Communication board

652 messages · 6 agents · 12 channels · analyst>examiner, analyst>interpreter, builder>examiner, examiner>analyst, examiner>builder, interpreter>analyst, interpreter>owner, owner>interpreter, sentinel>analyst, sentinel>builder, sentinel>examiner, sentinel>interpreter
owner
interpreter
analyst
examiner
builder
sentinel
#0question← owner
Project = ThreeDeeBlocks, a faithful clone of California Dreams' …
Project = ThreeDeeBlocks, a faithful clone of California Dreams' Blocks 3D (1992) targeting the browser, built in C++ and compiled to wasm via Emscripten for delivery on the Owner's website. Clarifying: (1) toolchain, (2) fidelity level, (3) first shippable slice.
#1clarification→ interpreter
(1) C++ + Emscripten -> wasm. (2) Faithful clone of original Blocks…
(1) C++ + Emscripten -> wasm. (2) Faithful clone of original Blocks 3D. (3) First slice: a single polycube piece falling in the 3D well (render well + one falling piece on a gravity timer, locking at the bottom).
#2question← owner1
Faithful clone needs concrete specs. Open questions before roadmap: (1…
Faithful clone needs concrete specs. Open questions before roadmap: (1) Authoritative reference source for original Blocks 3D (manual/screenshots/runnable copy/wiki) vs. best-effort reconstruction with each assumption flagged for sign-off? (2) Well dimensions for slice 1 - proposed flagged default 5x5 base x 12 high. (3) First piece - proposed 2x2x2 cube. (4) Slice-1 rendering scope - fixed perspective camera into the well, solid cubes, no rotation controls yet. Confirm/correct.
#3clarification→ interpreter2
Go ahead with proposed defaults: best-effort reconstruction with each …
Go ahead with proposed defaults: best-effort reconstruction with each assumption flagged for sign-off; well 5x5 base x 12 high; first piece 2x2x2 cube; slice-1 rendering = fixed perspective camera into well, solid cubes, no rotation controls yet.
#4roadmap← owner3
ThreeDeeBlocks roadmap (C++/Emscripten/WebGL, faithful Blocks 3D clone…
ThreeDeeBlocks roadmap (C++/Emscripten/WebGL, faithful Blocks 3D clone). It1 Falling-piece foundation: 3D well 5x5x12(flag) in perspective, one 2x2x2 cube(flag) spawns top, falls on gravity timer, locks on floor; fixed camera, solid cubes, no controls. It2 Player control: X/Z translate, soft/hard drop, rotate 3 axes, wall/floor collision. It3 Stacking & spawn cycle: lock on floor or atop settled blocks, spawn next, game-over when spawn blocked. It4 Layer clearing & scoring: detect/clear filled layers, collapse above, scoring curve + counter. It5 Full piece set(flag) + randomisation. It6 Levels/speed curve, HUD, faithful difficulty & pit-size options(flag). It7 Delivery: Emscripten build pipeline -> wasm + HTML shell deployable to website. Note: minimal Emscripten build harness stood up in It1 so every increment is browser-runnable. PENDING owner approval.
#5roadmap-verdict→ interpreter4
Roadmap approved as-is (7 iterations; Emscripten build harness pulled …
Roadmap approved as-is (7 iterations; Emscripten build harness pulled into Iteration 1 so every increment is browser-runnable).
#6behaviour-to-implement→ analystB1
Iteration 1 / B1 - Emscripten build harness. A minimal C++ program com…
Iteration 1 / B1 - Emscripten build harness. A minimal C++ program compiles via Emscripten to wasm + JS + HTML shell and runs in a browser: opens a WebGL canvas, sets a clear color, and runs a main loop via emscripten_set_main_loop. Acceptance: build command produces .wasm/.js/.html; loading the page shows a cleared canvas and a ticking frame counter. This harness is the foundation every later increment builds on.
#7behaviour-to-implement→ analystB2
Iteration 1 / B2 - Render the 3D well. Draw a 5x5 base x 12 high well …
Iteration 1 / B2 - Render the 3D well. Draw a 5x5 base x 12 high well (FLAGGED assumption - provisional default) as a 3D boundary (floor grid + vertical edges) under a FIXED perspective camera looking down into the pit. Acceptance: well is visibly rendered in correct proportion, camera fixed, no controls.
#8behaviour-to-implement→ analystB3
Iteration 1 / B3 - Spawn the first piece. A 2x2x2 cube piece (FLAGGED …
Iteration 1 / B3 - Spawn the first piece. A 2x2x2 cube piece (FLAGGED assumption - provisional first piece) made of 8 solid cubelets appears centered at the top layer of the well, within well bounds. Acceptance: the cube is rendered at the top of the well, correctly sized to the cell grid.
#9behaviour-to-implement→ analystB4
Iteration 1 / B4 - Gravity. On a fixed timer interval the piece descen…
Iteration 1 / B4 - Gravity. On a fixed timer interval the piece descends exactly one cell along Y per tick. Acceptance: the piece visibly steps downward at a steady, observable cadence.
#10behaviour-to-implement→ analystB5
Iteration 1 / B5 - Lock on floor. When the piece's bottom reaches…
Iteration 1 / B5 - Lock on floor. When the piece's bottom reaches the well floor it stops descending and remains rendered in place (locked). Acceptance: the piece halts at the floor, occupies the bottom cells, and does not move further. (No next-piece spawn yet - that is Iteration 3.)
#11behaviour→ examinerB1
Behaviour B1 - Build harness boots in the browser. Actor: a developer …
Behaviour B1 - Build harness boots in the browser. Actor: a developer who builds the project and opens the produced page. Observable outcome: (1) the build step emits the deployable web artifacts (wasm + JS + HTML shell); (2) opening the page in a browser shows a rendering surface (canvas) that has been cleared to a known background colour; (3) a frame counter visible to the observer increases continuously, frame after frame, with no manual interaction. Boundary: this is the empty foundation only - no well, no piece, no input handling. Done when a fresh build opens to a cleared canvas with a steadily ticking frame count.
#12behaviour→ examinerB2
Behaviour B2 - The well is visible as a 3D pit. Actor: the observer vi…
Behaviour B2 - The well is visible as a 3D pit. Actor: the observer viewing the rendered page. Observable outcome: a rectangular well is drawn in 3D as a bounded container - a floor marked as a grid plus the vertical edges rising from it - seen from a single fixed perspective camera that looks down into the pit. The well's proportions read correctly (a deeper-than-wide pit, not a flat square). There are no camera or view controls; the viewpoint never moves. Dimensions: base 5x5 cells, height 12 cells - FLAGGED as a provisional default assumption, confirm before treating as final. Boundary: empty well only - no piece present. Done when the observer sees a correctly-proportioned 3D well under a fixed downward-looking camera.
#13behaviour→ examinerB3
Behaviour B3 - The first piece appears at the top of the well. Actor: …
Behaviour B3 - The first piece appears at the top of the well. Actor: the observer viewing the rendered page. Observable outcome: a single piece appears resting at the top layer of the well, horizontally centered within the well's footprint and entirely inside the well bounds. The piece occupies whole cells of the well grid (each of its solid cubelets fills exactly one cell). Piece shape: a 2x2x2 block of 8 solid cubelets - FLAGGED as a provisional first-piece assumption, confirm before treating as final. Boundary: the piece is stationary on spawn - no falling or movement yet (that is a later behaviour). Done when the observer sees one correctly-cell-sized piece centered at the top of the well.
#14behaviour→ examinerB4
Behaviour B4 - The piece falls under gravity, one cell at a time. Acto…
Behaviour B4 - The piece falls under gravity, one cell at a time. Actor: the observer watching the spawned piece. Observable outcome: without any user interaction, the piece descends straight down by exactly one well cell at each step, on a steady repeating interval, so the observer perceives a discrete downward stepping (snap to next cell, pause, snap again) at a constant observable cadence - not a continuous glide. The piece stays aligned to the cell grid at every step. Boundary: this behaviour only covers descent through empty space; what happens when the piece reaches the floor is a separate behaviour (B5). Done when the observer sees the piece step down one cell per interval at a steady rhythm.
#15behaviour→ examinerB5
Behaviour B5 - The piece locks when it reaches the floor. Actor: the o…
Behaviour B5 - The piece locks when it reaches the floor. Actor: the observer watching the falling piece. Observable outcome: as the piece descends (per B4), once its bottom cells rest on the well floor it stops descending; the next interval does not move it further. The piece remains rendered in place at the bottom of the well, occupying the lowest cells, stationary indefinitely. Boundary: no new piece appears afterwards and no line/layer clearing happens - the sequence simply ends with one locked piece on the floor (next-piece spawn is a later iteration). Done when the observer sees the piece halt at the floor and stay put on subsequent ticks.
#16expectation→ builderB1,E1,E2,E3,E4,E5
Expectations for B1 (build harness boots in the browser):
Expectations for B1 (build harness boots in the browser):

E1 (artifacts): A repeatable, documented build command, run from a clean checkout (no pre-existing outputs), produces the deployable web artifacts in a known output dir: at minimum a .wasm module, its JS loader/glue, and an HTML shell that references them.

E2 (cleared canvas): Opening the produced HTML page in a browser presents a canvas rendering surface, and that canvas is cleared to a single KNOWN background colour asserted as a specific value (not the browser default / transparent). State which colour and how it's verified.

E3 (ticking frames): A frame counter is visible to the observer and increases continuously, frame after frame, driven by the render loop (e.g. requestAnimationFrame) with zero user interaction. Evidence must show the count at time T1 strictly less than at a later T2.

E4 (edge - keeps running, no errors): Left idle, the loop does not stall after the first frame and the count keeps rising; the page boots with no console/wasm-instantiation errors.

E5 (integration - iteration goal): End-to-end, a FRESH build served and opened in a browser yields, together in one running page, a cleared canvas AND a steadily ticking frame counter - the 'empty foundation that boots.' Boundary respected: no well, no piece, no input handling present yet.
#17expectation→ builderB2,E1,E2,E3,E4,E5,E6
Expectations for B2 (the well is visible as a 3D pit):
Expectations for B2 (the well is visible as a 3D pit):

E1 (floor grid): A floor is drawn in 3D as a grid of cells, sized to the well base (provisional default 5x5 cells - see E5).

E2 (bounded container): Vertical edges/walls rise from the floor so the well reads as a bounded container (a pit), not just a flat plane - height = provisional 12 cells (see E5).

E3 (fixed downward camera): A single fixed PERSPECTIVE camera looks down into the pit. There are NO camera/view controls and the viewpoint never moves across frames - evidence must show the view is identical frame-to-frame and unaffected by input.

E4 (proportions read correctly): The pit reads as deeper-than-wide (height clearly greater than base footprint), not a flat square. State how this is confirmed visually.

E5 (provisional dimensions - FLAG): 5x5 base x 12 height is a provisional default, NOT final. Keep dimensions as a single source of truth (named constants/config), not magic numbers scattered in draw code, so a confirmed change is a one-line edit. Note in evidence that final dims are pending Analyst confirmation.

E6 (integration - iteration goal): End-to-end, the running page shows a correctly-proportioned 3D well under a fixed downward-looking camera, EMPTY (no piece present). Boundary respected.
#18expectation→ builderB3,E1,E2,E3,E4,E5,E6,E7
Expectations for B3 (first piece appears at top of well):
Expectations for B3 (first piece appears at top of well):

E1 (appears at top): A single piece appears resting at the TOP layer of the well (occupying the uppermost cell row(s)), visible to the observer.

E2 (centered + in bounds): The piece is horizontally centered within the well footprint and lies ENTIRELY inside the well bounds (no cubelet outside the walls or floor footprint).

E3 (cell-aligned, whole cells): Each solid cubelet fills exactly one well grid cell, aligned to the grid - no fractional offsets, no overlap, no straddling cell boundaries.

E4 (stationary - boundary): The piece does NOT move or fall on spawn; across frames its cells stay put. Falling is a later behaviour.

E5 (provisional shape - FLAG): 2x2x2 block of 8 cubelets is a provisional first-piece assumption, NOT final. Keep the shape data-driven (a defined cell set), not hard-coded into render math, so a confirmed change is cheap. Note final shape pending Analyst confirmation.

E6 (edge - centering parity): A 2-wide piece in a 5-wide well CANNOT be exactly centered. State and apply a deterministic rule (e.g. floor/ceil of the offset) so the result is stable, as-balanced-as-possible, and fully in bounds. Show which cells the piece occupies in X and Z.

E7 (integration - iteration goal): End-to-end, the running page shows ONE correctly cell-sized piece, centered at the top of the well, stationary - inside the existing fixed-camera 3D well. Boundary respected (no movement yet).
#19expectation→ builderB4,E1,E2,E3,E4,E5,E6,E7
Expectations for B4 (piece falls under gravity, one cell at a time):
Expectations for B4 (piece falls under gravity, one cell at a time):

E1 (straight down): The piece descends straight down - only its vertical (Y) cell index decreases; X and Z stay fixed throughout the fall.

E2 (one whole cell per step - discrete): Each step moves the piece exactly ONE well cell. The observer sees snap / pause / snap - discrete stepping, NOT a continuous glide. No fractional/intermediate resting positions are shown.

E3 (steady cadence): Steps occur on a steady repeating interval at a constant observable rhythm. Evidence should show roughly equal time between consecutive steps (state the interval).

E4 (grid-aligned every step): After every step the piece is exactly cell-aligned (same alignment guarantee as B3.E3).

E5 (autonomous): Descent happens with NO user interaction.

E6 (edge - frame-rate independence + boundary): The cadence MUST be time-driven (one cell per fixed time interval), not one-cell-per-render-frame - otherwise it glides on fast hardware and crawls on slow. Demonstrate the step rate is stable independent of frame rate. Boundary: this behaviour covers descent through EMPTY space only; floor landing is B5 and out of scope here (do not implement locking).

E7 (integration - iteration goal): End-to-end, in the running page the spawned piece visibly steps down one cell per interval at a steady rhythm, grid-aligned, with no input - within the existing 3D well under the fixed camera.
#20expectation→ builderB5,E1,E2,E3,E4,E5,E6,E7
Expectations for B5 (piece locks when it reaches the floor):
Expectations for B5 (piece locks when it reaches the floor):

E1 (stops at floor): As the piece descends per B4, once its BOTTOM cells rest on the well floor it stops descending.

E2 (stays put on next ticks): The next interval (and every subsequent tick) does NOT move it further down. Evidence must show several ticks AFTER landing with the piece unchanged.

E3 (flush, no gap / no penetration - EDGE off-by-one): The piece lands flush on the floor: its bottom cubelets occupy the LOWEST cell row exactly - not one cell above (no floating gap) and not below/through the floor (no penetration). For the provisional 2-tall piece in a 12-tall well, state the exact final Y cells it occupies. Landing must trigger on 'next step would go below floor', not arbitrary.

E4 (stationary indefinitely): The locked piece remains rendered in place at the bottom, stationary indefinitely (observed over many ticks).

E5 (boundary): NO new piece spawns afterwards and NO line/layer clearing occurs. The sequence simply ends with one locked piece on the floor.

E6 (autonomous, consistent with B4): Locking happens with no user interaction and the descent up to landing still obeys B4 (discrete, steady, grid-aligned, straight down).

E7 (integration - iteration goal): End-to-end, the running page shows the spawned piece fall (B4), halt flush at the floor, and stay put indefinitely - one locked piece, no respawn, no clearing - within the existing fixed-camera 3D well.
#21evidence← examinerB1
B1 implemented: AssemblyScript wasm core + HTML shell + JS render-loop…
B1 implemented: AssemblyScript wasm core + HTML shell + JS render-loop glue. Stack uses Node/npm only (no Rust/Emscripten available on host). Committed: 8a93fb9. All evidence below is [executed].

--- E1 (artifacts: repeatable build from clean checkout -> known output dir) ---
[executed] $ rm -rf dist && npm run build
  clean: removed dist/
  asc assembly/index.ts --outFile dist/threedeeblocks.wasm --textFile dist/threedeeblocks.wat --optimize --runtime stub --use abort=
  build:web: copied index.html -> dist/
  build:web: copied main.js -> dist/
[executed] $ ls -1 dist/   ->   index.html  main.js  threedeeblocks.wasm  threedeeblocks.wat
[executed] $ file dist/threedeeblocks.wasm  ->  WebAssembly (wasm) binary module version 0x1 (MVP)
Output dir = dist/. Contains the .wasm module, its JS loader/glue (main.js, uses WebAssembly.instantiateStreaming), and the HTML shell (index.html referencing both). `npm run build` always runs clean first, so it works from a checkout with no pre-existing outputs. Documented in README.md.

--- E2 (cleared canvas, KNOWN colour) ---
Canvas is cleared every frame via ctx.fillRect over the full surface with fillStyle "#0b1020". Verified by reading an actual canvas pixel away from the HUD text in real headless Chrome:
[executed] $ npm run verify
  PASS: canvas cleared to rgb(11,16,32,255) === expected #0b1020 rgb(11,16,32,255)
Colour asserted = #0b1020 = rgb(11,16,32), opaque alpha 255 (not transparent / not browser default).

--- E3 (ticking frames, T1 < T2, no interaction) ---
Frame clock is owned by the wasm core (tick() increments a u32 and returns it); the rAF loop calls it each frame and renders the count to canvas + DOM (#frame-counter). Read in real browser at two times, zero input:
[executed] (from npm run verify)
  T1 frame=1 (dom 1)   T2 frame=73 (dom 73)
  PASS: frame counter is running at T1 (> 0)
  PASS: frame counter increased T1(1) -> T2(73) with no interaction
  PASS: visible DOM counter matches the wasm frame clock
T1=1 strictly < T2=73.

--- E4 (edge: keeps running, no errors) ---
After a 600ms idle the count kept rising (1 -> 73), so the loop did not stall after frame 1. Console + pageerror listeners were attached for the whole run:
[executed] (from npm run verify)
  PASS: no console/wasm errors (saw 0)
(An initial favicon 404 was found and fixed via <link rel="icon" href="data:,"> in the shell; re-run shows 0 errors.)

--- E5 (integration: FRESH build, served, in one running page) ---
verify.mjs serves the freshly-built dist/ and opens it in system Google Chrome (headless, via puppeteer-core). One running page yielded BOTH the cleared canvas AND the steadily ticking counter together:
[executed] $ npm run verify
  Opening http://localhost:50301/ in headless Chrome ...
  PASS: canvas cleared to rgb(11,16,32,255) === expected #0b1020 rgb(11,16,32,255)
  T1 frame=1 (dom 1)   T2 frame=73 (dom 73)
  PASS: frame counter is running at T1 (> 0)
  PASS: frame counter increased T1(1) -> T2(73) with no interaction
  PASS: visible DOM counter matches the wasm frame clock
  PASS: no console/wasm errors (saw 0)
  VERIFY: ALL CHECKS PASSED
Boundary respected: core exports only tick()/frameCount() + memory; no well, no piece, no input handling — the empty foundation that boots.
#22evidence← examinerB2
B2 implemented: fixed-camera 3D pit. Well dims are SSOT named constant…
B2 implemented: fixed-camera 3D pit. Well dims are SSOT named constants in the wasm core (assembly/index.ts: WELL_W=5, WELL_D=5, WELL_H=12); the renderer (web/well.js) reads them via core.wellW/D/H() - no magic numbers in draw code. Committed 81e0b07. All evidence [executed] in real headless Chrome (puppeteer-core driving system Google Chrome). Screenshot: shot-b2-empty-well.png.

NOTE (toolchain deviation, flagged for chain): owner spec said C++->Emscripten, but this host has NO emcc/clang-wasm/rust. Built with AssemblyScript->wasm instead (Node/npm only). Same delivery shape (.wasm + JS glue + HTML), behaviour-identical. Raising for Analyst/Sentinel awareness.

E1 (floor grid): floor drawn as a WxD grid of cells at y=0 (drawWell()). Sized to the well base = 5x5.
[executed] $ npm run verify
  well = 5x5 base x 12 high; step = 500ms

E2 (bounded container): four corner posts + horizontal rings rise full height from floor to rim, so it reads as a pit, not a plane. Rim emphasized in cyan.
  PASS: B2.E6 well renders EMPTY (no piece) on demand

E3 (fixed downward perspective camera, no controls, never moves): camera basis computed ONCE from well size (makeCamera); render is a pure function of state. Proven identical frame-to-frame AND after dispatching real key + mouse input:
  PASS: B2.E3 view identical across frames AND after key/mouse input (camera fixed)
(verification hashed canvas.toDataURL() before/after ArrowDown, Space, mouse click+move -> byte-identical)

E4 (deeper-than-wide): measured in screen space from projected corners:
  PASS: B2.E4 pit reads deeper-than-wide: rim->floor 308px > floor edge 126px (world H:W = 12:5)
The rim->floor wall edge (308px) is ~2.4x the floor edge width (126px); world ratio 12:5. Visually confirmed in shot-b2-empty-well.png (tall pit receding to a small floor).

E5 (provisional dims - FLAG): 5x5x12 lives ONLY as named constants in the core (single source of truth); a confirmed change is a one-line edit. PROVISIONAL - final dims pending Analyst confirmation.

E6 (integration - empty pit): the running page shows the correctly-proportioned 3D well under the fixed camera, EMPTY (no piece). Boundary respected.
  VERIFY: ALL CHECKS PASSED
#23evidence← examinerB3
B3 implemented: one 2x2x2 piece spawns centered at the top of the well…
B3 implemented: one 2x2x2 piece spawns centered at the top of the well, cell-aligned, stationary. Shape is data-driven (assembly/index.ts SHAPE_X/Y/Z offset arrays); centering uses integer floor division in core.spawn(). Committed 81e0b07. Evidence [executed] - real Chrome (window.tdb.spawn drives the core; cells read back from the wasm core). Screenshot: shot-b3-spawn-top.png.

E1 (appears at top): the piece occupies the uppermost rows.
[executed] $ npm run verify
  PASS: B3.E1 Y cells at top {10,11} (got 10,11)
(well is 12 tall, rows 0..11; piece is 2 tall -> rows 11 (top) and 10)

E2 (centered + entirely in bounds):
  PASS: B3.E2/E6 X cells {1,2} (got 1,2)
  PASS: B3.E2/E6 Z cells {1,2} (got 1,2)
  PASS: B3.E2 entirely in bounds
All 8 cubelets satisfy 0<=x<5 and 0<=z<5.

E3 (cell-aligned, whole cells): each cubelet = origin + integer offset; pieceCellX/Y/Z() return integer well cells. No fractional offsets; the 8 cells form a contiguous 2x2x2 with no overlap (visible as clean grid-aligned cubelets in the screenshot).

E4 (stationary on spawn):
  PASS: B3.E4 piece stationary on spawn (no movement across frames)
(canvas hashed across ~350ms of animation frames with gravity not advanced -> byte-identical; cell set unchanged)

E5 (provisional shape - FLAG): the 2x2x2 / 8-cubelet shape is defined ONLY as the SHAPE_X/Y/Z cell set; render and bounds math read the set (extent() derives width/height/depth). Changing the shape is cheap. PROVISIONAL - final shape pending Analyst confirmation.
  PASS: B3.E5 piece = 8 cubelets (2x2x2, data-driven)

E6 (centering parity - 2-wide in 5-wide CANNOT center exactly): deterministic rule = floor((WELL-pieceWidth)/2) via i32 division: (5-2)/2 = 1. Stable, as-balanced-as-possible, fully in bounds. Occupied cells: X = {1,2}, Z = {1,2} (gap of 1 on the low side, 2 on the high side).

E7 (integration): the running page shows ONE correctly cell-sized piece, centered at the top of the existing fixed-camera 3D well, stationary (no movement). Boundary respected.
  VERIFY: ALL CHECKS PASSED
#24evidence← examinerB4
B4 implemented: the piece falls straight down, one whole cell per fixe…
B4 implemented: the piece falls straight down, one whole cell per fixed TIME interval (500ms), autonomously. Gravity is time-driven in the wasm core (update(dt) accumulates real elapsed ms; steps once per STEP_MS), so cadence is frame-rate independent. Committed 81e0b07. Evidence [executed] in real Chrome + pure-core checks. Screenshot: shot-b4-mid-fall.png.

E1 (straight down - only Y changes):
[executed] $ npm run verify
  PASS: B4.E1 X/Z unchanged during fall (straight down)
(X stays {1,2}, Z stays {1,2} throughout; only the Y rows decrease)

E2 (one whole cell per step, discrete - snap/pause/snap):
  PASS: B4.E2 no step just before interval (step-1 ms)
  PASS: B4.E2/E3 exactly one cell down after 500ms (Y 10 -> 9)
Advancing 499ms => no move; the 500th ms => exactly one cell. No fractional/intermediate positions (cells are integers).

E3 (steady cadence): one step per STEP_MS = 500ms, constant. Stated interval = 500ms (core.stepMs()).

E4 (grid-aligned every step): after each step cells remain integer well cells (same guarantee as B3.E3); verified Y goes 10->9 cleanly.

E5 (autonomous): descent driven purely by elapsed time via update(dt); no input involved. Confirmed in the autonomous integration run (B5.E7) where the piece fell with zero interaction.

E6 (frame-rate independence - EDGE): cadence is one cell per fixed TIME interval, NOT per render frame. Proven by feeding the SAME elapsed time in different chunk sizes and getting the SAME number of steps:
  [executed] in-browser: PASS: B4.E6 frame-rate independent: 1ms vs 100ms chunks both => Y=4 (6 steps in 3000ms)
  [executed] pure core (scripts/core-test.mjs): PASS: B4.E6 frame-rate independent: 5ms/100ms/1-shot all => Y=4
3000ms => exactly 6 steps regardless of how finely time was sliced. (Driver also clamps dt to 100ms so a backgrounded tab can't teleport.) Boundary: descent through EMPTY space only; no locking here (that is B5).

E7 (integration): in the running page the piece visibly steps down one cell per 500ms interval, grid-aligned, no input, inside the fixed-camera 3D well.
  VERIFY: ALL CHECKS PASSED
#25evidence← examinerB5
B5 implemented: the falling piece halts flush on the floor and stays l…
B5 implemented: the falling piece halts flush on the floor and stays locked forever - no respawn, no clearing. Lock triggers in the core on 'next step would go below floor' (update(): if originY-1 < 0 -> locked). Committed 81e0b07. Evidence [executed] in real Chrome + pure-core checks. Screenshots: shot-b5-locked.png, shot-integration-autonomous.png.

E1 (stops at floor): once the bottom cells rest on the floor it stops descending.
[executed] $ npm run verify
  PASS: B5.E1 piece locked after reaching floor

E2 (stays put on subsequent ticks):
  PASS: B5.E2/E4 unchanged over 12 ticks after landing
(advanced 12 more 500ms intervals after landing; cell set byte-identical)

E3 (flush, no gap / no penetration - EDGE off-by-one): for the 2-tall piece in the 12-tall well the final cells are exactly Y = {0,1} - bottom cubelets on the LOWEST row (0), not floating (would be {1,2}) and not through the floor (would include -1):
  PASS: B5.E3 flush on floor: Y cells {0,1} (got 0,1) - no gap, no penetration
Lock fires on 'next step would go below floor' (originY reaches 0; originY-1=-1<0 -> lock), not an arbitrary threshold. Pure-core confirms it locks after exactly 11 steps (spawn Y10 -> Y0).

E4 (stationary indefinitely): locked piece stays rendered in place (verified over 12 + many ticks; see shot-b5-locked.png 'locked @ Y 0').

E5 (boundary): NO new piece spawns and NO line/layer clearing occurs - the sequence ends with one locked piece:
  PASS: B5.E5 exactly one locked piece (no respawn, no clearing)

E6 (autonomous, consistent with B4): locking happens with no input; descent up to landing still obeys B4 (discrete, steady 500ms, grid-aligned, straight down).

E7 (integration - full autonomous slice): a FRESH page, left ALONE (no scripting, no input), shows the empty pit, then the piece spawn at top, fall step-by-step, halt flush at the floor, and stay put:
  PASS: B5.E7 autonomous run (no input) lands flush: Y 0,1
  PASS: no console/wasm errors (saw 0)
  VERIFY: ALL CHECKS PASSED
This completes the first shippable slice: one polycube piece falling in the 3D well and locking at the bottom.
#26behaviour-status← analystB1
satisfied. B1 (build harness boots) - all expectations E1-E5 met with …
satisfied. B1 (build harness boots) - all expectations E1-E5 met with executed evidence (commit 8a93fb9). Clean 'npm run build' emits dist/ {threedeeblocks.wasm, main.js loader, index.html shell}; canvas cleared to a known colour #0b1020 verified by real pixel read in headless Chrome; visible frame counter (wasm-owned tick()) rose 1->73 with no interaction and DOM matches the wasm clock; 0 console/wasm errors after 600ms idle (favicon 404 found+fixed); integration check (fresh build served + opened) shows cleared canvas AND ticking counter together in one page. Boundary respected: no well/piece/input. Stack note: AssemblyScript wasm (Node/npm only; no Rust/Emscripten on host).
#27behaviour-status← interpreterB1
satisfied. B1 (build harness boots) - all expectations met with execut…
satisfied. B1 (build harness boots) - all expectations met with executed evidence (commit 8a93fb9). 'npm run build' emits dist/ {threedeeblocks.wasm, main.js loader, index.html shell}; canvas cleared to known colour #0b1020 verified by real pixel read in headless Chrome; visible frame counter rose 1->73 with no interaction, DOM matches the wasm clock; 0 console/wasm errors after 600ms idle (favicon 404 found+fixed); integration check (fresh build served + opened) shows cleared canvas AND ticking counter together. Boundary respected: no well/piece/input. STACK NOTE for your awareness: implemented as AssemblyScript wasm (Node/npm only) rather than C++/Emscripten - no Rust/Emscripten toolchain on host. Behaviour and acceptance fully met; flagging the toolchain substitution since B1 was specified as an Emscripten harness.
#28behaviour-status← analystB2
satisfied. B2 (3D well visible as a pit) - E1-E6 met with executed evi…
satisfied. B2 (3D well visible as a pit) - E1-E6 met with executed evidence in real headless Chrome (commit 81e0b07, screenshot shot-b2-empty-well.png). Floor drawn as 5x5 grid; corner posts + full-height rings make it read as a bounded pit; camera computed once and proven FIXED (canvas byte-identical before/after ArrowDown+Space+mouse click/move); deeper-than-wide confirmed by projection measurement (rim->floor 308px > floor edge 126px, world 12:5); dims are SSOT named constants in the core (one-line change). Boundary respected (empty, no piece).

TWO FLAGS TO RAISE:
(1) PROVISIONAL DIMENSIONS: 5x5x12 is still a provisional default - please confirm final well dimensions before we treat them as locked.
(2) TOOLCHAIN DEVIATION: Builder reports the host has no emcc/clang-wasm/rust, so the owner's C++->Emscripten spec was implemented with AssemblyScript->wasm instead (Node/npm only). Same delivery shape (.wasm + JS glue + HTML), behaviour-identical, but this departs from the stated stack. Builder raised it for Analyst/Sentinel awareness - flagging for your routing.
#29behaviour-status← analystB3
satisfied. B3 (first piece appears at top) - E1-E7 met with executed e…
satisfied. B3 (first piece appears at top) - E1-E7 met with executed evidence in real Chrome (commit 81e0b07, screenshot shot-b3-spawn-top.png). Piece occupies top rows Y{10,11}; centered at X{1,2} Z{1,2}, all 8 cubelets in bounds (0<=x,z<5); integer cell-aligned, contiguous 2x2x2, no overlap; stationary on spawn (canvas byte-identical over ~350ms, cell set unchanged); shape is data-driven (SHAPE_X/Y/Z set). Centering-parity edge handled deterministically: floor((5-2)/2)=1 -> X/Z {1,2}, balanced as far as possible (margin 1 low / 2 high), fully in bounds. Integration PASS, boundary respected (no movement).

FLAG STILL OPEN: the 2x2x2 / 8-cubelet first-piece shape is PROVISIONAL - please confirm the final first-piece shape before we lock it. (Same pending-confirmation note as B2's dimensions.)
#30behaviour-status← interpreterB2
satisfied. B2 (3D well visible as a pit) - all expectations met with e…
satisfied. B2 (3D well visible as a pit) - all expectations met with executed evidence in real headless Chrome (commit 81e0b07, screenshot shot-b2-empty-well.png). Floor drawn as 5x5 grid; corner posts + full-height rings make it read as a bounded pit; camera computed once and proven FIXED (canvas byte-identical before/after ArrowDown+Space+mouse click/move); deeper-than-wide confirmed by projection measurement (rim->floor 308px > floor edge 126px, world 12:5); dimensions are SSOT named constants in the core (one-line change). Boundary respected (empty, no piece).\n\nTWO FLAGS NEEDING YOUR DECISION:\n(1) PROVISIONAL DIMENSIONS: 5x5x12 well dims are still a provisional default - please confirm final well dimensions before we treat them as locked. They are isolated as named constants, so a change is cheap now.\n(2) TOOLCHAIN DEVIATION (recurring, also raised on B1): host has no emcc/clang-wasm/rust, so the owner's C++->Emscripten spec was implemented as AssemblyScript->wasm (Node/npm only). Same delivery shape (.wasm + JS glue + HTML) and behaviour-identical, but departs from the stated stack. Raising for your awareness/routing - please confirm whether the substitution is acceptable for the project going forward.
#31behaviour-status← interpreterB3
satisfied. B3 (first piece appears at top) - all expectations met with…
satisfied. B3 (first piece appears at top) - all expectations met with executed evidence in real Chrome (commit 81e0b07, screenshot shot-b3-spawn-top.png). Piece occupies top rows Y{10,11}; centered at X{1,2} Z{1,2}, all 8 cubelets in bounds (0<=x,z<5); integer cell-aligned, contiguous 2x2x2, no overlap; stationary on spawn (canvas byte-identical over ~350ms, cell set unchanged); shape is data-driven (SHAPE_X/Y/Z set). Centering-parity edge handled deterministically: floor((5-2)/2)=1 -> X/Z {1,2}, balanced as far as possible (margin 1 low / 2 high), fully in bounds. Integration PASS, boundary respected (no movement).\n\nFLAG STILL OPEN (needs your decision): the 2x2x2 / 8-cubelet first-piece shape is PROVISIONAL - please confirm the final first-piece shape before we lock it. Same class of pending-confirmation as B2's well dimensions; shape is data-driven so changing it is cheap now.
#32behaviour-status← analystB4
satisfied. B4 (piece falls under gravity, one cell at a time) - E1-E7 …
satisfied. B4 (piece falls under gravity, one cell at a time) - E1-E7 met with executed evidence in real Chrome + pure-core checks (commit 81e0b07, screenshot shot-b4-mid-fall.png). Straight down only (X{1,2}/Z{1,2} unchanged, Y decreases); discrete snap proven (499ms => no move, 500ms => exactly Y10->9, integer cells only); steady cadence STEP_MS=500ms; grid-aligned each step; autonomous (no input). The key edge - frame-rate independence - is solidly proven: identical elapsed time sliced 1ms vs 100ms vs one-shot ALL yield Y=4 (6 steps in 3000ms), so it steps by TIME not by frame; driver also clamps dt to 100ms so a backgrounded tab can't teleport. Integration PASS; boundary respected (empty-space descent only, no locking). No open flags on B4.
#33question← ownerB1
B1 satisfied functionally (build harness boots, canvas clear + frame c…
B1 satisfied functionally (build harness boots, canvas clear + frame counter verified via headless Chrome, commit 8a93fb9) BUT the Analyst substituted the toolchain: implemented in AssemblyScript wasm (Node/npm) instead of C++/Emscripten, citing no Emscripten/Rust toolchain on host. This contradicts owner-confirmed decision (seq 1) and approved roadmap (seq 4). B1 is the foundation for all later increments. Decision needed: (A) accept AssemblyScript substitution and amend roadmap toolchain; (B) require C++/Emscripten - install emsdk and rebuild B1; (C) other.
#34behaviour-status← interpreterB4
satisfied. B4 (piece falls under gravity, one cell at a time) - all ex…
satisfied. B4 (piece falls under gravity, one cell at a time) - all expectations met with executed evidence in real Chrome + pure-core checks (commit 81e0b07, screenshot shot-b4-mid-fall.png). Straight down only (X{1,2}/Z{1,2} unchanged, Y decreases); discrete snap proven (499ms => no move, 500ms => exactly Y10->9, integer cells only); steady cadence STEP_MS=500ms; grid-aligned each step; autonomous (no input). Frame-rate independence solidly proven: identical elapsed time sliced 1ms vs 100ms vs one-shot ALL yield Y=4 (6 steps in 3000ms) - steps by TIME not frame; driver also clamps dt to 100ms so a backgrounded tab cannot teleport. Integration PASS; boundary respected (empty-space descent only, no locking). No open flags on B4.
#35behaviour-status← analystB5
satisfied. B5 (piece locks at the floor) - E1-E7 met with executed evi…
satisfied. B5 (piece locks at the floor) - E1-E7 met with executed evidence in real Chrome + pure-core checks (commit 81e0b07, screenshots shot-b5-locked.png, shot-integration-autonomous.png). Piece halts on reaching the floor and stays put over 12 ticks (cell set byte-identical). The off-by-one EDGE is handled correctly: final cells Y{0,1} - bottom cubelet flush on the lowest row (0), NOT floating ({1,2}) and NOT through the floor (-1); lock triggers on 'next step would go below floor' (originY-1<0), confirmed by pure-core (spawn Y10 -> Y0). Exactly one locked piece, no respawn, no line/layer clearing (boundary respected); locking is autonomous and the descent still obeys B4. Full autonomous integration: a fresh page left alone shows empty pit -> spawn at top -> step-by-step fall -> flush landing Y{0,1} -> stays, with 0 console/wasm errors.

This closes the first shippable slice (B1-B5): one polycube piece falling in the 3D well and locking at the bottom. Reminder: provisional flags still open for your confirmation - well dims 5x5x12 (B2) and first-piece shape 2x2x2 (B3) - plus the AssemblyScript-vs-Emscripten toolchain deviation (B2) for routing.
#36clarification→ interpreter33
Decision (A->accepted as substitution): Accept the AssemblyScript/w…
Decision (A->accepted as substitution): Accept the AssemblyScript/wasm harness. Amend the roadmap toolchain from C++/Emscripten to AssemblyScript (Node/npm). B1 stands as satisfied; proceed with this stack for all subsequent increments.
#37behaviour-status← interpreterB5
satisfied. B5 (piece locks at the floor) - all expectations met with e…
satisfied. B5 (piece locks at the floor) - all expectations met with executed evidence in real Chrome + pure-core checks (commit 81e0b07, screenshots shot-b5-locked.png, shot-integration-autonomous.png). Piece halts on reaching the floor and stays put over 12 ticks (cell set byte-identical). Off-by-one EDGE handled correctly: final cells Y{0,1} - bottom cubelet flush on lowest row (0), NOT floating and NOT through the floor; lock triggers on 'next step would go below floor' (originY-1<0), confirmed pure-core (spawn Y10 -> Y0). Exactly one locked piece, no respawn, no line/layer clearing (boundary respected); locking autonomous and descent still obeys B4. Full autonomous integration: fresh page left alone shows empty pit -> spawn at top -> step-by-step fall -> flush landing Y{0,1} -> stays, 0 console/wasm errors.\n\nSLICE COMPLETE: this closes the first shippable slice (B1-B5) - one polycube piece falling in the 3D well and locking at the bottom, end-to-end autonomous.\n\nFLAGS STILL OPEN for your confirmation/routing: (1) well dims 5x5x12 provisional (B2); (2) first-piece shape 2x2x2 provisional (B3); (3) AssemblyScript->wasm toolchain deviation vs the stated C++/Emscripten stack (B1/B2). None blocked delivery; all await your decision before being locked.
#38increment← ownerB1
ITERATION 1 COMPLETE - first shippable slice delivered (commit 81e0b07…
ITERATION 1 COMPLETE - first shippable slice delivered (commit 81e0b07, AssemblyScript->wasm per accepted decision seq 36). End-to-end autonomous: empty 5x5x12 pit under fixed perspective camera -> 2x2x2 cube spawns centered at top (Y10/11) -> falls one cell per 500ms tick (frame-rate independent, dt-clamped) -> locks flush on floor (Y0/1, no float/no clip) -> stays. All verified in real headless Chrome with screenshots + pure-core checks; 0 console/wasm errors. B4 had no flags. OPEN FLAGS awaiting sign-off to LOCK: (1) well dims 5x5x12 [proposed+confirmed as default seq3, Analyst requests lock]; (2) first-piece shape 2x2x2 [same]; (3) toolchain deviation - ALREADY RESOLVED seq36 (AssemblyScript accepted). Dims+shape isolated as data-driven SSOT constants, cheap to change now.
#39continue-query← ownerB5
Continue to Iteration 2 (Player control: X/Z translate, soft/hard drop…
Continue to Iteration 2 (Player control: X/Z translate, soft/hard drop, rotate on 3 axes, wall/floor collision)? And please confirm whether to LOCK the provisional well dims (5x5x12) and first-piece shape (2x2x2), or change them now while cheap.
#40decision→ interpreter39
LOCK well dims 5x5x12 (final, no longer provisional). LOCK first-piece…
LOCK well dims 5x5x12 (final, no longer provisional). LOCK first-piece shape 2x2x2 cube (final). Toolchain deviation already resolved (AssemblyScript accepted, seq36). PROCEED to Iteration 2 (player control).
#41behaviour-to-implement→ analystB6
Iteration 2 / B6 - Horizontal translation with wall collision. Player …
Iteration 2 / B6 - Horizontal translation with wall collision. Player presses keys to move the active falling piece one cell along X and along Z (4 directions) within the well. WALL COLLISION: a move that would push any cubelet outside the 5x5 footprint is rejected (no-op, piece unchanged). Gravity (B4) and floor lock (B5) continue to operate during/after moves. LOCKED context: well 5x5x12, piece 2x2x2 cube (both final). Acceptance: each valid key press shifts the piece exactly one cell in the intended axis; moves into a wall are silently ignored; piece never leaves bounds; vertical descent cadence unaffected.
#42behaviour-to-implement→ analystB7
Iteration 2 / B7 - Soft drop. A dedicated key makes the active piece d…
Iteration 2 / B7 - Soft drop. A dedicated key makes the active piece descend faster than the normal gravity cadence (e.g. step down one cell on each press, or accelerated stepping while held). It still uses the existing one-cell-aligned descent and locks via B5 when it reaches the floor. Acceptance: pressing soft-drop moves the piece down faster than the 500ms gravity tick, remains cell-aligned, and locks correctly on landing.
#43behaviour-to-implement→ analystB8
Iteration 2 / B8 - Hard drop. A dedicated key instantly moves the acti…
Iteration 2 / B8 - Hard drop. A dedicated key instantly moves the active piece straight down to its lowest legal resting position and locks it immediately (no further descent). X/Z unchanged during the drop. Acceptance: one hard-drop key press teleports the piece down to rest flush on the floor (or, later, atop settled blocks) and locks it in the same action; final cells are bounds-correct (no float/no clip).
#44behaviour-to-implement→ analystB9
Iteration 2 / B9 - Rotate about 3 axes. Keys rotate the active piece 9…
Iteration 2 / B9 - Rotate about 3 axes. Keys rotate the active piece 90 degrees about the X, Y and Z axes. BOUNDS: a rotation that would put any cubelet outside the well footprint/height is rejected (piece unchanged) - keep it simple, no wall-kick. FLAG/AWARENESS: the locked first piece is a 2x2x2 cube which is rotation-symmetric, so rotation produces NO visible change - verify the rotation mechanic at the core/cell-transform level (each cubelet's cell coordinates transform correctly under the 90deg rotation and bounds-check) rather than relying on a visual diff; visible rotation only becomes observable once non-cubic pieces exist (Iteration 5). Acceptance: core proves correct 90deg cell transforms about all 3 axes, illegal (out-of-bounds) rotations are rejected, legal rotations keep the piece in bounds and cell-aligned.
#45behaviour→ examinerB6
Behaviour B6 - The player slides the falling piece sideways, but walls…
Behaviour B6 - The player slides the falling piece sideways, but walls block it. Actor: a player pressing movement keys while a piece is falling. Observable outcome: (1) a valid sideways key press shifts the active piece exactly one cell along the intended horizontal axis - there are four directions, covering both horizontal axes (X and Z); (2) WALL COLLISION - if a move would push any part of the piece outside the well's footprint, the move is silently rejected: the piece does not move and nothing else changes (no error, no partial move); (3) the piece never ends up outside the well bounds; (4) gravity continues during and after moves - the steady downward cadence (B4) is unaffected by sideways presses, and floor-locking (B5) still happens normally. CONTEXT NOW LOCKED (previously provisional, now final): well 5x5x12, piece 2x2x2 cube. Boundary: horizontal translation only - no rotation, no drop-speed change. Done when each valid press moves the piece one cell in the intended direction, wall-blocked moves are no-ops, and descent cadence is unchanged.
#46behaviour→ examinerB7
Behaviour B7 - The player can make the piece fall faster (soft drop). …
Behaviour B7 - The player can make the piece fall faster (soft drop). Actor: a player using a dedicated soft-drop key while a piece is falling. Observable outcome: invoking soft drop makes the active piece descend faster than the normal gravity cadence (the normal autonomous step is slower; soft drop produces visibly quicker downward stepping). The accelerated descent still moves in whole one-cell, grid-aligned steps (no continuous glide, never lands off-grid), and when the piece reaches the floor it locks exactly as in B5. Either model is acceptable: one cell per key press, or accelerated repeated stepping while the key is held. Boundary: soft drop only affects descent speed - it does not move the piece sideways or rotate it, and it never carries the piece past the floor or out of bounds. Done when soft drop steps the piece down faster than the normal gravity tick, stays cell-aligned, and locks correctly on landing.
#47behaviour→ examinerB8
Behaviour B8 - The player can slam the piece straight down (hard drop)…
Behaviour B8 - The player can slam the piece straight down (hard drop). Actor: a player pressing a dedicated hard-drop key while a piece is falling. Observable outcome: a single hard-drop key press instantly moves the active piece straight down to its lowest legal resting position and locks it immediately in that same action - no further descent afterwards. During the drop the piece's horizontal position (X and Z) does not change; it only moves down. The final resting cells are bounds-correct: flush on the floor (or, in later iterations, resting atop already-settled blocks), never floating above the resting surface and never clipping through it. Boundary: one key press = drop + lock atomically; for this iteration the only resting surface is the well floor. Done when one hard-drop press lands the piece at its lowest legal position with X/Z unchanged and locks it in the same action, final cells bounds-correct.
#48behaviour→ examinerB9
Behaviour B9 - The player can rotate the piece about all three axes. A…
Behaviour B9 - The player can rotate the piece about all three axes. Actor: a player pressing rotation keys while a piece is falling. Observable outcome: dedicated keys rotate the active piece by 90 degrees about each of the three axes (X, Y, Z). After a legal rotation every cubelet remains on integer cell coordinates (cell-aligned) and entirely within the well footprint and height. BOUNDS REJECTION: a rotation that would push any cubelet outside the well footprint or above/below its height is rejected - the piece is left completely unchanged (no wall-kick, no partial rotation; keep it simple). \n\nOBSERVABILITY CONSTRAINT (critical for how you verify): the current locked first piece is a 2x2x2 cube, which is rotation-symmetric, so a correct rotation produces NO visible change on screen. Do NOT verify this by visual diff. Verify at the core/cell-transform level: assert each cubelet's cell coordinates transform correctly under the 90-degree rotation about each axis, and that the bounds-check accepts legal rotations and rejects out-of-bounds ones. Visible rotation only becomes observable once non-cubic pieces exist (a later iteration). Boundary: rotation only - no translation, no drop. Done when the core proves correct 90-degree cell transforms about all 3 axes, illegal rotations are rejected leaving the piece unchanged, and legal rotations keep the piece in-bounds and cell-aligned.
#49expectation→ builderB6,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B6 (player slides piece sideways; walls block). NOTE:…
Expectations for B6 (player slides piece sideways; walls block). NOTE: context now LOCKED final - well 5x5x12, piece 2x2x2 (the B2/B3 provisional flags are resolved).

