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New s32 portSkipIntro (port/src/video.c, configRegisterInt Game.SkipIntro), read once in src/game/lv.c at LEVELID_TITLE stage load, in the else branch of the existing GE_STARTMENU #ifdef PORT block. When set it performs the same state change every intro stage's own !is_first_time_on_main_menu branch does (front.c): is_first_time_on_main_menu=FALSE; prev_keypresses=TRUE; maybe_is_in_menu=TRUE; menu_update=MENU_FILE_SELECT. So it reuses the game's own post-intro route rather than inventing one; the legal screen + logo attract loop is skipped. GE_STARTMENU still wins when both are set. Default 0 => unchanged. Verified headless: default boot frame 90 = the TWYCROSS classification screen; SkipIntro=1 frame 90 = the SELECT FILE menu (folders/photos/cursor render, no crash across repeated boots). Screenshots eyeballed. findings.md D216 + index; QOL-INVENTORY row marked done.