chromium/WebKit browser tests pass, including local-ROM movement, stairs, minimap restore, menu pause behavior and responsive layouts down to 320 × 568 and 844 × 390 landscape. Browser checks do not establish physical-phone or health-provider compatibility. Local visual captures remain in ignored `artifacts/`.