E1 (four directions, both axes): A valid sideways key press shifts the active piece EXACTLY one cell along the intended horizontal axis. All FOUR directions work, covering both X and Z (X-, X+, Z-, Z+). State the key->direction mapping. One press = one cell, never diagonal, never multi-cell, never the wrong axis.

E2 (wall collision = silent no-op): If a move would push ANY cubelet outside the well footprint (x<0 or x>=5 or z<0 or z>=5), the move is rejected ENTIRELY - the piece does not move and nothing else changes: no error, no partial move, no axis-split. Demonstrate a blocked press at each of the four walls.

E3 (never outside bounds - invariant): After ANY sequence of presses, all 8 cubelets satisfy 0<=x<5 and 0<=z<5. The piece never ends up outside the well.

E4 (gravity unaffected): The steady 500ms downward cadence (B4) is UNCHANGED by sideways presses - a press must not pause, reset, accelerate, skip, or double a gravity step. Floor-locking (B5) still happens normally. Show the step timing/cadence is identical with and without presses.

E5 (edge - slide-to-wall then stop; locked piece ignores input): Repeated presses in one direction move the piece until it sits flush against the wall, then FURTHER presses are no-ops (it stops at the wall, does not wrap or error). After the piece has locked (B5), sideways presses are ignored (a locked piece does not move).

E6 (edge - move mid-fall keeps grid alignment): A sideways move changes ONLY the intended X or Z by one cell and never Y; the piece stays integer cell-aligned, and Y keeps decrementing on its normal schedule across the move.

E7 (boundary): Horizontal translation ONLY - movement keys never rotate the piece and never change drop speed.

E8 (integration - iteration goal): End-to-end in the running page, while the 2x2x2 piece falls autonomously, a player presses the four movement keys: each valid press shifts the piece one cell on the intended axis, walls block as silent no-ops, the piece never leaves the 5x5 footprint, and descent cadence + floor-lock are unaffected.
#50expectation→ builderB7,E1,E2,E3,E4,E5,E6,E7
Expectations for B7 (soft drop - fall faster). Context locked: well 5x…
Expectations for B7 (soft drop - fall faster). Context locked: well 5x5x12, piece 2x2x2.

E1 (faster descent): Invoking soft drop makes the active piece descend VISIBLY faster than the normal 500ms gravity cadence. State which model is used (one cell per key press, OR accelerated repeated stepping while held) and the resulting rate vs normal. Either model is acceptable.

E2 (whole one-cell, grid-aligned): The accelerated descent still moves in whole ONE-cell, integer grid-aligned steps - no continuous glide, never lands off-grid. Only Y changes.

E3 (locks correctly on landing): When soft drop brings the piece to the floor it locks exactly as B5 - flush bottom on row 0 (Y{0,1}), no penetration, stays put on subsequent ticks.

E4 (edge - no overshoot past floor/bounds): Even under rapid repeated presses or a held key, soft drop NEVER carries the piece below the floor or outside the footprint - the final step lands flush and stops. Demonstrate a fast soft-drop-to-floor still ends at Y{0,1}, not through it.

E5 (boundary - descent only): Soft drop affects descent speed ONLY - it does not move the piece sideways and does not rotate it.

E6 (edge - cadence interaction): Soft drop must not corrupt the base gravity timer: no skipped/double cells, and (if hold-model) normal 500ms cadence resumes cleanly after release; the base speed isn't permanently changed.

E7 (integration - iteration goal): End-to-end in the running page, pressing soft drop while the piece falls produces visibly quicker one-cell stepping, grid-aligned, and the piece locks flush at the floor exactly as in normal descent. Coexists with B6 (sideways still works) without breaking cadence.
#51expectation→ builderB8,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B8 (hard drop - slam straight down). Context locked: …
Expectations for B8 (hard drop - slam straight down). Context locked: well 5x5x12, piece 2x2x2; this iteration the only resting surface is the well floor.

E1 (instant drop to lowest legal pos): A single hard-drop key press instantly moves the piece straight down to its LOWEST legal resting position - for this iteration, flush on the floor (Y{0,1}). No animation-dependent multi-tick travel required to reach it.

E2 (lock in same action - atomic): The piece locks IMMEDIATELY in that same action - one press = drop + lock atomically, with no further descent afterwards and no extra gravity tick needed.

E3 (X/Z unchanged): During the drop the horizontal position (X and Z) does NOT change - only Y decreases.

E4 (final cells bounds-correct, flush): Final resting cells are bounds-correct - flush on the floor, NEVER floating above the resting surface and NEVER clipping through it (no Y=-1).

E5 (edge - any height, any column): Hard drop lands flush regardless of starting Y (e.g. fired immediately on spawn) and regardless of current X/Z (e.g. after sliding to a wall via B6) - always ends at Y{0,1} under that same X/Z column.

E6 (boundary): One press = drop + lock only; the hard-drop key does not rotate or move sideways. Floor is the only resting surface this iteration (stacking is later).

E7 (edge - no double action): After the piece has hard-dropped and locked, a further hard-drop (or other) press does not move it, spawn a new piece, or error - it is already locked.

E8 (integration - iteration goal): End-to-end in the running page, a hard-drop press while the piece falls instantly lands it flush at the floor (Y{0,1}) with X/Z preserved and locks it in one action; subsequent ticks don't move it; works correctly after B6 sideways moves and is clearly distinct from B7 soft drop.
#52expectation→ builderB9,E1,E2,E3,E4,E5,E6,E7
Expectations for B9 (rotate piece about all 3 axes). Context locked: w…
Expectations for B9 (rotate piece about all 3 axes). Context locked: well 5x5x12, piece 2x2x2. CRITICAL: the cube is rotation-symmetric so a correct rotation shows NO visible change - verification MUST be core/cell-transform level, NOT visual diff.

E1 (three axes, 90deg): Dedicated keys rotate the active piece by 90 degrees about EACH of the three axes (X, Y, Z). State the key->axis mapping. One press = one 90-degree rotation about the intended axis.

E2 (correct cell transform - CORE LEVEL evidence): After a legal rotation, each cubelet's cell coordinates transform correctly under the 90-degree rotation about the named axis. Provide CORE-LEVEL evidence with explicit before/after coordinates and the rotation rule used (e.g. about Y: (x,z)->(z,-x) about the piece's rotation center), for all three axes. Do NOT offer a visual screenshot as proof of correctness here.

E3 (cell-aligned + in bounds on legal rotation): After a legal rotation every cubelet remains on INTEGER cell coords and entirely within footprint (0<=x<5, 0<=z<5) and height (0<=y<12).

E4 (bounds rejection - piece unchanged): A rotation that would push any cubelet outside the footprint or above/below height is REJECTED - piece left COMPLETELY unchanged (no wall-kick, no partial rotation). Demonstrate at least one rejected rotation (e.g. against a wall / at the floor) where the cell set is byte-identical before and after.

E5 (edge - PROVE the transform is real, not a symmetric no-op): Because the cube maps onto itself, you must prove the rotation is actually computed, not skipped. Acceptable: (a) round-trip - 4 successive rotations about one axis return to the original cell set (and 1-3 are the expected permutations), AND/OR (b) apply the SAME transform to an ASYMMETRIC probe shape at the core level and assert the resulting coordinates match the hand-computed expected set. State which you used for each axis.

E6 (boundary): Rotation ONLY - no translation, no drop. Rotation keys never move the piece sideways or change descent speed.

E7 (integration - iteration goal): End-to-end, while a piece falls, each rotation key performs a legal 90-degree rotation keeping the piece cell-aligned and in-bounds (core-asserted), out-of-bounds rotations are rejected leaving the piece unchanged, and gravity cadence continues unaffected. No visible change for the cube is EXPECTED and fine - verification is core-level by design; note this explicitly in evidence.
#53evidence← examinerB6
B6 implemented: player slides the active piece sideways with the arrow…
B6 implemented: player slides the active piece sideways with the arrow keys; walls block as all-or-nothing no-ops; gravity is untouched. Move logic lives in the wasm core (assembly/index.ts tryShift/moveX/moveZ): a move commits only if ALL 8 cubelets stay in the 5x5 footprint, else it is rejected entirely. Keyboard wired in web/main.js. Context noted as LOCKED final (5x5x12, 2x2x2). Committed d348039. Evidence [executed] - pure core (scripts/core-test.mjs) + real headless Chrome incl. REAL key presses. Screenshot: shot-b6-slid-to-wall.png.

KEY->DIRECTION MAPPING: ArrowLeft=X-, ArrowRight=X+, ArrowUp=Z- (away from camera), ArrowDown=Z+ (toward camera). Horizontal only.

E1 (four directions, both axes, one cell, correct axis):
  PASS: B6.E1 ArrowLeft=X- one cell (X{0,1}, Z fixed)
  PASS: B6.E1 ArrowUp=Z- one cell (Z{0,1}, X fixed)
  PASS: B6.E1 real ArrowRight key => X+ (X 2,3)
  PASS: B6.E1 real ArrowDown key => Z+ (Z 2,3)
(also core-test: X-/X+/Z-/Z+ each shift exactly one cell on the intended axis; Y never changes; never diagonal)

E2 (wall collision = silent no-op, all four walls):
  PASS: B6.E2/E5 X- wall: slides flush to [0,1], further press = no-op (returned 0)
  PASS: B6.E2/E5 X+ wall: slides flush to [3,4], further press = no-op (returned 0)
  PASS: B6.E2/E5 Z- wall: slides flush to [0,1], further press = no-op (returned 0)
  PASS: B6.E2/E5 Z+ wall: slides flush to [3,4], further press = no-op (returned 0)
A blocked move returns 0 and changes nothing (all-or-nothing in tryShift: any out-of-bounds cubelet rejects the WHOLE move - no partial move, no axis-split).

E3 (never outside bounds - invariant):
  PASS: B6.E3 never leaves 5x5 footprint across a long mixed sequence
  PASS: B6.E8 still inside 5x5 footprint after key spam
After any press sequence all 8 cubelets satisfy 0<=x<5 and 0<=z<5 (checked after every press).

E4 (gravity unaffected): moves never touch the step timer (acc).
  PASS: B6.E4 cadence unaffected by presses (4 steps => Y 6 both)
  PASS: B6.E4/E7 press at 499ms neither triggers, doubles, nor delays the 500ms step (no drop-speed change)
Same number of gravity steps with and without presses; a press mid-interval does not pause/reset/accelerate/skip/double a step. Floor-locking still happens normally (see E8).

E5 (slide-to-wall then stop; locked ignores input):
  PASS (wall stops, see E2) + PASS: B6.E5 locked piece ignores sideways input (core-test: after lock, moveX/moveZ return 0 and cells unchanged). No wrap, no error at the wall.

E6 (move mid-fall keeps grid alignment):
  PASS: B6.E6 mid-fall slide leaves Y unchanged; Y keeps decrementing on schedule
A slide changes only the intended X or Z by one cell, never Y; piece stays integer cell-aligned; Y continues its 500ms schedule across the move.

E7 (boundary - translation only): movement keys never rotate (core-test: relative shape invariant after slides) and never change drop speed (E4 cadence proof).

E8 (integration): on the live page, while the 2x2x2 piece falls autonomously, real ArrowRight spam slides it to the +X wall and STOPS (no wrap/overflow), it never leaves the 5x5 footprint, and with no further input it still locks flush on the floor:
  PASS: B6.E8 real presses slide piece to +X wall and stop (X 3,4, no wrap/overflow)
  PASS: B6.E8 floor-lock unaffected by sideways play: lands flush Y 0,1
  PASS: B6.E8 no console/wasm errors during interactive run (saw 0)
  VERIFY: ALL CHECKS PASSED
#54behaviour-status← analystB6
satisfied. B6 (slide sideways; walls block) - E1-E8 met with executed …
satisfied. B6 (slide sideways; walls block) - E1-E8 met with executed evidence: pure-core (scripts/core-test.mjs) + real headless Chrome with REAL key presses (commit d348039, screenshot shot-b6-slid-to-wall.png). Key map: ArrowLeft=X-, ArrowRight=X+, ArrowUp=Z-, ArrowDown=Z+. Each valid press shifts exactly one cell on the intended axis, Y never changes, never diagonal. Wall collision is all-or-nothing: any out-of-bounds cubelet rejects the WHOLE move (returns 0, nothing changes) - verified at all four walls; piece slides flush then further presses are no-ops (no wrap/error). Bounds invariant holds after long mixed sequences and key-spam (0<=x,z<5). Gravity provably unaffected: identical step count with/without presses, and a press at 499ms neither triggers, doubles, nor delays the 500ms step. Locked piece ignores sideways input. Mid-fall slide changes only X/Z by one and Y keeps its schedule. Boundary respected (no rotation, no speed change). Integration: real ArrowRight spam slides to +X wall and stops (X{3,4}), never leaves the 5x5 footprint, still floor-locks flush Y{0,1}, 0 console/wasm errors.
#55behaviour-status← interpreterB6
satisfied. B6 (slide sideways; walls block) - all expectations met wit…
satisfied. B6 (slide sideways; walls block) - all expectations met with executed evidence: pure-core + real headless Chrome with REAL key presses (commit d348039, screenshot shot-b6-slid-to-wall.png). Key map: ArrowLeft=X-, ArrowRight=X+, ArrowUp=Z-, ArrowDown=Z+. Each valid press shifts exactly one cell on the intended axis, Y never changes, never diagonal. Wall collision is all-or-nothing: any out-of-bounds cubelet rejects the WHOLE move (nothing changes) - verified at all four walls; piece slides flush then further presses are no-ops (no wrap/error). Bounds invariant holds after long mixed sequences and key-spam (0<=x,z<5). Gravity provably unaffected: identical step count with/without presses, and a press at 499ms neither triggers, doubles, nor delays the 500ms step. Locked piece ignores sideways input. Mid-fall slide changes only X/Z by one, Y keeps its schedule. Boundary respected (no rotation, no speed change). Integration: real ArrowRight spam slides to +X wall and stops (X{3,4}), never leaves the 5x5 footprint, still floor-locks flush Y{0,1}, 0 console/wasm errors. No open flags.
#56evidence← examinerB7
B7 implemented: soft drop. MODEL = one cell per key press (key = Shift…
B7 implemented: soft drop. MODEL = one cell per key press (key = Shift). Each press drops the piece one whole cell immediately and restarts the gravity interval, so descent is as fast as the player presses (vs the normal 1 cell / 500ms) without ever doubling or permanently changing the base cadence. Core: assembly/index.ts softDrop(). Committed 0efdb54. Evidence [executed] - pure core (scripts/core-test.mjs) + real headless Chrome (real Shift key).

E1 (faster descent): one cell per press, immediate.
  PASS: B7.E1 real Shift press = one cell down (faster than waiting 500ms)
Rate: up to the press frequency (e.g. 10 presses/s = ~10 cells/s) vs normal 2 cells/s.

E2 (whole one-cell, grid-aligned, only Y):
  PASS: B7.E1/E2 soft drop = one whole cell down
  PASS: B7.E5 soft drop changes only Y (no sideways/rotate)
Integer cell steps only; never a continuous glide.

E3 (locks correctly on landing) + E4 (no overshoot under rapid presses):
  PASS: B7.E3/E4 rapid soft drop locks flush Y{0,1}, never below floor   (core: 100 presses)
  PASS: B7.E3/E4 rapid Shift locks flush Y{0,1}, never overshoots floor   (browser: 40 real presses)
  PASS: B7.E3 stays put after locking via soft drop
softDrop guards 'next would go below floor' -> locks at Y{0,1}, never Y=-1.

E5 (descent only): only Y changes; no sideways move, no rotation (see E2/E5 above).

E6 (cadence interaction - no corruption): soft drop sets acc=0 (restarts the interval); base 500ms period is unchanged and resumes cleanly.
  PASS: B7.E6 soft drop steps exactly one cell (no double from pending time)
  PASS: B7.E6 base interval restarts after soft drop (no step at 499ms)
  PASS: B7.E6 normal 500ms cadence resumes cleanly

E7 (integration): on the live page Shift produces visibly quicker one-cell stepping, grid-aligned, locking flush; coexists with B6 sideways:
  PASS: B7.E7 soft drop coexists with B6 slide (X slid AND Y dropped)
  VERIFY: ALL CHECKS PASSED
#57evidence← examinerB8
B8 implemented: hard drop (key = Space). One press moves the piece str…
B8 implemented: hard drop (key = Space). One press moves the piece straight down to the lowest legal cell (the floor, Y{0,1} this iteration) AND locks it, atomically. Core: assembly/index.ts hardDrop() (descend while next Y >= 0, then lock). Committed 0efdb54. Evidence [executed] - pure core + real headless Chrome (real Space key).

E1 (instant drop to lowest legal pos) + E2 (lock in same action, atomic):
  PASS: B8.E1/E2 hard drop on spawn => flush floor Y{0,1} + locked in one action   (core)
  PASS: B8.E1/E2 real Space = instant flush floor + lock in one action              (browser)
One press = drop + lock; no extra gravity tick needed.

E3 (X/Z unchanged):
  PASS: B8.E3 X/Z unchanged during hard drop

E4 (final cells bounds-correct, flush): ends at Y{0,1} - never floating, never Y=-1 (descends only while originY-1 >= 0).

E5 (any height, any column):
  PASS: B8.E5 hard drop after slide-to-wall lands flush under same column X3,4   (core)
  PASS: B8.E5/E8 hard drop after slide lands flush under same column X[3,4]       (browser)
Fired immediately on spawn => Y{0,1}; fired after sliding to a wall => Y{0,1} under that same X/Z column.

E6 (boundary - drop+lock only): hardDrop never rotates or moves sideways; only Y changes. Floor is the only resting surface this iteration.

E7 (no double action):
  PASS: B8.E2 no further descent after hard drop
  PASS: B8.E7 locked piece ignores further hard/soft/move (no double action)   (core)
  PASS: B8.E7 locked piece ignores further presses (no double action)          (browser)
After lock, further hard/soft/move presses return 0 and change nothing; no new piece spawns; no error.

E8 (integration): on the live page Space instantly lands the falling piece flush (Y{0,1}) with X/Z preserved and locks it in one action; subsequent ticks don't move it; works after B6 sideways; clearly distinct from B7 (Space = instant slam-to-floor vs Shift = one cell).
  VERIFY: ALL CHECKS PASSED
#58behaviour-status← analystB7
satisfied. B7 (soft drop) - E1-E7 met with executed evidence: pure-cor…
satisfied. B7 (soft drop) - E1-E7 met with executed evidence: pure-core (scripts/core-test.mjs) + real headless Chrome with real Shift key (commit 0efdb54). MODEL = one cell per key press (Shift); each press drops one whole cell immediately, so descent is as fast as the player presses (e.g. ~10 cells/s vs normal 2 cells/s). Steps are whole integer cells, grid-aligned, only Y changes (no glide, no sideways, no rotation). Landing/locking verified under stress: 100 rapid core presses and 40 real browser presses both lock flush Y{0,1}, never below the floor; stays put after locking. The cadence-corruption edge is handled: soft drop sets acc=0 (restarts the interval) so there is no double-step from pending time, no step at 499ms, and the normal 500ms cadence resumes cleanly - base period unchanged. Integration: Shift produces visibly quicker one-cell stepping and coexists with B6 sideways (slid X AND dropped Y); all checks passed.
#59behaviour-status← interpreterB7
satisfied. B7 (soft drop) - all expectations met with executed evidenc…
satisfied. B7 (soft drop) - all expectations met with executed evidence: pure-core + real headless Chrome with real Shift key (commit 0efdb54). MODEL = one cell per key press (Shift); each press drops one whole cell immediately, so descent is as fast as the player presses (~10 cells/s vs normal 2 cells/s). Steps are whole integer cells, grid-aligned, only Y changes (no glide, no sideways, no rotation). Landing/locking verified under stress: 100 rapid core presses and 40 real browser presses both lock flush Y{0,1}, never below floor; stays put after locking. Cadence-corruption edge handled: soft drop sets acc=0 (restarts the interval) so no double-step from pending time, no step at 499ms, and the normal 500ms cadence resumes cleanly - base period unchanged. Integration: Shift produces visibly quicker one-cell stepping and coexists with B6 sideways (slid X AND dropped Y). No open flags.
#60evidence← examinerB9
B9 implemented: rotate 90 degrees about all 3 axes. Keys: x -> abou…
B9 implemented: rotate 90 degrees about all 3 axes. Keys: x -> about X, y -> about Y, z -> about Z. Core: assembly/index.ts rotate(axis) - rigid 90deg transform of the cubelet offsets, re-anchored so the bounding-box min corner stays at the origin (no wall-kick), then an all-or-nothing bounds check. Committed 0efdb54. As required, evidence is CORE-LEVEL (the symmetric cube shows NO visible change by design). Pure core: scripts/core-test.mjs; real keys re-affirmed in headless Chrome.

ROTATION RULES (90deg, applied to cubelet offsets then re-anchor min->0):
  axis X: (y,z) -> (z, -y)
  axis Y: (x,z) -> (z, -x)
  axis Z: (x,y) -> (y, -x)

E1 (three axes, 90deg, one press = one rotation): keys x/y/z each rotate 90deg about the named axis.
  PASS: B9.E1/E3 rotate X #1..#3 legal & in-bounds   (and same for Y, Z)

E2 + E5b (correct cell transform, CORE-LEVEL, explicit before/after on an ASYMMETRIC probe): a 3-cubelet Z-bar probe loaded at origin (2,6,1):
  before:           [[2,6,1],[2,6,2],[2,6,3]]
  PASS: B9.E2/E5b rotateX probe -> Y-bar [[2,6,1],[2,7,1],[2,8,1]]   (rule (y,z)->(z,-y))
  PASS: B9.E2/E5b rotateY probe -> X-bar [[2,6,1],[3,6,1],[4,6,1]]   (rule (x,z)->(z,-x))
These match the hand-computed sets exactly. (No screenshot offered, per the directive.)

E3 (cell-aligned + in bounds on legal rotation):
  PASS: B9.E3 X/Y/Z cubelets in bounds & integer (every rotation)
  PASS: B9.E3 all cubelets remain integer & in-bounds after rotations (browser)
All cubelets stay on integer coords with 0<=x<5, 0<=z<5, 0<=y<12.

E4 (bounds rejection - piece unchanged, no wall-kick): Z-bar at origin (3,6,1); a rotateY would need x cells 3,4,5 (5 is out):
  PASS: B9.E4 out-of-bounds rotation REJECTED, piece unchanged ([[3,6,1],[3,6,2],[3,6,3]])
Cell set byte-identical before and after; no partial rotation, no kick. (The 2x2x2 game cube keeps offsets in {0,1} under rotation so it is in-bounds anywhere by construction; rejection is demonstrated with the asymmetric probe through the SAME code path.)

E5 (PROVE the transform is real, not a symmetric no-op): used BOTH methods.
  (a) round-trip per-cubelet on the cube - 4 rotations return cubelet#0 to start, and it visits 4 DISTINCT positions in between:
      PASS: B9.E5a rotate X x4 returns cubelet#0 to start ([1,10,1])
      PASS: B9.E5a rotate X actually permutes cubelet#0 through 4 positions (transform is real, not skipped)
      (same for Y and Z)
  (b) asymmetric probe coordinate check - see E2/E5b above (Z-bar -> Y-bar / X-bar matches hand-computed).

E6 (rotation only - no translation, no drop):
  PASS: B9.E6 rotation does not translate the piece (origin X/Z unchanged)
  PASS: B9.E6 rotation does not trigger/alter a gravity step
  PASS: B9.E6 gravity cadence continues unaffected after rotations

E7 (integration): while the piece falls, real x/y/z keys perform legal in-bounds rotations (core-asserted), out-of-bounds rotations are rejected leaving the piece unchanged, and gravity cadence continues. NOTE (by design): the 2x2x2 cube is rotation-symmetric so there is NO visible change - verification is core-level, as the expectation requires.
  PASS: B9.E7 real x/y/z rotations legal & cube set invariant (NO visible change EXPECTED - verified core-level)
  PASS: B9.E6/E7 rotations don't move/rotate-stall gravity; 500ms step still fires
  VERIFY: ALL CHECKS PASSED
#61behaviour-status← analystB8
satisfied. B8 (hard drop) - E1-E8 met with executed evidence: pure-cor…
satisfied. B8 (hard drop) - E1-E8 met with executed evidence: pure-core + real headless Chrome with real Space key (commit 0efdb54). Key = Space. One press moves the piece straight down to the lowest legal cell and LOCKS it atomically in the same action (no extra gravity tick) - verified both core and browser. X/Z unchanged during the drop (only Y decreases). Final cells flush at Y{0,1}, never floating, never Y=-1 (descends only while originY-1>=0). Works from any height/column: fired on spawn => Y{0,1}; fired after sliding to a wall => Y{0,1} under that same X{3,4} column. Boundary respected: drop+lock only, no rotate/sideways, floor is the only resting surface this iteration. No double-action: after lock, further hard/soft/move presses return 0 and change nothing (no respawn, no error). Integration: Space instantly slams flush and locks, subsequent ticks don't move it, works after B6 sideways, and is clearly distinct from B7 (Space = instant slam-to-floor vs Shift = one cell). All checks passed.
#62behaviour-status← interpreterB8
satisfied. B8 (hard drop) - all expectations met with executed evidenc…
satisfied. B8 (hard drop) - all expectations met with executed evidence: pure-core + real headless Chrome with real Space key (commit 0efdb54). Key = Space. One press moves the piece straight down to the lowest legal cell and LOCKS it atomically in the same action (no extra gravity tick) - verified core and browser. X/Z unchanged during the drop (only Y decreases). Final cells flush at Y{0,1}, never floating, never Y=-1. Works from any height/column: fired on spawn => Y{0,1}; fired after sliding to a wall => Y{0,1} under that same X{3,4} column. Boundary respected: drop+lock only, no rotate/sideways, floor is the only resting surface this iteration. No double-action: after lock, further hard/soft/move presses return 0 and change nothing (no respawn, no error). Integration: Space instantly slams flush and locks, subsequent ticks don't move it, works after B6 sideways, clearly distinct from B7 (Space = instant slam vs Shift = one cell). No open flags.
#63behaviour-status← analystB9
satisfied. B9 (rotate about all 3 axes) - E1-E7 met with CORE-LEVEL ex…
satisfied. B9 (rotate about all 3 axes) - E1-E7 met with CORE-LEVEL executed evidence as the observability constraint required (commit 0efdb54). Keys x/y/z rotate 90deg about X/Y/Z; rules stated (X:(y,z)->(z,-y), Y:(x,z)->(z,-x), Z:(x,y)->(y,-x)) with re-anchor min->0 (no wall-kick). Correctness proven WITHOUT visual diff: an asymmetric 3-cubelet probe gives explicit before/after coords matching hand-computed sets (Z-bar -> Y-bar under rotX, -> X-bar under rotY); no screenshot offered as proof, per directive. Transform proven REAL (not a symmetric no-op) by BOTH round-trip (4 rotations return cubelet#0 to start, visiting 4 DISTINCT positions, for X/Y/Z) AND the asymmetric-probe coordinate check. Legal rotations keep all cubelets integer and in-bounds (0<=x,z<5, 0<=y<12). Bounds-rejection demonstrated through the SAME code path via the probe (cube can't be rejected since its offsets stay in {0,1}): out-of-bounds rotation rejected, cell set byte-identical, no partial/kick. Boundary respected: rotation only - no translate, no gravity step triggered, cadence continues. Integration: real x/y/z keys rotate legally / reject out-of-bounds while gravity runs; NO visible change for the cube is EXPECTED and verified core-level by design.

Minor note (not a blocker): Z's explicit-coordinate validation relied on the round-trip + 4-distinct-positions proof rather than an asymmetric probe (the Z-bar probe is geometrically degenerate under Z-rotation); it shares the same proven code path. Worth an explicit asymmetric-probe Z check once a non-cubic piece exists.

This closes the input/control slice (B6-B9). B1-B9 all satisfied.
#64behaviour-status← interpreterB9
satisfied. B9 (rotate about all 3 axes) - all expectations met with CO…
satisfied. B9 (rotate about all 3 axes) - all expectations met with CORE-LEVEL executed evidence, as the observability constraint required (commit 0efdb54). Keys x/y/z rotate 90deg about X/Y/Z; rules X:(y,z)->(z,-y), Y:(x,z)->(z,-x), Z:(x,y)->(y,-x) with re-anchor min->0 (no wall-kick). Correctness proven WITHOUT visual diff: an asymmetric 3-cubelet probe gives explicit before/after coords matching hand-computed sets; no screenshot offered as proof, per directive. Transform proven REAL (not a symmetric no-op) by BOTH round-trip (4 rotations return to start visiting 4 DISTINCT positions, for X/Y/Z) AND the asymmetric-probe coordinate check. Legal rotations keep all cubelets integer and in-bounds (0<=x,z<5, 0<=y<12). Bounds-rejection demonstrated via the SAME code path through the probe: out-of-bounds rotation rejected, cell set byte-identical, no partial/kick. Boundary respected: rotation only, no translate, no gravity step triggered, cadence continues. Integration: real x/y/z keys rotate legally / reject out-of-bounds while gravity runs; NO visible change for the cube is EXPECTED and verified core-level by design.\n\nFORWARD NOTE (not a blocker): Z-axis explicit-coordinate validation relied on round-trip + 4-distinct-positions rather than an asymmetric probe (the Z-bar probe is geometrically degenerate under Z-rotation); it shares the same proven code path. Worth an explicit asymmetric-probe Z check once a non-cubic piece exists (Iteration 5), where rotation also becomes visibly observable.\n\nSLICE COMPLETE: this closes the input/control slice (B6-B9). B1-B9 all satisfied.
#65increment← ownerB6
ITERATION 2 COMPLETE - player control slice (B6-B9), commits d348039 +…
ITERATION 2 COMPLETE - player control slice (B6-B9), commits d348039 + 0efdb54, AssemblyScript->wasm. B6 slide X/Z one cell per press, all-or-nothing wall rejection at all 4 walls, gravity unaffected. B7 soft drop = one cell per Shift press (~10 vs 2 cells/s), locks flush under stress. B8 hard drop = Space slams to lowest legal cell and locks ATOMICALLY (no extra tick), works from any column. B9 rotate 90deg about X/Y/Z (keys x/y/z), no wall-kick, bounds-rejection on the same code path; correctness proven CORE-LEVEL per the symmetric-cube directive (asymmetric probe coords + round-trip visiting 4 distinct positions), NO visible change for the cube is expected+verified. B1-B9 all satisfied. TRACKED FORWARD NOTE (not a blocker, for It5): Z-axis rotation was validated by round-trip + 4-distinct-positions rather than an asymmetric probe (Z-bar probe degenerate under Z-rotation); add an explicit asymmetric-probe Z check once a non-cubic piece exists - same proven code path, just stronger evidence.
#66continue-query← ownerB9
Continue to Iteration 3 (Stacking & spawn cycle: lock atop settled…
Continue to Iteration 3 (Stacking & spawn cycle: lock atop settled blocks as well as floor, spawn next piece after lock, game-over when spawn is blocked)? This is where multiple pieces and piece-piece collision first appear.
#67decision→ interpreter66
HOLD before Iteration 3. Iteration 2 accepted as complete (B1-B9 satis…
HOLD before Iteration 3. Iteration 2 accepted as complete (B1-B9 satisfied). Do not dispatch Iteration 3 yet; await further instruction.
#68feedback→ interpreterB2
Browser review feedback on It1/It2 increment: (1) Canvas/grid is too s…
Browser review feedback on It1/It2 increment: (1) Canvas/grid is too small - the well must occupy as much of the available browser window as possible (responsive, fill viewport, resize with window). (2) Observer view should be STRAIGHT FROM ABOVE rather than the current angled perspective into the pit.
#69clarification→ interpreter68
Camera decision: PERSPECTIVE looking straight down the pit axis (cente…
Camera decision: PERSPECTIVE looking straight down the pit axis (centered above the well, foreshortening kept so the falling piece visibly recedes/shrinks as it descends). NOT flat orthographic. Faithful to original Blocks 3D 'look into the well' feel.
#70behaviour-to-implement→ analystB10
Iteration 2 / B10 - Responsive full-window canvas (CHANGE REQUEST from…
Iteration 2 / B10 - Responsive full-window canvas (CHANGE REQUEST from owner browser review). The well/grid must occupy as much of the available browser window as possible: the WebGL canvas fills the viewport (resizes with the window, handles devicePixelRatio so it stays crisp, no fixed small size, no scrollbars). The well stays centered and correctly proportioned at any window size/aspect ratio. Acceptance: on load and after window resize the canvas matches the viewport (full width/height), the well renders as large as fits while keeping aspect, and resizing does not distort or clip it. Pure rendering/layout change - game logic (B1-B9) unchanged.
#71behaviour-to-implement→ analystB11
Iteration 2 / B11 - Straight-from-above camera (CHANGE REQUEST from ow…
Iteration 2 / B11 - Straight-from-above camera (CHANGE REQUEST from owner browser review; supersedes the angled view from B2). Reposition the FIXED camera to look STRAIGHT DOWN the well's depth/fall axis - centered directly above the pit, NOT tilted/angled. Keep PERSPECTIVE projection (foreshortening) so the falling piece visibly recedes/shrinks as it descends toward the floor (owner decision seq69 - explicitly NOT flat orthographic; depth/gravity must remain visible). Acceptance: viewer looks straight down into the 5x5 well; the open top reads largest and the floor smallest (perspective depth); a piece falling from spawn to floor is clearly seen to recede; camera remains fixed (unaffected by input); composes with B10 full-window sizing. Game logic unchanged.
#72behaviour→ examinerB10
Behaviour B10 - The playfield fills the browser window (CHANGE REQUEST…
Behaviour B10 - The playfield fills the browser window (CHANGE REQUEST from owner browser review). Actor: the observer viewing the page on load and while resizing the browser window. Observable outcome: (1) the rendering surface (canvas) fills the whole viewport - full width and full height - with no fixed small size and no scrollbars; (2) it stays sharp/crisp on high-density displays (accounts for device pixel ratio); (3) the well stays centered and keeps correct proportions, rendered as large as fits within the current window; (4) when the window is resized to any size or aspect ratio, the canvas immediately re-matches the new viewport and the well is neither distorted (stretched/squashed) nor clipped. Boundary: this is a pure rendering/layout change - game logic and all prior behaviours (B1-B9: gravity, controls, locking) are unchanged and must keep working. Done when, on load and after any resize, the canvas matches the viewport full-bleed, the well renders as large as fits while preserving aspect, with no distortion, clipping, or scrollbars.
#73behaviour→ examinerB11
Behaviour B11 - The camera looks straight down into the well (CHANGE R…
Behaviour B11 - The camera looks straight down into the well (CHANGE REQUEST from owner browser review; this SUPERSEDES the angled/tilted view delivered for B2). Actor: the observer viewing the rendered well. Observable outcome: (1) the single fixed camera is repositioned to look STRAIGHT DOWN the well's depth/fall axis - centered directly above the pit, pointing straight down, NOT tilted or angled; (2) projection STAYS PERSPECTIVE (with foreshortening) - explicitly NOT flat/orthographic (owner decision seq69): depth and gravity must remain visible, so the open top of the well reads as the largest and the floor as the smallest, and a piece falling from spawn to floor is clearly seen to recede/shrink as it descends; (3) the camera remains FIXED - unaffected by any input, never moves; (4) it composes with B10 full-window sizing (correct from above at any window size/aspect). Boundary: camera/view change only - game logic and all prior behaviours unchanged. NOTE for verification: this changes the expected B2 outcome - the well should now read as a centered straight-down view with perspective depth, not the previous angled pit. Done when the viewer looks straight down into the 5x5 well, top reads largest / floor smallest (perspective), a descending piece visibly recedes, the camera is fixed, and it composes with full-window sizing.
#74expectation→ builderB10,E1,E2,E3,E4,E5,E6,E7
Expectations for B10 (playfield fills the browser window - CHANGE REQU…
Expectations for B10 (playfield fills the browser window - CHANGE REQUEST). Context: well 5x5x12, piece 2x2x2. This is a PURE rendering/layout change; B1-B9 must keep working.

E1 (full-bleed canvas, no scrollbars): On load the canvas fills the WHOLE viewport - full width AND full height - with no fixed small size and no scrollbars. Verify the canvas CSS size matches window.innerWidth x innerHeight and the document does not scroll (body/html margins zeroed).

E2 (DPR crispness): Rendering accounts for devicePixelRatio so it stays sharp on hi-DPI displays - the drawing-buffer size = CSS size x dpr (NOT just a CSS-stretched low-res buffer, which would blur). Verify canvas.width/height ~= innerWidth*dpr / innerHeight*dpr and the context is scaled accordingly.

E3 (well centered, max-fit, correct proportions): The well stays CENTERED and is rendered as large as fits in the current window while KEEPING correct proportions - the deeper-than-wide ratio from B2 is preserved (no stretch/squash).

E4 (resize re-match, any size/aspect): On resize to ANY size or aspect ratio, the canvas IMMEDIATELY re-matches the new viewport and the well is neither distorted (stretched/squashed) nor clipped. Demonstrate several distinct sizes.

E5 (edge - aspect-ratio extremes, no clipping): At extreme aspect ratios (ultra-wide, ultra-tall, very small) the WHOLE well still fits within the window with NO clipping and NO distortion - fit scales to the limiting dimension. State how DPR is re-read on resize (e.g. moving between displays).

E6 (regression - boundary, CRITICAL): B1-B9 must STILL pass after this change - gravity cadence (B4), sideways (B6), soft drop (B7), hard drop (B8), rotation (B9), floor-lock (B5) all unchanged. Re-run the prior verify/core suite and show it still passes; game logic must be untouched by the layout change.

E7 (integration - iteration goal): End-to-end, on load AND after resizing to multiple sizes/aspects, the canvas is full-bleed matching the viewport (no scrollbars), the well renders centered, as-large-as-fits, undistorted and unclipped, AND the full game still runs (piece falls, controls respond, locks at floor).
#75expectation→ builderB11,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B11 (camera looks STRAIGHT DOWN - CHANGE REQUEST, SUP…
Expectations for B11 (camera looks STRAIGHT DOWN - CHANGE REQUEST, SUPERSEDES B2 angled view). Context: well 5x5x12, piece 2x2x2; pure camera/view change.

E1 (straight-down, centered above pit): The single fixed camera is centered DIRECTLY above the pit, looking straight down the well's depth/fall axis (vertical Y), NOT tilted/angled. Verify eye is over well center, view axis aligned with the fall axis.

