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Text: the block-QUEUE wait runs drawPaymentAnimation (printed "Awaiting payment") and the payment wait runs the epic scene (printed "Awaiting next block") — the labels were backwards. Both now derive the label from Game._awaitingPayment so it always matches the real state. Juice: add a tile-agnostic particle-burst helper (window.FX.sparkle) and fire one-shot bursts on the dramatic beats — gold on treasure grab, green on escape, red on death/caught — in BOTH animations. Particle-based, so it is identical and safe in every pack; no-op if FX is absent. Note: the ROT waiting display is independent of the render-kit pack (always the classic tileset), so these animations work in all packs but do not visually swap to match a non-original pack.