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I tried it using the Cspect emulator. Everything works. There’s just one small issue. If I hide in a small cave, the shark stays waiting on the other side, just one ‘wall’ away, and doesn’t swim away after a while; what’s more, it’s very fast, so it’s impossible to escape, and the number of sonar attacks is limited.

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thanks for reporting this, I’ll take a look and get Claude to take a look. I’m waiting for my Claude reset on Wednesday as half way through a night upgrade on Scuba Dive, Claude built for 1MB Ram so I’m applying a 2MB update. I did query the pulse myself and I think I’ll go for a slow recharge of 1 pulse every 20–30 seconds. You should see an update later in the week!

thanks !

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Claude says...... Yes, that’s a real bug, not an emulator quirk. In the current code a shark starts chasing whenever you’re within about 110 pixels horizontally and 36 pixels vertically. It doesn’t check whether there’s rock between you, and it never gives up. When rock blocks it, it turns around for one frame, then turns straight back towards you, so it hovers at the wall. Its chase speed is also too high: 1.5 px/frame in round 1, which matches the diver’s top speed, and 2.5 px/frame from round 2 on, which is faster. I’ll fix all three.

  • They could “see” through rock. A shark started chasing whenever you were within range, even with a wall between you. Now it checks for a clear line through the water first. If there’s rock in the way it loses interest, turns away and swims off for about 4 seconds before it will look for you again.
  • They never gave up. A chase now lasts about 4 seconds at most. A shark also gives up straight away if rock blocks its path, instead of hovering at the wall.
  • They were too fast. A chasing shark moved at your top speed in the first round and well above it from round 2. It now swims at 1.25 pixels a frame in round 1 and 1.5 from round 2, against your 1.5 at full speed. In open water you can always pull away.

OK. thanks.