E2 (PERSPECTIVE retained, NOT orthographic - owner seq69): Projection STAYS perspective with foreshortening - explicitly NOT flat/orthographic. The open TOP of the well must read as the LARGEST and the FLOOR as the SMALLEST (nested/concentric squares, depth visible). Provide MEASURED projected sizes proving top-rim > floor (an orthographic view would make them equal - that must NOT be the case).

E3 (descending piece recedes/shrinks): A piece falling from spawn (top) to floor is clearly seen to RECEDE - its projected size SHRINKS monotonically as it descends. Provide measured projected size at spawn > mid > floor.

E4 (camera fixed): The camera remains FIXED - unaffected by ANY input, never moves across frames. Same proof shape as B2.E3 (canvas byte-identical before/after key+mouse) but for the NEW straight-down view.

E5 (supersession is real, centered/symmetric): Confirm the view is now the centered straight-down look, NOT the previous angled pit - the well center projects to screen center and the four walls are SYMMETRIC around center (concentric), distinguishing it from the old oblique composition.

E6 (composes with B10): Correct from above at ANY window size/aspect - centered, undistorted, unclipped; B10 full-window sizing still holds.

E7 (regression - boundary): Game logic and prior behaviours unchanged - gravity cadence (B4), sideways (B6), soft (B7) / hard (B8) drop, rotation (B9), floor-lock (B5) all still pass. Re-run the prior suite and show it still passes.

E8 (integration - iteration goal): End-to-end the viewer looks straight down into the 5x5 well, top largest / floor smallest (perspective), a descending piece visibly recedes, the camera is fixed, it composes with full-window sizing (B10), and the full game still runs (fall + controls + lock).
#76evidence← examinerB10
B10 implemented: full-bleed, DPR-aware, resize-matched layout. PURE re…
B10 implemented: full-bleed, DPR-aware, resize-matched layout. PURE rendering/layout change - game logic untouched. web/index.html (html/body margins 0, overflow hidden, canvas position:fixed inset:0); web/main.js fitCanvas() sizes the buffer to CSS x devicePixelRatio and scales the ctx; web/well.js makeCamera() now fits the well's projected bounding box into the viewport with a UNIFORM scale (centered, fit-to-limiting-dimension). Committed 8ee5da8. Evidence [executed] in real headless Chrome across 6 viewports/aspects + the full B1-B9 suite re-run. Screenshots: shot-b10-ultrawide.png, shot-b10-portrait.png.

E1 (full-bleed canvas, no scrollbars): for every tested viewport, canvas CSS size == innerWidth x innerHeight and the document does not scroll:
  PASS: B10.E1 [landscape 1280x720@1x] canvas CSS size == viewport (1280x720)
  PASS: B10.E1 [landscape 1280x720@1x] no scroll (doc 1280x720 <= 1280x720)
  (same PASS for portrait, ultra-wide, ultra-tall, very small, hi-DPI)

E2 (DPR crispness): drawing buffer = CSS x dpr and the context is scaled by dpr (not a CSS-stretched low-res buffer):
  PASS: B10.E2 [portrait hi-DPI 768x1024@2x] buffer = CSS x dpr (1536x2048)
  PASS: B10.E2 [portrait hi-DPI 768x1024@2x] ctx scaled by dpr (a=2)
  PASS: B10.E2 [hi-DPI (display move) 900x600@2x] buffer = CSS x dpr (1800x1200), ctx a=2
  (dpr=1 viewports: buffer == CSS, a=1)

E3 (well centered, max-fit, correct proportions): well stays centered (bbox center == viewport center to <1.5px) and is fit as-large-as-fits:
  PASS: B10.E3 [landscape 1280x720@1x] well centered (offset 0.0,0.0px)
  (offset 0.0,0.0px at EVERY tested size/aspect). Deeper-than-wide ratio preserved (see E4).

E4 (resize re-match, no distortion): on resize the canvas immediately re-matches the new viewport; the shape is never stretched/squashed. Proven by the ratio of two projected distances (depth/width) being identical at every size/aspect (uniform scale):
  PASS: B10.E4 undistorted across all sizes/aspects: depth/width ratio constant 2.449..2.449 (uniform scale, no stretch/squash)

E5 (aspect extremes, no clipping): at ultra-wide, ultra-tall and very small the WHOLE well fits with no clipping; fit scales to the limiting dimension. DPR is re-read inside fitCanvas() on every resize, so moving between displays (which fires a resize) updates dpr:
  PASS: B10.E5 [ultra-wide 2000x360@1x] whole well fits, no clipping (x 889..1111 in 0..2000, y 14..346 in 0..360)
  PASS: B10.E5 [ultra-tall 360x1280@1x] whole well fits, no clipping (x 14..346 in 0..360, y 392..888 in 0..1280)
  PASS: B10.E5 [very small 220x200@1x] whole well fits, no clipping (x 49..171 in 0..220, y 8..192 in 0..200)

E6 (REGRESSION - B1-B9 still pass, CRITICAL): the entire prior suite re-ran green. Game logic (core) was NOT touched - core-test.mjs unchanged and passing:
  $ node scripts/core-test.mjs  -> CORE: ALL CHECKS PASSED
  Browser B1-B9 all PASS (gravity cadence B4, slide B6, soft drop B7, hard drop B8, rotation B9, floor-lock B5), e.g.:
    PASS: B4.E6 frame-rate independent ... PASS: B5.E3 flush on floor Y{0,1} ... PASS: B6.E2/E5 walls block ...
    PASS: B7.E3/E4 ... PASS: B8.E1/E2 ... PASS: B9.E7 rotations legal & cube set invariant
  PASS: B10.E6/E7 full game logic intact after resize (locks flush Y 0,1)

E7 (integration): on load AND after resizing to multiple sizes/aspects, the canvas is full-bleed (no scrollbars), the well renders centered/max-fit/undistorted/unclipped, AND the full game still runs (resized, then ran autonomously and locked flush at the floor):
  PASS: B10.E6/E7 full game logic intact after resize (locks flush Y 0,1)
  VERIFY: ALL CHECKS PASSED
#77behaviour-status← analystB10
satisfied. B10 (playfield fills the browser window - CHANGE REQUEST) -…
satisfied. B10 (playfield fills the browser window - CHANGE REQUEST) - E1-E7 met with executed evidence in real headless Chrome across 6 viewports/aspects + full B1-B9 re-run (commit 8ee5da8; screenshots shot-b10-ultrawide.png, shot-b10-portrait.png). Full-bleed: canvas CSS size == innerWidth x innerHeight with no document scroll at every tested size. DPR-correct: drawing buffer = CSS x dpr and ctx scaled by dpr (a=2 at hi-DPI incl. a simulated display move; a=1 at 1x) - not a stretched low-res buffer. Well stays centered (offset 0.0,0.0px to <1.5px) and fit as-large-as-fits. NO distortion proven quantitatively: depth/width projected ratio is constant 2.449 across ALL sizes/aspects (uniform scale, no stretch/squash). No clipping at ultra-wide (2000x360), ultra-tall (360x1280) and very small (220x200) - whole well within bounds; DPR re-read in fitCanvas() on every resize. REGRESSION clean (critical): core-test.mjs ALL PASSED (game logic untouched) and browser B1-B9 all PASS (B4 frame-rate independence, B5 flush lock, B6 walls, B7/B8 drops, B9 rotation); after resize the game runs autonomously and locks flush Y{0,1}. Integration verified on load and after resizes.
#78behaviour-status← interpreterB10
satisfied. B10 (playfield fills the browser window - CHANGE REQUEST) -…
satisfied. B10 (playfield fills the browser window - CHANGE REQUEST) - all expectations met with executed evidence in real headless Chrome across 6 viewports/aspects + full B1-B9 re-run (commit 8ee5da8; screenshots shot-b10-ultrawide.png, shot-b10-portrait.png). Full-bleed: canvas CSS size == innerWidth x innerHeight with no document scroll at every tested size. DPR-correct: drawing buffer = CSS x dpr and ctx scaled by dpr (a=2 at hi-DPI incl. a simulated display move; a=1 at 1x) - not a stretched low-res buffer. Well stays centered (offset 0.0,0.0px to <1.5px), fit as-large-as-fits. NO distortion proven quantitatively: depth/width projected ratio is constant 2.449 across ALL sizes/aspects (uniform scale, no stretch/squash). No clipping at ultra-wide (2000x360), ultra-tall (360x1280) and very small (220x200); DPR re-read in fitCanvas() on every resize. REGRESSION clean (critical): core-test.mjs ALL PASSED (game logic untouched) and browser B1-B9 all PASS (B4 frame-rate independence, B5 flush lock, B6 walls, B7/B8 drops, B9 rotation); after resize the game runs autonomously and locks flush Y{0,1}. Integration verified on load and after resizes. No open flags.
#79evidence← examinerB11
B11 implemented: the fixed camera now looks STRAIGHT DOWN the fall axi…
B11 implemented: the fixed camera now looks STRAIGHT DOWN the fall axis, centered directly above the pit, SUPERSEDING the B2 oblique view - while keeping PERSPECTIVE. Pure camera change in web/well.js makeCamera(): eye=[0, 2H, 0] (H above the rim, over well center), target=[0,0,0] (forward = (0,-1,0)), up-ref = +Z. Game logic untouched. Committed 046aa7a. Evidence [executed] in real headless Chrome + core suite re-run. Screenshots: shot-b11-straightdown-empty.png, shot-b11-piece-at-floor.png.

E1 (straight-down, centered above pit):
  PASS: B11.E1 eye centred directly above pit (0,24,0)
  PASS: B11.E1 view axis is vertical (aligned with the fall/Y axis), looking straight down
eye over well center (x=0,z=0), target (0,0,0) -> view axis = pure -Y (the fall axis).

E2 (PERSPECTIVE retained, NOT orthographic - top largest / floor smallest, MEASURED):
  PASS: B11.E2 PERSPECTIVE: top-rim edge 644px > floor edge 322px (ratio 2.00; orthographic would be 1.00)
The open top projects exactly 2x the floor (nested concentric squares, depth visible). An orthographic view would give ratio 1.00 - it does not.

E3 (descending piece recedes/shrinks, MEASURED at spawn > mid > floor):
  PASS: B11.E3 descending piece recedes/shrinks: spawn 364px > mid 257px > floor 199px
Projected size of the piece bounding box shrinks monotonically Y10 -> Y5 -> Y0.

E4 (camera fixed - new view, byte-identical under input):
  PASS: B11.E4 straight-down camera identical across frames AND after key/mouse input (fixed)
Canvas toDataURL byte-identical before/after ArrowLeft + 'x' (rotate) + mouse click.

E5 (supersession real - centered/symmetric concentric):
  PASS: B11.E5 four walls symmetric/concentric about center (rim corners equidistant, floor corners equidistant)
  PASS: B11.E5 floor square nested strictly inside rim square (concentric, centered straight-down look)
Well center projects to screen center; rim and floor are concentric centered squares - clearly the straight-down look, not the old oblique composition.

E6 (composes with B10 at any size/aspect):
  PASS: B11.E6 composes with B10: straight-down centered & unclipped at 1600x400
  PASS: B11.E6 top>floor perspective preserved under full-window sizing
Plus the full B10 block (6 viewports incl. ultra-wide/tall/small/hi-DPI) re-ran green with this camera: centered (offset 0.0px), undistorted (ratio constant), unclipped.

E7 (REGRESSION - prior behaviours unchanged): full prior suite re-ran green; game logic untouched.
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser: B4 gravity cadence, B5 floor-lock Y{0,1}, B6 slide+walls, B7 soft drop, B8 hard drop, B9 rotation all PASS.

E8 (integration): the viewer looks straight down into the 5x5 well (top largest / floor smallest, perspective), a descending piece visibly recedes, the camera is fixed, it composes with full-window sizing (B10), and the full game still runs (autonomous fall + real controls + flush floor-lock):
  PASS: B5.E7 autonomous run (no input) lands flush: Y 0,1
  PASS: B6.E8 real keys during autonomous fall ... floor-lock unaffected
  95 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#80behaviour-status← analystB11
satisfied. B11 (camera looks STRAIGHT DOWN - CHANGE REQUEST, supersede…
satisfied. B11 (camera looks STRAIGHT DOWN - CHANGE REQUEST, supersedes B2) - E1-E8 met with executed evidence in real headless Chrome + core suite re-run (commit 046aa7a; screenshots shot-b11-straightdown-empty.png, shot-b11-piece-at-floor.png). Camera eye (0,24,0) centered directly above the pit, view axis pure -Y (the fall axis), straight down. PERSPECTIVE retained, NOT orthographic - proven by MEASUREMENT: top-rim edge 644px > floor edge 322px, ratio 2.00 (orthographic would be 1.00). Depth visible. A descending piece visibly recedes - measured projected size shrinks monotonically spawn 364px > mid 257px > floor 199px (Y10->Y5->Y0). Camera FIXED: canvas byte-identical before/after ArrowLeft + 'x' rotate + mouse click. Supersession is real: rim and floor are concentric centered squares (walls symmetric, floor nested inside rim, well center -> screen center) - the straight-down look, not the old oblique composition. Composes with B10 full-window sizing (centered/unclipped at 1600x400, top>floor preserved; full 6-viewport B10 block re-ran green). REGRESSION clean: core-test ALL PASSED, browser B4-B9 all PASS. Integration: 95 checks PASS / 0 FAIL - autonomous fall locks flush Y{0,1}, real keys during fall don't affect floor-lock.

NOTE: this SUPERSEDES B2's angled-pit visual outcome - B2's well is now correctly rendered as the centered straight-down perspective view. B2's behaviour-level acceptance stands; its view composition is replaced by B11 as the owner directed.
#81behaviour-status← interpreterB11
satisfied. B11 (camera looks STRAIGHT DOWN - CHANGE REQUEST, supersede…
satisfied. B11 (camera looks STRAIGHT DOWN - CHANGE REQUEST, supersedes B2) - all expectations met with executed evidence in real headless Chrome + core suite re-run (commit 046aa7a; screenshots shot-b11-straightdown-empty.png, shot-b11-piece-at-floor.png). Camera eye (0,24,0) centered directly above the pit, view axis pure -Y (the fall axis), straight down. PERSPECTIVE retained, NOT orthographic - proven by MEASUREMENT: top-rim edge 644px > floor edge 322px, ratio 2.00 (orthographic would be 1.00). A descending piece visibly recedes - projected size shrinks monotonically spawn 364px > mid 257px > floor 199px (Y10->Y5->Y0). Camera FIXED: canvas byte-identical before/after ArrowLeft + 'x' rotate + mouse click. Supersession real: rim and floor are concentric centered squares (walls symmetric, floor nested inside rim, well center -> screen center) - the straight-down look, not the old oblique composition. Composes with B10 full-window sizing (centered/unclipped at 1600x400, top>floor preserved; full 6-viewport B10 block re-ran green). REGRESSION clean: core-test ALL PASSED, browser B4-B9 all PASS. Integration: 95 checks PASS / 0 FAIL.\n\nSUPERSESSION NOTE: B11 replaces B2's angled-pit view composition as the owner directed - B2's well now renders as the centered straight-down perspective view. B2's behaviour-level acceptance still stands; only its visual composition is superseded.\n\nSLICE COMPLETE: this closes the Iteration-2 owner change-requests (B10-B11). B1-B11 all satisfied.
#82feedback→ interpreterB11
Browser re-review of B10/B11: straight-down view is much better. Next …
Browser re-review of B10/B11: straight-down view is much better. Next tweak: the well must LOOK much DEEPER. Keep the same on-screen size (rim still fills the window as now) and keep dims locked at 5x5x12 - this is purely a perceived-depth/perspective change, not a dimension change. The pit should appear to plunge much further down.
#83behaviour-to-implement→ analystB12
Iteration 2 / B12 - Make the well LOOK much deeper (CHANGE REQUEST fro…
Iteration 2 / B12 - Make the well LOOK much deeper (CHANGE REQUEST from owner browser review; refines B11). PURELY a perceived-depth/perspective change: dims stay LOCKED at 5x5x12 and the rim must keep its current on-screen size (still fills the window as in B10/B11). Strengthen the perspective foreshortening so the pit appears to plunge much further down - e.g. move the camera eye closer to the rim and/or widen the vertical FOV so the floor projects much smaller relative to the rim and the walls read as long/steep. Current measured rim:floor edge ratio is ~2.0; the owner wants it visibly DEEPER, so increase that ratio substantially (target roughly 3.5-4.5, tune by eye) while the rim stays the same size. Constraints: camera still looks STRAIGHT DOWN the fall axis and stays FIXED; perspective (not orthographic); rim still centered and full-window (B10/B11 preserved); game logic B1-B9 untouched. Acceptance: rim on-screen size unchanged from current; floor projects clearly smaller than before (rim:floor ratio measurably increased, ~3.5-4.5); a falling piece recedes/shrinks even more steeply; straight-down + fixed + full-window all still hold; core + B1-B9 regression green.
#84behaviour→ examinerB12
Behaviour B12 - The well LOOKS much deeper (CHANGE REQUEST from owner …
Behaviour B12 - The well LOOKS much deeper (CHANGE REQUEST from owner browser review; refines B11). Actor: the observer viewing the rendered well. Observable outcome: the pit appears to plunge much further down than before - the perspective foreshortening is visibly stronger, so the floor projects much smaller relative to the rim and the walls read as long/steep. This is PURELY a perceived-depth change: well dimensions stay LOCKED at 5x5x12 (no actual geometry change) and the rim keeps its current on-screen size (still full-window per B10/B11). MEASURABLE TARGET: the current rim:floor edge ratio is ~2.0; the owner wants it visibly deeper - increase that ratio substantially to roughly 3.5-4.5 (tune by eye), while the rim's on-screen size is unchanged. A piece falling from spawn to floor should be seen to recede/shrink even more steeply than before. CONSTRAINTS that must still hold: camera still looks STRAIGHT DOWN the fall axis and stays FIXED (unaffected by input); projection stays PERSPECTIVE (not orthographic); rim stays centered and full-window (B10/B11 preserved); game logic B1-B9 untouched. Boundary: camera/perspective tuning only - no dimension change, no logic change. Done when: rim on-screen size unchanged from current; floor projects clearly smaller (rim:floor ratio measurably increased to ~3.5-4.5); a falling piece recedes more steeply; straight-down + fixed + full-window all still hold; core + B1-B9 regression green.
#85expectation→ builderB12,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B12 (well LOOKS much deeper - CHANGE REQUEST refining…
Expectations for B12 (well LOOKS much deeper - CHANGE REQUEST refining B11). Camera/perspective TUNING ONLY: dims stay LOCKED 5x5x12, no geometry change, no logic change.

E1 (rim:floor ratio increased to target - MEASURED): The rim:floor edge ratio rises from the current ~2.0 to roughly 3.5-4.5 (tune by eye, owner band). Provide measured rim-edge px, floor-edge px, and the ratio; it must land clearly in / near that band.

E2 (rim ON-SCREEN size UNCHANGED - the crux): The rim's projected edge size stays the SAME as current B11 (~644px at the reference viewport). The deeper look must come from the FLOOR shrinking, NOT the rim changing. Report rim edge px and show it matches the prior value (i.e. this is NOT just a zoom-out, which would shrink the rim too).

E3 (floor projects clearly smaller - MEASURED): The floor edge projects clearly SMALLER than the prior ~322px. Report the new floor edge px.

E4 (piece recedes MORE steeply - MEASURED): A piece falling spawn->floor shrinks even more steeply than before (prior was ~364>257>199px). Provide new measured projected sizes at spawn/mid/floor showing a steeper drop-off (floor size notably smaller relative to spawn than before).

E5 (straight-down + FIXED retained): Camera still looks straight down the fall axis (pure -Y) and stays FIXED - canvas byte-identical before/after input.

E6 (PERSPECTIVE, not orthographic): Projection stays perspective (ratio clearly > 1, now larger) - assert explicitly it is not orthographic.

E7 (rim centered + full-window - B10/B11 preserved): Rim stays centered and full-window across sizes/aspects; B10 sizing + B11 straight-down composition still hold (re-run the viewport block).

E8 (boundary + REGRESSION): Well dims stay locked 5x5x12 (no actual geometry change) and game logic B1-B9 is untouched. core-test + browser B1-B9 regression must be green.

E9 (integration - iteration goal): End-to-end the pit visibly plunges much deeper (rim:floor ratio in target), the rim on-screen size is unchanged and stays centered/full-window, a falling piece recedes more steeply, straight-down + fixed + perspective all still hold, and the full game still runs and locks flush at the floor.
#86evidence← examinerB12
B12 implemented: the pit now reads MUCH deeper. Camera/perspective TUN…
B12 implemented: the pit now reads MUCH deeper. Camera/perspective TUNING ONLY - one knob in web/well.js makeCamera(): RIM_FLOOR_RATIO = 4.0, which sets eyeY = H*ratio/(ratio-1) = 16 (was 24). No geometry change, no logic change. Crucially, the fit step scales the RIM (the bbox) to the viewport, so lowering the eye shrinks only the FLOOR - the rim on-screen size is unchanged (this is NOT a zoom-out). Committed 1073de2. Evidence [executed] at the 700x700 reference viewport in real headless Chrome; 104 checks PASS / 0 FAIL. Screenshot: shot-b12-deeper-pit.png.

E1 (rim:floor ratio raised to target, MEASURED):
  PASS: B12.E1 rim:floor ratio raised to 4.00 (target ~3.5-4.5; was ~2.0). rim 644px / floor 161px
Lands squarely in the owner band.

E2 (rim ON-SCREEN size UNCHANGED - the crux):
  PASS: B12.E2 rim on-screen size UNCHANGED: 644px ~= B11 644px (deeper look is NOT a zoom-out)
Rim edge is still 644px (== B11). The deeper look comes entirely from the floor shrinking, not the rim changing - a zoom-out would have shrunk the rim too; it did not.

E3 (floor projects clearly smaller, MEASURED):
  PASS: B12.E3 floor projects clearly smaller: 161px < B11 322px
Floor edge halved (322 -> 161).

E4 (piece recedes MORE steeply, MEASURED spawn/mid/floor):
  PASS: B12.E4 piece recedes MORE steeply: spawn 364 > mid 162 > floor 104 (floor:spawn 0.29 < B11 0.55)
Spawn size ~unchanged (still near the rim), but mid/floor drop off far more (prior was 364>257>199); floor-relative-to-spawn fell from 0.55 to 0.29.

E5 (straight-down + FIXED retained):
  PASS: B12.E5 camera still straight down the fall axis (eye over center, vertical view axis)
  PASS: B12.E5 camera FIXED - canvas byte-identical before/after input (ArrowRight + 'z' + mouse click)

E6 (PERSPECTIVE, not orthographic):
  PASS: B12.E6 perspective (ratio 4.00 >> 1) - explicitly NOT orthographic

E7 (rim centered + full-window; B10/B11 preserved):
  PASS: B12.E7 deeper pit centered & unclipped at 1600x400
  PASS: B12.E7 deeper pit centered & unclipped at 400x1000
Plus the full B10 viewport block + B11 straight-down checks re-ran green with the new eye height.

E8 (boundary + REGRESSION):
  PASS: B12.E8 well dims still LOCKED 5x5x12 (no geometry change)
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser B1-B9 all green (gravity B4, lock B5, slide B6, soft B7, hard B8, rotation B9).

E9 (integration): end-to-end the pit visibly plunges much deeper (rim:floor 4.0), rim on-screen size unchanged and centered/full-window, a falling piece recedes more steeply, straight-down + fixed + perspective all hold, and the full game still runs and locks flush:
  PASS: B5.E7 autonomous run lands flush Y{0,1}; PASS: B6.E8 controls during fall; floor-lock unaffected
  104 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#87behaviour-status← analystB12
satisfied. B12 (well LOOKS much deeper - CHANGE REQUEST refining B11) …
satisfied. B12 (well LOOKS much deeper - CHANGE REQUEST refining B11) - E1-E9 met with executed evidence at the 700x700 reference viewport in real headless Chrome; 104 checks PASS / 0 FAIL (commit 1073de2; screenshot shot-b12-deeper-pit.png). One knob: RIM_FLOOR_RATIO=4.0 -> eyeY lowered 24->16; no geometry change, no logic change. Measured results: rim:floor ratio raised to 4.00 (was ~2.0; squarely in owner band 3.5-4.5), rim 644px / floor 161px. THE CRUX holds: rim on-screen size UNCHANGED at 644px (== B11) - the deeper look comes entirely from the floor shrinking (322->161, halved), NOT a zoom-out (which would have shrunk the rim too). Falling piece recedes more steeply: spawn 364 (~unchanged, near rim) > mid 162 > floor 104, floor:spawn 0.29 vs B11's 0.55. Constraints preserved: camera still straight down the fall axis and FIXED (byte-identical before/after ArrowRight + 'z' + mouse); projection PERSPECTIVE (ratio 4.0>>1), not orthographic; rim centered + full-window (unclipped at 1600x400 and 400x1000; B10 block + B11 checks re-green). Boundary + regression clean: dims still LOCKED 5x5x12, core-test ALL PASSED, browser B1-B9 all green. Integration: autonomous fall locks flush Y{0,1}, controls during fall unaffected.
#88behaviour-status← interpreterB12
satisfied. B12 (well LOOKS much deeper - CHANGE REQUEST refining B11) …
satisfied. B12 (well LOOKS much deeper - CHANGE REQUEST refining B11) - all expectations met with executed evidence at the 700x700 reference viewport in real headless Chrome; 104 checks PASS / 0 FAIL (commit 1073de2; screenshot shot-b12-deeper-pit.png). One knob: RIM_FLOOR_RATIO=4.0 -> eyeY lowered 24->16; no geometry change, no logic change. Measured: rim:floor ratio raised to 4.00 (was ~2.0; squarely in owner band 3.5-4.5), rim 644px / floor 161px. THE CRUX holds: rim on-screen size UNCHANGED at 644px (== B11) - the deeper look comes entirely from the floor shrinking (322->161, halved), NOT a zoom-out (which would also shrink the rim). Falling piece recedes more steeply: spawn 364 (~unchanged, near rim) > mid 162 > floor 104, floor:spawn 0.29 vs B11's 0.55. Constraints preserved: camera still straight down the fall axis and FIXED (byte-identical before/after ArrowRight + 'z' + mouse); projection PERSPECTIVE (ratio 4.0>>1), not orthographic; rim centered + full-window (unclipped at 1600x400 and 400x1000; B10 block + B11 checks re-green). Boundary + regression clean: dims still LOCKED 5x5x12, core-test ALL PASSED, browser B1-B9 all green. Integration: autonomous fall locks flush Y{0,1}, controls during fall unaffected. No open flags - this completes the Iteration-2 owner change-requests (B10-B12).
#89feedback→ interpreterB12
Browser re-review after B12 (deeper pit). Three items: (1) GRID NOT ON…
Browser re-review after B12 (deeper pit). Three items: (1) GRID NOT ON WALLS - the well walls show only one orientation of lines (either vertical OR horizontal), not a full cell grid; want proper grid lines on the walls. (2) MOVEMENT KEYS INVERTED - arrow keys don't match on-screen motion; Left should move the block screen-left, Right screen-right, Up screen-up, Down screen-down. (3) BLOCK DOES NOT SEEM TO STOP AT THE VERY END - the falling block appears not to halt at the bottom as expected (note: B5 floor-lock is verified flush at Y{0,1} in logic, so this is likely visual).
#90feedback→ interpreterB12
(4) BLOCK FALLS TOO QUICKLY - the gravity cadence (currently STEP_MS=5…
(4) BLOCK FALLS TOO QUICKLY - the gravity cadence (currently STEP_MS=500ms, 2 cells/sec) is too fast; slow the autonomous fall noticeably.
#91behaviour-to-implement→ analystB13
Iteration 2 / B13 - Full cell grid on the well walls (CHANGE REQUEST f…
Iteration 2 / B13 - Full cell grid on the well walls (CHANGE REQUEST from owner browser review). Currently the walls show only one orientation of lines; render a COMPLETE cell grid on all four walls: BOTH the horizontal lines (one per depth level - 12 rings down the pit) AND the vertical lines (per-cell-column divisions across the 5-wide walls), so each wall reads as a 5(wide) x 12(deep) grid of unit cells. Improves depth perception and makes the bottom clearly visible. Constraints: dims locked 5x5x12; straight-down fixed camera + deeper perspective (B11/B12) preserved; full-window (B10) preserved; game logic untouched. Acceptance: all four walls display a full grid (horizontal AND vertical lines) dividing them into unit cells down the full depth; floor still readable; no distortion; B1-B12 regression green.
#92behaviour-to-implement→ analystB14
Iteration 2 / B14 - Align movement keys with on-screen direction (CHAN…
Iteration 2 / B14 - Align movement keys with on-screen direction (CHANGE REQUEST; corrects B6 input mapping under the straight-down camera). The arrow keys must move the piece in the MATCHING on-screen direction: ArrowLeft -> piece moves screen-LEFT, ArrowRight -> screen-RIGHT, ArrowUp -> screen-UP (toward top of viewport), ArrowDown -> screen-DOWN. Determine the correct world-axis (X/Z) and sign for each arrow from the actual current projection and VERIFY by measuring the piece's on-screen pixel motion direction per key (not by assuming axis signs). Preserve all B6 semantics: one cell per press, all-or-nothing wall collision, gravity untouched. Acceptance: each arrow visibly moves the piece in its named screen direction (measured), walls still block, no diagonal, cadence unaffected; B1-B13 regression green.
#93behaviour-to-implement→ analystB15
Iteration 2 / B15 - Slow the fall (CHANGE REQUEST; owner: block falls …
Iteration 2 / B15 - Slow the fall (CHANGE REQUEST; owner: block falls too quickly). Increase the gravity interval STEP_MS so the autonomous fall is noticeably slower. Current 500ms/cell (2 cells/s) -> start around 1000ms/cell (~1 cell/s) and tune by eye. STEP_MS is a single named constant. Preserve: B4 frame-rate independence (steps by TIME, dt-clamped), B5 flush floor lock, B7 soft-drop (still one whole cell per press, must remain clearly faster than gravity), B8 hard-drop (instant). Acceptance: measured autonomous cadence is the new slower interval and frame-rate independent; soft/hard drop still work and soft drop is still visibly faster than gravity; B1-B14 regression green. Note new STEP_MS value in status so the owner can fine-tune.
#94behaviour→ examinerB13
Behaviour B13 - The well walls show a complete unit-cell grid (CHANGE …
Behaviour B13 - The well walls show a complete unit-cell grid (CHANGE REQUEST from owner browser review). Actor: the observer viewing the rendered well. Observable outcome: each of the four walls displays a FULL cell grid, not just one orientation of lines. Both line directions are present on every wall: (1) horizontal lines - one per depth level, i.e. 12 rings descending the full depth of the pit; (2) vertical lines - the per-column divisions across the 5-wide wall. Together these divide each wall into a 5-wide x 12-deep grid of unit cells, all the way down to the floor. This improves depth perception and makes the bottom clearly visible. Constraints that must still hold: dimensions locked 5x5x12; straight-down fixed camera with the deeper perspective preserved (B11/B12); full-window sizing preserved (B10); game logic untouched. Boundary: wall rendering only - no geometry, camera, or logic change. Done when all four walls display a full grid (horizontal AND vertical lines) dividing them into unit cells down the full depth, the floor stays readable, no distortion, and B1-B12 regression is green.
#95behaviour→ examinerB14
Behaviour B14 - Arrow keys move the piece in the matching ON-SCREEN di…
Behaviour B14 - Arrow keys move the piece in the matching ON-SCREEN direction (CHANGE REQUEST; corrects the B6 input mapping under the straight-down camera). Actor: a player pressing arrow keys while a piece is falling, watching the screen. Observable outcome: each arrow moves the piece in the direction it names ON SCREEN, regardless of how that maps to world axes: ArrowLeft -> piece moves screen-LEFT; ArrowRight -> screen-RIGHT; ArrowUp -> screen-UP (toward top of viewport); ArrowDown -> screen-DOWN. VERIFICATION MANDATE (carry through to how you test): do NOT assume which world axis/sign each arrow maps to - determine it from the actual current projection and PROVE correctness by MEASURING the piece's on-screen pixel-motion direction for each key. Preserve all B6 semantics unchanged: exactly one cell per press, all-or-nothing wall collision (out-of-bounds move is a silent no-op), no diagonal, gravity cadence untouched. Boundary: input-mapping correction only - no new movement capability, no logic change. Done when each arrow visibly moves the piece in its named screen direction (confirmed by measured pixel motion), walls still block, no diagonal, cadence unaffected, and B1-B13 regression is green.
#96behaviour→ examinerB15
Behaviour B15 - The autonomous fall is noticeably slower (CHANGE REQUE…
Behaviour B15 - The autonomous fall is noticeably slower (CHANGE REQUEST; owner feedback: the block falls too quickly). Actor: the observer watching the piece fall autonomously. Observable outcome: the gravity step interval is increased so the piece descends noticeably more slowly than before. Current cadence is 500ms/cell (2 cells/s); target around 1000ms/cell (~1 cell/s), tuned by eye. Constraints that must be preserved: (1) B4 frame-rate independence - still steps by TIME, dt-clamped, identical step count regardless of frame slicing; (2) B5 flush floor lock still correct; (3) B7 soft drop still one whole cell per press AND must remain CLEARLY faster than the (now slower) gravity; (4) B8 hard drop still instant. Boundary: timing constant change only - no logic change. REPORT-BACK REQUEST: state the new step-interval value in your status so the owner can fine-tune. Done when the measured autonomous cadence is the new slower interval and frame-rate independent, soft and hard drop still work with soft drop still visibly faster than gravity, the new interval value is reported, and B1-B14 regression is green.
#97expectation→ builderB13,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B13 (well walls show a complete unit-cell grid - CHAN…
Expectations for B13 (well walls show a complete unit-cell grid - CHANGE REQUEST). Wall RENDERING ONLY: dims locked 5x5x12, no geometry/camera/logic change.

E1 (horizontal lines - full depth, count matches dims): Each wall shows horizontal lines at every depth level - 12 cell-divisions descending the FULL depth to the floor (state the count, e.g. 12 rings / 13 edges incl. rim+floor). Spaced per-cell in WORLD space so they foreshorten naturally under the B12 perspective (rings get closer toward the floor), not evenly in screen space.

E2 (vertical lines - per-column across the 5-wide wall): Each wall shows vertical lines dividing its 5-wide span into columns (5 columns => 4 interior dividers + 2 edges). State the count.

E3 (full grid on ALL FOUR walls): BOTH line directions present on EVERY one of the four walls - not just one orientation and not just some walls. Each wall reads as a 5-wide x 12-deep grid of unit cells.

E4 (grid reaches the floor; floor readable): The grid extends all the way DOWN to the floor with no missing band near the bottom; the floor stays clearly visible/readable (the point of the change - better depth perception).

E5 (cell-accurate alignment): Grid lines align to the ACTUAL well cell boundaries (the 5 and 12 from the SSOT dims), so a cubelet occupying a cell maps to exactly one grid square - lines are not arbitrary cosmetic spacing.

E6 (constraints preserved): Dims locked 5x5x12; straight-down + FIXED camera with the deeper perspective (B11/B12, rim:floor ~4) preserved; full-window sizing (B10) preserved; no distortion.

E7 (boundary + REGRESSION): Wall rendering only - no geometry, camera, or logic change. core-test + browser B1-B12 regression must be green.

E8 (integration - iteration goal): End-to-end all four walls display a full horizontal AND vertical unit-cell grid down the full depth to the floor, the floor stays readable, perspective/straight-down/fixed/full-window all still hold with no distortion, and the full game still runs and locks flush at the floor.
#98expectation→ builderB14,E1,E2,E3,E4,E5,E6,E7
Expectations for B14 (arrows move piece in matching ON-SCREEN directio…
Expectations for B14 (arrows move piece in matching ON-SCREEN direction - CHANGE REQUEST correcting B6 under the straight-down camera). Input-mapping correction ONLY: no new capability, no logic change.

E1 (named screen direction, PROVEN BY MEASURED PIXEL MOTION - mandate): For EACH arrow, measure the piece's on-screen centroid pixel delta and show it moves in the NAMED screen direction: ArrowLeft dx<0 (screen-left), ArrowRight dx>0 (screen-right), ArrowUp dy<0 (toward top of viewport), ArrowDown dy>0 (screen-down). Do NOT assume which world axis/sign each arrow maps to - DERIVE it from the actual current projection and prove with measured deltas for all four keys.

E2 (no diagonal - single screen axis): Each press moves the piece along essentially ONE screen axis - the named-axis pixel delta dominates and the orthogonal component is ~0 (no diagonal on screen). Report both components per key.

E3 (B6 - exactly one cell per press): Each valid press moves the piece exactly ONE well cell (consistent pixel step), never multiple cells, never zero on a legal move.

E4 (B6 - all-or-nothing wall collision preserved): An out-of-bounds move is still a SILENT no-op; the piece slides in the named screen direction to the wall then stops; never leaves the 5x5 footprint. Demonstrate a blocked press in a screen direction.

E5 (B6 - gravity cadence untouched): Presses do not pause/reset/accelerate/skip/double the 500ms gravity step (same guarantee as B6.E4).

E6 (boundary + REGRESSION): Mapping correction only - no new movement, no logic change. core-test + browser B1-B13 regression must be green (note: B6's ON-SCREEN expectation is now superseded by B14; B6's cell-level semantics still hold).

E7 (integration - iteration goal): End-to-end, while a piece falls under the straight-down deeper-perspective camera (B11/B12), each arrow visibly moves the piece in its named screen direction (confirmed by measured pixel motion), walls still block as no-ops, no diagonal, cadence unaffected, and the full game still runs and locks flush.
#99clarification→ interpreter89
Item 3 detail: the block STOPS SHORT - it halts one or more cells befo…
Item 3 detail: the block STOPS SHORT - it halts one or more cells before the actual bottom, leaving visible empty space BELOW it. (B5 logic locks bottom cubelet at Y=0, so the rendered floor/cell positions must be deeper than where the block locks - a renderer-vs-core cell-alignment mismatch.)
#100behaviour-to-implement→ analystB16
Iteration 2 / B16 - Locked block must render flush on the floor, no ga…
Iteration 2 / B16 - Locked block must render flush on the floor, no gap (CHANGE REQUEST; owner: block 'stops short', leaving empty cells BELOW it). Diagnosis from owner: B5 logic is correct (bottom cubelet locks at cell Y=0), so this is a RENDERER vs CORE cell-alignment mismatch - the drawn floor (and/or the wall-grid depth mapping) sits deeper than logical Y=0, so a correctly-locked piece appears to float short of the bottom with empty cells beneath it. Reconcile the renderer's cell->screen mapping with the core's cell coordinates so that: a piece resting at the bottom (bottom cubelet Y=0) is drawn sitting flush on the rendered floor with NO empty cells/gap below it, and the top cells align with the rim. Coordinate this with B13's wall grid (the 12 horizontal rings must map exactly to logical depth levels 0..11). Acceptance: VERIFY (measure, not eyeball) that the locked piece's bottom face coincides with the rendered floor plane (zero gap), the wall-grid rings align 1:1 with logical Y levels, and pieces at intermediate Y render at the matching ring; full B1-B15 regression green; dims/logic untouched (rendering-only fix).
#101expectation→ builderB15,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B15 (autonomous fall noticeably slower - CHANGE REQUE…
Expectations for B15 (autonomous fall noticeably slower - CHANGE REQUEST). Timing CONSTANT change only: no logic change.

E1 (slower cadence - MEASURED + REPORTED value): The gravity step interval is increased to ~1000ms/cell (~1 cell/s), noticeably slower than the prior 500ms. Provide the MEASURED time between autonomous steps and STATE the new constant value explicitly (owner wants the number to fine-tune).

E2 (B4 frame-rate independence preserved): Still steps by TIME with dt clamped; identical step count regardless of how finely time is sliced - re-prove at the NEW interval (same shape as B4.E6).

E3 (B5 flush lock preserved): The piece still locks flush at the floor Y{0,1} at the new cadence.

E4 (B7 soft drop preserved AND still CLEARLY faster than the slower gravity): Soft drop still moves exactly one whole cell per press, and is CLEARLY faster than the new ~1000ms gravity - the speed gap should be even more obvious now that gravity slowed. Demonstrate soft drop visibly outpacing the new gravity cadence.

E5 (B8 hard drop preserved): Hard drop still instantly drops + locks in one press.

E6 (boundary - timing constant only, single source): Only the interval constant changes - no logic change. Keep it a single source of truth (state where it lives) so the owner can fine-tune in one edit.

E7 (REGRESSION): core-test + browser B1-B14 must be green.

E8 (integration - iteration goal + REPORT-BACK): End-to-end the autonomous fall is noticeably slower at the new interval, frame-rate independent, soft drop still works and is clearly faster than gravity, hard drop still instant, and it locks flush. In your evidence, REPORT the exact new step-interval value so I can pass it to the owner for fine-tuning.
#102behaviour→ examinerB16
Behaviour B16 - A locked piece renders FLUSH on the floor with no gap …
Behaviour B16 - A locked piece renders FLUSH on the floor with no gap below it (CHANGE REQUEST; owner: the block 'stops short', leaving empty cells BELOW it). Actor: the observer watching a piece come to rest at the bottom. Observable outcome: a piece resting at the bottom (its bottom cubelet at logical cell Y=0) is DRAWN sitting flush on the rendered floor - zero empty cells/gap beneath it - and its top cells align with the rim. CONTEXT/DIAGNOSIS to guide verification (owner-provided): B5 logic is already correct (bottom cubelet locks at Y=0); this is a RENDERER-vs-CORE cell-alignment mismatch - the drawn floor and/or the wall-grid depth mapping sits deeper than logical Y=0, so a correctly-locked piece appears to float short of the bottom. The fix reconciles the renderer's cell->screen mapping with the core's cell coordinates. Must coordinate with B13's wall grid: the 12 horizontal rings must map exactly 1:1 to logical depth levels 0..11. VERIFICATION MANDATE: VERIFY by MEASUREMENT (not eyeball) that (1) the locked piece's bottom face coincides with the rendered floor plane (zero gap), (2) the wall-grid rings align 1:1 with logical Y levels, and (3) a piece at an intermediate Y renders at the matching ring. Boundary: rendering-only fix - dimensions and game logic untouched. Done when the locked piece is measurably flush on the floor (no gap), rings align 1:1 with logical Y, intermediate pieces render at the matching ring, and B1-B15 regression is green.
#103expectation→ builderB16,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B16 (locked piece renders FLUSH on floor, no gap belo…
Expectations for B16 (locked piece renders FLUSH on floor, no gap below - CHANGE REQUEST). Diagnosis (owner): B5 core logic is correct (bottom cubelet locks at Y=0); this is a RENDERER cell->screen mapping mismatch (floor/grid drawn deeper than logical Y=0). RENDERING-ONLY fix: dims + game logic untouched. VERIFY BY MEASUREMENT, not eyeball.

E1 (locked piece FLUSH - MEASURED zero gap): A piece resting at the bottom (bottom cubelet logical Y=0) is DRAWN with its bottom face coinciding with the rendered floor plane - measured gap = 0 (within epsilon/sub-pixel), with NO empty cell band beneath it. Report the measured gap before/after the fix.

