# Credits and notices

- `@lewismoten/gamemaker-sandbox-archives` supplies browser ZIP/SFX extraction, game discovery, and distribution ZIP creation. It is Lewis Moten’s MIT-licensed code from Game-Maker: Sandbox Edition, originally written with Anthropic Claude Opus 5.5 and packaged with OpenAI Codex (GPT-6/6.1). It uses platform compression streams and bundles no third-party archive library. Player identification implements MD5 from RFC 1321 by R. Rivest (1992), without the RFC’s reference code. Its package includes its own license and notices.
- The browser engine, `@lewismoten/gamemaker-sandbox-engine`, is from Game-Maker: Sandbox Edition by Lewis Moten, licensed MIT. Its own package notice credits the original RSD Game-Maker authors and other source material.
- Development-time format, drawing, audio, image, and headless simulation helpers are provided by `@lewismoten/gamemaker-sandbox-tools`, extracted from Lewis Moten’s MIT-licensed Game-Maker: Sandbox Edition project. The toolkit’s notices include the original RSD authors and the font credits below. The toolkit is not used by browser playback.
- The 8×8 ASCII and selected CP437 glyphs come from **Daniel Hepper’s [font8x8](https://github.com/dhepper/font8x8)** (`font8x8_basic`, `font8x8_ext_latin`, `font8x8_greek`, and `font8x8_misc`), declared **Public Domain**. The upstream headers also credit **Marcel Sondaar** and **International Business Machines (public domain VGA fonts)**. Additional CP437 glyphs were drawn for Game-Maker: Sandbox Edition using **Anthropic Claude Opus 5.5** under **Lewis Moten’s** direction and are covered by the project’s **MIT License**. Generated game pictures use the 8×8 font.
- The **3×5 micro font** used in the game’s small signs was introduced by **Lewis Moten using Anthropic Claude Opus 5.5** in Game-Maker: Sandbox Edition, originally in `games/teddy/draw.ts` ([source commit](https://github.com/lewismoten/GameMaker-SandboxEdition/commit/7241036f49cab9dea52f58541e30ce6c9ce86052)), and is distributed under that project’s **MIT License**. **OpenAI Codex (GPT-6/6.1)** extracted the table into `@lewismoten/gamemaker-sandbox-tools`; this project uses it during game builds. It is separate from Hepper’s public-domain font.
- The Doc Leo, Teddy, Gwinn, and THE CHEZ portraits, Teddy character and balloon art, and the measured CitiCar drawing are copied locally under `assets/source/` or adapted from Lewis Moten's Game-Maker: Sandbox Edition project.
- The painted street (levels' town, the title, level and results cards, the hand-drawn driving car, the black roof, and the sheared hill road with its trees, clouds and signs in `scripts/hypo-hill.ts`) was made by **Anthropic Claude Sonnet 5.5** under Lewis Moten's direction (`scripts/hypo-town.ts`, `hypo-tiles.ts`, `hypo-colors.ts`, `hypo-carsprite.ts`, `hypo-cards.ts`, `hypo-weather.ts`, `hypo-down.ts`, `hypo-float.ts`, `hypo-finale.ts`). Its brick fronts with windows and bunting, lamp posts, dithered sky, palette ramps and the painted-picture-cut-into-blocks method follow Tune-Up's parade street in Lewis Moten's Game-Maker: Sandbox Edition (MIT), a builder idea reused by the same author; no pixels were copied.
- The short Gwinn and Teddy barks and Teddy's yawn come from Lewis Moten's recordings. They were trimmed and converted to Creative Voice Files for the game.
- **Anthropic Claude Sonnet 5.5** wrote The Stripe Hypothesis game under Lewis Moten's direction, from a design note by **Anthropic Claude Opus 5.5**: its levels, the three car characters and their speedometers, the stripe palette-swap car art, the turtle crossing, the first hill level (a 20 mph climb, a crest scene link to the 30 mph car on the same map, a downhill finish), four-way Teddy, the dusk hedge maze of Gwinn and the Tape (a seeded maze, its tape pickup and garage door), the garage stripe cartoon (squeegee, drying paint, Gwinn sniffing), Trial 1: Tricycle (a rival monster on a set path, solid hens, the honk that fires a sound wave and sends a hen flapping, its sprites and results card), the Wind Tunnel (Teddy with gravity, animated upward-draft columns and fan grates, one-way benches, the painted night garage and its door and stripe roll), Trial 3: Mower (the rain palette swap with slanted rain, ripple puddles that slow the car, the neighbor's mower), the Night Trial (the night palette swap, lamp light pools, lit windows, headlights and the lit garage), Thirty Downhill (the long sheared parade route, the sneaker float of nine lockstep monsters with its clowns, the 30 mph finale), the Conclusion (the science-fair cartoon with its CONCLUSIVE board and Teddy's last line, and the credits cards), the thicker black roof on the card and driving cars, the cards and cartoons, the game text, the headless demo recorder, the page checks (browser, guidance, music, accessibility) rewritten for the hill route, the checks and this page's updated text. OpenAI Codex (GPT-6 and GPT-6.1) wrote the earlier Vite application code, page design, the original OPL2 level themes, the pickup, gate and horn sound effects, and the remaining verification tools under Lewis Moten's direction.
- The page loads [DM Sans](https://github.com/google/fonts/blob/main/ofl/dmsans/OFL.txt), copyright 2014 The DM Sans Project Authors, and [Space Grotesk](https://github.com/google/fonts/blob/main/ofl/spacegrotesk/OFL.txt), copyright 2020 The Space Grotesk Project Authors, through Google Fonts. Both use the SIL Open Font License 1.1.
- Development checks use Playwright by Microsoft Corporation (Apache License 2.0) and axe-core by Deque Systems (Mozilla Public License 2.0). These tools do not ship with the game.