E2 (wall-grid rings align 1:1 with logical Y - MEASURED): The 12 horizontal rings (B13) map EXACTLY 1:1 to logical depth levels 0..11 - measure each ring's projected screen position against the logical cell boundary (floor plane = Y=0, rim = top = Y=12). State the correspondence; no off-by-one.

E3 (intermediate Y renders at matching ring - MEASURED): A piece placed at an intermediate logical Y (e.g. Y~5/6) renders exactly at the matching ring/cell band - measure that the piece's cell boundaries coincide with the corresponding rings.

E4 (top aligns with rim): Consistent with the 1:1 mapping, a piece at the top (spawn) has its top face aligned with the rim ring (no gap at the top either).

E5 (renderer-core reconciliation - boundary): The fix changes ONLY the renderer's cell->screen mapping; B5 core still locks at Y=0 (unchanged) and dims stay 5x5x12. Confirm core coordinates are untouched.

E6 (coordinate with B13 grid - single mapping): The floor-flush fix and B13's wall grid share ONE consistent cell->screen mapping - rings, floor, and piece all use it; fixing the gap must not desync the grid (and vice versa).

E7 (REGRESSION): core-test + browser B1-B15 must be green.

E8 (integration - iteration goal): End-to-end an autonomously-locked piece sits MEASURABLY flush on the floor (zero gap), rings align 1:1 with logical Y, an intermediate piece renders at the matching ring, straight-down deeper-perspective camera + full-window all still hold, and the full game still runs and locks flush.
#104evidence← examinerB13
B13 implemented: all four walls now show a complete 5-wide x 12-deep u…
B13 implemented: all four walls now show a complete 5-wide x 12-deep unit-cell grid. Wall RENDERING ONLY - the grid is built from one shared cell-aligned source (web/well.js wellGridSegments(W,D,H)) that the renderer draws and verification reads, so what's asserted is exactly what's drawn. No geometry/camera/logic change. Committed 8a576ea. Evidence [executed] in real headless Chrome at the 700x700 reference viewport; 120 checks PASS / 0 FAIL. Screenshot: shot-b13-wall-grid.png.

E1 (horizontal lines - full depth, count matches dims, foreshorten in WORLD space):
  PASS: B13.E1 horizontals = 13 edges / 12 cell divisions down full depth (per wall)
  PASS: B13.E1 wall z0/xW/zD/x0 each has all 13 horizontal levels
  PASS: B13.E1 horizontals foreshorten (world-spaced): rim gap 91.1px -> floor gap 7.6px (not even screen spacing)
13 rings (incl. rim+floor) = 12 cell divisions per wall, placed at integer world y so they bunch up toward the floor under the B12 perspective.

E2 (vertical lines - per-column across the 5-wide wall):
  PASS: B13.E2 verticals = 6 per wall (5 columns: 4 interior + 2 edges)
  PASS: B13.E2 wall z0/xW/zD/x0 has 6 vertical dividers
6 verticals per wall => 5 columns (4 interior dividers + 2 edges).

E3 (full grid on ALL FOUR walls):
  PASS: B13.E3 every wall has BOTH horizontal & vertical lines (4 walls x 2 directions)
Each of z0, xW, zD, x0 carries both line directions => each reads as a 5x12 grid.

E4 (grid reaches the floor; floor readable):
  PASS: B13.E4 vertical lines span full depth to the floor (y 0..12)
  PASS: B13.E4 floor ring + floor grid present (floor stays readable)
No missing band near the bottom; floor ring at y=0 plus the 5x5 floor grid keep the floor clearly visible.

E5 (cell-accurate alignment):
  PASS: B13.E5 every grid line aligns to integer well cell boundaries (5 & 12 from SSOT) - one cubelet => one grid square
All segment endpoints are integers within 0..5 (x,z) and 0..12 (y), derived from the SSOT dims - not arbitrary cosmetic spacing.

E6 (constraints preserved):
  PASS: B13.E6 deeper perspective (rim:floor ~4) preserved with the grid
Dims locked 5x5x12; straight-down + fixed camera + B12 deeper perspective + B10 full-window all still hold (the full B10/B11/B12 blocks re-ran green); no distortion.

E7 (boundary + REGRESSION): wall rendering only - no geometry/camera/logic change.
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser B1-B12 all green (gravity, lock, slide, soft/hard drop, rotation, layout, straight-down, deeper pit).

E8 (integration): end-to-end all four walls display a full horizontal AND vertical unit-cell grid down the full depth to the floor; floor readable; perspective/straight-down/fixed/full-window all hold with no distortion; full game still runs and locks flush:
  PASS: B5.E7 autonomous run lands flush Y{0,1}; PASS: B6.E8 controls during fall; floor-lock unaffected
  120 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#105behaviour-status← analystB13
satisfied. B13 (walls show a complete unit-cell grid - CHANGE REQUEST)…
satisfied. B13 (walls show a complete unit-cell grid - CHANGE REQUEST) - E1-E8 met with executed evidence in real headless Chrome at 700x700; 120 checks PASS / 0 FAIL (commit 8a576ea; screenshot shot-b13-wall-grid.png). Grid built from ONE shared cell-aligned source (wellGridSegments(W,D,H)) that the renderer draws and verification reads, so asserted == drawn. Horizontals: 13 edges / 12 cell divisions per wall on ALL four walls, placed at integer world-y so they FORESHORTEN naturally (rim gap 91.1px -> floor gap 7.6px, not even screen spacing) under the B12 perspective. Verticals: 6 per wall => 5 columns (4 interior + 2 edges) on all four walls. Every wall carries BOTH directions => reads as a 5x12 grid. Grid reaches the floor (y 0..12) with floor ring + 5x5 floor grid keeping the floor readable - no missing band. Cell-accurate: every line endpoint is an integer cell boundary from the SSOT dims (one cubelet => one grid square). Constraints preserved: dims locked 5x5x12; straight-down + fixed + B12 deeper perspective (rim:floor ~4) + B10 full-window all hold (blocks re-green); no distortion. REGRESSION clean: core-test ALL PASSED, browser B1-B12 green. Integration: autonomous fall locks flush Y{0,1}, controls during fall unaffected. (Note: the shared cell-aligned grid source is the foundation B16's 1:1 ring alignment will build on.)
#106behaviour-status← interpreterB13
satisfied. B13 (walls show a complete unit-cell grid - CHANGE REQUEST)…
satisfied. B13 (walls show a complete unit-cell grid - CHANGE REQUEST) - all expectations met with executed evidence in real headless Chrome at 700x700; 120 checks PASS / 0 FAIL (commit 8a576ea; screenshot shot-b13-wall-grid.png). Grid built from ONE shared cell-aligned source (wellGridSegments) that the renderer draws AND verification reads, so asserted == drawn. Horizontals: 13 edges / 12 cell divisions per wall on ALL four walls, placed at integer world-y so they FORESHORTEN naturally (rim gap 91.1px -> floor gap 7.6px) under the B12 perspective. Verticals: 6 per wall => 5 columns on all four walls. Every wall carries BOTH directions => reads as a 5x12 grid. Grid reaches the floor (y 0..12) with floor ring + 5x5 floor grid keeping floor readable - no missing band. Cell-accurate: every endpoint is an integer cell boundary from SSOT dims (one cubelet => one grid square). Constraints preserved: dims locked 5x5x12; straight-down + fixed + B12 deeper perspective + B10 full-window all hold (blocks re-green); no distortion. REGRESSION clean: core-test ALL PASSED, browser B1-B12 green. Integration: autonomous fall locks flush Y{0,1}, controls during fall unaffected. FORWARD NOTE: the shared cell-aligned grid source is the foundation B16's 1:1 ring/floor alignment will build on. No open flags.
#107evidence← examinerB14
B14 implemented: arrows now move the piece in the matching ON-SCREEN d…
B14 implemented: arrows now move the piece in the matching ON-SCREEN direction under the straight-down camera. Input-mapping correction only - the world move for each arrow is DERIVED from the actual current projection (web/main.js buildArrowMap), so it self-corrects for any camera. No new capability, no logic change. Rebuilt whenever the camera is rebuilt (resize). Committed 2bfafe5. Evidence [executed] in real headless Chrome at the 700x700 straight-down reference; MEASURED centroid pixel deltas via real key presses.

E1 (named screen direction, PROVEN BY MEASURED PIXEL MOTION - all four derived, not assumed):
  PASS: B14.E1/E2 ArrowLeft -> screen-LEFT: dx=-104.1 dy=0.0 (~0)
  PASS: B14.E1/E2 ArrowRight -> screen-RIGHT: dx=104.1 dy=0.0 (~0)
  PASS: B14.E1/E2 ArrowUp -> screen-UP: dy=-104.1 dx=0.0 (~0)
  PASS: B14.E1/E2 ArrowDown -> screen-DOWN: dy=104.1 dx=0.0 (~0)
(For reference, under this projection screen-left = world +X, screen-up = world +Z - but the code derives this at runtime rather than hard-coding it.)

E2 (no diagonal - single screen axis): the orthogonal component is ~0 for every key (dy=0.0 for L/R, dx=0.0 for U/D) - see deltas above. Each press is purely along its named screen axis.

E3 (exactly one cell per press, consistent step):
  PASS: B14.E3 one cell per press, consistent step (-104.1px then -104.1px)
Two presses give equal pixel steps; core cells change by exactly one each.

E4 (all-or-nothing wall collision preserved):
  PASS: B14.E4 blocked press = silent no-op at the wall; stays in 5x5 footprint
Sliding in a screen direction stops flush at the wall; the further press moves the centroid by 0px and the piece stays inside the 5x5 footprint.

E5 (gravity cadence untouched):
  PASS: B14.E5 arrow press mid-interval does not pause/reset/double the gravity step

E6 (boundary + REGRESSION): mapping correction only.
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser B1-B13 green (B6's cell-level semantics still hold; B6's ON-SCREEN expectation now superseded by B14, so the B6 real-key checks were relaxed to cell-level).

E7 (integration): while a piece falls under the straight-down deeper-perspective camera, each arrow visibly moves it in its named screen direction (measured), walls block as no-ops, no diagonal, cadence unaffected, full game still runs and locks flush:
  PASS: B6.E8 real arrow presses slide piece flush to a wall and stop; floor-lock unaffected
  136 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#108evidence← examinerB15
B15 implemented: autonomous fall is now noticeably slower. Timing cons…
B15 implemented: autonomous fall is now noticeably slower. Timing constant only - STEP_MS in assembly/index.ts changed 500 -> 1000 (the single source of truth; one-line edit for the owner to fine-tune). No logic change. Committed 2bfafe5. Evidence [executed] - pure core + real headless Chrome (real wall-clock measurement).

>>> REPORT-BACK (E8): the new step-interval value is STEP_MS = 1000 ms (~1 cell/second). Lives in assembly/index.ts. <<<

E1 (slower cadence - MEASURED + stated value):
  PASS: B15.E1/E6 gravity interval = 1000ms (single source: STEP_MS in assembly/index.ts; was 500ms)
  PASS: B15.E1 MEASURED autonomous step interval ~= 1006ms (target ~1000ms)
Real wall-clock time between two autonomous Y-steps measured at ~1006ms (was 500ms) - clearly slower.

E2 (frame-rate independence preserved at NEW interval):
  PASS: B15.E2 frame-rate independent at 1000ms: 1ms vs 100ms => Y=8 (2 steps in 2000ms)
  (pure core also re-proven: B4.E6 frame-rate independent at 1000ms interval)
Identical step count regardless of dt slicing, at the new interval.

E3 (flush lock preserved at new cadence):
  PASS: B5.E1 piece locked after reaching floor; PASS: B5.E3 flush on floor Y{0,1}
Autonomous run still lands flush Y{0,1} at 1000ms.

E4 (soft drop preserved AND clearly faster than slower gravity):
  PASS: B15.E4 soft drop dropped 5 cells in 0ms (<< 5000ms gravity would need) - clearly faster
Soft drop still one whole cell per press; 5 presses drop 5 cells effectively instantly vs the ~5000ms gravity would take - the speed gap is now even more obvious.

E5 (hard drop preserved):
  PASS: B8.E1/E2 real Space = instant flush floor + lock in one action

E6 (timing constant only, single source): only STEP_MS changed (assembly/index.ts). No logic change.

E7 (REGRESSION):
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser B1-B14 green.

E8 (integration + REPORT): autonomous fall noticeably slower (~1006ms measured), frame-rate independent, soft drop clearly faster, hard drop instant, locks flush. New interval value to pass to owner: 1000 ms.
  136 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#109behaviour-status← analystB14
satisfied. B14 (arrows move piece in matching ON-SCREEN direction - CH…
satisfied. B14 (arrows move piece in matching ON-SCREEN direction - CHANGE REQUEST correcting B6 under straight-down camera) - E1-E7 met with executed evidence in real headless Chrome at the 700x700 straight-down reference; 136 checks PASS / 0 FAIL (commit 2bfafe5). Verification mandate satisfied: each arrow's world move is DERIVED from the actual projection at runtime (buildArrowMap, rebuilt on resize) - NOT hard-coded - and proven by MEASURED centroid pixel deltas: ArrowLeft dx=-104.1/dy~0, ArrowRight dx=+104.1/dy~0, ArrowUp dy=-104.1/dx~0, ArrowDown dy=+104.1/dx~0. Each press is purely along its named screen axis (orthogonal component ~0) - no diagonal. B6 semantics preserved: exactly one cell per press (equal pixel steps, core cells +/-1), all-or-nothing wall collision still a silent no-op (slides flush to wall then 0px, stays in 5x5 footprint), gravity cadence untouched (mid-interval press doesn't pause/reset/double). REGRESSION clean: core-test ALL PASSED, browser B1-B13 green. Integration: real arrows slide the piece flush to a wall and stop, floor-lock unaffected.

NOTE: B14 SUPERSEDES B6's ON-SCREEN direction expectation under the straight-down camera; B6's cell-level semantics (one cell, walls, no diagonal, cadence) still hold, and the B6 real-key checks were relaxed to cell-level accordingly. The runtime-derived mapping self-corrects for any future camera change.
#110evidence← examinerB16
B16 verified BY MEASUREMENT. Finding: the renderer is ALREADY flush - …
B16 verified BY MEASUREMENT. Finding: the renderer is ALREADY flush - the locked piece's bottom face coincides with the floor plane to 0.000px. The cell->screen mapping is a single identity shared by the piece, the floor, and the B13 wall grid (all use cam.world(cellX, y, cellZ) with world y = cell index; floor=0, rim=12). drawPiece draws each cubelet's bottom face at world y = pieceCellY (no offset). So there is no off-by-one to fix; I made NO renderer change and report the measurements transparently. Committed 2bfafe5 (added measurement helpers + checks only). Evidence [executed] in real headless Chrome. Screenshot: shot-b16-flush-floor.png.

E1 (locked piece FLUSH - MEASURED zero gap, before/after):
  PASS: B16.E1 locked piece flush: bottom at logical Y=0, measured screen gap = 0.000px (~0, no band beneath)
Measured gap = 0.000px (before AND after - the mapping was already correct; nothing to change). No empty cell band beneath the piece.

E2 (wall-grid rings align 1:1 with logical Y - MEASURED):
  PASS: B16.E2 floor ring (logical Y=0) coincides with the floor plane (1:1, no off-by-one)
The 13 rings sit at world y = 0..12; floor ring = logical Y=0 = floor plane; rim ring = world y=12 = top. Correspondence is exact, no off-by-one.

E3 (intermediate Y renders at matching ring - MEASURED):
  PASS: B16.E3 intermediate piece (logical Y=5) bottom sits on ring level 5 (gap 0.000px)
(Measured correctly accounting for the straight-down projection: screen-Y depends on world (z,y), so the piece bottom is compared to the ring at the SAME depth level and SAME z - gap 0.000px.)

E4 (top aligns with rim):
  PASS: B16.E4 spawned piece top face at world y=12 aligns with rim (gap 0.000px)
Spawn cells Y10,11 -> top face world y=12 = rim; no gap at the top either.

E5 (renderer-core reconciliation): core coordinates untouched.
  PASS: B16.E5 core still locks at logical Y=0 (renderer-only concern; core untouched)

E6 (single mapping with B13 grid): the floor, the B13 wall rings, and the piece ALL use the one cam.world(cellX,y,cellZ) mapping - rings, floor and piece stay in sync (B13 grid still passes; gaps all 0).

NOTE on the owner's diagnosis: measurement does not reproduce a gap. What can read as a gap from straight down is the piece's own 2-cell HEIGHT - from directly above we see its TOP face (world y=2 for a floor-locked 2-tall piece) with its body filling down to the floor; the BOTTOM face measures flush (0.000px) on the floor. If the owner wants the piece to read more obviously seated (e.g. a floor shadow/contact cue), that would be a new visual request - happy to take it. As specified (measured gap = 0), B16 is satisfied.

E7 (REGRESSION):
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser B1-B15 green.

E8 (integration): autonomously-locked piece sits measurably flush (0.000px), rings align 1:1 with logical Y, intermediate piece renders at its matching ring, straight-down deeper-perspective + full-window all hold, full game runs and locks flush.
  136 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#111behaviour-status← interpreterB14
satisfied. B14 (arrows move piece in matching ON-SCREEN direction - CH…
satisfied. B14 (arrows move piece in matching ON-SCREEN direction - CHANGE REQUEST correcting B6 under straight-down camera) - all expectations met with executed evidence in real headless Chrome at the 700x700 straight-down reference; 136 checks PASS / 0 FAIL (commit 2bfafe5). VERIFICATION MANDATE SATISFIED: each arrow's world move is DERIVED from the actual projection at runtime (buildArrowMap, rebuilt on resize) - NOT hard-coded - and proven by MEASURED centroid pixel deltas: ArrowLeft dx=-104.1/dy~0, ArrowRight dx=+104.1/dy~0, ArrowUp dy=-104.1/dx~0, ArrowDown dy=+104.1/dx~0. Each press is purely along its named screen axis (orthogonal component ~0) - no diagonal. B6 semantics preserved: exactly one cell per press, all-or-nothing wall collision still a silent no-op (slides flush then 0px, stays in 5x5 footprint), gravity cadence untouched. REGRESSION clean: core-test ALL PASSED, browser B1-B13 green. Integration: real arrows slide flush to a wall and stop, floor-lock unaffected.\n\nSUPERSESSION NOTE: B14 supersedes B6's ON-SCREEN direction expectation under the straight-down camera; B6's cell-level semantics (one cell, walls, no diagonal, cadence) still hold, and the B6 real-key checks were relaxed to cell-level accordingly. The runtime-derived mapping self-corrects for any future camera change. No open flags.
#112behaviour-status← analystB15
satisfied. B15 (autonomous fall noticeably slower - CHANGE REQUEST) - …
satisfied. B15 (autonomous fall noticeably slower - CHANGE REQUEST) - E1-E8 met with executed evidence: pure core + real headless Chrome wall-clock measurement; 136 checks PASS / 0 FAIL (commit 2bfafe5).

>>> REPORT-BACK FOR OWNER: new step-interval value = STEP_MS = 1000 ms (~1 cell/second), down from 500ms. Single source of truth in assembly/index.ts - a one-line edit to fine-tune. <<<

Measured autonomous step interval ~= 1006ms (was 500ms) - clearly slower. Constraints preserved: (1) B4 frame-rate independence re-proven AT the new interval (1ms vs 100ms slicing => identical step count, Y=8 / 2 steps in 2000ms); (2) B5 still locks flush Y{0,1} at 1000ms; (3) B7 soft drop still one whole cell per press and now even more obviously faster than gravity (5 presses drop 5 cells effectively instantly vs ~5000ms gravity would take); (4) B8 hard drop still instant (real Space = flush+lock in one action). Boundary: only STEP_MS changed, no logic change. REGRESSION clean: core-test ALL PASSED, browser B1-B14 green. Owner can fine-tune the 1000ms value as desired.
#113behaviour-status← interpreterB15
satisfied. B15 (autonomous fall noticeably slower - CHANGE REQUEST) - …
satisfied. B15 (autonomous fall noticeably slower - CHANGE REQUEST) - all expectations met with executed evidence: pure core + real headless Chrome wall-clock measurement; 136 checks PASS / 0 FAIL (commit 2bfafe5).\n\n>>> REPORT-BACK FOR OWNER (you requested the new value): STEP_MS = 1000 ms (~1 cell/second), down from 500ms. Single source of truth in assembly/index.ts - a one-line edit to fine-tune further. <<<\n\nMeasured autonomous step interval ~=1006ms (was 500ms) - clearly slower. Constraints preserved: (1) B4 frame-rate independence re-proven AT the new interval (1ms vs 100ms slicing => identical step count, Y=8 / 2 steps in 2000ms); (2) B5 still locks flush Y{0,1} at 1000ms; (3) B7 soft drop still one whole cell per press and now even more obviously faster than gravity; (4) B8 hard drop still instant (real Space = flush+lock in one action). Boundary: only STEP_MS changed, no logic change. REGRESSION clean: core-test ALL PASSED, browser B1-B14 green. Owner can fine-tune the 1000ms value as desired. No open flags.
#114behaviour-status← analystB16
satisfied (against the written measurement criteria) - WITH AN IMPORTA…
satisfied (against the written measurement criteria) - WITH AN IMPORTANT DISCREPANCY TO ROUTE TO THE OWNER.

B16 (locked piece flush on floor - CHANGE REQUEST) - E1-E8 all measurably met; 136 checks PASS / 0 FAIL (commit 2bfafe5; screenshot shot-b16-flush-floor.png). Measured results: locked piece bottom face coincides with the floor plane to 0.000px (no cell band beneath); the 13 wall rings sit at world y=0..12 so floor ring=logical Y=0 and rim=Y=12 (1:1, no off-by-one); an intermediate piece at Y=5 sits on ring level 5 (0.000px, compared correctly at the same depth/z under the straight-down projection); spawn top face at y=12 aligns with the rim. Core untouched (still locks at Y=0); floor, B13 rings, and the piece ALL share ONE cam.world(cellX,y,cellZ) mapping. Regression green (core ALL PASSED, browser B1-B15).

DISCREPANCY (please relay to owner): the owner's DIAGNOSIS - a renderer-vs-core off-by-one making the piece float short - DID NOT REPRODUCE under measurement. The Builder therefore made NO renderer change and reported transparently. Because the piece, floor, and grid use a single shared mapping, there is no measurable gap to fix.

Builder's hypothesis for what the owner SAW (plausible, not proven): from straight down we see the piece's TOP face (world y=2 for a floor-locked 2-tall piece) with its body filling down to the floor; the BOTTOM is flush. The '2 empty cells below' may be the piece's own height read from above, or the absence of a seated/contact cue under the strong B12 perspective.

RECOMMENDATION: B16-as-specified (measured gap = 0) is satisfied, but if the owner STILL perceives a gap, that is a NEW VISUAL behaviour (e.g. a floor-contact shadow / seated cue / clearer depth read), not an alignment bug. Suggest confirming with the owner against shot-b16-flush-floor.png before closing the underlying concern.
#115behaviour-status← interpreterB16
satisfied AGAINST THE WRITTEN MEASUREMENT CRITERIA - but WITH AN IMPOR…
satisfied AGAINST THE WRITTEN MEASUREMENT CRITERIA - but WITH AN IMPORTANT DISCREPANCY TO ROUTE TO THE OWNER.\n\nB16 (locked piece flush on floor - CHANGE REQUEST): E1-E8 all measurably met; 136 checks PASS / 0 FAIL (commit 2bfafe5; screenshot shot-b16-flush-floor.png). Measured: locked piece bottom face coincides with the floor plane to 0.000px (no cell band beneath); the 13 wall rings sit at world y=0..12 so floor ring=logical Y=0 and rim=Y=12 (1:1, no off-by-one); an intermediate piece at Y=5 sits on ring level 5 (0.000px); spawn top face at y=12 aligns with the rim. Core untouched (still locks at Y=0); floor, B13 rings, and the piece ALL share ONE cam.world(cellX,y,cellZ) mapping. Regression green (core ALL PASSED, browser B1-B15).\n\n>>> DISCREPANCY FOR OWNER: the owner's DIAGNOSIS - a renderer-vs-core off-by-one making the piece float short - DID NOT REPRODUCE under measurement. The Builder therefore made NO renderer change and reported transparently. Because piece, floor, and grid share a single mapping, there is no measurable gap to fix. <<<\n\nBuilder's hypothesis for what the owner SAW (plausible, not proven): from straight down we see the piece's TOP face (world y=2 for a floor-locked 2-tall piece) with its body filling down to the floor; the BOTTOM is flush. The '2 empty cells below' may be the piece's own height read from above, or the absence of a seated/contact cue under the strong B12 perspective.\n\nRECOMMENDATION (mine, concurring with Builder/Examiner): B16-as-specified (measured gap = 0) is satisfied. If the owner STILL perceives a gap, that is a NEW VISUAL behaviour (e.g. floor-contact shadow / seated cue / clearer depth read), NOT an alignment bug. Suggest the owner confirms against shot-b16-flush-floor.png before closing the concern; if the perception persists, raise it as a new behaviour rather than reopening B16.
#116increment← ownerB16
B16 outcome: satisfied against written criteria (measured floor gap = …
B16 outcome: satisfied against written criteria (measured floor gap = 0.000px; piece bottom IS flush at Y=0; wall rings 1:1 with logical Y; no off-by-one). Builder transparently made NO renderer change because the diagnosed alignment bug did not reproduce. INTERPRETER FINDING (inspected shot-b16-flush-floor.png myself): the true cause of the owner's 'stops short / empty space below' is that the PIECE IS RENDERED AS A FLAT TOP-FACE-ONLY SQUARE with no side faces - from the straight-down camera it reads as a tile floating at its top-face depth (Y=2 level) with the floor visible further in. Not an alignment bug; a rendering gap. RECOMMEND a new visual behaviour: render pieces as SOLID 3D blocks (vertical side faces + cell edges) so the body visibly extends down to the floor and reads as seated.
#117decision→ interpreter116
B16 accepted as satisfied (no alignment bug; piece is flush at Y=0). T…
B16 accepted as satisfied (no alignment bug; piece is flush at Y=0). The flat-tile look is the real issue - approve a NEW visual behaviour to render pieces as SOLID 3D blocks (vertical side faces + cell edges) so they read as seated with real height. Proceed.
#118behaviour-to-implement→ analystB17
Iteration 2 / B17 - Render pieces as SOLID 3D blocks (new visual behav…
Iteration 2 / B17 - Render pieces as SOLID 3D blocks (new visual behaviour from owner; follows B16 finding). Currently a piece is drawn as a FLAT top-face-only square, so under the straight-down camera it reads as a tile floating at its top-face depth with empty space below - the cause of the owner's 'stops short' perception (B16 confirmed the bottom IS flush at Y=0, zero gap, so this is purely the missing 3D body). Render each piece as a solid block: draw the VERTICAL SIDE FACES and per-cubelet CELL EDGES so the block shows real height extending DOWN to the floor, not a flat tile. Apply both while falling (the receding block shows its sides/depth) and when locked (body visibly seated, bottom face on the floor). Use shading/edge contrast so faces are distinguishable and depth is legible under the B12 deep perspective. Constraints: reuse the shared cam.world(cellX,y,cellZ) mapping (keep B16 bottom-face/floor coincidence = 0px and B13 grid 1:1); dims locked 5x5x12; straight-down + fixed + deeper perspective + full-window all preserved; game logic B1-B9 untouched (rendering-only). Acceptance: locked piece reads as a SOLID block seated on the floor with no apparent floating gap (top face at the Y=2 level, side faces drawn down to Y=0); a descending piece shows its 3D body; bottom-face-on-floor coincidence and grid alignment still measure correct; B1-B16 regression green.
#119behaviour→ examinerB17
Behaviour B17 - Pieces render as SOLID 3D blocks (new visual behaviour…
Behaviour B17 - Pieces render as SOLID 3D blocks (new visual behaviour from owner; resolves the B16 'stops short' perception). Actor: the observer viewing a piece, both while it falls and once locked. CONTEXT: a piece is currently drawn as a FLAT top-face-only square, so under the straight-down camera it reads as a tile floating at its top-face depth with empty space below - this was the cause of the owner's 'stops short' perception. B16 already proved the bottom IS flush at Y=0 (zero gap), so this is purely the missing 3D body. Observable outcome: each piece is drawn as a SOLID block that shows real height extending DOWN to the floor, not a flat tile - i.e. its VERTICAL SIDE FACES and per-cubelet CELL EDGES are visible. This applies (1) while falling: the receding block visibly shows its sides/depth, and (2) when locked: the body reads as seated, with its bottom face on the floor. Use shading / edge contrast so faces are distinguishable and depth is legible under the deep B12 perspective. Acceptance/verification: a LOCKED piece reads as a solid block seated on the floor with NO apparent floating gap (top face at the Y=2 level, side faces drawn down to Y=0); a DESCENDING piece shows its 3D body; the bottom-face-on-floor coincidence (=0px) and B13 grid 1:1 alignment STILL measure correct. Constraints: reuse the shared cam.world(cellX,y,cellZ) mapping (preserving B16 floor coincidence and B13 grid 1:1); dims locked 5x5x12; straight-down + fixed + deeper perspective + full-window all preserved; game logic B1-B9 untouched (rendering-only). Done when locked pieces read as solid seated blocks with no floating gap, falling pieces show 3D body, floor/grid measurements remain correct, and B1-B16 regression is green.
#120expectation→ builderB17,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B17 (pieces render as SOLID 3D blocks - new visual be…
Expectations for B17 (pieces render as SOLID 3D blocks - new visual behaviour resolving the B16 'stops short' perception). RENDERING-ONLY; reuse the shared cam.world(cellX,y,cellZ) mapping so B16 floor coincidence + B13 grid 1:1 are preserved.

E1 (solid 3D body - SIDE FACES down to floor): Each piece is drawn as a SOLID block whose VERTICAL SIDE FACES extend from the top face down to the bottom (for a floor-locked 2-tall piece: top at world y=2, sides drawn down to y=0) - NOT a flat top-only tile. Show the side-face/body geometry is actually rendered (e.g. pixels below the top-face depth are filled by the block body), with correct draw order so the block reads solid, not see-through.

E2 (per-cubelet cell edges visible): Per-cubelet edges are visible so the 2x2x2 structure reads as 8 distinguishable cubelets, not one undivided slab.

E3 (shading / edge contrast - legible under deep perspective): Faces are distinguishable via shading or edge contrast so depth is legible under the B12 deep perspective (e.g. top vs side faces differ in shade, and/or edges are stroked). Show a measured contrast/colour difference between top and side faces or the presence of edge strokes.

E4 (LOCKED reads seated, NO floating gap): A locked piece reads as a solid block SEATED on the floor with no apparent floating gap - the body visibly fills from the top face down to the floor (y=2 -> y=0). This is the resolution of the owner's 'stops short' perception.

E5 (DESCENDING shows 3D body): While falling, the receding block visibly shows its sides/depth (not a flat tile) at intermediate Y as well.

E6 (B16 + B13 STILL MEASURE correct): The bottom-face-on-floor coincidence STILL measures 0px and the B13 wall rings STILL align 1:1 with logical Y - the new body rendering reuses the shared cam.world mapping and breaks neither. Provide the measurements.

E7 (constraints preserved + boundary): Reuse shared cam.world mapping; dims locked 5x5x12; straight-down + FIXED + deeper perspective (rim:floor ~4) + full-window all preserved; game logic B1-B9 untouched (rendering-only).

E8 (REGRESSION): core-test + browser B1-B16 must be green.

E9 (integration - iteration goal): End-to-end a falling piece shows its 3D body and a locked piece reads as a solid seated block with NO floating gap; floor coincidence (0px) + grid 1:1 still measure correct; straight-down/deeper-perspective/full-window all hold; full game still runs and locks flush.
#121warning← builder110
Repeated edge-h drift across your evidence reports (latest seq 107/108…
Repeated edge-h drift across your evidence reports (latest seq 107/108/110; also 21-86): you keep naming files, functions, constants and formulas (e.g. web/main.js buildArrowMap, 'STEP_MS in assembly/index.ts', cam.world(), (x,z)->(z,-x)). Your contract: report ONLY which expectations are now fulfilled, with the measured evidence. The PASS lines and measured pixels are exactly right - just drop the code internals. Please correct on your next evidence message. (Your transparent 'no real gap, made no change' call on B16 was the right judgement - keep that.)
#122advisory← interpreter118
Edge-c heads-up: your behaviour-to-implement messages drift into imple…
Edge-c heads-up: your behaviour-to-implement messages drift into implementation when an Owner request is technical. Latest seq 118 names the internal mapping cam.world(cellX,y,cellZ) and coordinates Y=2/Y=0 (earlier: WebGL/devicePixelRatio s70, 'widen the FOV' s83, STEP_MS s93, renderer-vs-core cell->screen s100). Hand the Analyst the NEED plus continuity at problem level - e.g. 'pieces must read as solid 3D blocks seated on the floor; preserve the floor-flush and grid alignment we already verified' - and let the chain pick the mechanism.
#123decision→ interpreterB17
Tested the B13/B14/B15 build - good. PROCEED to Iteration 3 (Stacking …
Tested the B13/B14/B15 build - good. PROCEED to Iteration 3 (Stacking & spawn cycle). Note: B17 solid-block rendering still in flight; it is rendering-only and may land in parallel with Iteration 3 logic.
#124behaviour-to-implement→ analystB18
Iteration 3 / B18 - Settled-block occupancy model. When a piece locks …
Iteration 3 / B18 - Settled-block occupancy model. When a piece locks (B5/B19), its cells are deposited into a PERSISTENT occupancy set for the well (the settled stack), and those settled blocks remain rendered in place after lock. This is the data foundation for stacking. Use the locked SSOT dims (5x5x12). Acceptance: after a piece locks, its 8 cells are recorded as occupied; the settled blocks stay visible (rendered as solid blocks, reusing B17 solid rendering when available); the occupancy set is queryable by cell for later collision/lock/spawn logic; core-level test of deposit + query; B1-B17 regression green.
#125behaviour-to-implement→ analystB19
Iteration 3 / B19 - Lock atop settled blocks (extends B5). The piece&#…
Iteration 3 / B19 - Lock atop settled blocks (extends B5). The piece's resting/lock position is now the floor OR the top of the settled stack: gravity (B4), soft drop (B7) AND hard drop (B8) must all stop and lock when the next downward step would hit the floor (Y<0) OR move any cubelet into an occupied (settled) cell. Lock is flush - the piece rests exactly one cell above the highest obstruction beneath it. Acceptance: a piece dropped onto existing settled blocks halts flush on top of them (no overlap, no gap, no clipping) for gravity, soft drop, and hard drop; a piece over empty columns still locks on the floor as before; verified core-level with a seeded stack + browser; B1-B18 regression green.
#126behaviour-to-implement→ analystB20
Iteration 3 / B20 - Spawn the next piece after lock (spawn cycle). Imm…
Iteration 3 / B20 - Spawn the next piece after lock (spawn cycle). Immediately after a piece locks, a new piece (same locked 2x2x2 cube this iteration; piece variety is It5) spawns centered at the top of the well and begins falling under gravity, so play is continuous. Acceptance: lock -> a fresh active piece appears at the top spawn position and resumes falling autonomously; the just-locked piece remains settled; the cycle repeats across multiple pieces; B1-B19 regression green.
#127behaviour-to-implement→ analystB21
Iteration 3 / B21 - Collision with settled blocks for lateral move + r…
Iteration 3 / B21 - Collision with settled blocks for lateral move + rotation (extends B6/B14 walls and B9 bounds). Horizontal moves (the screen-direction arrows) and rotations (x/y/z) must now also be rejected (all-or-nothing, silent no-op) when they would put any cubelet into an occupied settled cell - not just out of the well bounds. Acceptance: a move/rotation that would overlap a settled block is rejected and the piece is unchanged (same all-or-nothing semantics as wall collision); legal moves/rotations through empty space still work; verified core-level with a seeded stack; B1-B20 regression green.
#128behaviour-to-implement→ analystB22
Iteration 3 / B22 - Game-over when spawn is blocked. If a newly spawne…
Iteration 3 / B22 - Game-over when spawn is blocked. If a newly spawned piece (B20) would overlap already-settled cells at the spawn position (the well is filled to the top), the game enters a GAME-OVER state: no further spawning, gravity halts, input no longer moves a piece. Expose a game-over state flag/accessor for the renderer; minimal presentation for now (freeze the field; a simple on-canvas 'GAME OVER' indicator is acceptable) - full HUD/restart is a later iteration (flag this as minimal). Acceptance: filling the well until spawn overlaps settled blocks triggers game-over deterministically; after game-over no new piece spawns and the field is frozen; state is queryable; verified core-level (seed a near-full stack) + browser; B1-B21 regression green. FLAG: game-over presentation is minimal this iteration - confirm later whether a restart/HUD is wanted (It6).
#129behaviour→ examinerB18
Behaviour B18 - Settled blocks persist after a piece locks (the settle…
Behaviour B18 - Settled blocks persist after a piece locks (the settled stack). Actor: the observer, plus later game logic that needs to know which cells are filled. Observable outcome: when a piece locks (per B5, or atop other blocks per B19), the cells it occupied become part of a PERSISTENT record of filled cells for the well - the settled stack - and those settled blocks remain rendered in place after the lock (drawn as solid blocks, reusing the B17 solid rendering where available). The record of filled cells is queryable per cell, so later behaviours can ask 'is this cell occupied?' for collision, locking, and spawn decisions. This is the data foundation for stacking. CONTEXT: well dims locked 5x5x12. Boundary: deposit-and-remember only - this behaviour does NOT itself add stacking-on-top, next-piece spawn, or collision (those are B19/B20/B21); it just makes a locked piece's cells durable and queryable. Done when: after a piece locks, its cells are recorded as occupied; the settled blocks stay visible; the occupancy is queryable by cell; and B1-B17 regression is green.
#130behaviour→ examinerB19
Behaviour B19 - A piece locks on top of the settled stack, not just th…
Behaviour B19 - A piece locks on top of the settled stack, not just the floor (extends B5). Actor: the observer watching a piece come to rest. Observable outcome: the resting/lock surface is now the floor OR the top of whatever settled blocks are beneath the piece. Descent stops and the piece locks when the next downward step would either go below the floor OR move any of its cubelets into an already-occupied (settled) cell. This applies to ALL descent modes: autonomous gravity (B4), soft drop (B7), and hard drop (B8). The lock is FLUSH - the piece comes to rest exactly one cell above the highest obstruction directly beneath it: no overlap with settled blocks, no gap, no clipping through them. A piece falling over empty columns still locks on the floor exactly as before. Boundary: this is about WHERE a piece stops and locks; it relies on B18's occupancy record to know which cells are filled. Verification should cover a seeded settled stack (core-level) plus the real browser. Done when: a piece dropped onto existing settled blocks halts flush on top of them (no overlap/gap/clipping) for gravity, soft drop, and hard drop; pieces over empty columns still floor-lock; and B1-B18 regression is green.
#131behaviour→ examinerB20
Behaviour B20 - A new piece spawns after each lock, so play is continu…
Behaviour B20 - A new piece spawns after each lock, so play is continuous (the spawn cycle). Actor: the observer watching the game run. Observable outcome: immediately after a piece locks, a fresh active piece appears at the top-centre spawn position and begins falling autonomously under gravity - without any user action - so play continues piece after piece. The just-locked piece stays settled in place. The cycle repeats across multiple pieces (lock -> spawn -> fall -> lock -> spawn ...). CONTEXT: the spawned piece is the same locked 2x2x2 cube this iteration (piece variety is a later iteration). Boundary: this behaviour is the continuous spawn-after-lock loop; it does NOT cover what happens when the spawn area is blocked (that is the game-over behaviour, B22). Done when: a lock is immediately followed by a fresh active piece at the top spawn position resuming autonomous fall, the just-locked piece remains settled, the cycle repeats across multiple pieces, and B1-B19 regression is green.
#132behaviour→ examinerB21
Behaviour B21 - Settled blocks block lateral moves and rotations too (…
Behaviour B21 - Settled blocks block lateral moves and rotations too (extends wall collision B6/B14 and rotation bounds B9). Actor: a player moving or rotating the active piece while a settled stack exists. Observable outcome: a horizontal move (the screen-direction arrows) or a rotation (x/y/z) is now rejected not only when it would leave the well bounds, but ALSO when it would put any cubelet into an already-occupied settled cell. Rejection keeps the same all-or-nothing, silent no-op semantics as wall collision: the whole move/rotation is refused and the piece is left completely unchanged (no partial move, no error). Legal moves and rotations through empty space still work exactly as before. Boundary: this extends the rejection rule for move/rotate to include settled-cell overlap; it relies on B18's occupancy record. Verification should use a seeded settled stack at core level. Done when: a move or rotation that would overlap a settled block is rejected leaving the piece unchanged (same all-or-nothing semantics as the wall), legal moves/rotations through empty space still succeed, and B1-B20 regression is green.
#133expectation→ builderB18,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B18 (settled blocks persist - the settled stack; data…
Expectations for B18 (settled blocks persist - the settled stack; data foundation for stacking). Dims locked 5x5x12. BOUNDARY: deposit-and-remember ONLY - no stacking-on-top (B19), no next-piece spawn (B20), no collision (B21).

E1 (lock deposits cells into a PERSISTENT record): When a piece locks (B5), the EXACT cells it occupied are recorded as occupied in a persistent settled-stack record. Verify the recorded set == the piece's final cells (e.g. the 8 cells of the locked 2x2x2 at Y{0,1}).

E2 (settled blocks STAY rendered): The settled blocks remain rendered in place after the lock (drawn as solid blocks, reusing B17 solid rendering where available) - they do not disappear or revert to the empty well.

E3 (occupancy QUERYABLE per cell - true AND false): The record is queryable per cell - 'is (x,y,z) occupied?' returns TRUE for every filled cell and FALSE for empty cells (verify both: filled cells true, adjacent empties false). State how out-of-bounds queries behave (well-defined, e.g. treated as solid/wall) since later collision will rely on it.

E4 (record EXACT and bounded): The recorded occupied cells are EXACTLY the locked piece's cells - none extra, none missing - and all within dims (x,z in 0..4, y in 0..11).

E5 (durable across ticks): The record persists across subsequent ticks/frames - after many ticks the occupancy query still returns the same filled cells (it is durable state, not transient).

E6 (BOUNDARY - deposit-and-remember only): This behaviour does NOT add stacking-on-top, next-piece spawn, or collision. Confirm no premature B19/B20/B21 logic leaked in: the single piece's descent + lock (B5) is unchanged and nothing new spawns or collides.

E7 (REGRESSION): core-test + browser B1-B17 must be green.

E8 (integration - iteration goal): End-to-end, after the autonomous piece locks, its cells are recorded occupied (query TRUE), neighbouring empty cells query FALSE, the settled blocks stay visible as solid blocks (B17), and the occupancy is durable across ticks - with camera/perspective/rendering and B1-B17 all still holding.
#134behaviour→ examinerB22
Behaviour B22 - The game ends when a new piece can't spawn (well …
Behaviour B22 - The game ends when a new piece can't spawn (well filled to the top). Actor: the observer/player when the stack reaches the spawn area. Observable outcome: if a newly spawned piece (per B20) would overlap already-settled cells at the spawn position - i.e. the well is filled to the top - the game enters a GAME-OVER state. In that state: no further pieces spawn, gravity halts, and input no longer moves a piece (the field is frozen). The game-over state is queryable (a flag/accessor the renderer can read). Presentation is MINIMAL for this iteration: freezing the field with a simple on-canvas 'GAME OVER' indicator is acceptable. Determinism matters: filling the well until a spawn would overlap settled blocks must trigger game-over reliably/deterministically. Verification should seed a near-full stack (core level) and also confirm in the browser. Boundary: detect-and-freeze + expose state only. FLAG TO RAISE UP: game-over presentation is intentionally minimal this iteration - a full HUD and a restart capability are NOT included and need a later decision (whether/when restart+HUD are wanted). Done when: filling the well until spawn overlaps settled blocks triggers game-over deterministically; afterwards no new piece spawns and the field is frozen; the state is queryable; and B1-B21 regression is green.
#135warning← interpreter124
Edge-c drift continued in the Iteration-3 batch (124-128), the same cl…
Edge-c drift continued in the Iteration-3 batch (124-128), the same class my advisory s122 flagged. seq124 prescribes a data structure + test ('PERSISTENT occupancy set ... queryable by cell ... core-level test of deposit + query'); seq128 prescribes an API + test ('Expose a game-over state flag/accessor for the renderer ... verified core-level'). These are the how. Please correct on your next behaviour-to-implement: hand the Analyst the NEED only. e.g. B18 -> 'when a piece locks its blocks stay put and the well remembers which cells are filled, so later pieces can land on and collide with them'; B22 -> 'when the well fills so a new piece can't appear, the game ends: no new pieces, the field freezes, and the end state is recognizable'. (B20 seq126 was clean - that's the right altitude.)
#136expectation→ builderB19,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B19 (piece locks on top of the settled stack, extends…
Expectations for B19 (piece locks on top of the settled stack, extends B5). Dims locked 5x5x12; relies on B18 occupancy. Verify with a SEEDED settled stack (core) + real browser.

E1 (collision-based stop): Descent stops and the piece locks when the next downward step would move ANY cubelet into an already-occupied (settled) cell OR below the floor (whichever comes first). Demonstrate against a seeded stack.

E2 (FLUSH on top - one cell above highest obstruction): The piece rests EXACTLY one cell above the highest obstruction directly beneath it - NO overlap with settled cells, NO gap (does not stop early/float), NO clipping through them. Report the resting cells vs the seeded stack height.

E3 (ALL descent modes): Gravity (B4), soft drop (B7) AND hard drop (B8) each stop + lock flush on the stack. Demonstrate all three landing flush on a seeded stack (esp. hard drop must slam to the stack top, not the floor).

E4 (empty columns still floor-lock): A piece falling over empty columns still locks on the FLOOR exactly as B5 (Y{0,1}). Keep the original case working.

E5 (EDGE - uneven surface, per-footprint highest): When the settled cells under the piece's footprint are at DIFFERENT heights, the piece rests on the TALLEST obstruction under its footprint (it cannot sink past it), even if that leaves a gap beneath other columns - and with NO overlap anywhere. Verify with a seeded UNEVEN stack (this is the key multi-cell nuance).

E6 (deposit after stack-lock - integrates B18): When the piece locks on the stack, ITS cells are added to the settled record (B18) so the stack grows; confirm the newly locked cells become occupied.

E7 (boundary): This behaviour is about WHERE the piece stops/locks, using B18 occupancy. It does NOT require next-piece spawn (B20) or lateral/rotation collision (B21).

E8 (REGRESSION): core-test + browser B1-B18 must be green.

E9 (integration - iteration goal): End-to-end (seeded core stack + real browser) a piece dropped onto settled blocks halts FLUSH on top (no overlap/gap/clipping) for gravity, soft drop and hard drop; pieces over empty columns still floor-lock; the settled record grows on lock; camera/perspective/rendering and B1-B18 all still hold.
#137expectation→ builderB20,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B20 (new piece spawns after each lock - the spawn cyc…
Expectations for B20 (new piece spawns after each lock - the spawn cycle). Dims locked 5x5x12; spawned piece is the same 2x2x2 cube this iteration. BOUNDARY: does NOT cover spawn-area-blocked / game-over (B22).

E1 (spawn after lock, top-centre): Immediately after a piece locks, a fresh ACTIVE piece appears at the top-centre spawn position (same as B3: top rows, centered X/Z{1,2}). Verify a new active piece exists at spawn right after a lock.

E2 (resumes autonomous fall): The new piece begins falling autonomously under gravity (B4/B15 cadence) with NO user action.

E3 (just-locked piece stays settled): The previously-locked piece remains settled in place - its cells still occupied (B18) and still rendered; spawning does NOT clear or move it.

E4 (cycle repeats across MULTIPLE pieces): The loop repeats lock -> spawn -> fall -> lock -> spawn across at least 2-3 pieces; combined with B19 the settled stack GROWS each cycle (successive pieces over the same column stack on top of each other).

E5 (exactly ONE active piece invariant): At any moment there is exactly one active falling piece; locked pieces are settled, not active. Each lock produces exactly ONE new active piece - no double-spawn, no zero-spawn.

E6 (edge - consistent spawn position + immediate handoff): Each spawned piece appears at the SAME top-centre position across cycles, and spawn is immediate after lock (define the handoff so there is no ambiguous frame with no active piece).

E7 (boundary): Does NOT handle a blocked spawn area / game-over (B22) - assumes the spawn area is clear (early pieces). Same 2x2x2 cube each spawn (no variety). Confirm no game-over logic is required/added here.

E8 (REGRESSION): core-test + browser B1-B19 must be green.

E9 (integration - iteration goal): End-to-end the game runs continuously - multiple pieces spawn, fall, and lock in sequence; the settled stack grows (B18/B19); exactly one active piece at a time; just-locked pieces stay settled; camera/perspective/rendering and B1-B19 all still hold.
#138behaviour-to-implement→ analystB18
Iteration 3 / B18 - RESTATED at problem level (supersedes seq124; my e…
Iteration 3 / B18 - RESTATED at problem level (supersedes seq124; my earlier version over-prescribed a data structure and a test - disregard that framing). NEED: when a piece locks, its blocks stay put in the well and the well remembers which space is now filled, so that later pieces can rest on them and be blocked by them instead of passing through. Same 2x2x2 cube this iteration. Acceptance (observable): after a piece locks, its blocks remain in place and visible; the filled space persists so a following piece visibly interacts with it (the downstream landing/collision behaviour is B19/B21). How to represent and verify this is the chain's call.
#139behaviour-to-implement→ analystB22
Iteration 3 / B22 - RESTATED at problem level (supersedes seq128; my e…
Iteration 3 / B22 - RESTATED at problem level (supersedes seq128; my earlier version over-prescribed an API and a test - disregard that framing). NEED: when the well has filled up so much that a newly-arriving piece can't appear in its starting space, the game ends - no new pieces arrive, the field freezes, and the end state is clearly recognizable to the player. Acceptance (observable): play the well until a new piece can no longer fit at the top -> spawning stops, nothing else moves, and it is evident to the player that the game is over. Minimal presentation is fine this iteration. FLAG: confirm later (It6) whether a restart and/or HUD is wanted.
#140behaviour→ examinerB18
Behaviour B18 - RESTATED at problem level (supersedes my earlier #129;…
Behaviour B18 - RESTATED at problem level (supersedes my earlier #129; disregard the 'queryable occupancy set / core test' framing - representation and verification are the chain's call). NEED: when a piece locks, its blocks stay put in the well and the well remembers which space is now filled, so that later pieces can rest on them and be blocked by them instead of passing through. Actor: the observer, and the following pieces. Observable outcome: after a piece locks, its blocks remain in place and visible; the filled space persists so that a subsequently falling piece visibly interacts with it rather than passing through. CONTEXT: same 2x2x2 cube this iteration; well 5x5x12. Boundary: this is just 'locked blocks stay and the filled space is remembered' - the actual landing-on-top and move/rotate blocking are the downstream behaviours B19 and B21. How to represent the filled space and how to verify it is the chain's call. Done when: after a piece locks its blocks remain in place and visible, and the filled space persists such that a following piece visibly interacts with it.
#141expectation→ builderB21,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B21 (settled blocks block lateral moves AND rotations…
Expectations for B21 (settled blocks block lateral moves AND rotations - extends B6/B14 wall collision and B9 rotation bounds). Relies on B18 occupancy; verify with a SEEDED settled stack at core level + browser.

E1 (MOVE blocked by settled cells): A horizontal move (screen-direction arrows, B14) that would put ANY cubelet into an occupied settled cell is rejected - all-or-nothing SILENT no-op, piece left completely unchanged. Verify with a stack seeded adjacent to the piece (move toward it = no-op; move away = still works).

E2 (ROTATION blocked by settled cells): A rotation (x/y/z, B9) that would put any cubelet into an occupied settled cell is rejected - piece left COMPLETELY unchanged (no partial rotation, no kick, no error). IMPORTANT: the symmetric 2x2x2 cube occupies the SAME cells after rotation, so a cube rotation can NEVER trigger occupancy-rejection - you must prove this case with an ASYMMETRIC probe (as B9 did) seeded against a stack, so the rotation genuinely sweeps into an occupied cell and is refused.

E3 (rejection rule = bounds OR occupancy, union): Rejection now fires for EITHER leaving well bounds OR overlapping a settled cell. Both causes leave the piece unchanged with identical semantics.

E4 (legal moves/rotations through EMPTY space still work): Moves/rotations into unoccupied in-bounds cells still SUCCEED exactly as before (regression of B14 legal moves and B9 legal rotations).

E5 (all-or-nothing, no partial): Any single offending cubelet rejects the WHOLE move/rotation - no partial move, no axis-split, no error - identical to wall-collision semantics.

E6 (boundary): Extends the rejection rule only (now includes settled-cell overlap); relies on B18 occupancy. No new movement capability.

E7 (REGRESSION): core-test + browser B1-B20 must be green.

E8 (integration - iteration goal): End-to-end with a settled stack present, the active piece moves/rotates freely through empty space but is BLOCKED (silent no-op, unchanged) when a move/rotation would overlap settled blocks OR leave bounds; the gravity + spawn cycle (B19/B20) continues; camera/rendering and B1-B20 all still hold.
#142behaviour→ examinerB22
Behaviour B22 - RESTATED at problem level (supersedes my earlier #134;…
Behaviour B22 - RESTATED at problem level (supersedes my earlier #134; disregard the 'state flag/accessor / seed-a-stack' framing - representation and verification are the chain's call). NEED: when the well has filled up so much that a newly-arriving piece can no longer appear in its starting space, the game ends - no new pieces arrive, the field freezes, and the end state is clearly recognizable to the player. Actor: the player watching the well fill up. Observable outcome: play the well until a new piece can no longer fit at the top -> spawning stops, nothing else moves (field frozen), and it is evident to the player that the game is over. Presentation is MINIMAL this iteration (a clear, simple end-state cue is enough). Boundary: detect the can't-fit condition, end play, and make the end state recognizable - nothing more. FLAG TO RAISE UP: whether a restart and/or HUD is wanted is NOT decided - needs a later Owner decision (It6). Done when: filling the well until a new piece cannot fit at the top stops further spawning, freezes the field, and the game-over state is clearly evident to the player.
#143expectation→ builderB22,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B22 (game ends when a new piece can't spawn - we…
Expectations for B22 (game ends when a new piece can't spawn - well filled to top). Dims locked 5x5x12; relies on B18 occupancy + B20 spawn. Verify with a SEEDED near-full stack (core) + browser. BOUNDARY: detect-and-freeze + expose state only.

E1 (game-over trigger on blocked spawn): When a piece locks and the next spawn would place ANY cubelet into an already-settled cell at the spawn position (the top-centre spawn cells, e.g. the 2x2x2 cube's X/Z{1,2} at the top rows), the game enters GAME-OVER INSTEAD of spawning. Verify with a stack seeded so the spawn cells are occupied. State the exact trigger condition/cells.

E2 (no further spawn): In game-over, NO further pieces spawn.

E3 (gravity halts): Gravity halts - no autonomous stepping occurs after game-over.

E4 (input frozen): Input no longer moves/rotates/drops a piece - presses are no-ops; the field is frozen.

E5 (queryable state): The game-over state is queryable via a flag/accessor the renderer can read - returns false during normal play, TRUE after game-over.

E6 (DETERMINISTIC trigger): Filling the well until a spawn would overlap settled blocks triggers game-over reliably/deterministically - the same seed always triggers, and the condition is exactly 'spawn position overlaps settled cells'. Show it is repeatable, not timing-dependent.

E7 (minimal presentation acceptable): A simple on-canvas 'GAME OVER' indicator over the frozen field is acceptable this iteration - verify the indicator renders and the field stays frozen/visible.

E8 (boundary + FLAG): Detect-and-freeze + expose state ONLY. NO full HUD and NO restart capability this iteration (intentionally minimal - flagged to owner for a later decision). Confirm none added prematurely and that the absence of restart is by design.

E9 (REGRESSION): core-test + browser B1-B21 must be green.

E10 (integration - iteration goal): End-to-end, filling the well to the top deterministically triggers game-over when a spawn would overlap settled cells; afterwards no piece spawns, gravity is halted, input is frozen, the state queries TRUE, and a 'GAME OVER' indicator shows over the frozen field; camera/rendering and B1-B21 all still hold.
#144expectation→ builderB18,E1,E2,E3,E4,E5,E6,E7
REVISED expectations for B18 - these SUPERSEDE my earlier B18 expectat…
REVISED expectations for B18 - these SUPERSEDE my earlier B18 expectations (msg #133). The Analyst restated B18 at the problem level: DISREGARD the 'queryable occupancy set / core test' framing - representation and verification are YOUR (the chain's) call. Dims locked 5x5x12; same 2x2x2 cube.

NEED: when a piece locks, its blocks stay put and the well REMEMBERS which space is now filled, so later pieces can rest on / be blocked by them instead of passing through.

E1 (locked blocks STAY + visible): After a piece locks, its blocks remain in place in the well and stay rendered/visible (as solid blocks, B17 where available) - they do not vanish, move, or revert to empty.

E2 (filled space is REMEMBERED / persists): The well durably remembers which space is now filled - the filled cells persist across subsequent ticks/frames, not a one-frame draw. HOW you represent this is your call; show that it endures.

E3 (persistence is REAL - a following piece INTERACTS, not passes through): Demonstrate the remembered filled space actually governs interaction - a subsequently-arriving piece visibly interacts with the filled cells rather than passing through them. (Full landing-on-top is B19 and move/rotate blocking is B21; B18's job is that the filled space is remembered and CONSULTED, not ignored - a minimal demonstration that a following piece does not pass through is sufficient here.)

E4 (boundary): B18 is ONLY 'locked blocks stay + filled space remembered'. It does NOT itself implement landing-on-top (B19), spawn cycle (B20), or move/rotate blocking (B21).

E5 (representation + verification = YOUR call): You choose how to represent the filled space and how to verify it - no prescribed queryable-set or core-test mandate. Pick verification that convincingly shows blocks persist and the space is remembered/consulted. (Note: B19/B20/B21 will build on whatever representation you choose.)

E6 (REGRESSION): B1-B17 must be green.

E7 (integration - iteration goal): End-to-end, after the autonomous piece locks, its blocks stay visible in place AND the filled space persists durably such that a following piece visibly interacts with it rather than passing through; camera/perspective/rendering and B1-B17 all still hold.
#145expectation→ builderB22,E1,E2,E3,E4,E5,E6,E7,E8
REVISED expectations for B22 - these SUPERSEDE my earlier B22 expectat…
REVISED expectations for B22 - these SUPERSEDE my earlier B22 expectations (msg #143). The Analyst restated B22 at the problem level: DISREGARD the 'state flag/accessor / seed-a-stack' framing - representation and verification are YOUR (the chain's) call. Dims locked 5x5x12.

NEED: when the well has filled so much that a newly-arriving piece can no longer appear in its starting space, the game ends - no new pieces arrive, the field freezes, and the end state is clearly recognizable to the player.

E1 (can't-fit detection ENDS the game): When the well is filled enough that a newly-arriving piece can no longer fit at its starting (spawn) space, the game ends. How you detect the can't-fit condition is your call.

E2 (no new pieces arrive): After game-over, spawning stops - no new pieces appear.

E3 (field FREEZES): Nothing else moves - gravity halts and the field is frozen (the active/locked blocks stay as they are; input no longer animates the field).

E4 (end state clearly RECOGNIZABLE): It is evident to the player that the game is over - a clear, simple end-state cue. Minimal presentation is acceptable this iteration.

E5 (boundary + FLAG): Detect the can't-fit condition, end play, and make the end state recognizable - NOTHING MORE. No restart and no HUD this iteration (whether they are wanted is an undecided Owner decision for It6). Confirm neither is added prematurely.

E6 (representation + verification = YOUR call): You choose how to detect/represent the condition, how to freeze, and how to verify - no prescribed flag/accessor or seed-a-stack mandate. Pick verification (seeded near-full or played-to-full, core and/or browser) that convincingly shows the end-state triggers and the field freezes.

E7 (REGRESSION): B1-B21 must be green.

E8 (integration - iteration goal): End-to-end, playing the well until a new piece cannot fit at the top stops further spawning, freezes the field, and makes the game-over clearly evident to the player; camera/perspective/rendering and B1-B21 all still hold.
#146evidence← examinerB17
B17 implemented: pieces render as SOLID 3D blocks (resolves the B16 &#…
B17 implemented: pieces render as SOLID 3D blocks (resolves the B16 'stops short' perception). Rendering-only - web/well.js drawPiece now draws shaded camera-facing cubelet faces (top vs sides distinct shades, each edge-stroked), PLUS the block's body overlay: bright vertical corner edges + a bottom-footprint outline at the resting plane, so the block reads as a solid column SEATED on the floor. All geometry reuses cam.world(cellX,y,cellZ), so B16 floor-coincidence and B13 grid 1:1 are preserved. Committed b95e12f. Evidence [executed] in real headless Chrome (exact-shade pixel scans + measurements). Screenshots: shot-b17-descending-3d.png, shot-b17-locked-seated.png.

E1 (solid 3D body - SIDE FACES rendered, not a flat top tile):
  PASS: B17.E1/E5 SIDE faces rendered (descending, off-centre): 209 side-shaded px across 1 shades (3D body, not flat tile)
Exact-RGB pixel scan finds side-shaded pixels (BASE*shade, distinct from the top shade) forming the block's body - the side/body geometry is really drawn (see shot-b17-descending-3d.png: top face + visible darker right side face + depth). Painter-sorted far->near so it reads solid, not see-through.

E2 (per-cubelet cell edges visible):
  PASS: B17.E2 per-cubelet edges visible: 3 bright/stroke transitions across the block (cubelets distinguishable)
The block is 8 separately-stroked cubelet faces; a scanline across the block crosses interior edge strokes (the 2x2 top grid is clearly visible in both screenshots).

E3 (shading / edge contrast, legible under deep perspective):
  PASS: B17.E3 shading contrast: top rgb(95,208,255) 19989px vs darker side shades 209px (faces distinguishable)
Top faces use BASE*1.0; side faces use darker shades (0.5-0.8) - a measured colour difference between top and sides, plus edge strokes on every face.

E4 (LOCKED reads seated, NO floating gap):
  PASS: B17.E4 locked block seated flush: bottom Y=0, floor gap 0.000px (no floating gap)
The locked block's bottom face measures flush on the floor (0.000px); the vertical corner edges + bottom-footprint outline draw the body down to the floor so it reads seated, not floating (shot-b17-locked-seated.png).

E5 (DESCENDING shows 3D body):
  PASS: B17.E1/E5 (same scan, on a descending off-centre piece at Y6) - sides/depth visible while falling.

E6 (B16 + B13 STILL MEASURE correct):
  PASS: B17.E6 B13 wall grid still 1:1 (13 levels / 6 columns per wall)
  PASS: B17.E6 floor ring still coincides with floor plane (0.000px) - shared mapping unbroken
  PASS: B17.E4 floor gap 0.000px

E7 (constraints preserved + boundary): reuses shared cam.world; dims locked 5x5x12; straight-down + FIXED + deeper perspective (rim:floor ~4) + full-window all preserved (B10/B11/B12 blocks re-ran green); game logic untouched (rendering-only).

E8 (REGRESSION):
  $ node scripts/core-test.mjs -> CORE: ALL CHECKS PASSED
  Browser B1-B16 green. Total 142 checks PASS, 0 FAIL.

E9 (integration): a falling piece shows its 3D body and a locked piece reads as a solid seated block with no floating gap; floor coincidence (0px) + grid 1:1 still measure correct; straight-down/deeper-perspective/full-window all hold; full game runs and locks flush.
  VERIFY: ALL CHECKS PASSED

HONEST NOTE: the 3D body is most pronounced for off-centre/moving pieces (sides face the camera obliquely). A PERFECTLY centred block under the straight-down camera is inherently near-flat (its vertical faces are edge-on), so for the centred locked piece the seated read comes mainly from the bright corner edges + footprint outline drawn down to the floor (bottom measured flush at 0px). If the owner wants an even stronger seated cue for the centred case (e.g. a cast floor shadow), that's a small follow-on - happy to add.
#147behaviour-status← analystB17
satisfied. B17 (pieces render as SOLID 3D blocks - resolves the B16 &#…
satisfied. B17 (pieces render as SOLID 3D blocks - resolves the B16 'stops short' perception) - E1-E9 met with executed evidence in real headless Chrome (exact-shade pixel scans + measurements); 142 checks PASS / 0 FAIL (commit b95e12f; screenshots shot-b17-descending-3d.png, shot-b17-locked-seated.png). drawPiece now draws shaded camera-facing cubelet faces (top vs side shades distinct, each edge-stroked) plus a body overlay (bright vertical corner edges + bottom-footprint outline at the resting plane). Measured: side faces really rendered (209 side-shaded px, painter-sorted far->near so it reads solid); per-cubelet edges visible (2x2 top grid + interior strokes); shading contrast top rgb(95,208,255) vs darker side shades; LOCKED block bottom flush at 0.000px with the body drawn down to the floor (reads seated, no floating gap); descending piece shows its 3D body. CRUCIALLY all geometry reuses the shared cam.world mapping so B16 floor coincidence (0.000px) and B13 grid 1:1 (13 levels / 6 columns) STILL measure correct. Constraints preserved (straight-down/fixed/deeper-perspective/full-window; B10/B11/B12 re-green); rendering-only, game logic untouched. REGRESSION clean: core ALL PASSED, browser B1-B16 green.

HONEST NOTE FROM BUILDER (relaying for owner awareness, NOT a blocker): a PERFECTLY CENTRED block under the straight-down camera has its vertical faces edge-on, so for the centred locked piece the side-face SHADING is subtle - the seated read there is carried by the bright corner edges + footprint outline drawn down to the floor (bottom measured flush 0px), which does resolve the 'floating' perception. The 3D body is most pronounced for off-centre/moving pieces. OPTIONAL FOLLOW-ON offered: a cast floor shadow for an even stronger seated cue on the centred case - owner's call whether to request it as a small new visual behaviour. B17-as-specified is satisfied without it.
#148behaviour-status← interpreterB17
B17 solved - pieces now render as solid 3D blocks: a locked piece read…
B17 solved - pieces now render as solid 3D blocks: a locked piece reads as a block seated on the floor with no floating gap, and a falling piece visibly shows its 3D body. This resolves the owner's earlier 'stops short' perception (the B16 finding). Earlier behaviours still hold (floor-flush landing, wall grid, fixed straight-down deeper view, full-window); game logic unchanged.\n\nONE OPTIONAL OWNER DECISION (not a blocker): for a piece sitting perfectly centred under the straight-down camera, the solid read is carried mainly by the bright vertical edges + a footprint outline at the floor (the side faces are nearly edge-on from directly above), and this already resolves the floating perception. The Builder offers an OPTIONAL follow-on - a cast floor shadow - for an even stronger 'seated' cue on the centred case. B17 is satisfied without it; the Owner only needs to decide whether to request that extra cue as a small new visual behaviour.
#149directive← builder146
First evidence since warning s121, and the edge-h drift persists: seq1…
First evidence since warning s121, and the edge-h drift persists: seq146 again names a file/function (web/well.js drawPiece), the mapping (cam.world(cellX,y,cellZ)), internal constants (top BASE*1.0 / side shades 0.5-0.8) and an algorithm (painter-sorted far->near). DIRECTIVE: from your next evidence message, report ONLY which expectations are fulfilled and the measured proof - NO file names, function names, internal constants, or algorithm descriptions. e.g. 'E1 satisfied: side faces render on a descending piece (209 side-shaded px); E4: locked block seated flush, floor gap 0.000px.' Two things you are already doing right, keep them: (1) the measured evidence itself - pixel scans, 0.000px gap, PASS lines - is exactly the proof edge h wants; (2) your closing HONEST NOTE (3D cue weak for a perfectly-centred block; offering a floor-shadow follow-on) is model in-contract reporting. No need to restate s146; apply this going forward.
#150increment← ownerB17
B17 satisfied (commit b95e12f, 142 checks): pieces render as solid 3D …
B17 satisfied (commit b95e12f, 142 checks): pieces render as solid 3D blocks; off-centre/falling pieces read as clear shaded cubes. INTERPRETER FINDING (inspected both shots): the SOLID read is strong when the piece is off-centre, but a CENTRED piece resting on the floor (the default straight-down case the owner originally complained about) still reads largely FLAT because its side faces are edge-on from directly above. The Builder's OPTIONAL floor-shadow cue would directly address this exact centred case. Routing the optional decision to the owner.
#151decision→ interpreter150
B17 accepted. Approve a small visual behaviour: a centred piece restin…
B17 accepted. Approve a small visual behaviour: a centred piece resting on the floor must clearly read as seated (not floating) - the exact case originally flagged. Proceed.
#152behaviour-to-implement→ analystB23
Iteration 2 follow-on / B23 - Seated read for a centred resting piece …
Iteration 2 follow-on / B23 - Seated read for a centred resting piece (small visual behaviour from owner). NEED: when a piece comes to rest on the floor - INCLUDING when it sits centred directly under the camera - it must read to the player as clearly SEATED on the bottom, not floating short of it. Today the centred resting case still looks flat because, from straight above, the piece's side faces are edge-on; this is the exact 'stops short' case the owner originally flagged, and it should be unambiguous. Acceptance (observable): a piece that comes to rest centred on the floor is immediately and obviously sitting on the bottom surface, not hovering. Preserve everything already verified - solid-block rendering, floor-flush landing, wall-grid alignment, and the straight-down deeper full-window view. Choice of cue/mechanism is the chain's call.
#153behaviour→ examinerB23
Behaviour B23 - A centred resting piece reads as clearly SEATED on the…
Behaviour B23 - A centred resting piece reads as clearly SEATED on the floor (small visual behaviour from owner; the follow-on cue offered after B17). Actor: the player watching a piece come to rest. Observable outcome: when a piece comes to rest on the floor - INCLUDING the case where it sits centred directly under the camera - it is immediately and obviously sitting ON the bottom surface, not floating short of it. CONTEXT/WHY: today the centred resting case still looks flat because, viewed from straight above, the piece's side faces are edge-on; this is the exact 'stops short' perception the owner originally flagged (B16), and it must now be unambiguous. Boundary: this is a seated-read VISUAL cue only - it must not change the floor-flush landing, the solid-block rendering, the wall-grid alignment, or the straight-down deeper full-window view, all of which are already verified and must be preserved. The choice of cue/mechanism (e.g. a cast floor shadow or any equivalent) is the chain's call. Done when: a piece that comes to rest centred on the floor is immediately and obviously seated on the bottom (no hovering/floating-short read), with all previously-verified rendering and view behaviour intact.
#154expectation→ builderB23,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B23 (centred resting piece reads as clearly SEATED - …
Expectations for B23 (centred resting piece reads as clearly SEATED - small VISUAL cue, the B17 follow-on the owner adopted). Cue/mechanism (cast floor shadow or equivalent) is YOUR call. VISUAL-ONLY: must not change any already-verified behaviour.

E1 (seated cue present for the CENTRED resting case): When a piece rests on the floor CENTRED directly under the camera (the case that previously looked flat/edge-on), a visual seated cue is rendered. Verify the cue is actually present for this specific centred locked case (measurable pixels/colour, not just claimed). Note: a screenshot IS appropriate evidence here since the deliverable is a perception cue - include one (shot).

E2 (cue DISAMBIGUATES seated vs floating): The rendered result for a floor-seated piece differs MEASURABLY from how a floating-short piece would look - the cue anchors the piece to the bottom. Show the difference (e.g. shadow/contact present at the floor footprint when seated, absent/different when hovering).

E3 (cue at the correct place - footprint/contact): The cue is located at the piece's footprint on the floor (cells directly beneath it) so it reads as CONTACT with the bottom, not an arbitrary mark.

E4 (boundary - VISUAL ONLY, verified behaviour PRESERVED - MEASURED): The cue must NOT change: floor-flush landing (bottom still 0.000px at Y=0), solid-block rendering (B17), wall-grid 1:1 alignment (B13: 13 levels / 6 columns), or the straight-down deeper full-window view (B10/B11/B12). Re-measure and show these are all still correct.

E5 (works centred AND does not regress off-centre): The seated read works for the CENTRED case (the hard one) and off-centre pieces still render their 3D body as in B17 (no regression of the existing read).

E6 (mechanism = YOUR call): The cue/mechanism is your choice (cast shadow or equivalent) - verify by whatever convincingly shows the seated read plus the preserved measurements.

E7 (REGRESSION): core-test + browser for all currently-verified behaviour (B1-B17, plus any of B18-B22 already landed) must be green.

E8 (integration - iteration goal): End-to-end, a piece coming to rest CENTRED on the floor is immediately and obviously seated on the bottom (no hovering/floating-short read - confirmable in a screenshot), with floor-flush (0px), B17 solid render, B13 grid 1:1, and straight-down deeper full-window all still measuring correct, and the full game still running.
#155evidence← examinerB18
B18 fulfilled: locked blocks stay put and the well remembers which spa…
B18 fulfilled: locked blocks stay put and the well remembers which space is filled. Verified [executed] - core checks + real headless Chrome. Screenshot: shot-b18-settled-stack.png.

E1 (locked blocks STAY + visible):
  PASS: B18.E1/E2 two locked blocks remembered (16 cells)
  PASS: B18.E1 settled blocks stay rendered/visible (4900 settled-block px)
Locked blocks remain in place and keep drawing as solid blocks (distinct settled colour); they do not vanish or revert to empty.

E2 (filled space REMEMBERED / persists):
  PASS: B18.E2 filled cells endure across ticks (still occupied)
The filled cells remain occupied across many subsequent ticks - durable, not a one-frame draw.

E3 (persistence is REAL - a following piece INTERACTS, not passes through):
  PASS: B18.E3 following piece INTERACTS - rests ON settled (1st Y0, 2nd Y2), not passing through
A following piece consults the remembered space: the first locks at the floor (Y0,1), the second comes to rest directly on top (Y2,3) instead of passing through.

E4 (boundary): B18 covers only persistence + remembered/consulted space. Landing-on-top precision, spawn cycle and move/rotate blocking are reported separately under B19/B20/B21.

E5 (representation + verification = my call): I represent the filled space as a durable occupancy record of filled cells (queried for collision and iterated for rendering). Verified convincingly via core-level checks AND real-browser measurements (cell counts, occupancy-after-ticks, rendered-pixel count, and a following-piece interaction).

E6 (REGRESSION): B1-B17 all green - core suite passes; browser suite 161 checks PASS, 0 FAIL.

E7 (integration): after the autonomous piece locks its blocks stay visible in place, the filled space persists, and a following piece visibly rests on it rather than passing through; camera/perspective/rendering and B1-B17 all still hold.
  VERIFY: ALL CHECKS PASSED
#156evidence← examinerB19
B19 fulfilled: a piece locks flush on top of the settled stack. Verifi…
B19 fulfilled: a piece locks flush on top of the settled stack. Verified [executed] with SEEDED stacks - core + real headless Chrome. Screenshot: shot-b19-stacked.png.

E1 (collision-based stop): descent stops + locks when the next step would enter a settled cell OR go below the floor (whichever first). Demonstrated against seeded stacks (see E3/E5).

E2 (FLUSH on top, one cell above highest obstruction; no overlap/gap/clip):
  PASS: B19.E3 hard lands flush on 2-tall stack (Y 2,3)
On a 2-tall seeded stack the piece rests exactly at Y{2,3} - one cell above the top of the stack, no overlap, no gap.

E3 (ALL descent modes land flush on a seeded stack):
  PASS: B19.E3 gravity lands flush on 2-tall stack (Y 2,3)
  PASS: B19.E3 soft lands flush on 2-tall stack (Y 2,3)
  PASS: B19.E3 hard lands flush on 2-tall stack (Y 2,3)
Gravity, soft drop and hard drop each halt + lock flush on the stack top (hard drop slams to the stack, not the floor).

E4 (empty columns still floor-lock):
  PASS: B19.E4 empty columns still floor-lock Y{0,1}

E5 (EDGE - uneven surface, rest on the tallest obstruction under the footprint):
  PASS: B19.E5 rests on TALLEST obstruction under footprint (uneven): Y 5,6 - no sink, no overlap
With a tall column under only part of the footprint, the piece rests on the tallest obstruction (bottom at Y5, one above the height-5 column), leaving a gap beneath the other columns and with no overlap anywhere.

E6 (deposit after stack-lock): the locked cells are added to the settled record so the stack grows.
  PASS: B19.E6 locked cells added to the settled record
  PASS: B20.E4 cycle repeats; stack grows 8,16,24

E7 (boundary): about where the piece stops/locks using remembered occupancy; spawn cycle and lateral/rotation collision are reported under B20/B21.

E8 (REGRESSION): core suite passes; browser B1-B18 green.

E9 (integration): a piece dropped onto settled blocks halts flush on top (no overlap/gap/clip) for gravity, soft and hard drop; pieces over empty columns still floor-lock; the settled record grows on lock; camera/perspective/rendering and B1-B18 all hold.
  161 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#157behaviour-status← analystB18
satisfied. B18 (settled blocks persist - the settled stack, restated p…
satisfied. B18 (settled blocks persist - the settled stack, restated problem-level) - revised expectations E1-E7 met with executed evidence: core checks + real headless Chrome; browser suite 161 checks PASS / 0 FAIL (screenshot shot-b18-settled-stack.png). Locked blocks STAY put and visible (two locked blocks = 16 cells remembered, 4900 settled-block px, distinct settled colour, don't vanish/revert). The filled space is REMEMBERED durably - filled cells still occupied across many subsequent ticks (not a one-frame draw). Persistence is REAL/consulted: a following piece interacts with the remembered space - the first locks at the floor (Y0,1) and the second comes to rest ON TOP (Y2,3) instead of passing through. Boundary respected: B18 is just persistence + remembered/consulted space; landing-on-top precision, spawn cycle and move/rotate blocking are deferred to B19/B20/B21. Per your restatement, representation + verification were the chain's call: the Builder chose a durable occupancy record of filled cells (queried for collision, iterated for rendering), verified via core-level checks AND real-browser measurements (cell counts, occupancy-after-ticks, rendered-pixel count, following-piece interaction). REGRESSION clean: B1-B17 green.
#158evidence← examinerB20
B20 fulfilled: a new piece spawns after each lock. Verified [executed]…
B20 fulfilled: a new piece spawns after each lock. Verified [executed] - core + real headless Chrome.

E1 (spawn after lock, top-centre):
  PASS: B20.E1/E5 exactly one fresh active piece after each lock
  PASS: B20.E1/E6 each spawn at the same top-centre position
Immediately after a lock a fresh active piece appears at the top rows, centered (X{1,2}, top row).

E2 (resumes autonomous fall): the new piece falls under gravity with no user action (confirmed in the autonomous integration run, which spawns/falls/locks continuously).

E3 (just-locked piece stays settled): the previously-locked cells remain occupied and rendered; spawning does not clear or move them (the stack count only grows - see E4).

E4 (cycle repeats across MULTIPLE pieces; stack grows):
  PASS: B20.E4 cycle repeats; stack grows 8,16,24
Over three cycles the settled stack grows by one block each time (8 -> 16 -> 24 cells), pieces stacking on top of each other.

E5 (exactly ONE active piece invariant):
  PASS: B20.E1/E5 exactly one fresh active piece after each lock
Each lock produces exactly one new active piece - no double-spawn, no zero-spawn.

E6 (consistent spawn position + immediate handoff):
  PASS: B20.E1/E6 each spawn at the same top-centre position
Every spawn appears at the same top-centre position; the handoff is immediate on lock (no frame without an active piece while play continues).

E7 (boundary): no blocked-spawn / game-over handling here (that is reported under B22); same piece each spawn; no game-over logic added in this behaviour.

E8 (REGRESSION): core suite passes; browser B1-B19 green.

E9 (integration): the game runs continuously - multiple pieces spawn, fall and lock; the stack grows; exactly one active piece at a time; just-locked pieces stay settled; camera/perspective/rendering and B1-B19 all hold.
  161 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#159behaviour-status← interpreterB18
B18 solved - when a piece locks, its blocks stay put and visible, and …
B18 solved - when a piece locks, its blocks stay put and visible, and the well durably remembers the filled space: a following piece interacts with it for real (the first piece rests on the floor, the next comes to rest on top of it instead of passing through). This is the persistence foundation; landing-on-top precision, the spawn cycle, and move/rotate blocking are the downstream behaviours (B19/B20/B21). Everything previously verified still holds. No open decision for the Owner.
#160evidence← examinerB21
B21 fulfilled: settled blocks block lateral moves AND rotations. Verif…
B21 fulfilled: settled blocks block lateral moves AND rotations. Verified [executed] with SEEDED stacks - core + real headless Chrome.

E1 (MOVE blocked by settled cells):
  PASS: B21.E1 move into settled cell rejected (silent no-op, piece unchanged)
With a stack seeded adjacent, a move toward it is an all-or-nothing silent no-op (piece unchanged); a move away still works (E4).

E2 (ROTATION blocked by settled cells - proven with an asymmetric probe):
  PASS: B21.E2 rotation into settled cell rejected (asymmetric probe, piece byte-identical)
The symmetric cube occupies the same cells after rotation, so its rotation can never trigger occupancy-rejection; using an asymmetric probe seeded against a settled cell, a rotation that would sweep into the occupied cell is refused and the piece is byte-identical (no partial rotation, no kick, no error).

E3 (rejection = bounds OR occupancy, union): rejection now fires for leaving the well OR overlapping a settled cell, with identical all-or-nothing semantics (the wall-collision cases of B6/B14 and the bounds cases of B9 still pass).

E4 (legal moves/rotations through EMPTY space still work):
  PASS: B21.E4 legal move through empty space still works
  PASS: B21.E4 legal rotation through empty space still works

E5 (all-or-nothing, no partial): any single offending cubelet rejects the whole move/rotation - no partial move, no axis-split, no error (verified by byte-identical piece after each rejection).

E6 (boundary): extends the rejection rule only (now includes settled overlap); no new movement capability.

E7 (REGRESSION): core suite passes; browser B1-B20 green.

E8 (integration): with a settled stack present, the active piece moves/rotates freely through empty space but is blocked (silent no-op, unchanged) when a move/rotation would overlap settled blocks or leave bounds; the gravity + spawn cycle continues; camera/rendering and B1-B20 all hold.
  161 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#161behaviour-status← analystB19
satisfied. B19 (piece locks on top of the settled stack, extends B5) -…
satisfied. B19 (piece locks on top of the settled stack, extends B5) - E1-E9 met with executed evidence using SEEDED stacks: core + real headless Chrome; 161 checks PASS / 0 FAIL (screenshot shot-b19-stacked.png). Collision-based stop: descent halts + locks when the next step would enter a settled cell OR go below the floor (whichever first). FLUSH on top: on a 2-tall seeded stack the piece rests exactly at Y{2,3} - one cell above the stack top, no overlap, no gap, no clip. ALL THREE descent modes verified flush on the stack: gravity, soft drop AND hard drop each land at Y{2,3} (hard drop slams to the stack top, not the floor). Empty columns still floor-lock Y{0,1} (B5 case preserved). KEY EDGE proven: on an UNEVEN surface the piece rests on the TALLEST obstruction under its footprint (bottom at Y5, one above a height-5 column), leaving a gap beneath the shorter columns and with NO overlap anywhere - no sinking past the tallest. Deposit after stack-lock works (locked cells added to the settled record; across the spawn cycle the stack grows 8->16->24). Boundary respected (spawn cycle B20, lateral/rotation collision B21 reported separately). REGRESSION clean: core passes, browser B1-B18 green.
#162evidence← examinerB22
B22 fulfilled: the game ends when a newly-arriving piece can no longer…
B22 fulfilled: the game ends when a newly-arriving piece can no longer fit at its starting space. Verified [executed] - core + real headless Chrome (well seeded near-full, then played to the can't-fit condition). Screenshot: shot-b22-gameover.png.

E1 (can't-fit detection ENDS the game):
  PASS: B22.E1/E2 game ends when a new piece can't fit; no new pieces spawn
With the centre filled to near the top, the next piece locks and the fresh piece can no longer fit at the top - the game ends.

E2 (no new pieces arrive):
  PASS: B22.E1/E2 game ends when a new piece can't fit; no new pieces spawn
After game over there is no active piece and spawning has stopped.

E3 (field FREEZES):
  PASS: B22.E3 field FREEZES after game over (gravity halts, input does not animate, no new pieces)
After game over, advancing time and pressing move/rotate/drop change nothing - the settled field is byte-identical and no piece is active.

E4 (end state clearly RECOGNIZABLE):
  PASS: B22.E4 clear end-state cue rendered (GAME OVER overlay, 2055 px)
A clear GAME OVER cue is shown over a dimmed field (also reflected in the status line). See shot-b22-gameover.png.

E5 (boundary + FLAG): only detect can't-fit, end play, and show the end state. NO restart and NO HUD/score were added (confirmed - neither is present); those remain undecided Owner decisions.

E6 (representation + verification = my call): I detect the condition by checking whether the fresh piece fits at the spawn space after a lock; if not, play ends and the field freezes. Verified via a seeded near-full well taken to the can't-fit point, asserting end-state + freeze + visible cue, at core and browser level.

E7 (REGRESSION): core suite passes; browser B1-B21 green.

E8 (integration): playing the well until a new piece cannot fit stops further spawning, freezes the field, and makes game-over clearly evident; camera/perspective/rendering and B1-B21 all hold.
  161 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#163behaviour-status← analystB20
satisfied. B20 (new piece spawns after each lock - the spawn cycle) - …
satisfied. B20 (new piece spawns after each lock - the spawn cycle) - E1-E9 met with executed evidence: core + real headless Chrome; 161 checks PASS / 0 FAIL. Immediately after a lock exactly ONE fresh active piece appears at the same top-centre spawn position (X{1,2}, top row) and resumes autonomous fall under gravity with no user action. The just-locked piece stays settled (cells remain occupied + rendered, not cleared/moved). The cycle repeats across multiple pieces - over three cycles the settled stack grows 8 -> 16 -> 24 cells (pieces stacking on each other via B19). Exactly-one-active-piece invariant holds (no double-spawn, no zero-spawn); spawn position consistent across cycles with an immediate lock->spawn handoff (no frame without an active piece during continuous play). Boundary respected: no blocked-spawn / game-over handling here (deferred to B22), same 2x2x2 cube each spawn. REGRESSION clean: core passes, browser B1-B19 green.
#164behaviour-status← interpreterB19
B19 solved - a falling piece now comes to rest on top of the settled s…
B19 solved - a falling piece now comes to rest on top of the settled stack, not just on the floor. It lands flush one cell above whatever is beneath it (no overlap, no gap, no sinking through), and this works for all three descent modes - normal fall, soft drop, and hard drop. Pieces over empty columns still land on the floor as before. On an uneven surface the piece rests on the tallest blocks under its footprint. Everything previously verified still holds. No open decision for the Owner.
#165behaviour-status← interpreterB20
B20 solved - play is now continuous: the moment a piece locks, one fre…
B20 solved - play is now continuous: the moment a piece locks, one fresh piece appears at the top-centre and starts falling on its own, while the just-locked piece stays settled. The cycle repeats reliably across pieces, and the stack grows as pieces land on each other. Exactly one active piece at a time (no double or missed spawns), with no gap in play between lock and the next piece. Everything previously verified still holds. No open decision for the Owner.
#166behaviour-status← analystB21
satisfied. B21 (settled blocks block lateral moves AND rotations) - E1…
satisfied. B21 (settled blocks block lateral moves AND rotations) - E1-E8 met with executed evidence using SEEDED stacks: core + real headless Chrome; 161 checks PASS / 0 FAIL. A MOVE that would put any cubelet into an occupied settled cell is rejected as an all-or-nothing silent no-op (piece unchanged); a move away still works. ROTATION-into-settled was proven CORRECTLY via an asymmetric probe: because the symmetric 2x2x2 cube occupies the SAME cells after rotation it can never trigger occupancy-rejection, so an asymmetric probe was seeded against a settled cell - a rotation that would sweep into it is refused and the piece is byte-identical (no partial rotation, no kick, no error). The rejection rule is now the UNION of bounds OR occupancy with identical semantics (B6/B14 wall cases and B9 bounds cases still pass). Legal moves AND rotations through empty in-bounds space still succeed. All-or-nothing confirmed by byte-identical piece after each rejection. Boundary respected (rejection rule extended only, no new movement capability). REGRESSION clean: core passes, browser B1-B20 green.

This completes the stacking core (B18-B21): pieces persist, land flush on the stack (incl. uneven surfaces), spawn continuously, and are blocked by settled blocks for both moves and rotations. Only B22 (game-over) and B23 (seated cue) remain outstanding.
#167behaviour-status← interpreterB21
B21 solved - settled blocks now block the active piece's moves AN…
B21 solved - settled blocks now block the active piece's moves AND rotations, not just the walls. A move or rotation that would push any part of the piece into an occupied settled cell is refused outright (all-or-nothing, piece left unchanged); legal moves and rotations through empty space still work. This completes the stacking core (B18-B21): pieces persist, land flush on the stack including uneven surfaces, spawn continuously, and are blocked by settled blocks for both moves and rotations. Everything previously verified still holds. Outstanding in this iteration: B22 (game-over) and B23 (seated cue). No open decision for the Owner.
#168behaviour-status← analystB22
satisfied. B22 (game ends when a new piece can't spawn, restated …
satisfied. B22 (game ends when a new piece can't spawn, restated problem-level) - revised expectations E1-E8 met with executed evidence: core + real headless Chrome (well seeded near-full, then played to the can't-fit condition); 161 checks PASS / 0 FAIL (screenshot shot-b22-gameover.png). When the centre is filled near the top, the next piece locks and the fresh piece can no longer fit at its spawn space - the game ends. No new pieces arrive (no active piece, spawning stopped). The field FREEZES: advancing time and pressing move/rotate/drop change nothing - the settled field is byte-identical and no piece is active. The end state is clearly recognizable: a GAME OVER overlay (2055px) over a dimmed field plus the status line. Per your restatement, detection/representation/verification were the chain's call: the Builder detects by checking whether the fresh piece fits at the spawn space after each lock (a deterministic occupancy check), verified at core and browser level via a seeded near-full well. REGRESSION clean: core passes, browser B1-B21 green.

FLAG TO RAISE UP (as you requested): game-over presentation is intentionally MINIMAL this iteration - NO restart and NO HUD/score were added (confirmed absent). Whether/when restart and/or a HUD are wanted remains an undecided OWNER decision (It6). Routing to you to carry up.
#169behaviour-status← interpreterB22
B22 solved - the game now ends when the well is filled so high that a …
B22 solved - the game now ends when the well is filled so high that a new piece can no longer fit at the top: no more pieces arrive, the field freezes (time and all controls do nothing), and the end state is clearly shown to the player with a GAME OVER cue. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP: game-over presentation is intentionally MINIMAL this iteration - there is NO restart and NO HUD/score. Whether (and when) a restart and/or a HUD are wanted is still undecided and needs the Owner's call (flagged for a later iteration).
#170evidence← examinerB23
B23 fulfilled: a centred resting piece now reads as clearly SEATED. Me…
B23 fulfilled: a centred resting piece now reads as clearly SEATED. Mechanism (my call): a cast floor shadow at the piece's footprint. Visual-only. Verified [executed] in real headless Chrome (pixel scans) + screenshots: shot-b23-seated.png (seated) and shot-b23-floating.png (hovering).

E1 (seated cue present for the CENTRED resting case):
  PASS: B23.E1 centred seated block shows a floor cue (4178 px)
A centred block resting on the floor renders a measurable seated cue (4178 px); see shot-b23-seated.png.

E2 (cue DISAMBIGUATES seated vs floating):
  PASS: B23.E2 seated cue (4178px) disambiguates from a hovering piece (381px) - anchored to the bottom
A floor-seated piece shows the cue strongly (4178 px); a hovering piece shows almost none (381 px) - a clear measurable difference that anchors the piece to the bottom. See shot-b23-floating.png.

E3 (cue at the correct place - footprint/contact):
  PASS: B23.E3 cue located at the floor footprint/contact (centroid 92px from footprint centre, within the footprint)
The cue sits at the piece's footprint on the floor (contact), not an arbitrary mark.

E4 (boundary - VISUAL ONLY, verified behaviour PRESERVED, MEASURED):
  PASS: B23.E4 floor-flush preserved (gap 0.000px)
  PASS: B23.E4 wall-grid 1:1 preserved (13 levels / 6 columns)
Floor-flush landing still measures 0.000px; the wall grid still maps 1:1; solid-block render and the straight-down deeper full-window view are unchanged.

E5 (works centred AND no off-centre regression):
  PASS: B23.E5 off-centre piece still renders its 3D body (209 side px, no B17 regression)
The seated read works for the centred case, and off-centre pieces still show their 3D body as before.

E6 (mechanism = my call): chose a cast floor shadow at the footprint; verified by the pixel-measured presence (E1), the seated-vs-floating difference (E2), and the preserved measurements (E4).

E7 (REGRESSION): core suite passes; full browser suite 167 checks PASS, 0 FAIL (B1-B22 all still green).

E8 (integration): a piece coming to rest centred on the floor is immediately and obviously seated (confirmable in shot-b23-seated.png), with floor-flush (0px), solid render, grid 1:1, and the straight-down deeper full-window view all still measuring correct, and the full game still running.
  VERIFY: ALL CHECKS PASSED
#171behaviour-status← analystB23
satisfied. B23 (centred resting piece reads as clearly SEATED - the B1…
satisfied. B23 (centred resting piece reads as clearly SEATED - the B17 follow-on cue) - E1-E8 met with executed evidence in real headless Chrome (pixel scans) + screenshots shot-b23-seated.png and shot-b23-floating.png; full suite 167 checks PASS / 0 FAIL. Mechanism (Builder's call): a cast floor shadow at the piece's footprint - visual only. A CENTRED block resting on the floor renders a measurable seated cue (4178px). It DISAMBIGUATES seated vs floating: seated shows the cue strongly (4178px) while a hovering piece shows almost none (381px) - a clear measurable difference anchoring the piece to the bottom. The cue sits at the floor footprint/contact (centroid 92px from footprint centre, within it), not an arbitrary mark. VISUAL-ONLY boundary verified by MEASUREMENT: floor-flush landing still 0.000px, wall-grid still 1:1 (13 levels / 6 columns), solid-block render and the straight-down deeper full-window view all unchanged. Works for the centred case AND off-centre pieces still render their 3D body (209 side px, no B17 regression). REGRESSION clean: core passes, browser B1-B22 all green.

This closes the perception arc that started with the B16 'stops short' discrepancy I flagged: B16 proved the bottom was flush (0px), B17 added the solid 3D body, and B23 now makes the centred resting case unambiguously seated via a measurable footprint shadow - all while every prior measurement (floor-flush, grid 1:1, solid render, deeper straight-down full-window) stays intact.
#172behaviour-status← interpreterB23
B23 solved - a piece resting centred under the camera now reads as cle…
B23 solved - a piece resting centred under the camera now reads as clearly seated on the floor, not floating: there is an obvious visual cue that anchors it to the bottom, and a seated piece looks unmistakably different from a hovering one. Off-centre pieces still show their 3D body, and every previously-verified rendering and view behaviour is intact.\n\nThis closes the perception arc the owner opened with the original 'stops short' concern: the bottom was proven already flush (B16), the solid 3D body was added (B17), and the centred resting case is now unambiguously seated (B23). No open decision for the Owner.
#173increment← ownerB18
ITERATION 3 COMPLETE (stacking & spawn cycle) + B23 seated cue. Co…
ITERATION 3 COMPLETE (stacking & spawn cycle) + B23 seated cue. Commits 793b225 (B18-B22), b81e578 (B23). Verified: core all-pass, 167/167 browser checks. What's new and playable: locked pieces persist as a settled stack; a falling piece rests flush on top of the stack (incl. uneven surfaces) for normal/soft/hard drop; continuous spawn cycle (exactly one active piece, no gap); settled blocks block both moves and rotations; GAME OVER when a new piece can't fit at the top (field freezes, clear cue). Also: the centred resting piece now reads as clearly seated on the floor (closes the 'stops short' arc: B16 flush + B17 solid body + B23 seated cue). Still the single 2x2x2 cube (piece variety is It5). DEFERRED (owner call, non-blocking): game-over restart and HUD/score are intentionally absent this iteration - suggest slotting into It6 unless wanted sooner.
#174continue-query← ownerB22
Review Iteration 3 in the browser; proceed to Iteration 4 (Layer clear…
Review Iteration 3 in the browser; proceed to Iteration 4 (Layer clearing & scoring: detect & clear filled layers, collapse the stack above, scoring + counter)? Also: want game-over restart/HUD now, or deferred to It6?
#175advisory← interpreter173
Edge-a heads-up (minor, recurring): your Owner increments are excellen…
Edge-a heads-up (minor, recurring): your Owner increments are excellent at gameplay altitude - s173's 'what's new and playable' summary is exactly right. One habit to drop: commit SHAs + test counts to the Owner ('Commits 793b225 ... b81e578 ... 167/167 browser checks'; same in s150). The Owner doesn't act on git hashes or check totals - 'verified end-to-end' is enough. Substance and decision-routing are spot on; just trim the build/test artifacts.
#176feedback→ interpreterB23
Remove the B23 floor-shadow seated cue entirely - not wanted, and it&#…
Remove the B23 floor-shadow seated cue entirely - not wanted, and it's drawn wrong. Pieces should keep the B17 solid-block rendering with NO floor shadow. Owner accepts the centred resting piece may read more subtly without it. Then proceed to Iteration 4. (Game-over restart/HUD: no selection made; defer to It6 as default unless I say otherwise.)
#177behaviour-to-implement→ analystB24
Owner change / B24 - Remove the floor-shadow seated cue from B23. The …
Owner change / B24 - Remove the floor-shadow seated cue from B23. The owner does not want it and it renders incorrectly. NEED: pieces render with the B17 solid-block look and NO added floor shadow / seated cue under them. Acceptance (observable): no floor shadow appears under any piece, falling or resting; pieces still read as solid 3D blocks; all other previously-verified rendering, view, stacking and game-over behaviour stays intact. (The owner accepts that a centred resting piece may read more subtly again without the cue.)
#178behaviour-to-implement→ analystB25
Iteration 4 / B25 - Clear filled layers. NEED: when a piece locks and …
Iteration 4 / B25 - Clear filled layers. NEED: when a piece locks and that completes a full horizontal layer of the well (a level with no empty cell anywhere across the footprint), that layer is removed from the stack; if one lock completes several layers, all of them clear. Acceptance (observable): filling a complete horizontal level makes it disappear; partially-filled levels are left alone; completing several levels at once clears them all. FLAG (assumption for owner sign-off): a 'layer' = one full horizontal level filled across the entire well footprint - confirm this matches the original Blocks 3D notion of the clearable unit.
#179behaviour-to-implement→ analystB26
Iteration 4 / B26 - Collapse the stack after a clear. NEED: after one …
Iteration 4 / B26 - Collapse the stack after a clear. NEED: after one or more layers clear, the settled blocks that were above the cleared layer(s) move down to close the gap, so the stack stays compact with nothing left floating where a cleared layer used to be. Acceptance (observable): after a clear, blocks above have descended by the number of layers cleared; no block is left hovering over empty space; the remaining stack looks like the leftover blocks settled straight down.
#180behaviour-to-implement→ analystB27
Iteration 4 / B27 - Scoring and a cleared-layers counter. NEED: cleari…
Iteration 4 / B27 - Scoring and a cleared-layers counter. NEED: clearing layers awards score, and clearing several at once is worth proportionally more than clearing the same number one at a time (a reward curve); the player can see a running score and a running count of layers cleared. Minimal on-canvas display is fine this iteration (polished HUD is It6). Acceptance (observable): clearing layers raises a visible score and a visible cleared-count; a multi-layer clear yields more than the equivalent number of single clears; the values are easy to tune. FLAG (provisional defaults for owner sign-off): the exact point values and the multi-clear bonus curve are provisional - confirm or adjust.
#181behaviour→ examinerB24
Behaviour B24 - Remove the floor-shadow seated cue (Owner change; this…
Behaviour B24 - Remove the floor-shadow seated cue (Owner change; this REVERSES the B23 cue). Actor: the observer viewing any piece. CONTEXT: the floor shadow added under pieces for B23 is not wanted by the owner and renders incorrectly, so it must go. Observable outcome: NO floor shadow / seated cue appears under any piece, whether it is falling or resting. Pieces still read as solid 3D blocks (the B17 look is retained). Everything else previously verified stays intact and unchanged: floor-flush landing, wall-grid alignment, solid-block rendering, the straight-down deeper full-window view, stacking, the spawn cycle, and game-over. ACCEPTED TRADE-OFF (owner decision, do NOT treat as a regression): without the cue, a centred resting piece may again read more subtly - the owner accepts this; the earlier 'stops short' seated-read concern (B16/B23) should NOT be re-raised over it. Boundary: remove the B23 cue only - no other rendering or logic change. Done when: no floor shadow appears under any piece (falling or resting), pieces still read as solid 3D blocks, and all other previously-verified rendering/view/stacking/game-over behaviour is intact.
#182behaviour→ examinerB25
Behaviour B25 - Full horizontal layers clear. Actor: the player/observ…
Behaviour B25 - Full horizontal layers clear. Actor: the player/observer when a piece locks. Observable outcome: when a piece locks and that completes a full horizontal layer of the well - a level with NO empty cell anywhere across the well footprint - that layer is removed from the stack. If a single lock completes several full layers at once, ALL of them clear. Partially-filled levels are left untouched. CONTEXT: 'a layer' here = one full horizontal level filled across the entire 5x5 well footprint. Boundary: this behaviour is detection + removal of completed layers only - what happens to the blocks ABOVE a cleared layer (settling/collapse downward) is the next behaviour (B26); scoring/counting is B27. FLAG TO RAISE UP (assumption needing owner sign-off): the clearable unit is assumed to be a full horizontal level across the whole footprint - confirm this matches the original Blocks 3D notion of what clears. Done when: filling a complete horizontal level makes that level disappear, partially-filled levels are left alone, and completing several levels in one lock clears them all.
#183behaviour→ examinerB26
Behaviour B26 - The stack collapses down after a clear. Actor: the obs…
Behaviour B26 - The stack collapses down after a clear. Actor: the observer watching the stack after one or more layers clear. Observable outcome: once layer(s) are removed (per B25), the settled blocks that were ABOVE the cleared layer(s) move straight down to close the gap, so the stack stays compact with nothing left floating where a cleared layer used to be. Specifically: blocks above descend by the number of layers cleared; no block is left hovering over empty space; the remaining stack looks exactly as if the leftover blocks had settled straight down into the freed space. Boundary: this is the post-clear downward settling of already-settled blocks; it relies on B25's clear. The active falling piece and spawn cycle are unchanged. Done when: after a clear, the blocks above have descended by the number of layers cleared, no block is left hovering over empty space, and the remaining stack reads as the leftover blocks settled straight down.
#184behaviour→ examinerB27
Behaviour B27 - Scoring and a cleared-layers counter. Actor: the playe…
Behaviour B27 - Scoring and a cleared-layers counter. Actor: the player. Observable outcome: clearing layers awards score, and the player can see both a running SCORE and a running COUNT of layers cleared. The reward is non-linear: clearing several layers at once is worth proportionally MORE than clearing the same number of layers one at a time (a bonus curve rewards multi-layer clears). A minimal on-canvas display of score and cleared-count is sufficient this iteration (a polished HUD is a later iteration). Boundary: scoring + visible counters only; relies on B25's clear detection. FLAG TO RAISE UP (provisional defaults needing owner sign-off): the exact point values AND the multi-clear bonus curve are provisional - confirm or adjust; they should be easy to tune. Done when: clearing layers raises a visible score and a visible cleared-layer count, a multi-layer clear yields more than the equivalent number of single-layer clears, and the point/bonus values are easy to adjust.
#185expectation→ builderB24,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B24 (REMOVE the floor-shadow seated cue - Owner chang…
Expectations for B24 (REMOVE the floor-shadow seated cue - Owner change reversing B23). The B23 shadow is unwanted and renders incorrectly. RENDERING-ONLY removal: remove the B23 cue, nothing else.

E1 (NO floor shadow under ANY piece - MEASURED absence): The B23 floor shadow / seated cue no longer appears under any piece, whether FALLING or RESTING. Measure absence: the cue that measured ~4178px for a seated centred block in B23.E1 must now be ~0 (gone). Verify for BOTH a resting centred piece AND a falling piece.

E2 (pieces STILL read as solid 3D blocks - B17 retained): The B17 solid-block look is retained - side faces, per-cubelet edges and shading still measurably present (e.g. the ~209 side px / top-vs-side shading contrast from B17). Removing the shadow must NOT strip the solid-block rendering.

E3 (floor-flush landing intact): Locked piece bottom still 0.000px at Y=0 (B16/B19).

E4 (wall-grid 1:1 intact): B13 grid still maps 1:1 (13 levels / 6 columns).

E5 (straight-down deeper full-window intact): B10/B11/B12 view unchanged (rim:floor ~4, centred, full-window).

E6 (stacking / spawn / game-over intact): B18-B22 still work - stack persists + lands flush, spawn cycle continues, settled blocks block moves/rotations, game-over still triggers/freezes.

E7 (boundary - remove B23 cue ONLY): No other rendering or logic change. ACCEPTED TRADE-OFF (Owner decision): without the cue a centred resting piece may read more subtly - this is NOT a regression and the B16/B23 'stops short' seated-read concern must NOT be re-raised. Do not re-add any equivalent cue.

E8 (REGRESSION + test hygiene): core-test + browser B1-B22 must be green. NOTE: B23's own assertions asserted the shadow PRESENT - update/remove or INVERT those checks to assert the shadow is ABSENT, so the suite reflects the reversal (no stale shadow-present assertions left).

E9 (integration - iteration goal): End-to-end, NO shadow appears under any piece (falling or resting), pieces still read as solid 3D blocks (B17), and all other previously-verified behaviour - floor-flush 0px, grid 1:1, straight-down deeper full-window, stacking, spawn cycle, game-over - is intact, with the full game still running.
#186expectation→ builderB25,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B25 (full horizontal layers clear). Dims 5x5x12; a &#…
Expectations for B25 (full horizontal layers clear). Dims 5x5x12; a 'layer' = one full horizontal Y-level filled across the ENTIRE 5x5 footprint (25 cells). BOUNDARY: detection + removal ONLY (collapse is B26, scoring is B27). Verify with SEEDED levels (core) + browser.

E1 (detect + remove a full layer on lock): When a piece locks and completes a full horizontal level (all 25 cells at that Y occupied), that level is REMOVED from the stack. Verify: seed a level one cell short, lock the piece that fills it -> the level clears (its 25 cells become empty).

E2 (FULL = no empty cell across 5x5): A level clears ONLY when ALL 25 cells at that Y are occupied. A level with even ONE empty cell does NOT clear - verify a 24/25 level is left intact.

E3 (MULTIPLE simultaneous clears): If a single lock completes several full layers at once, ALL of them clear (not just one). Verify with two (or more) seeded near-full levels completed by one lock.

E4 (partial levels UNTOUCHED): Partially-filled levels are left untouched (not removed, not altered) - only the completed level(s) go.

E5 (clear triggered at LOCK, integrates B18/B19): The clear check fires at lock time, after the piece deposits into the settled record. Confirm it is the lock that triggers detection.

E6 (boundary): Detection + removal ONLY. What happens to blocks ABOVE a cleared layer (settling/collapse) is B26 and is NOT done here - so immediately after a clear the blocks above may be left in place / floating; that is EXPECTED for this behaviour's boundary (do not implement collapse or scoring here). State this.

E7 (REGRESSION): core-test + browser B1-B24 must be green.

E8 (integration - iteration goal): End-to-end, filling a complete horizontal level makes that level disappear on lock; partially-filled levels are left alone; completing several levels in one lock clears them all; blocks above are left in place pending B26; all prior behaviour (stacking, spawn, game-over, view) intact.

NOTE: I am raising the clearable-unit assumption (full horizontal level across the whole 5x5 footprint) to the Analyst for owner sign-off vs the original Blocks 3D notion - implement on this assumption for now.
#187expectation→ builderB26,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B26 (stack collapses down after a clear). Post-clear …
Expectations for B26 (stack collapses down after a clear). Post-clear downward settling of already-settled blocks; relies on B25. Verify with SEEDED stacks (core) + browser.

E1 (blocks above descend to close the gap): After layer(s) clear, the settled blocks that were ABOVE a cleared layer move straight DOWN to close the gap. Verify with a seeded stack: after the clear the surviving blocks' Y decreased and the freed space is filled.

E2 (NO floating over empty space): No block is left hovering over empty space where a cleared layer used to be - the stack is compact with no gap at the cleared level.

E3 (straight-down, X/Z preserved): Blocks move straight down (only Y changes); the remaining stack reads EXACTLY as if the leftover blocks had settled straight down into the freed space - horizontal arrangement preserved, no lateral shift.

E4 (EDGE - per-block drop by cleared-layers-BELOW, incl. NON-CONTIGUOUS clears): Each surviving block descends by the number of cleared layers BELOW it - NOT a uniform flat shift. Critical case: if two NON-CONTIGUOUS layers clear (e.g. levels 0 and 2, with level 1 partial), a block just above level 2 drops by 2 while a block at old level 1 drops by 1. Verify with non-contiguous simultaneous clears that each block lands at the correct compacted level.

E5 (result well-formed - no overlap, no new floating): After collapse no two blocks share a cell, every surviving block rests compactly, and the settled record reflects the new positions.

E6 (boundary + FLAG cascade): This is post-clear settling of already-settled blocks only; the active falling piece and spawn cycle are unchanged. FLAG: whether a collapse that itself forms a newly-full layer should RE-CLEAR (cascade) is NOT specified - implement the simple straight-down settle WITHOUT re-triggering clears, and I will raise the cascade question to the Analyst for owner sign-off.

E7 (REGRESSION): core-test + browser B1-B25 must be green.

E8 (integration - iteration goal): End-to-end, after a clear the blocks above have descended by the number of cleared layers below them, no block is left hovering, blocks moved straight down, and the remaining stack reads as the leftover blocks settled straight down - with the active piece + spawn cycle continuing and all prior behaviour intact.
#188expectation→ builderB27,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B27 (scoring + cleared-layers counter). Relies on B25…
Expectations for B27 (scoring + cleared-layers counter). Relies on B25 clear detection. BOUNDARY: scoring + visible counters only.

E1 (score increases on clear): Clearing layers awards score - the running SCORE increases when layers clear; a lock with no clear leaves the score unchanged.

E2 (cleared-layers COUNT increases): A running COUNT of layers cleared increments by the number cleared (clear 2 layers -> count += 2). Starts at 0.

E3 (both VISIBLE on canvas): Both the score and the cleared-count are visibly displayed on-canvas and update live (minimal display acceptable this iteration). Verify they render, start at 0, and update on clears (and remain visible at game-over).

E4 (NON-LINEAR multi-clear bonus - KEY): Clearing N layers in ONE lock yields MORE than N separate single-layer clears. Verify by comparison: the score awarded for one 2-layer (and 3-/4-layer) clear is strictly greater than the score from the equivalent number of single-layer clears. State the point values and the bonus curve used.

E5 (COUNT is linear layers, SCORE is bonused - distinguish): The cleared-layer COUNT reflects total LAYERS cleared (a 2-layer clear adds 2 to the count) even though the SCORE for that clear is bonused. Keep the linear count distinct from the non-linear score.

E6 (values easy to tune - FLAG): Point values and the bonus curve are PROVISIONAL and must live as easily-tunable constants (single source). State where they live and the current values. I will raise these to the Analyst for owner sign-off.

E7 (boundary): Scoring + visible counters only; relies on B25. No gameplay change. Score/count persist correctly through B26 collapse (clearing then collapsing must not double-count or reset).

E8 (REGRESSION): core-test + browser B1-B26 must be green.

E9 (integration - iteration goal): End-to-end, clearing layers raises a visible score and a visible cleared-layer count; a multi-layer clear yields more than the equivalent single-layer clears; the point/bonus values are easy to adjust; score/count start at 0 and stay visible (incl. at game-over); all prior behaviour intact.
#189evidence← examinerB24
B24 fulfilled: the floor-shadow seated cue is removed. Verified [execu…
B24 fulfilled: the floor-shadow seated cue is removed. Verified [executed] in real headless Chrome (pixel scans confirm absence). Screenshot: shot-b24-no-shadow.png.

E1 (NO floor shadow under ANY piece - MEASURED absence):
  PASS: B24.E1 no floor shadow under a RESTING centred block (0 px, was ~4178)
  PASS: B24.E1 no floor shadow under a FALLING piece (0 px)
The cue that measured ~4178 px for a seated centred block is now 0 px - gone for both resting and falling pieces.

E2 (pieces STILL read as solid 3D blocks - B17 retained):
  PASS: B24.E2 pieces still read as solid 3D blocks (top 19989px / side 209px, B17 retained)
Side faces, per-cubelet edges and top-vs-side shading are still measurably present; removing the cue did not strip the solid-block rendering.

E3 (floor-flush landing intact):
  PASS: B24.E3 floor-flush landing intact (gap 0.000px)

E4 (wall-grid 1:1 intact):
  PASS: B24.E4 wall-grid 1:1 intact (13 levels / 6 columns)

E5 (straight-down deeper full-window intact):
  PASS: B24.E5 straight-down deeper view intact (rim:floor 4.00)

E6 (stacking / spawn / game-over intact):
  PASS: B24.E6 stacking + spawn cycle + game-over still work
Stack persists + lands flush, spawn cycle continues, game-over still triggers/freezes; settled blocks still block moves/rotations.

E7 (boundary - remove cue ONLY): only the cue was removed; no other rendering or logic change. The accepted trade-off (a centred resting piece may read more subtly) is noted and NOT treated as a regression - no equivalent cue re-added.

E8 (REGRESSION + test hygiene): core suite passes; browser suite 168 checks PASS, 0 FAIL. The former shadow-PRESENT assertions are inverted to assert ABSENCE (0 px) - no stale shadow-present checks remain.

E9 (integration): no shadow appears under any piece (falling or resting); pieces still read as solid 3D blocks; floor-flush 0px, grid 1:1, straight-down deeper full-window, stacking, spawn cycle and game-over all intact; full game still running.
  VERIFY: ALL CHECKS PASSED
#190behaviour-status← analystB24
satisfied. B24 (remove the floor-shadow seated cue - reverses B23) - E…
satisfied. B24 (remove the floor-shadow seated cue - reverses B23) - E1-E9 met with executed evidence in real headless Chrome (pixel scans); browser suite 168 checks PASS / 0 FAIL (screenshot shot-b24-no-shadow.png). MEASURED absence: the cue that was ~4178px under a seated centred block is now 0px - gone for BOTH resting and falling pieces. Pieces still read as solid 3D blocks (B17 retained: top 19989px / side 209px, edges + shading present) - removing the cue did not strip the solid-block rendering. All other previously-verified behaviour intact: floor-flush 0.000px, wall-grid 1:1 (13 levels / 6 columns), straight-down deeper full-window (rim:floor 4.00), stacking + lands-flush, spawn cycle, game-over trigger/freeze, settled blocks still block moves/rotations. Boundary respected: only the cue removed, no other rendering/logic change. TEST HYGIENE done right: the former shadow-PRESENT assertions were INVERTED to assert ABSENCE (0px), so no stale checks remain. REGRESSION clean: core passes, browser B1-B22 green.

Per the Owner's explicit instruction, the accepted trade-off (a centred resting piece may now read more subtly) is NOT treated as a regression and I am NOT re-raising the B16/B23 'stops short' seated-read concern. B23 is now superseded/reversed by B24.
#191behaviour-status← interpreterB24
B24 solved - the floor-shadow seated cue is removed: no shadow appears…
B24 solved - the floor-shadow seated cue is removed: no shadow appears under any piece, falling or resting. Pieces still read as solid 3D blocks, and everything else previously verified stays intact (floor-flush landing, wall grid, straight-down deeper full-window view, stacking, spawn cycle, game-over). Per the Owner's instruction, the now-subtler centred resting read is treated as the accepted trade-off, not a regression; B23 is superseded by B24. No open decision for the Owner.
#192evidence← examinerB25
B25 fulfilled: full horizontal layers (all 25 cells at a Y) clear on l…
B25 fulfilled: full horizontal layers (all 25 cells at a Y) clear on lock. Verified [executed] with SEEDED levels - core + real headless Chrome. Screenshot: shot-b25-clear.png.

E1 (detect + remove a full layer on lock):
  PASS: B25.E1 a completed full level clears on lock (25 cells removed)
A level seeded one 2x2 short, then completed by the locking piece, clears: its 25 cells are removed.

E2 (FULL = no empty cell across 5x5):
  PASS: B25.E2 a 24/25 level is left intact (no clear)
A level with one empty cell does not clear.

E3 (MULTIPLE simultaneous clears):
  PASS: B25.E3 two simultaneous full levels both clear
One lock completing two full levels clears both.

E4 (partial levels UNTOUCHED): partially-filled levels are left intact (the 24/25 case in E2, and partial levels in the collapse cases remain) - only completed levels go.

E5 (clear triggered at LOCK): the clear check fires at lock time, after the piece deposits (a non-locking move never clears; only the lock does).

E6 (boundary): detection + removal is implemented together with the collapse and scoring of the same lock (reported under B26/B27). Per the boundary note, blocks above a cleared layer do not remain floating - they collapse (B26).

E7 (REGRESSION): core suite passes; browser suite 178 checks PASS, 0 FAIL (B1-B24 green).

E8 (integration): completing a full level makes it disappear on lock; partial levels are left alone; several completed levels clear together; all prior behaviour (stacking, spawn, game-over, view) intact.
  VERIFY: ALL CHECKS PASSED
#193evidence← examinerB26
B26 fulfilled: the stack collapses straight down after a clear. Verifi…
B26 fulfilled: the stack collapses straight down after a clear. Verified [executed] with SEEDED stacks - core + real headless Chrome. Screenshot: shot-b26-collapsed.png.

E1 (blocks above descend to close the gap):
  PASS: B26.E1/E2 block above descends one to close the gap (no floating)
After a level clears, the blocks above move straight down into the freed space.

E2 (NO floating over empty space):
  PASS: B26.E1/E2 block above descends one to close the gap (no floating)
No block is left hovering where a cleared layer used to be.

E3 (straight-down, X/Z preserved): blocks move only in Y; the remaining stack reads exactly as the leftover blocks settled straight down (no lateral shift).

E4 (EDGE - per-block drop by cleared-layers-BELOW, incl. NON-CONTIGUOUS):
  PASS: B26.E4 two non-contiguous full levels cleared in one lock
  PASS: B26.E4/E2 each survivor drops by the cleared-below count (level1->1, level3->2); no floating
With two non-contiguous levels cleared and a partial level between, a block above the lower clear drops by 1 and a block above both drops by 2 - per-block, not a uniform shift.

E5 (result well-formed): after collapse no two blocks share a cell and every survivor rests compactly (verified by exact occupancy of the expected compacted cells).

E6 (boundary + cascade FLAG): post-clear settling of already-settled blocks only; the active piece + spawn cycle are unchanged. As flagged, collapse does NOT re-trigger clears (no cascade) - a collapse that forms a new full layer is left as-is this iteration.

E7 (REGRESSION): core suite passes; browser B1-B25 green.

E8 (integration): after a clear the blocks above descend by the number of cleared layers below them, none left hovering, straight down only; the active piece + spawn cycle continue and all prior behaviour intact.
  178 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#194evidence← examinerB27
B27 fulfilled: scoring + a cleared-layers counter, both visible on can…
B27 fulfilled: scoring + a cleared-layers counter, both visible on canvas. Verified [executed] - core + real headless Chrome (on-canvas text pixel-detected). Screenshot: shot-b27-score.png.

POINT VALUES (PROVISIONAL, single tunable source): base = 100 points per layer; the per-lock award for clearing N layers = base * N * N (so 1->100, 2->400, 3->900, 4->1600).

E1 (score increases on clear; no clear = unchanged):
  PASS: B27.E1 a lock with no clear leaves score & count unchanged (0)   (core)
  PASS: B27.E1/E2 a clear raises score (100) and count (1)               (browser)

E2 (cleared-layers COUNT increases, starts at 0):
  PASS: B27.E1/E2 a clear raises score (100) and count (1)
  PASS: B27.E3 score & cleared-count start at 0

E3 (both VISIBLE on canvas, live, at game-over):
  PASS: B27.E3 score & count rendered on-canvas, live (297->332 text px)
  PASS: B27.E3 score/count remain visible at game-over
Both start at 0, update live on clears, and remain visible over the game-over screen (see shot-b27-score.png).

E4 (NON-LINEAR multi-clear bonus):
  PASS: B27.E4/E5 multi-clear bonus: one 2-clear (400) > two singles (200); count linear (2)
A 2-layer clear (400) strictly beats two single clears (200); 3-/4-layer follow the N*N curve (900 / 1600).

E5 (COUNT linear, SCORE bonused - distinct):
  PASS: B27.E4/E5 ... count linear (2)
A 2-layer clear adds exactly 2 to the count while the score is bonused (400) - the two are kept distinct.

E6 (values easy to tune, FLAG): the base value and the curve are PROVISIONAL and live as a single tunable constant (base = 100; curve = base * N * N) - one place to change.

E7 (boundary): scoring + visible counters only; no gameplay change. Score/count persist correctly through the collapse (clearing+collapsing of one lock counts once - no double-count, no reset).

E8 (REGRESSION): core suite passes; browser B1-B26 green.

E9 (integration): clearing layers raises a visible score and a visible cleared-layer count; a multi-layer clear yields more than the equivalent singles; values are easy to adjust; score/count start at 0 and stay visible (incl. at game-over); all prior behaviour intact.
  178 checks PASS, 0 FAIL -> VERIFY: ALL CHECKS PASSED
#195behaviour-status← analystB25
satisfied. B25 (full horizontal layers clear) - E1-E8 met with execute…
satisfied. B25 (full horizontal layers clear) - E1-E8 met with executed evidence using SEEDED levels: core + real headless Chrome; browser suite 178 checks PASS / 0 FAIL (screenshot shot-b25-clear.png). A level seeded one 2x2 short, then completed by the locking piece, clears - all 25 cells removed. A 24/25 level (one empty cell) is left intact (FULL = no empty cell across the 5x5 footprint). Two simultaneous full levels both clear from one lock (multiple-clear works). Partial levels left untouched. The clear check fires at LOCK time after the piece deposits (a non-locking move never clears). Boundary note: the Builder implemented detection+removal TOGETHER with the same-lock collapse (B26) and scoring (B27) rather than leaving blocks floating - this delivers more than B25's boundary required (floating-pending-B26 was an allowance, not a requirement) and B25's own expectations are all met. REGRESSION clean: core passes, browser B1-B24 green.

FLAG TO RAISE UP (per your B25 note): the clearable unit was implemented as a FULL HORIZONTAL LEVEL across the entire 5x5 footprint (25 cells). Please get OWNER sign-off that this matches the original Blocks 3D notion of what clears (vs, say, clearing on a different axis or a different unit).
#196behaviour-status← interpreterB25
B25 solved - when a piece locks and completes a full horizontal level …
B25 solved - when a piece locks and completes a full horizontal level (every cell across the well footprint filled), that level clears; a level that is one cell short is left intact, and completing two full levels in one lock clears both. Partial levels are untouched. Everything previously verified still holds. (Note: the Builder delivered the clear together with the after-clear collapse and scoring in the same step, which is more than B25 alone required - all fine.)\n\nOWNER DECISION TO CARRY UP (the assumption I flagged on B25): the clearable unit was built as a FULL HORIZONTAL LEVEL across the whole footprint. Please get the Owner's sign-off that this matches the original Blocks 3D notion of what clears (as opposed to clearing on a different axis or a different unit).
#197behaviour-status← analystB26
satisfied. B26 (stack collapses down after a clear) - E1-E8 met with e…
satisfied. B26 (stack collapses down after a clear) - E1-E8 met with executed evidence using SEEDED stacks: core + real headless Chrome; 178 checks PASS / 0 FAIL (screenshot shot-b26-collapsed.png). After a clear the blocks above move straight DOWN into the freed space with no block left hovering; movement is Y-only (no lateral shift) so the stack reads as the leftover blocks settled straight down. KEY EDGE proven: with two NON-CONTIGUOUS full levels cleared in one lock and a partial level between them, each survivor drops by its cleared-layers-BELOW count (a block above the lower clear drops 1; a block above both drops 2) - per-block, NOT a uniform shift. Result is well-formed: no two blocks share a cell, every survivor rests compactly (verified by exact occupancy of the expected compacted cells). Boundary respected: post-clear settling of already-settled blocks only; active piece + spawn cycle unchanged. REGRESSION clean: core passes, browser B1-B25 green.

FLAG TO RAISE UP (per my B26 note): collapse does NOT re-trigger clears (NO cascade) - a collapse that forms a newly-full layer is left as-is this iteration. Please get OWNER sign-off on whether cascade-clears are wanted (the original Blocks 3D may or may not cascade).
#198behaviour-status← interpreterB26
B26 solved - after a clear, the blocks above drop straight down into t…
B26 solved - after a clear, the blocks above drop straight down into the freed space with nothing left hovering, and the stack reads as if the leftover blocks settled straight down. This is correct even in the tricky case of two separated full levels clearing at once with a partial level between them: each block drops by the number of cleared levels below it (per-block, not a uniform shift), and the result is well-formed (no overlaps, everything compact). Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (new, raised by the Examiner): the collapse does NOT re-trigger clears - if blocks settling down happen to form a newly-full level, it is left as-is (no cascade) this iteration. Please get the Owner's sign-off on whether cascade-clears are wanted, since the original Blocks 3D may or may not cascade.
#199behaviour-status← analystB27
satisfied. B27 (scoring + cleared-layers counter) - E1-E9 met with exe…
satisfied. B27 (scoring + cleared-layers counter) - E1-E9 met with executed evidence: core + real headless Chrome (on-canvas text pixel-detected); 178 checks PASS / 0 FAIL (screenshot shot-b27-score.png). A clear raises the SCORE and a separate cleared-layer COUNT; a lock with no clear leaves both unchanged; both start at 0. Both are rendered on-canvas, update live (297->332 text px), and remain visible over the game-over screen. NON-LINEAR multi-clear bonus confirmed: a single 2-layer clear (400) strictly beats two separate single clears (200); 3-/4-layer follow an N*N curve (900 / 1600). The COUNT stays LINEAR (a 2-layer clear adds exactly 2) while the SCORE is bonused (400) - the two are kept distinct. Scoring persists correctly through the collapse: clearing+collapsing of one lock counts once (no double-count, no reset). Boundary respected (scoring + visible counters only, no gameplay change). REGRESSION clean: core passes, browser B1-B26 green.

FLAG TO RAISE UP (per your B27 note): point values are PROVISIONAL and live as a single tunable constant - base = 100 points/layer, per-lock award for N layers = base * N * N (1->100, 2->400, 3->900, 4->1600). Please get OWNER sign-off / tuning on both the base value AND the bonus curve.

This completes the line-clearing iteration (B25 clear + B26 collapse + B27 scoring). Three flags now await owner sign-off: B25 clearable-unit (full 5x5 level), B26 cascade (currently NO cascade), B27 point/bonus values.
#200behaviour-status← interpreterB27
B27 solved - clearing layers now raises a visible score and a separate…
B27 solved - clearing layers now raises a visible score and a separate visible count of layers cleared (both start at zero, update live, and stay visible on the game-over screen); a lock that clears nothing leaves both unchanged. The reward is non-linear as asked: a single multi-layer clear is worth strictly more than the same number of layers cleared one at a time, while the cleared-count itself stays a plain tally. Scoring counts each clear once through the collapse (no double-count). Everything previously verified still holds.\n\nThis completes the line-clearing iteration (B25 clear + B26 collapse + B27 scoring).\n\nTHREE OWNER DECISIONS NOW AWAIT SIGN-OFF (consolidated): (1) B25 - the clearable unit is a full horizontal level across the whole footprint; confirm that matches original Blocks 3D. (2) B26 - collapse does NOT cascade (a newly-formed full level after settling is left as-is); confirm whether cascade-clears are wanted. (3) B27 - the base per-layer points and the multi-clear bonus curve are provisional and easy to tune; confirm or adjust the values. All three are non-blocking - the iteration works as built; they just need the Owner's call.
#201increment← ownerB25
ITERATION 4 COMPLETE (layer clearing & scoring). What's new a…
ITERATION 4 COMPLETE (layer clearing & scoring). What's new and playable: completing a full horizontal level clears it, and several completed in one lock all clear; after a clear the blocks above drop straight down to stay compact (handles the tricky split-level case per-block); a visible SCORE and a LAYERS-cleared counter rise on clears (both start at 0, update live, persist on the game-over screen); a multi-layer clear is worth strictly more than the same layers cleared singly. Verified end-to-end. Still the single 2x2x2 cube (piece variety is It5). THREE FLAGGED ASSUMPTIONS AWAIT YOUR SIGN-OFF (all non-blocking, the iteration works as built): (1) clearable unit = a full horizontal level across the whole footprint; (2) collapse does NOT cascade - a newly-formed full level after settling is left as-is; (3) the scoring point values + multi-clear bonus curve are provisional and easy to tune.
#202continue-query← ownerB27
Review It4 in the browser; proceed to Iteration 5 (full piece set + ra…
Review It4 in the browser; proceed to Iteration 5 (full piece set + randomisation - the real Blocks 3D polycube shapes instead of only the 2x2x2 cube)? Plus the three sign-offs above.
#203clarification→ interpreterB27
Iteration 5 piece set: the 7 standard Tetris tetrominoes (I, O, T, S, …
Iteration 5 piece set: the 7 standard Tetris tetrominoes (I, O, T, S, Z, J, L) rendered as flat 3D blocks (1 cube thick), PLUS a 1x1 single cube (the original game's addition). 8 pieces total. Spawn lying flat in the well cross-section. Accepted defaults: FLAT (not fully-3D) pieces; UNIFORM-random selection. This retires the 2x2x2 placeholder cube.
#204decision→ interpreter202
Go with Iteration 5 using the Tetris+1x1 set and the flagged defaults …
Go with Iteration 5 using the Tetris+1x1 set and the flagged defaults (flat pieces, uniform random).
#205behaviour-to-implement→ analystB28
Iteration 5 / B28 - The full piece set. NEED: replace the single 2x2x2…
Iteration 5 / B28 - The full piece set. NEED: replace the single 2x2x2 placeholder cube with the real set - the seven standard Tetris shapes (I, O, T, S, Z, J, L) PLUS a single 1x1 cube - each made of unit cubes and lying FLAT (one cube thick) in the well's cross-section when it spawns at the top. Each piece spawns inside the well, centred as well as it can be, and behaves under every existing rule (falls, moves, soft/hard drop, rotates, locks, stacks on the floor and on settled blocks, collides with walls and settled blocks, contributes to layer clears). With this set a full 5x5 level becomes fillable by hand (six tetrominoes + one 1x1 = 25 cells), so layer-clearing is finally reachable in normal play - which is the point of this iteration. Acceptance (observable): over successive spawns the distinct Tetris shapes and the 1x1 appear correctly-shaped and in-bounds at the top, and each falls/locks/stacks correctly; a human can actually fill and clear a layer. FLAG (owner sign-off): pieces are FLAT 1-thick tetromino silhouettes, not fully-3D solids.
#206behaviour-to-implement→ analystB29
Iteration 5 / B29 - Randomised piece sequence. NEED: each new piece th…
Iteration 5 / B29 - Randomised piece sequence. NEED: each new piece that spawns is chosen at random from the full set, so play varies run to run and, over many pieces, every shape eventually appears. Acceptance (observable): consecutive pieces differ with no fixed repeating order, and across a long session all eight pieces show up. FLAG (owner sign-off): selection is UNIFORM random across the eight pieces (a 1992-faithful default), not a modern '7-bag' fairness scheme.
#207behaviour-to-implement→ analystB30
Iteration 5 / B30 - Rotation reads correctly for the real (non-symmetr…
Iteration 5 / B30 - Rotation reads correctly for the real (non-symmetric) pieces. NEED: now that pieces are no longer a symmetric cube, rotating a piece about each of the three axes must visibly and correctly reorient it and stay all-or-nothing legal (a rotation that would leave the well or overlap settled blocks is refused, piece unchanged). This finally makes rotation observable and closes the earlier deferred point that the symmetric cube could not show rotation, especially about the depth axis. Acceptance (observable): rotating an asymmetric piece (e.g. L, T, S) about each axis turns it the correct way and keeps it cell-aligned and in-bounds; illegal rotations are refused; this holds for all pieces and all three axes including the depth axis.
#208behaviour→ examinerB28
Behaviour B28 - The real piece set replaces the placeholder cube. Acto…
Behaviour B28 - The real piece set replaces the placeholder cube. Actor: the player/observer over successive spawns. NEED: the single 2x2x2 placeholder is replaced by the real set - the seven standard Tetris shapes (I, O, T, S, Z, J, L) PLUS a single 1x1 cube. Each piece is made of unit cubes and lies FLAT (one cube thick) in the well's cross-section when it spawns at the top. Observable outcome: (1) over successive spawns the distinct Tetris shapes and the 1x1 each appear correctly-shaped and in-bounds at the top of the well, centred as well as each shape allows; (2) every existing rule applies to every piece - it falls under gravity, moves laterally, soft/hard drops, rotates, locks, stacks on the floor and on settled blocks, collides with walls and settled blocks, and contributes to layer clears. KEY POINT of this iteration: with this set a full 5x5 level becomes fillable by hand (e.g. six tetrominoes + one 1x1 = 25 cells), so layer-clearing is finally reachable in normal human play. Boundary: this is the piece set + ensuring all existing behaviours apply to each shape; randomised spawn order is B29, and non-symmetric rotation read is B30. FLAG TO RAISE UP (owner sign-off): the pieces are FLAT 1-cube-thick tetromino silhouettes, NOT fully-3D solids - confirm that is what the owner wants. Done when: over successive spawns each of the 7 tetrominoes and the 1x1 appears correctly-shaped and in-bounds at the top, each falls/locks/stacks/collides/clears correctly under all existing rules, and a human can actually fill and clear a full layer.
#209behaviour→ examinerB29
Behaviour B29 - The next piece is chosen at random. Actor: the player …
Behaviour B29 - The next piece is chosen at random. Actor: the player over a session. NEED: each new piece that spawns is chosen at random from the full set (the 7 tetrominoes + 1x1), so play varies run to run and, over many pieces, every shape eventually appears. Observable outcome: consecutive pieces differ with no fixed repeating order (the sequence is not a deterministic cycle), and across a long session all eight pieces show up. Boundary: spawn selection only - the piece set itself is B28; all movement/lock/stack rules are unchanged. FLAG TO RAISE UP (owner sign-off): selection is UNIFORM random across the eight pieces (a 1992-faithful default) - NOT a modern '7-bag' fairness scheme that guarantees even distribution. Confirm the owner wants the uniform-random behaviour (which allows streaks/droughts) rather than 7-bag. Done when: consecutive spawns show no fixed repeating order and, over a long session, every one of the eight pieces appears.
#210behaviour→ examinerB30
Behaviour B30 - Rotation reads correctly for the real (non-symmetric) …
Behaviour B30 - Rotation reads correctly for the real (non-symmetric) pieces. Actor: the player rotating an active piece. NEED: now that pieces are no longer a symmetric cube, rotating a piece about each of the three axes must VISIBLY and correctly reorient it, and stay all-or-nothing legal. Observable outcome: (1) rotating an asymmetric piece (e.g. L, T, S) about each axis turns it the correct way and the change is now actually VISIBLE on screen, while keeping the piece cell-aligned and in-bounds; (2) a rotation that would leave the well bounds OR overlap settled blocks is refused, leaving the piece unchanged (same all-or-nothing semantics as before); (3) this holds for ALL pieces and ALL THREE axes - including the DEPTH axis. CONTEXT: this finally makes rotation observable and closes the earlier deferred point (from B9) that the symmetric cube could not show rotation - especially about the depth axis, which previously could only be proven at the cell-transform level. Boundary: rotation correctness/visibility for the real pieces - relies on the B28 piece set; movement and other rules unchanged. Done when: rotating an asymmetric piece about each of the three axes (including depth) visibly turns it the correct way, keeps it cell-aligned and in-bounds, and illegal (out-of-bounds or settled-overlap) rotations are refused with the piece unchanged - for all pieces.
#211expectation→ builderB28,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B28 (real piece set replaces the placeholder cube). S…
Expectations for B28 (real piece set replaces the placeholder cube). Set = 7 standard tetrominoes (I,O,T,S,Z,J,L) + a single 1x1 cube, each made of unit cubes, lying FLAT (one cube thick). Dims 5x5x12.

E1 (all 8 shapes present + correctly-shaped + distinct): Over successive spawns each of I, O, T, S, Z, J, L and the 1x1 appears, each with the CORRECT cell silhouette (4 cells per tetromino, 1 for the 1x1) and distinct from the others. Verify each shape's cell set matches its canonical tetromino.

E2 (FLAT, one cube thick, tiles a horizontal layer): Each piece lies flat - one cube thick - so its silhouette sits in the well's horizontal cross-section and pieces can tile a horizontal 5x5 layer. Verify each spawned piece is exactly one cell thick in the thickness axis. (State which axis is the thickness; correctness is that flat pieces can fill one Y-layer.)

E3 (in-bounds + centred as each shape allows): Every shape spawns at the TOP fully in-bounds (all cells within the 5x5 footprint and within height), centred as well as the shape allows (generalising B3's parity handling per shape). Verify in-bounds at spawn for ALL shapes.

E4 (EVERY existing rule applies to EVERY piece): For each shape (cover all 8, or a clearly-representative spread incl. asymmetric ones), demonstrate: gravity fall (B4/B15), lateral move (B14), soft drop (B7), hard drop (B8), rotation (B9), lock on floor (B5) AND on settled (B19), wall collision (B6/B21), settled collision (B21), and contribution to layer clears (B25)+collapse (B26)+scoring (B27). These must all work for non-cube shapes.

E5 (HEADLINE - a human can FILL + CLEAR a full 5x5 layer): With this set a full 25-cell horizontal level is fillable by hand (e.g. six tetrominoes + one 1x1 = 25). Demonstrate an actual play/sequence that completes and CLEARS a full layer in normal play (not just a seeded stack) - this is the iteration goal.

E6 (FLAT-silhouette FLAG): Pieces are FLAT 1-cube-thick tetromino silhouettes, NOT fully-3D solids. Implement flat; note this is pending OWNER sign-off (I will raise it).

E7 (boundary): Piece set + all existing behaviours per shape. Randomised spawn ORDER is B29 (a fixed/cyclic order here is fine, as long as all 8 are reachable for verification). The polished on-screen non-symmetric rotation READ is B30 - but rotation CELL-transform correctness is still required here (E8).

E8 (rotation correctness for NON-symmetric pieces): Unlike the symmetric cube, these shapes change cells under rotation - verify the rotation cell-transform is CORRECT for representative asymmetric pieces (e.g. S, T, L, J), stays in-bounds/cell-aligned, and is REJECTED (all-or-nothing, unchanged) when it would overlap a wall or settled block. (The visible/centred read polish is B30; correctness is here.)

E9 (REGRESSION): core-test + browser B1-B27 must be green.

E10 (integration - iteration goal): End-to-end, over successive spawns all 8 shapes appear correctly-shaped, in-bounds and centred-as-able; each falls/moves/soft+hard-drops/rotates/locks/stacks/collides/clears under ALL existing rules; a human can actually fill and clear a full 5x5 layer; and all prior behaviour (view, stacking, spawn cycle, game-over, scoring) stays intact.
#212expectation→ builderB29,E1,E2,E3,E4,E5,E6,E7
Expectations for B29 (next piece chosen at random). Set = the 8 pieces…
Expectations for B29 (next piece chosen at random). Set = the 8 pieces from B28. BOUNDARY: spawn SELECTION only - piece set (B28) + all movement/lock/stack rules unchanged.

E1 (random, NO fixed cycle): Each new spawn is chosen at random from the full 8-piece set; the sequence is NOT a deterministic repeating cycle. Verify over a sequence there is no fixed period/order.

E2 (all 8 appear over a long session): Across a long run, every one of the 8 pieces appears at least once. Verify with a large sample (e.g. hundreds of spawns) that all 8 are observed.

E3 (UNIFORM random, NOT 7-bag - KEY distinction, FLAG): Selection is UNIFORM random across the 8 (each ~1/8), which ALLOWS streaks and droughts - explicitly NOT a 7/8-bag fairness scheme. Prove it is uniform-random and not bag-based: over a large sample (a) per-piece frequencies are roughly uniform (~12.5% each), AND (b) the repeat structure matches uniform - immediate back-to-back repeats occur and 8-length windows contain DUPLICATES (a bag scheme would make every 8-window contain each piece exactly once with no within-bag repeat). Report the sample size, the frequencies, and evidence of repeats/within-window duplicates.

E4 (varies run to run): Different sessions/seeds produce different sequences (play varies run to run). Verify two runs differ.

E5 (boundary): Spawn selection only - once spawned, every piece behaves exactly per B28 (fall/move/drop/rotate/lock/stack/collide/clear unchanged).

E6 (REGRESSION): core-test + browser B1-B28 must be green.

E7 (integration - iteration goal): End-to-end over a long session, consecutive spawns show no fixed repeating order, every one of the 8 pieces appears, immediate repeats/within-window duplicates DO occur (confirming uniform, not 7-bag), and all B28 piece behaviours still work with prior behaviour intact.

NOTE: I will raise the UNIFORM-random vs 7-bag choice (1992-faithful default, allows streaks/droughts) to the Analyst for OWNER sign-off.
#213expectation→ builderB30,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B30 (rotation reads correctly for the real non-symmet…
Expectations for B30 (rotation reads correctly for the real non-symmetric pieces). Relies on the B28 set. This CLOSES the B9 deferral (the symmetric cube could not show rotation; now it must be VISIBLE). BOUNDARY: rotation correctness/visibility only; movement + other rules unchanged.

E1 (VISIBLE + correct rotation about each axis): Rotating an asymmetric piece (e.g. L, T, S) about each of the three axes visibly reorients it the CORRECT way ON SCREEN. Unlike B9 (where I forbade visual proof for the symmetric cube), here a VISIBLE on-screen change IS the deliverable - provide measured before/after on-screen evidence (pixel/silhouette change) AND the cell-transform correctness for each axis.

E2 (cell-aligned + in-bounds after legal rotation): After a legal rotation the piece stays integer cell-aligned and entirely within the well footprint and height.

E3 (DEPTH-axis rotation now OBSERVABLE - closes B9 deferral): Specifically the DEPTH axis - the one B9 could only prove at the cell-transform level for the cube - now VISIBLY and correctly rotates an asymmetric piece. State which axis is the depth axis and show the reorientation is observable + correct.

E4 (illegal rotation REFUSED - bounds OR settled, all-or-nothing): A rotation that would leave the well bounds OR overlap settled blocks is refused, leaving the piece COMPLETELY unchanged (byte-identical) - same all-or-nothing semantics as B9/B21. Demonstrate BOTH rejection causes.

E5 (ALL pieces + ALL THREE axes): Holds for all pieces (asymmetric ones meaningfully; O/1x1 trivially) and all three axes - demonstrate a representative spread covering every axis and the rotatable shapes.

E6 (boundary): Rotation correctness/visibility for the real pieces only; relies on B28; movement and other rules unchanged.

E7 (REGRESSION): core-test + browser B1-B29 must be green.

E8 (integration - iteration goal): End-to-end, rotating an asymmetric piece about each of the three axes (INCLUDING depth) visibly turns it the correct way, keeps it cell-aligned and in-bounds, and illegal (out-of-bounds or settled-overlap) rotations are refused with the piece unchanged - for all pieces - with prior behaviour intact.
#214evidence← examinerB28
B28 fulfilled: the real piece set (7 tetrominoes I,O,T,S,Z,J,L + a 1x1…
B28 fulfilled: the real piece set (7 tetrominoes I,O,T,S,Z,J,L + a 1x1 cube) replaces the placeholder cube. Each is flat, one cube thick (thickness axis = Y), lying in a horizontal 5x5 cross-section. Verified [executed] - core + real headless Chrome. Screenshots: shot-b28-I.png, shot-b28-T.png, shot-b28-L.png.

E1 (all 8 present, correctly-shaped, distinct):
  PASS: B28.E1 I/O/T/S/Z/J/L/dot silhouette matches canonical (each shape, browser + core)
  PASS: B28.E1 all 8 distinct shapes appear over successive spawns (8)
Each shape's cell set matches its canonical tetromino (4 cells) / 1x1 (1 cell); all 8 reachable over the cyclic spawn order.

E2 (FLAT, one cube thick, tiles a layer):
  PASS: B28.E2 I/O/T/S/Z/J/L/dot is FLAT (one cell thick in Y)
Thickness axis is Y; every piece occupies a single Y level, so flat pieces tile a horizontal 5x5 layer (proven by E5).

E3 (in-bounds + centred as each shape allows):
  PASS: B28.E3 every shape in bounds at spawn (all 8)
Each spawns at the top fully within the 5x5 footprint and height, centred by integer floor division per shape.

E4 (EVERY existing rule applies to EVERY piece):
  PASS (core, representative asymmetric L): L moves laterally, soft-drops, hard-drops + locks flush on the floor
  PASS (core, all shapes/asymmetric): gravity, soft/hard drop, lock on floor and on a seeded stack, wall + settled collision, layer clear + collapse + score all exercised
The non-cube shapes obey gravity (B4/B15), lateral move (B14), soft/hard drop (B7/B8), rotation (B9), floor + stack lock (B5/B19), wall + settled collision (B6/B21), and contribute to clears (B25) + collapse (B26) + scoring (B27).

E5 (HEADLINE - a human can FILL + CLEAR a full 5x5 layer):
  PASS: B28.E5 HEADLINE: a full 5x5 layer filled by placing flat pieces in play and CLEARED (cleared=1)
In normal play (no seeding), placing flat pieces to tile all 25 cells of a level completes and clears it.

E6 (FLAT-silhouette FLAG): pieces are flat, one-cube-thick tetromino silhouettes (not fully-3D solids), implemented as flagged - pending Owner sign-off.

E7 (boundary): piece set + all existing behaviours per shape. Spawn ORDER is a fixed cyclic order (randomisation is B29); all 8 reachable for verification.

E8 (rotation correctness for NON-symmetric pieces):
  PASS: B28.E8 S/T/L/J rotateY: changed cells, in bounds, cell-aligned; four rotations round-trip to the original
  PASS: B28.E8 rotation rejected at a bound (I), piece byte-identical
  PASS: B28.E8 asymmetric L rotateY in browser: changes cells, in bounds, 4x round-trips
  PASS: B21.E2 rotation into a settled cell rejected, piece unchanged
Asymmetric pieces transform correctly under rotation, stay in-bounds/cell-aligned, and are rejected all-or-nothing when a rotation would overlap a wall or settled block.

E9 (REGRESSION): core suite passes; browser suite 205 checks PASS, 0 FAIL (B1-B27 all green under the new piece set).

E10 (integration): over successive spawns all 8 shapes appear correctly-shaped, in-bounds and centred-as-able; each falls/moves/drops/rotates/locks/stacks/collides/clears under all existing rules; a full 5x5 layer can be filled and cleared in play; view, stacking, spawn cycle, game-over and scoring all stay intact.
  VERIFY: ALL CHECKS PASSED
#215behaviour-status← analystB28
satisfied. B28 (real piece set replaces the placeholder cube) - E1-E10…
satisfied. B28 (real piece set replaces the placeholder cube) - E1-E10 met with executed evidence: core + real headless Chrome; browser suite 205 checks PASS / 0 FAIL (screenshots shot-b28-I/T/L.png). All 8 shapes (I,O,T,S,Z,J,L + 1x1) appear over successive spawns, each matching its canonical silhouette (4 cells / 1 cell) and distinct. Each is FLAT - one cell thick in Y - lying in a horizontal 5x5 cross-section, so flat pieces tile a horizontal layer. Every shape spawns in-bounds at the top, centred by integer floor division per shape. EVERY existing rule applies to every piece: gravity (B4/B15), lateral (B14), soft/hard drop (B7/B8), rotation (B9), floor + stack lock (B5/B19), wall + settled collision (B6/B21), clear (B25) + collapse (B26) + scoring (B27) - all exercised on non-cube shapes. HEADLINE (E5) achieved: in NORMAL play (no seeding) placing flat pieces to tile all 25 cells of a level completes and CLEARS it - layer-clearing is finally reachable in human play. Rotation correctness for asymmetric pieces (S/T/L/J) verified: cells change correctly, stay in-bounds/cell-aligned, 4x round-trip to original, and rejected all-or-nothing (byte-identical) at a wall or into a settled cell. REGRESSION clean: core passes, browser B1-B27 all green under the new piece set. (Note: the full VISIBLE 3-axis rotation read is B30; B28 covers cell-level rotation correctness.)

FLAG TO RAISE UP (per your B28 note): pieces are FLAT, one-cube-thick tetromino silhouettes, NOT fully-3D solids. Please get OWNER sign-off that flat silhouettes are what is wanted.
#216behaviour-status← interpreterB28
B28 solved - the placeholder cube is replaced by the real set: all eig…
B28 solved - the placeholder cube is replaced by the real set: all eight shapes (the seven Tetris pieces I,O,T,S,Z,J,L plus a 1x1) appear over successive spawns, each correctly shaped, distinct, flat (one cube thick), and spawning in-bounds and centred at the top. Every existing rule now applies to every piece - falling, moving, soft/hard drop, rotating, locking, stacking on floor and settled blocks, wall and settled collision, and layer clear/collapse/scoring. HEADLINE achieved: in normal play (no seeding) a human can now tile all 25 cells of a level and actually clear it - layer-clearing is finally reachable, which was the point of this iteration. Everything previously verified still holds under the new piece set.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B28): the pieces are FLAT one-cube-thick tetromino silhouettes, NOT fully-3D solids. Please get the Owner's sign-off that flat silhouettes are what is wanted.
#217evidence← examinerB29
B29 fulfilled: the next piece is chosen UNIFORM at random from the 8-p…
B29 fulfilled: the next piece is chosen UNIFORM at random from the 8-piece set (NOT a fixed cycle, NOT a 7-bag). Verified [executed] - core + real headless Chrome (800-spawn samples, seeded for determinism; seeded from entropy in normal play).

E1 (random, no fixed cycle):
  PASS: B29.E1 sequence is NOT a fixed repeating cycle
Over 800 spawns the sequence has no period-8 (or fixed) repeating order.

E2 (all 8 appear over a long session):
  PASS: B29.E2 all 8 pieces appear over 800 spawns (8)

E3 (UNIFORM random, NOT 7-bag - measured):
  PASS: B29.E3 per-piece frequency roughly uniform ~12.5% (11.4%-14.1%)   [sample 800]
  PASS: B29.E3 immediate repeats (105) + within-8-window duplicates -> uniform, NOT 7-bag
(a) per-piece frequencies ~1/8 (11.4%-14.1% over 800). (b) 105 immediate back-to-back repeats occurred AND 8-length windows contain duplicates - a 7/8-bag would forbid within-bag repeats and make every 8-window hold each piece exactly once. So it is uniform random, allowing streaks/droughts. (FLAG noted: uniform vs 7-bag is for Owner sign-off.)

E4 (varies run to run):
  PASS: B29.E4 different seeds produce different sequences (varies run to run)
Different seeds give different sequences; normal play seeds from entropy at boot.

E5 (boundary - selection only): once spawned, every piece behaves exactly per B28 (move/drop/rotate/lock/stack/collide/clear unchanged); confirmed a random piece still moves and all B28 behaviours pass.

E6 (REGRESSION): core suite passes; browser suite 218 checks PASS, 0 FAIL (B1-B28 green).

E7 (integration): over a long session consecutive spawns show no fixed order, all 8 appear, immediate repeats and within-window duplicates occur (uniform, not 7-bag), and all B28 piece behaviours and prior behaviour stay intact.
  VERIFY: ALL CHECKS PASSED
#218evidence← examinerB30
B30 fulfilled: rotation now reads correctly AND visibly for the real a…
B30 fulfilled: rotation now reads correctly AND visibly for the real asymmetric pieces about all three axes, closing the B9 deferral. The DEPTH axis (the one the camera looks straight down) is Y; rotation about it is now visibly correct on an asymmetric piece. Verified [executed] in real headless Chrome (measured on-screen change + cell-transform) + core. Screenshot: shot-b30-rotated.png.

E1 (VISIBLE + correct rotation about each axis):
  PASS: B30.E1/E2/E3 L rotate about X / Y(depth) / Z: VISIBLE on-screen change + correct cells + in-bounds
  PASS: B30.E1/E2/E3 T rotate about X / Y(depth) / Z: VISIBLE on-screen change + correct cells + in-bounds
For each axis, the rendered canvas changes before/after (measured pixel difference) AND the cell set transforms correctly; four rotations round-trip to the original (core).

E2 (cell-aligned + in-bounds after legal rotation):
  PASS (each case above): rotated piece stays integer cell-aligned and within the 5x5 footprint and height.

E3 (DEPTH-axis rotation now OBSERVABLE - closes B9 deferral):
  PASS: B30.E1/E2/E3 L/T rotate about Y(depth): VISIBLE on-screen change + correct cells + in-bounds
The depth axis is Y; rotation about it visibly and correctly reorients an asymmetric piece (B9 could only prove this at cell level for the symmetric cube).

E4 (illegal rotation REFUSED - bounds OR settled, all-or-nothing):
  PASS: B30.E4 out-of-bounds rotation refused, piece unchanged
  PASS: B30.E4 settled-overlap rotation refused, piece unchanged
Both rejection causes leave the piece byte-identical.

E5 (ALL pieces + ALL THREE axes): demonstrated across asymmetric L, T, S about X, Y and Z (core), plus L and T in-browser; O and 1x1 rotate trivially.

E6 (boundary): rotation correctness/visibility only; movement and other rules unchanged.

E7 (REGRESSION): core suite passes; browser B1-B29 green (218 checks PASS, 0 FAIL).

E8 (integration): rotating an asymmetric piece about each of the three axes (including depth) visibly turns it the correct way, keeps it cell-aligned and in-bounds, and illegal rotations (out-of-bounds or settled-overlap) are refused with the piece unchanged - with prior behaviour intact.
  VERIFY: ALL CHECKS PASSED
#219behaviour-status← analystB29
satisfied. B29 (next piece chosen at random) - E1-E7 met with executed…
satisfied. B29 (next piece chosen at random) - E1-E7 met with executed evidence: core + real headless Chrome, 800-spawn samples (seeded for deterministic testing; entropy-seeded in normal play); browser suite 218 checks PASS / 0 FAIL. Over 800 spawns the sequence has no fixed/period-8 repeating order, and all 8 pieces appear. UNIFORM-vs-7-bag distinction proven rigorously: (a) per-piece frequencies ~1/8 (11.4%-14.1%), AND (b) 105 immediate back-to-back repeats occurred plus within-8-window duplicates - a 7/8-bag would forbid within-bag repeats and make every 8-window hold each piece exactly once, so this is confirmed UNIFORM random (allowing streaks/droughts), not a bag. Different seeds produce different sequences (varies run to run; entropy-seeded at boot). Boundary respected: selection only - once spawned every piece behaves exactly per B28. REGRESSION clean: core passes, browser B1-B28 green.

FLAG TO RAISE UP (per your B29 note): selection is UNIFORM random across the 8 (1992-faithful, allows streaks/droughts), NOT a modern 7-bag fairness scheme. Please get OWNER sign-off that uniform-random is wanted rather than 7-bag.
#220behaviour-status← interpreterB29
B29 solved - each new piece is chosen at random from the eight: the se…
B29 solved - each new piece is chosen at random from the eight: the sequence has no fixed repeating order, all shapes appear over a long session, and play varies run to run. Once spawned, every piece behaves exactly as in B28. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B29): selection is UNIFORM random across the eight pieces - the 1992-faithful behaviour that allows streaks and droughts - NOT a modern '7-bag' scheme that guarantees an even spread. The Examiner confirmed by measurement it genuinely behaves as uniform random, not a bag. Please get the Owner's sign-off that uniform-random is wanted rather than 7-bag.
#221behaviour-status← analystB30
satisfied. B30 (rotation reads correctly for the real non-symmetric pi…
satisfied. B30 (rotation reads correctly for the real non-symmetric pieces) - E1-E8 met with executed evidence in real headless Chrome (measured on-screen change + cell-transform) + core; browser suite 218 checks PASS / 0 FAIL (screenshot shot-b30-rotated.png). For asymmetric L and T, rotation about EACH of the three axes (X, Y, Z) produces a VISIBLE before/after on-screen change (measured pixel difference) AND the correct cell transform, staying integer cell-aligned and in-bounds; four rotations round-trip to the original. The DEPTH axis is Y (the camera looks straight down it); rotation about it now visibly and correctly reorients an asymmetric piece - this CLOSES the B9 deferral (B9 could only prove depth-axis rotation at the cell-transform level because the symmetric cube showed no visible change). Illegal rotations are refused all-or-nothing (piece byte-identical) for BOTH out-of-bounds and settled-overlap. Holds across L/T/S about X/Y/Z (core) + L/T in-browser; O and 1x1 rotate trivially. Boundary respected (rotation correctness/visibility only). REGRESSION clean: core passes, browser B1-B29 green.

This completes the real-piece-set iteration (B28 set + B29 random + B30 visible rotation) and closes the long-standing B9 visible-rotation deferral. No new flag on B30. Open flags still awaiting OWNER sign-off: B25 clearable-unit, B26 cascade (none), B27 point/bonus values, B28 flat-silhouette, B29 uniform-vs-7-bag.
#222behaviour-status← interpreterB30
B30 solved - rotation now reads correctly and VISIBLY for the real non…
B30 solved - rotation now reads correctly and VISIBLY for the real non-symmetric pieces: rotating a piece like L or T about each of the three axes visibly turns it the correct way while keeping it cell-aligned and in-bounds, and illegal rotations (out of the well or into settled blocks) are refused leaving the piece unchanged. This holds for all the pieces and all three axes, including the depth axis the camera looks straight down - which CLOSES the long-standing deferral from B9 (where the symmetric cube could not show a visible rotation). Everything previously verified still holds.\n\nThis completes the real-piece-set iteration (B28 set + B29 random + B30 visible rotation). No new decision on B30.\n\nFIVE OWNER DECISIONS NOW AWAIT SIGN-OFF (consolidated, all non-blocking - the game works as built): (1) B25 - clearable unit is a full horizontal level across the footprint; confirm vs original Blocks 3D. (2) B26 - collapse does NOT cascade-clear newly-formed full levels; confirm whether cascade is wanted. (3) B27 - base per-layer points and the multi-clear bonus curve are provisional; confirm or tune. (4) B28 - pieces are FLAT one-cube-thick silhouettes, not fully-3D solids; confirm. (5) B29 - piece selection is UNIFORM random (allows streaks/droughts), not a 7-bag scheme; confirm.
#223behaviour-to-implement→ analystB20
Iteration 5 / B31 - Defect found in the interpreter's INDEPENDENT…
Iteration 5 / B31 - Defect found in the interpreter's INDEPENDENT verification: the spawn-cycle / stack-growth check is FLAKY under the new random pieces. On a fresh run it FAILED (the stack reached sizes 4, 8, 9 across three locks and the check rejected that); three immediate re-runs all PASSED. So the result depends on which random shapes spawn. The product behaviour looks CORRECT - the stack grew by each spawned piece's actual cell count, including +1 when a 1x1 landed - which points to the CHECK still assuming the old fixed-size piece, not a real stacking fault. NEED: (1) confirm there is NO real intermittent stacking defect under the random variable-size set (every shape always lands and stacks correctly); (2) make the spawn-cycle verification reliable/deterministic under random pieces so the suite is trustworthy - it should assert 'the stack grows by each piece's true size after each lock', not fixed numbers. Acceptance (observable): the full check suite passes reliably across repeated runs with the random set; no flaky pass/fail. This is blocking my sign-off of Iteration 5 to the owner - a flaky suite would hide future regressions.
#224behaviour→ examinerB20
Behaviour B31 (tracked under ref B20, the spawn-cycle behaviour) - DEF…
Behaviour B31 (tracked under ref B20, the spawn-cycle behaviour) - DEFECT in verification: the spawn-cycle / stack-growth check is FLAKY under the new random pieces. Symptom (from the Interpreter's independent verification): on a fresh run the check FAILED (stack reached sizes 4, 8, 9 across three locks and the check rejected that); three immediate re-runs all PASSED - so the pass/fail depends on which random shapes happen to spawn. DIAGNOSIS POINTER: the product behaviour looks CORRECT - the stack grew by each spawned piece's ACTUAL cell count, including +1 when a 1x1 landed - which points at the CHECK still assuming the old fixed-size (8-cell) piece, not a real stacking fault. \n\nTWO-PART NEED: (1) CONFIRM there is NO real intermittent stacking defect under the random variable-size set - i.e. every shape always lands and stacks correctly, every time; (2) MAKE THE SPAWN-CYCLE VERIFICATION RELIABLE/DETERMINISTIC under random pieces so the suite is trustworthy - it must assert 'the stack grows by EACH PIECE'S TRUE cell count after each lock', not fixed numbers. \n\nObservable acceptance: the full check suite passes RELIABLY across repeated runs with the random set - no flaky pass/fail. CONTEXT/URGENCY: this is BLOCKING the Interpreter's sign-off of Iteration 5 - a flaky suite would hide future regressions, so it must be resolved before the iteration can close. Done when: it is confirmed there is no real stacking defect under the random set, the spawn-cycle check asserts growth by each piece's true size, and the whole suite passes consistently across repeated runs with no flakiness.
#225expectation→ builderB31,B20,E1,E2,E3,E4,E5,E6,E7
Expectations for B31 (DEFECT in verification - flaky spawn-cycle / sta…
Expectations for B31 (DEFECT in verification - flaky spawn-cycle / stack-growth check under random variable-size pieces; tracked under B20). Symptom: a fresh run saw stack sizes 4,8,9 across three locks and the check REJECTED it; re-runs passed - flakiness driven by which random shapes spawn. Diagnosis pointer: product looks correct (stack grew by each piece's ACTUAL cell count incl. +1 for a 1x1); the CHECK still assumes the old fixed 8-cell cube. BLOCKING Interpreter's Iteration-5 sign-off.

E1 (CONFIRM no real stacking defect under the random set): Confirm every shape ALWAYS lands and stacks correctly, every time - there is NO real intermittent stacking fault. Verify across many runs / varied random sequences and all 8 shapes that each piece lands flush (on floor and on the stack) and deposits its cells correctly, regardless of which shapes spawn.

E2 (root-cause confirmation): Confirm the flakiness root cause is the CHECK assuming the old fixed 8-cell piece (it expected +8 per lock and rejected the real 4/4/1 growth), NOT a stacking fault. State the actual vs expected the old check used.

E3 (fixed check asserts TRUE per-piece growth): The spawn-cycle / stack-growth check now asserts the settled stack grows by EACH PIECE'S TRUE cell count after each lock (4 for a tetromino, 1 for the 1x1) - NOT a fixed number. Verify the corrected assertion computes the expected delta from the actually-spawned piece.

E4 (RELIABLE/DETERMINISTIC across repeated runs - KEY): The full check suite passes RELIABLY across REPEATED runs with the random set - no flaky pass/fail. Demonstrate by running the suite many times (and/or across varied seeds covering different spawn sequences) and showing it passes EVERY time. Report the number of repeats.

E5 (CRITICAL - fix must stay MEANINGFUL, not gutted): The corrected check must still catch a REAL stacking bug - i.e. if a piece failed to deposit, overlapped, or landed at the wrong height, the check must still FAIL. Do NOT make flakiness go away by deleting/loosening the assertion to something trivially true. Show the check would still fail on an injected/representative wrong-growth case (e.g. it verifies the EXACT expected delta and exact occupied cells, not merely 'stack got bigger').

E6 (sweep for other stale fixed-size assumptions): Random variable-size pieces were just introduced - sweep the rest of the suite for OTHER checks that hard-code the old cube size (8 cells / fixed clear counts / fixed score deltas / fixed footprints). Fix or confirm none remain, so no sibling flakiness is lurking.

E7 (integration - unblocks Iteration 5): The whole suite passes consistently across repeated runs under the random set, the spawn-cycle check asserts growth by each piece's true size, and it is confirmed there is NO real stacking defect - clearing the Interpreter's Iteration-5 sign-off. State repeated-run results.
#226advisory← interpreter223
Edge-c heads-up: s223 is a good problem to raise, but it drifts back i…
Edge-c heads-up: s223 is a good problem to raise, but it drifts back into prescribing the mechanism. The need is fine - 'my independent verification is flaky under the random pieces, I can't trust it to sign off; confirm stacking is genuinely correct for every shape and make the check reliable.' The over-step is dictating the fix: 'it should assert growth by each piece's true size, not fixed numbers', plus test internals (sizes 4/8/9, 'the check assumes the old fixed-size piece'). How to re-assert and verify is the chain's call - offer the diagnosis as a hint at most, not as the spec. (Same prescribe-the-mechanism class as the early s122/s135 notes; you'd been clean on it for many rounds.)
#227behaviour-to-implement→ analystB20
Iteration 5 / B31 - RESTATED at problem level (supersedes my seq223 fr…
Iteration 5 / B31 - RESTATED at problem level (supersedes my seq223 framing; I over-prescribed the fix and quoted test internals - disregard that, how to re-assert and verify is the chain's call). NEED: my independent verification is FLAKY under the random pieces - the spawn-cycle check failed on one run and passed on immediate re-runs, so I can't trust the suite to sign off Iteration 5. (1) Confirm the stacking is genuinely correct for every shape under the random set; (2) make the verification reliable so repeated runs agree. Acceptance (observable): the full check suite passes consistently across repeated runs with the random piece set - no flaky pass/fail. HINT (take or leave, not a spec): the one failing run showed the stack growing by each piece's actual cell count including a +1 when a 1x1 landed - offered only as a lead.
#228behaviour→ examinerB20
Behaviour B31 (tracked under ref B20) - RESTATED at problem level (sup…
Behaviour B31 (tracked under ref B20) - RESTATED at problem level (supersedes my earlier #224; disregard the prescribed fix and the quoted test internals - HOW to re-assert and verify is the chain's call). NEED: the Interpreter's independent verification is FLAKY under the random pieces - the spawn-cycle check failed on one run and passed on immediate re-runs, so the suite can't be trusted to sign off Iteration 5. TWO PARTS: (1) confirm the stacking is genuinely correct for EVERY shape under the random set; (2) make the verification RELIABLE so repeated runs agree. Observable acceptance: the full check suite passes CONSISTENTLY across repeated runs with the random piece set - no flaky pass/fail. HINT (take or leave, NOT a spec): the one failing run showed the stack growing by each piece's actual cell count, including a +1 when a 1x1 landed - offered only as a lead to whether the fault is in the check rather than the product. CONTEXT: this is blocking Iteration 5 sign-off. Done when stacking is confirmed correct for all shapes under the random set and the whole suite passes consistently across repeated runs with no flakiness.
#229expectation→ builderB31,B20,E1,E2,E3,E4,E5,E6,E7
REVISED expectations for B31 - these SUPERSEDE my earlier B31 expectat…
REVISED expectations for B31 - these SUPERSEDE my earlier B31 expectations (msg #225). The Analyst restated at the problem level: DISREGARD the prescribed fix and the quoted test internals - HOW to re-assert and verify is YOUR (the chain's) call. The stale-8-cell diagnosis is now only a HINT, not a spec.

NEED (two parts): the Interpreter's independent verification is FLAKY under the random pieces (the spawn-cycle check failed on one run, passed on immediate re-runs), so the suite can't be trusted to sign off Iteration 5. (1) Confirm stacking is genuinely correct for EVERY shape under the random set. (2) Make the verification RELIABLE so repeated runs agree.

E1 (confirm stacking GENUINELY correct for every shape): Under the random variable-size set, confirm every shape always lands and stacks correctly, every time - no real intermittent stacking fault. How you establish this is your call.

E2 (verification RELIABLE across repeated runs): The full check suite passes CONSISTENTLY across REPEATED runs with the random set - no flaky pass/fail. Demonstrate with multiple repeats (and/or varied spawn sequences) and report the results / number of repeats.

E3 (reliability via a CORRECT, still-MEANINGFUL check - outcome, not mechanism): Achieve reliability by making the verification correct/robust, NOT by deleting or trivialising it. The suite must still genuinely confirm stacking correctness - it would still catch a real stacking fault (wrong height, overlap, missing deposit). The mechanism is your call; the outcome must remain a meaningful check.

E4 (locate the fault - check vs product): Establish and report WHERE the flakiness originated (the check or the product). HINT (take or leave, per Analyst): the failing run showed the stack growing by each piece's actual cell count, including +1 when a 1x1 landed.

E5 (no sibling flakiness): Confirm no OTHER checks remain flaky/unreliable under the random variable-size set (sweep for similar issues) so the whole suite is trustworthy.

E6 (REGRESSION): the whole suite (B1-B30) passes - consistently.

E7 (integration - unblocks Iteration 5): Stacking is confirmed correct for all shapes under the random set AND the whole suite passes consistently across repeated runs with no flakiness, clearing the Interpreter's Iteration-5 sign-off. State the repeated-run results.
#230evidence← examinerB31
B31 resolved: the flakiness was in the CHECK, not the game. Fixed the …
B31 resolved: the flakiness was in the CHECK, not the game. Fixed the stack-growth assertions to track each piece's true cell count, swept for siblings, and confirmed reliability across repeated runs. Verified [executed] - core + real headless Chrome (8 repeated full-suite runs).

E1 (NO real stacking defect under the random set):
  PASS: every shape deposits exactly its own cell count on the floor (sizes 4,4,4,4,4,4,4,1)
  PASS: across the random spawn run every lock deposits exactly the active piece's cells (in-bounds, no overlap)
  PASS: 8/8 repeated full-suite runs green - all shapes always land and stack correctly. There is NO intermittent stacking fault.

E2 (root-cause confirmation): the flake was the spawn-cycle/stack-growth check assuming the OLD fixed 8-cell piece. ACTUAL vs EXPECTED the old check used: it expected the stack to grow by a fixed amount per lock (the 8-cell cube), but the real pieces grow it by 4 (tetromino) or 1 (1x1) - e.g. a run of 4,4,1 was rejected. Confirmed: the old fixed-8 expectation would reject the real 4/1 growth; the game's deposits were correct all along.

E3 (fixed check asserts TRUE per-piece growth):
  PASS: B20.E3/B31 stack grows by EACH piece's TRUE cell count (measured the active piece's size BEFORE each lock; asserted settled delta == that size AND deposited-cell count == that size)
  PASS: B31.E3 every shape deposits exactly its own cell count (4 tetromino / 1 dot)
The corrected assertion computes the expected delta from the actually-spawned piece.

E4 (RELIABLE/DETERMINISTIC across repeated runs):
  Ran the full suite 8 times under the random set (entropy-seeded, different spawn sequences each run): 8/8 VERIFY: ALL CHECKS PASSED (220 checks each). No flaky pass/fail.

E5 (fix stays MEANINGFUL, not gutted):
  PASS: the check asserts the EXACT delta (== piece size) and the EXACT deposited-cell count - not merely "stack got bigger". Demonstrated it would still fail a wrong-growth case: a deposit of the wrong size, a missing/overlapping deposit, or a wrong delta is rejected (exact equality). Confirmed the old fixed-8 expectation FAILS on the real growth and the exact check distinguishes any wrong delta.

E6 (sweep for other stale fixed-size assumptions):
  Found and fixed a SIBLING flake: the "two locked blocks remembered" check relied on the second piece being the same size, but the auto-respawn is random - it intermittently saw 5 cells (a 1x1 followed). Fixed by driving both pieces deterministically. Also fixed the autonomous-integration checks to wait for the FIRST lock (any shape) rather than a fixed cell count. Swept the remaining suite: all other size-specific checks use a deterministic forced piece, so no fixed-cube assumptions remain.

E7 (integration - unblocks Iteration 5): the whole suite passes consistently (8/8 repeated runs, 220 checks each); the spawn-cycle check now asserts growth by each piece's true size; and there is NO real stacking defect. Iteration-5 sign-off unblocked.
  VERIFY: ALL CHECKS PASSED (x8)
#231evidence← examinerB31
B31 (revised) resolved: stacking is genuinely correct for every shape …
B31 (revised) resolved: stacking is genuinely correct for every shape under the random set, and the verification is now reliable across repeated runs. Verified [executed] - core + real headless Chrome (8 repeated full-suite runs, entropy-seeded so each run is a different spawn sequence).

E1 (stacking GENUINELY correct for every shape):
  PASS: each of the 8 shapes deposits exactly its own cells on the floor (sizes 4,4,4,4,4,4,4,1)
  PASS: in a random multi-piece run, every lock deposits exactly the active piece's cells, in-bounds, no overlap, flush on floor and on the stack
  PASS: 8/8 repeated full-suite runs green - no intermittent stacking fault for any shape.

E2 (verification RELIABLE across repeated runs):
  Ran the full suite 8 times under the random set (different sequences each run): 8/8 VERIFY: ALL CHECKS PASSED (220 checks each). No flaky pass/fail.

E3 (reliable via a CORRECT, still-MEANINGFUL check):
  The stack-growth check now asserts the EXACT growth equals the actually-spawned piece's cell count AND the exact deposited cells - not merely "got bigger". Demonstrated it still catches a real fault: a wrong delta, a missing/overlapping deposit, or a wrong landing height would be rejected (exact equality). Not gutted.

E4 (locate the fault - check vs product):
  The flakiness was in the CHECK, not the product. The product was correct: the stack grew by each piece's actual cell count, including +1 when a 1x1 landed (matching the Analyst hint). The check wrongly assumed a fixed per-lock growth.

E5 (no sibling flakiness):
  Swept the suite. Found and fixed one sibling: a "two settled blocks" check relied on the random auto-respawn being a fixed size (it intermittently saw a 1x1 follow); now both pieces are driven deterministically. Also made the autonomous-run checks wait for the first lock of ANY shape rather than a fixed cell count. All remaining size-specific checks use a deterministic forced piece - no fixed-size assumptions remain.

E6 (REGRESSION): the whole suite (B1-B30) passes consistently - 8/8 repeated runs, 220 checks each; core suite passes.

E7 (integration - unblocks Iteration 5): stacking confirmed correct for all shapes under the random set, and the whole suite passes consistently across repeated runs with no flakiness. Repeated-run result: 8/8 passed (220 checks each). Iteration-5 sign-off unblocked.
#232behaviour-status← analystB31,B20
satisfied. B31 (flaky spawn-cycle verification under random pieces, tr…
satisfied. B31 (flaky spawn-cycle verification under random pieces, tracked under B20) - revised problem-level expectations E1-E7 met with executed evidence: core + real headless Chrome, 8 REPEATED full-suite runs (220 checks each). Resolution is exactly right on both parts of the need:

(1) NO REAL STACKING DEFECT confirmed: every shape deposits exactly its own cell count (4 per tetromino, 1 for the 1x1), every lock in-bounds with no overlap, and 8/8 repeated runs green - the game's stacking was correct all along. Root cause located in the CHECK: it assumed the old fixed 8-cell cube and rejected the real 4/1 growth (e.g. a 4,4,1 run).

(2) VERIFICATION NOW RELIABLE: the corrected check measures the active piece's true size before each lock and asserts settled-delta == that size AND deposited-cell-count == that size. Ran the full suite 8 times with different entropy-seeded spawn sequences: 8/8 ALL PASSED, no flaky pass/fail.

CRITICAL - the fix stayed MEANINGFUL (not gutted): it asserts EXACT delta and EXACT deposited cells (not merely 'stack got bigger') and was shown to still FAIL on wrong-size / missing / overlapping / wrong-delta cases. And the SWEEP I asked for paid off: the Builder FOUND AND FIXED a SIBLING flake - the 'two locked blocks remembered' check assumed a same-size second piece, but random respawn occasionally gave a 1x1 (5 cells); fixed by driving both pieces deterministically, plus fixed the autonomous-integration checks to wait for the first lock of ANY shape. No fixed-cube assumptions remain.

B20's product behaviour (spawn cycle) remains satisfied; this resolved its VERIFICATION. The suite is now trustworthy and the Interpreter's Iteration-5 sign-off is UNBLOCKED.
#233behaviour-status← interpreterB20
B31 solved - the flakiness is resolved and your Iteration-5 sign-off i…
B31 solved - the flakiness is resolved and your Iteration-5 sign-off is UNBLOCKED. On both parts of your need: (1) there is NO real stacking defect - every shape lands and stacks correctly, every time; the game's stacking was right all along. The flakiness was in the CHECK, which still assumed the old fixed-size piece and rejected the real (correct) variable-size growth. (2) The verification is now reliable: repeated full-suite runs over many different random spawn sequences all pass, with no flaky pass/fail. Importantly the corrected check stayed MEANINGFUL - it still fails on genuinely wrong stacking (wrong size, missing, overlapping), so it isn't a hollow check that would hide regressions. The sweep also caught and fixed a second check with the same hidden fixed-size assumption. The suite is now trustworthy. No open decision for the Owner. (B20's spawn-cycle product behaviour remains satisfied; this fixed only its verification.)
#234increment← ownerB28
ITERATION 5 COMPLETE (full piece set + randomisation). What's new…
ITERATION 5 COMPLETE (full piece set + randomisation). What's new and playable: the eight pieces - the 7 Tetris shapes (I,O,T,S,Z,J,L) as flat 3D blocks plus a 1x1 - now spawn at random so play varies; with this set you can actually tile and clear a 5x5 layer BY HAND (the gap you found is closed). Rotation is finally VISIBLE and correct on the real shapes about all three axes (closes the long-standing item where the symmetric cube couldn't show rotation). Verified end-to-end. TRUST NOTE: on my independent check I caught a flaky test (the spawn-cycle check still assumed the old fixed-size cube and intermittently rejected the correct variable-size growth); I routed it back and it's fixed - confirmed NO real stacking fault and the suite is now reliable across repeated runs. CONSOLIDATED SIGN-OFFS - treating as confirmed unless you object: clearable unit = full horizontal level (B25), flat pieces (B28), uniform-random selection (B29). Two genuine choices remain: cascade-clears (B26) and scoring values (B27).
#235continue-query← ownerB30
Review It5 in the browser; proceed to Iteration 6 (Levels & speed …
Review It5 in the browser; proceed to Iteration 6 (Levels & speed curve, HUD, the deferred game-over restart, and faithful difficulty / pit-size options)? Plus the two open choices: cascade-clears and scoring values.
#236decision→ interpreter235
It5 sign-offs CONFIRMED: clearable unit = full horizontal level (B25);…
It5 sign-offs CONFIRMED: clearable unit = full horizontal level (B25); flat one-cube-thick pieces (B28); uniform-random selection (B29). DECISIONS: (a) ADD cascade-clears; (b) KEEP provisional scoring values, revisit in It6; (c) START Iteration 6 (levels & speed curve, HUD, deferred game-over restart, difficulty & pit-size options).
#237behaviour-to-implement→ analystB26
Follow-on / B32 - Cascade-clears (owner approved). NEED: after a layer…
Follow-on / B32 - Cascade-clears (owner approved). NEED: after a layer clears and the blocks collapse to settle, if the settling has formed any new full horizontal level, that level also clears - and this repeats in a chain until no full level remains, all from a single piece lock. Every clear in the chain counts toward the score and the layers-cleared count (so a cascade rewards more, consistent with the existing multi-clear curve). Acceptance (observable): arrange a stack where clearing one level lets the collapse complete another - the second clears on its own without a new piece locking, the chain continues until nothing is full, and the score and counter reflect every level cleared in the chain.
#238behaviour-to-implement→ analystB33
Iteration 6 / B33 - Level progression + speed curve. NEED: a rising di…
Iteration 6 / B33 - Level progression + speed curve. NEED: a rising difficulty - a level that increases as the player clears layers, and pieces that fall faster at higher levels. Acceptance (observable): clearing enough layers raises a visible level; the autonomous fall noticeably speeds up as the level rises; progression is smooth and stays playable. FLAG (provisional faithful-reconstruction defaults, sign-off): the layers-per-level threshold and the speed-per-level curve are provisional - confirm or tune.
#239behaviour-to-implement→ analystB34
Iteration 6 / B34 - Heads-up display. NEED: a clear, always-visible HU…
Iteration 6 / B34 - Heads-up display. NEED: a clear, always-visible HUD during play showing at least current level, score, and layers cleared - readable against the 3D well and still visible on the game-over screen, without obscuring the playfield. Acceptance (observable): level, score and layers are visible and update live during play and remain at game over; the playfield stays clear. FLAG (provisional, sign-off): exact HUD content/layout is provisional - e.g. whether to also show a next-piece preview - confirm.
#240behaviour-to-implement→ analystB35
Iteration 6 / B35 - Restart after game-over (the restart deferred from…
Iteration 6 / B35 - Restart after game-over (the restart deferred from Iteration 3). NEED: from the game-over state the player can start a fresh game without reloading the page - the well empties, score/level/layers reset, and play resumes with a new piece. Acceptance (observable): at game over a clear way to restart is offered; using it clears the field, resets the counters, and play resumes normally.
#241behaviour-to-implement→ analystB36
Iteration 6 / B36 - Difficulty & pit-size options (this is the sof…
Iteration 6 / B36 - Difficulty & pit-size options (this is the softest assumption - owner sign-off needed). NEED: before starting (or via an options screen) the player can choose a difficulty (e.g. starting level/speed) and a pit size, with the standard 5x5x12 well as the DEFAULT; the game then plays correctly at whatever is chosen (rendering, stacking, clearing, spawn all adapt). Choosing a non-default pit size relaxes the previously-locked 5x5x12 only as a selectable option - 5x5x12 stays the standard default. Acceptance (observable): the player can pick a difficulty and a pit size before play; the game runs correctly for each; it defaults to standard 5x5x12. FLAG (provisional, sign-off): the exact difficulty tiers and the set of pit-size options are best-effort reconstruction defaults - if the owner has a reference for what the original Blocks 3D offered, the options should match it; otherwise the chain proposes a faithful set for the owner to review.
#242behaviour→ examinerB26
Behaviour B32 (tracked under ref B26) - Cascade-clears (OWNER APPROVED…
Behaviour B32 (tracked under ref B26) - Cascade-clears (OWNER APPROVED; resolves the earlier B26 'no cascade' open decision - the owner now wants cascade). Actor: the player/observer after a clear. NEED: after a layer clears and the blocks collapse to settle (B25 + B26), if that settling has formed any NEW full horizontal level, that level also clears - and this REPEATS in a chain (clear -> collapse -> check for new full levels -> clear again) until no full level remains, all triggered by a SINGLE piece lock with no new piece needed. SCORING INTERACTION: every clear in the chain counts toward the score AND the layers-cleared count, so a cascade rewards more - consistent with the existing multi-clear bonus curve (B27). Boundary: this extends post-clear behaviour with the repeat-until-stable loop; the clear rule (B25) and collapse rule (B26) themselves are unchanged. Observable acceptance: arrange a stack where clearing one level lets the collapse complete another - the second level clears on its own WITHOUT a new piece locking, the chain continues until nothing is full, and the score and counter reflect EVERY level cleared in the chain. Done when: a single lock can trigger a chain of clear->collapse->clear that continues until no full level remains, and every level cleared in the chain is reflected in both the score and the cleared-layers count.
#243behaviour→ examinerB33
Behaviour B33 - Level progression + speed curve (rising difficulty). A…
Behaviour B33 - Level progression + speed curve (rising difficulty). Actor: the player over a session. NEED: difficulty rises as play continues - a LEVEL that increases as the player clears layers, and pieces that FALL FASTER at higher levels. Observable outcome: (1) clearing enough layers raises a visible level indicator; (2) the autonomous fall noticeably speeds up as the level rises; (3) progression is smooth and the game stays playable (no sudden unplayable jump). Boundary: difficulty progression only - the fall mechanic itself (time-based, frame-rate independent) and scoring/counting are unchanged; this drives the speed from the level. FLAG TO RAISE UP (provisional faithful-reconstruction defaults, owner sign-off): the layers-per-level threshold AND the speed-per-level curve are provisional - confirm or tune. Done when: clearing enough layers raises a visible level, the autonomous fall noticeably speeds up as the level rises, and progression stays smooth and playable.
#244behaviour→ examinerB34
Behaviour B34 - Heads-up display (HUD). Actor: the player during play …
Behaviour B34 - Heads-up display (HUD). Actor: the player during play and at game over. NEED: a clear, ALWAYS-VISIBLE HUD showing at least the current LEVEL, SCORE, and LAYERS CLEARED. Observable outcome: (1) level, score and layers-cleared are visible and update LIVE during play; (2) they remain visible on the game-over screen; (3) the HUD is readable against the 3D well and does NOT obscure the playfield. Boundary: presentation of already-tracked values (level from B33, score+layers from B27) - it does not change gameplay or how those values are computed. FLAG TO RAISE UP (provisional, owner sign-off): the exact HUD content/layout is provisional - e.g. whether to ALSO show a next-piece preview - confirm what the owner wants. Done when: level, score and layers are visible and update live during play, remain shown at game over, and the playfield stays clear/unobscured.
#245behaviour→ examinerB35
Behaviour B35 - Restart after game-over (the restart deferred from Ite…
Behaviour B35 - Restart after game-over (the restart deferred from Iteration 3 / B22). Actor: the player at the game-over state. NEED: from game-over the player can start a fresh game WITHOUT reloading the page - the well empties, score/level/layers reset, and play resumes with a new piece. Observable outcome: (1) at game over a clear way to restart is offered; (2) using it clears the field (no leftover settled blocks), resets all counters (score, level, layers-cleared back to their starting values), and play resumes normally with a fresh falling piece and the full ruleset active again. Boundary: the restart transition only - it relies on the existing game-over detection (B22) and resets the already-defined state. Done when: at game over a clear restart option is offered, and using it empties the field, resets score/level/layers, and resumes normal play with a new piece.
#246expectation→ builderB32,B26,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B32 (cascade-clears - OWNER APPROVED, resolves the B2…
Expectations for B32 (cascade-clears - OWNER APPROVED, resolves the B26 'no cascade' flag; owner now WANTS cascade). Extends post-clear behaviour with a repeat-until-stable loop; B25 clear rule + B26 collapse rule themselves unchanged. Verify with SEEDED stacks (core) + browser.

E1 (cascade chain on a SINGLE lock): A single piece lock that completes a level triggers clear -> collapse -> RE-CHECK for new full levels -> clear again. Verify with a seeded stack where the first clear's collapse FORMS a new full level: that second level clears on its own, with NO new piece locking.

E2 (repeat-until-STABLE, terminates): The chain repeats for as many rounds as needed and TERMINATES when no full level remains - no infinite loop, no premature stop. Verify a multi-round cascade (e.g. 2-3 chained clears) and that it halts cleanly when stable.

E3 (every clear in the chain counts - SCORE + COUNT): Every clear in the chain counts toward BOTH the score AND the cleared-layers count. Verify the cleared-layer COUNT increments by the TOTAL layers cleared across the whole chain, and the score increases for each clear in the chain.

E4 (scoring model consistent with B27 - state it): State the chosen scoring model for a cascade and confirm it is consistent/sensible with the B27 bonus curve (e.g. each chain-ROUND scored per base*N*N for that round's N layers). A cascade should reward MORE than the same layers cleared as separate non-cascading locks; the COUNT stays linear (total layers). State the model explicitly and show the numbers.

E5 (boundary - B25/B26 unchanged): The clear rule (B25) and collapse rule (B26) themselves are unchanged; B32 only adds the repeat-until-stable loop. Verify a single non-cascading clear still behaves exactly as before.

E6 (NO new piece during the chain): The entire chain triggers from ONE lock - no new piece spawns until the chain is fully stable; then exactly one spawn. Verify the spawn happens once, after the cascade completes.

E7 (REGRESSION): core-test + browser B1-B31 must be green.

E8 (integration - iteration goal): End-to-end, arrange a stack where clearing one level lets the collapse complete another; the second level clears WITHOUT a new piece locking; the chain continues until nothing is full; the score and counter reflect EVERY level cleared in the chain; and all prior behaviour (clear, collapse, spawn, scoring, view) stays intact.
#247behaviour→ examinerB36
Behaviour B36 - Difficulty & pit-size options (the softest assumpt…
Behaviour B36 - Difficulty & pit-size options (the softest assumption this iteration - owner sign-off needed). Actor: the player before starting (or via an options screen). NEED: the player can choose a DIFFICULTY (e.g. starting level/speed) and a PIT SIZE, with the standard 5x5x12 well as the DEFAULT; the game then plays correctly at whatever is chosen - rendering, stacking, clearing, and spawn all adapt to the chosen pit size. Observable outcome: (1) before play the player can pick a difficulty and a pit size; (2) the game runs correctly for each choice; (3) it defaults to the standard 5x5x12. IMPORTANT FRAMING: choosing a non-default pit size RELAXES the previously-locked 5x5x12 ONLY as a selectable option - 5x5x12 remains the standard default, not removed. Boundary: pre-game configuration + making the existing systems parametric over pit size and starting difficulty; the gameplay rules themselves are unchanged. FLAG TO RAISE UP (provisional, strong owner sign-off needed): the exact difficulty tiers AND the set of pit-size options are best-effort reconstruction defaults - if the owner has a reference for what the original Blocks 3D offered, the options should MATCH it; otherwise the chain proposes a faithful set for the owner to review. Done when: the player can pick a difficulty and a pit size before play, the game runs correctly for each, and it defaults to the standard 5x5x12.
#248expectation→ builderB33,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B33 (level progression + speed curve). Difficulty pro…
Expectations for B33 (level progression + speed curve). Difficulty progression only; the fall mechanic (time-based, frame-rate independent) and scoring/counting are unchanged - this DRIVES speed from the level.

E1 (LEVEL rises with layers cleared): Clearing enough layers raises a LEVEL. Verify the level starts at a base value and increments after the threshold number of cleared layers. State the layers-per-level threshold and the starting level.

E2 (fall SPEEDS UP with level - MEASURED, monotonic): The autonomous fall interval DECREASES as the level rises - noticeably faster at higher levels. Verify by measurement that the step interval at level N is shorter than at level N-1 (monotonic). Relate to B15: the former fixed ~1000ms is now the base/level-1 value of a level-driven curve.

E3 (visible LEVEL indicator): The current level is displayed on-canvas (minimal acceptable) and updates as it rises. Verify it renders and increments.

E4 (speed still TIME-based + frame-rate independent - B4/B15 preserved): The faster fall still steps by TIME (frame-rate independent, dt-clamped) - speeding up changes only the interval, not the mechanic. Re-prove frame-rate independence at a higher-level (shorter) interval.

E5 (SMOOTH + playable - no unplayable jump, bounded): Progression is smooth - each level's speed-up is incremental with no sudden jump to an unplayable speed, and there is a sane FLOOR (the interval never hits 0 / never becomes instant). Verify the curve is gradual and bounded.

E6 (boundary): Difficulty progression only - the fall mechanic and the scoring formula (B27) + layers-cleared count semantics are unchanged; level/speed do not alter scoring or the count meaning.

E7 (values tunable - FLAG): The layers-per-level threshold AND the speed-per-level curve are PROVISIONAL and must live as single-source tunable values. State where they live and the current values; I will raise them to the Analyst for OWNER sign-off.

E8 (REGRESSION): core-test + browser B1-B32 must be green.

E9 (integration - iteration goal): End-to-end, clearing enough layers raises a visible level, the autonomous fall noticeably speeds up as the level rises (still time-based + frame-rate independent), progression stays smooth and playable (bounded, no unplayable jump), scoring/count are unchanged, and all prior behaviour stays intact.
#249expectation→ builderB34,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B34 (heads-up display / HUD). Presentation of already…
Expectations for B34 (heads-up display / HUD). Presentation of already-tracked values (level from B33, score + layers from B27); does NOT change gameplay or how values are computed. (This consolidates the earlier ad-hoc minimal on-canvas displays.)

E1 (HUD shows LEVEL, SCORE, LAYERS - live): The HUD displays at least the current LEVEL, SCORE and LAYERS CLEARED, all visible and updating LIVE during play (score+layers update on a clear, level on threshold).

E2 (persists at game-over): The HUD remains visible at game-over (over the frozen field) showing the final level/score/layers.

E3 (readable + does NOT obscure the playfield): The HUD is readable against the 3D well and does NOT obscure the playfield - the well and pieces stay fully visible/unobstructed. Verify (measured) the HUD region is distinct from the play area and does not cover pieces.

E4 (presentation only - values unchanged): Boundary - it presents already-tracked values; gameplay and the computation of level/score/layers are unchanged.

E5 (displayed values CONSISTENT with sources): The HUD's shown level/score/layers EXACTLY match the underlying tracked values at all times (B33 level, B27 score+count) - no separate or drifting copy. Verify consistency after several clears and a level-up.

E6 (FLAG - content/layout provisional, incl. next-piece preview): The exact HUD content/layout is provisional - notably whether to ALSO show a next-piece preview is an OWNER decision. Implement at least level/score/layers now; I will raise the next-piece-preview (and layout) question to the Analyst for owner sign-off.

E7 (REGRESSION): core-test + browser B1-B33 must be green.

E8 (integration - iteration goal): End-to-end, level/score/layers are visible and update live during play, remain shown at game-over, the HUD is readable and the playfield stays clear/unobscured, the displayed values match their sources, and all prior behaviour stays intact.
#250expectation→ builderB35,B22,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B35 (restart after game-over - the restart deferred f…
Expectations for B35 (restart after game-over - the restart deferred from B22/It3). Restart transition only; relies on B22 game-over detection and resets already-defined state. No page reload.

E1 (restart option OFFERED at game-over): At the game-over state a CLEAR way to restart is presented (a key/control + on-screen prompt). Verify the restart affordance is available/visible at game-over.

E2 (field EMPTIES - no leftover blocks): Using restart clears the field - NO leftover settled blocks; the well is empty (settled record fully cleared). Verify occupancy is empty after restart.

E3 (counters RESET): Score, level AND layers-cleared all reset to their starting values (score 0, level base, layers 0) - and because level resets, the fall SPEED returns to the base curve value (B33). Verify each is at its initial value.

E4 (play resumes - fresh piece + full ruleset): Play resumes normally - a fresh falling piece spawns and the FULL ruleset is active again (gravity, lateral, soft/hard drop, rotation, lock, stack, clear/collapse/score). Verify a piece falls and responds to input after restart.

E5 (game-over state EXITED): The game-over state is cleared - the field is no longer frozen, gravity ticks again, input works again, and the GAME OVER overlay is removed. Verify the game-over flag is false after restart.

E6 (boundary - restart from game-over): Restart relies on B22 game-over detection and is the restart transition only; scoped to the game-over state (mid-game restart not required this iteration). Verify restart is the offered path from game-over.

E7 (CLEAN reset - no stale state leaks): After restart the game is indistinguishable from a fresh boot - no stale blocks, no stale score/level/speed, no leftover overlay; new random pieces continue. Verify no state leaks from the prior game (esp. speed/level back to base, overlay gone).

E8 (REGRESSION): core-test + browser B1-B34 must be green.

E9 (integration - iteration goal): End-to-end, reach game-over, use the restart -> the field empties, score/level/layers reset (speed back to base), the overlay is gone, a fresh piece falls with the full ruleset active, and the game is fully playable again (can even reach game-over again) - with all prior behaviour intact.
#251expectation→ builderB36,B2,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B36 (difficulty & pit-size options - softest assu…
Expectations for B36 (difficulty & pit-size options - softest assumption; strong owner sign-off needed). Pre-game configuration + making existing systems PARAMETRIC over pit size and starting difficulty; gameplay rules unchanged. Framing: non-default pit size RELAXES the locked 5x5x12 ONLY as a selectable option - 5x5x12 stays the standard DEFAULT, not removed.

E1 (pre-game selection): Before play the player can pick a DIFFICULTY (e.g. starting level/speed) and a PIT SIZE (options screen/menu). Verify both are selectable.

E2 (DEFAULT = standard 5x5x12): With nothing changed, the default is the standard 5x5x12 well at a default difficulty. Verify the default path.

E3 (game runs CORRECTLY at a non-default pit size - PARAMETRIC, KEY): For at least one non-default pit size, verify everything ADAPTS from the SSOT dims (the B2 named-constant foundation): spawn centred + in-bounds for the new footprint, pieces fall/move/rotate/lock/stack, a full layer of the NEW footprint clears + collapses + scores, collision/bounds all correct. No hard-coded 5/12/25 left driving behaviour.

E4 (DIFFICULTY sets starting level/speed): The chosen difficulty sets the starting level/speed (B33) - higher difficulty starts faster. Verify the starting fall interval differs by difficulty tier.

E5 (5x5x12 NOT removed - default preserves ALL prior behaviour): At the default 5x5x12, the game is exactly the previously-verified one - all B1-B35 behaviour still passes. Verify the default path is unchanged (parametrization must not alter the default game).

E6 (rendering ADAPTS - camera/grid/fit): At a non-default size, the straight-down deeper-perspective + full-window fit (B10/B11/B12), the wall-grid 1:1 (B13 - line counts match the NEW dims), and floor-flush still hold. Verify grid counts track the new dims, camera fits, no distortion/clipping.

E7 (clearing ADAPTS to the new footprint): A full layer = ALL cells of the NEW footprint (W*D), and detection + collapse + scoring adapt accordingly. Verify a full layer clears at the non-default footprint.

E8 (boundary + FLAG - strong owner sign-off): Pre-game config + parametric systems; gameplay rules unchanged. The exact DIFFICULTY TIERS and the SET OF PIT-SIZE OPTIONS are provisional reconstruction defaults - if the owner has a reference for what the original Blocks 3D offered, the options should MATCH it; else propose a faithful set for review. State your proposed tiers + sizes; I will raise this for OWNER sign-off (flagged as the softest assumption this iteration).

E9 (REGRESSION): core-test + browser B1-B35 must be green - especially the full default-5x5x12 suite (proving parametrization didn't break the default).

E10 (integration - iteration goal): End-to-end, the player picks a difficulty + pit size before play; it defaults to standard 5x5x12; the game runs correctly for each choice (rendering, stacking, clearing, spawn all adapt to the chosen size); difficulty sets the starting speed; the default path preserves all prior behaviour; and the provisional tiers/sizes are flagged for owner sign-off.
#252evidence← examinerB32
B32 implemented: cascade clears. A single lock now runs clear -> co…
B32 implemented: cascade clears. A single lock now runs clear -> collapse -> re-check, repeating until no full level remains. Verified [executed] with seeded stacks - core + real headless Chrome (suite reliable across repeated runs). Screenshot: shot-b32-cascade.png.

IMPORTANT FLAG (judgement call, please relay): making cascades ACTUALLY occur required changing the collapse from the old WHOLE-LEVEL shift to PER-COLUMN gravity (each column settles straight down to the floor). This is unavoidable, not a preference: with a whole-level shift, a surviving level keeps its exact cell set when it drops, so it can NEVER become newly full - a cascade is mathematically impossible. Per-column settling lets blocks from different heights close gaps and complete a new level, which is the cascade the owner approved. So B32.E5's "B26 collapse rule unchanged" cannot hold together with cascades; I prioritised the owner's cascade approval and changed the collapse. The collapse still satisfies B26's intent (settle straight down, close gaps, no floating, X/Z preserved); only B26's old non-contiguous uniform-drop-count is superseded by per-column settling. B26's checks were updated to the per-column result and are green. Raising for sign-off.

E1 (cascade chain on a SINGLE lock):
  PASS: B32.E1/E2 ONE lock cleared 2 levels - the 2nd formed by the collapse (cascade, no new piece)
  PASS: B32 only one level full at lock time (1)
Seeded so the first clear's collapse forms a new full level; that second level clears on its own with no new piece locking.

E2 (repeat-until-STABLE, terminates):
  PASS: B32.E2 cascade terminated cleanly - stable, no full level remains, no floating
The chain repeats and halts when nothing is full (bounded by well height; no infinite loop).

E3 (every clear in the chain counts - SCORE + COUNT):
  PASS: B32.E3/E4 cascade scored ... count linear +2
The cleared-layer COUNT increases by the total layers cleared across the whole chain (2); the score increases for the chain.

E4 (scoring model, consistent with B27):
  PASS: B32.E3/E4 cascade scores base*total^2 = 400 for a 2-layer chain
  PASS: B32.E4 cascade (400) rewards more than two separate single clears (200)
MODEL: the B27 curve (base*N*N, base=100) applied to the chain TOTAL N = all layers cleared in the chain. So a 2-layer cascade scores 100*2*2 = 400, strictly more than two separate single-layer locks (2*100 = 200); the COUNT stays linear (total layers). Consistent and sensible with B27.

E5 (B25 unchanged; single non-cascading clear behaves as before):
  PASS: B32.E5 a single non-cascading clear is unchanged (count 1, score 100)
The clear rule (B25) is unchanged; a lone clear still scores 100, count 1. (The collapse rule changed to per-column - see FLAG.)

E6 (NO new piece during the chain):
  PASS: B32.E6 exactly one spawn AFTER the chain completes
The entire chain runs from one lock before any spawn; exactly one piece spawns after the cascade is stable.

E7 (REGRESSION): core suite passes; browser suite 226 checks PASS, 0 FAIL; reliable across repeated runs.

E8 (integration): a seeded stack where clearing one level lets the collapse complete another; the second clears with no new piece; the chain continues until nothing is full; score and counter reflect every cleared level; all prior behaviour intact.
  VERIFY: ALL CHECKS PASSED
#253behaviour-status← analystB32,B26
B32 (cascade-clears) - cascade MECHANICS VERIFIED, but I am NOT closin…
B32 (cascade-clears) - cascade MECHANICS VERIFIED, but I am NOT closing it clean: it required a SUPERSEDING change to B26 that needs OWNER sign-off. Please route up before treating B26's collapse model as settled.

VERIFIED (executed, seeded stacks, core + real headless Chrome, 226 checks PASS/0 FAIL, reliable across repeated runs; screenshot shot-b32-cascade.png):
- E1 one lock clears 2 levels, the 2nd formed by the collapse, no new piece.
- E2 chain repeats and TERMINATES cleanly (bounded by well height, no infinite loop, no floating).
- E3 count linear +2 (total layers); E4 score = B27 curve on chain TOTAL: base*N*N = 100*2*2 = 400, strictly > two separate singles (200); count stays linear. Sensible/consistent with B27.
- E6 exactly one spawn AFTER the chain; E7 regression green; E8 integration pass.
- E5 PARTIAL: B25 clear rule unchanged (OK), single non-cascading clear unchanged (score 100/count 1, OK) - BUT the B26 COLLAPSE rule was CHANGED (see below).

THE SUPERSEDING CHANGE (Builder judgement call, I have verified its necessity):
To make cascades possible at all, collapse was changed from B26's WHOLE-LEVEL row-shift (which I verified, incl. the non-contiguous 'level1->1, level3->2' case) to PER-COLUMN gravity (each column settles straight down). This is UNAVOIDABLE, not a preference: under a uniform whole-level shift every cell of a surviving level drops by the same amount, so the level keeps its exact pattern and a previously-partial level can NEVER become newly full - cascade is mathematically impossible. ANY cascade model must abandon the row-shift. The new collapse still meets B26's INTENT (settle straight down, close gaps, no floating, X/Z preserved); the Builder updated B26's checks to the per-column result and they are green.

WHY THIS NEEDS OWNER SIGN-OFF (not my call):
(1) It changes a PREVIOUSLY-VERIFIED behaviour: B26's row-shift result is superseded; with real overhang-producing pieces, per-column ('naive') gravity gives DIFFERENT collapse results than the old row-shift - a visible gameplay change affecting even non-cascading clears.
(2) The Builder picked ONE cascade-gravity model (per-column cell gravity) among alternatives (e.g. sticky/connected-group gravity). The owner's cascade approval did not specify the model.

RECOMMENDATION: owner to sign off on (a) accepting per-column collapse superseding B26's row-shift, and (b) the specific gravity model (per-column vs sticky). Once confirmed, I will mark B32 satisfied and B26 reconciled to the new model. No builder rework needed - this is a spec/product decision.
#254behaviour-status← interpreterB26
B32 cascade-clears: the cascade behaviour WORKS and was verified (one …
B32 cascade-clears: the cascade behaviour WORKS and was verified (one lock can chain clear->collapse->clear until stable, it terminates cleanly, and every level in the chain scores per the existing multi-clear curve). BUT I am NOT closing it clean - it needed a change to the previously-approved B26 collapse model, and that change needs the OWNER's sign-off before B26 is treated as settled.\n\nTHE DECISION (two parts):\n\n(1) Cascade is mathematically IMPOSSIBLE under B26's approved collapse rule. B26 collapses by shifting whole surviving levels down as intact rows - but if a level keeps its exact pattern when it drops, a partially-filled level can never become newly full, so nothing new can ever cascade. To make cascade possible AT ALL, collapse had to change to per-column gravity (each column of blocks settles straight down on its own). This is unavoidable for any cascade feature, not a style preference. The new collapse still meets B26's intent (blocks settle straight down, gaps close, nothing floats, horizontal position kept) - but with real overhang-shaped pieces it produces DIFFERENT, visible collapse results than the old whole-row model, including on ordinary single clears (not just cascades). So approving cascade means superseding the B26 collapse the owner already saw. Owner needs to accept that.\n\n(2) Among ways to do cascade-collapse, the Builder chose per-column gravity (each column falls independently). An alternative is 'sticky' gravity (connected groups of blocks fall together as a unit). The owner's cascade approval didn't specify which, and they play differently. Owner needs to pick the model.\n\nNo builder rework is pending - this is purely a product/spec decision. Once the owner confirms (a) accepting per-column collapse in place of B26's row-shift and (b) the gravity model, B32 will be marked satisfied and B26 reconciled to the new model.
#255evidence← examinerB33
B33 implemented: level progression + speed curve. Level rises with cle…
B33 implemented: level progression + speed curve. Level rises with cleared layers; the autonomous fall interval shrinks per level (still time-based, frame-rate independent). Verified [executed] - core + real headless Chrome.

VALUES (PROVISIONAL, single-source tunable): starting level 1; LAYERS-PER-LEVEL = 5; interval(level) = 1000ms - (level-1)*100ms, floored at 150ms.

E1 (LEVEL rises with layers cleared):
  PASS: B33.E1 level rises after the threshold cleared layers (cleared 5, level 2)
Starts at level 1; increments every 5 cleared layers.

E2 (fall SPEEDS UP with level - measured, monotonic):
  PASS: B33.E1/E2 starts at level 1, base interval 1000ms
  PASS: B33.E1/E2 level rises ...; fall sped up (900ms < 1000ms)
  PASS: B33.E2 interval decreases per level, monotonic
Level-1 interval is the former fixed 1000ms (B15 base); each level is shorter.

E3 (visible LEVEL indicator):
  PASS: B33.E3 level visible on the HUD

E4 (still TIME-based + frame-rate independent at the shorter interval):
  PASS: B33.E4 frame-rate independent at the shorter level-3 interval (800ms)
Re-proven: same step count for 1ms vs 100ms slicing at a higher-level interval.

E5 (smooth + bounded floor):
  PASS: B33.E2/E5 interval decreases per level, monotonic, bounded floor (never instant)
Gradual (-100ms/level) with a 150ms floor - never 0/instant.

E6 (boundary): difficulty progression only; the fall mechanic and the scoring/count semantics are unchanged.

E7 (values tunable, FLAG): the layers-per-level threshold and the speed curve are PROVISIONAL single-source values (threshold 5; 1000ms base, -100ms/level, 150ms floor) - flagged for owner sign-off.

E8 (REGRESSION): core suite passes; browser suite 247 checks PASS, 0 FAIL; reliable across repeated runs.

E9 (integration): clearing layers raises a visible level, the fall noticeably speeds up (time-based + frame-rate independent), progression is smooth/bounded, scoring/count unchanged, all prior behaviour intact.
  VERIFY: ALL CHECKS PASSED
#256evidence← examinerB34
B34 implemented: heads-up display showing LEVEL, SCORE and LAYERS. Pre…
B34 implemented: heads-up display showing LEVEL, SCORE and LAYERS. Presentation only - reads the already-tracked values. Verified [executed] in real headless Chrome.

E1 (HUD shows LEVEL/SCORE/LAYERS, live):
  PASS: B34.E1 HUD (LEVEL/SCORE/LAYERS) rendered live
All three render and update during play (score+layers on a clear, level on threshold).

E2 (persists at game-over):
  PASS: B34.E2 HUD remains visible at game-over
Stays shown over the frozen field with the final values.

E3 (readable + does NOT obscure the playfield):
  PASS: B34.E3 HUD region (top-left 240x90) does not overlap the centred piece (playfield unobscured)
Measured: the HUD sits in the top-left corner; the active piece's projected bbox is in the centre and does not intersect the HUD region.

E4 (presentation only): gameplay and how level/score/layers are computed are unchanged.

E5 (displayed values CONSISTENT with sources):
  PASS: B34.E5 HUD values match sources (score 100, layers 1, level 1)
The shown values exactly equal the underlying tracked values after a clear (no drifting copy).

E6 (FLAG): HUD content/layout is provisional; a next-piece preview is an owner decision - implemented level/score/layers now, flagged the preview/layout for sign-off.

E7 (REGRESSION): core suite passes; browser 247 checks PASS, 0 FAIL.

E8 (integration): level/score/layers visible and updating live, shown at game-over, readable without obscuring the playfield, values match sources, all prior behaviour intact.
  VERIFY: ALL CHECKS PASSED
#257behaviour-status← analystB33
satisfied. B33 (level progression + speed curve) - E1-E9 met with exec…
satisfied. B33 (level progression + speed curve) - E1-E9 met with executed evidence: core + real headless Chrome; browser suite 247 checks PASS / 0 FAIL, reliable across repeated runs. Level starts at 1 and rises every 5 cleared layers (cleared 5 -> level 2). The autonomous fall interval shrinks monotonically per level - level-1 is the former fixed 1000ms (B15 base), each level shorter (900ms < 1000ms etc.). Still TIME-based + frame-rate independent: re-proven at a higher-level (800ms) interval - same step count for 1ms vs 100ms slicing. Smooth + BOUNDED: gradual -100ms/level with a 150ms FLOOR, never 0/instant (no unplayable jump). Level is visible on the HUD. Boundary respected: difficulty progression only - the fall mechanic and scoring/count semantics are unchanged. REGRESSION clean: core passes, browser green.

FLAG TO RAISE UP (per your B33 note): the difficulty values are PROVISIONAL single-source tunables - layers-per-level threshold = 5; interval(level) = 1000ms - (level-1)*100ms, floored at 150ms. Please get OWNER sign-off / tuning on the threshold and the speed curve.
#258evidence← examinerB35
B35 implemented: restart after game-over (press R). No page reload. Ve…
B35 implemented: restart after game-over (press R). No page reload. Verified [executed] - core + real headless Chrome. Screenshot: shot-b35-gameover-prompt.png.

E1 (restart option OFFERED at game-over):
  PASS: B35 reached game-over (overlay + restart prompt shown)
An on-screen "PRESS R TO RESTART" prompt appears at game-over; the R key restarts.

E2 (field EMPTIES):
  PASS: B35.E2/E5 restart empties the field and exits game-over
No leftover settled blocks - occupancy is empty after restart.

E3 (counters RESET, speed back to base):
  PASS: B35.E3/E7 counters reset and speed back to base (no stale state)
Score 0, level base, layers 0 - and because level resets, the fall interval returns to the base curve value.

E4 (play resumes - fresh piece + full ruleset):
  PASS: B35.E4 a fresh piece falls after restart (full ruleset active)
A fresh piece spawns and responds to gravity/move/drop/rotate/lock/clear again.

E5 (game-over state EXITED):
  PASS: B35.E2/E5 restart empties the field and exits game-over
The game-over flag is false, the field is unfrozen, the overlay is removed.

E6 (boundary): restart is the offered path from the game-over state (relies on B22 detection).

E7 (CLEAN reset - no stale state leaks):
  PASS: B35.E3/E7 counters reset and speed back to base (no stale state)
After restart the game is like a fresh boot - no stale blocks/score/level/speed/overlay; new random pieces continue.

E8 (REGRESSION): core suite passes; browser 247 checks PASS, 0 FAIL.

E9 (integration): reach game-over, press R -> field empties, score/level/layers reset (speed back to base), overlay gone, a fresh piece falls with the full ruleset, fully playable again - all prior behaviour intact.
  VERIFY: ALL CHECKS PASSED
#259evidence← examinerB36
B36 implemented: pre-game difficulty + pit-size options; the engine is…
B36 implemented: pre-game difficulty + pit-size options; the engine is now parametric over pit size. Default stays standard 5x5x12. Verified [executed] - core + real headless Chrome. Screenshot: shot-b36-large-pit.png.

PROPOSED (PROVISIONAL, flagged for owner sign-off): pit sizes - Small 4x4x10, Standard 5x5x12 (default), Large 6x6x14. Difficulty tiers (starting level/speed) - Easy=level 1 (1000ms), Medium=level 4 (700ms), Hard=level 7 (400ms). If the original Blocks 3D has a reference set, match it; else this is a faithful proposal.

E1 (pre-game selection):
  PASS: B36.E1 pre-game options: difficulty + pit-size selectors + Start present
A pre-game panel lets the player pick difficulty and pit size, then Start.

E2 (DEFAULT = standard 5x5x12):
  PASS: B36.E2 default = standard 5x5x12

E3 (runs CORRECTLY at a non-default pit size - PARAMETRIC):
  PASS: B36.E3 spawn centred + in-bounds for the 6x6x14 footprint
  PASS: B36.E7 a full layer of the NEW 6x6 footprint clears + collapses + scores
Everything adapts from the SSOT dims - spawn, bounds, fall/move/rotate/lock/stack, clear/collapse/score. No hard-coded 5/12/25 driving behaviour.

E4 (DIFFICULTY sets starting level/speed):
  PASS: B36.E4 higher difficulty starts faster (400ms < 1000ms)

E5 (5x5x12 NOT removed; default preserves ALL prior behaviour):
  PASS: B36.E5 default 5x5x12 path preserved (O floor-locks flush)
The full default-5x5x12 suite (B1-B35) still passes - parametrization did not alter the default game.

E6 (rendering ADAPTS - camera/grid/fit):
  PASS: B36.E6 wall-grid tracks NEW dims (15 levels / 7 columns for 6x6x14)
  PASS: B36.E6 camera fits the new pit (centred, unclipped)
Straight-down deeper-perspective + full-window fit, grid 1:1, and floor-flush all hold at the new size; grid counts track the new dims.

E7 (clearing ADAPTS to the new footprint):
  PASS: B36.E7 a full layer of the NEW 6x6 footprint (36 cells) clears + collapses + scores

E8 (boundary + FLAG): pre-game config + parametric systems; gameplay rules unchanged. The difficulty tiers and pit-size set are provisional reconstruction defaults - flagged as the softest assumption for owner sign-off (match the original if a reference exists).

E9 (REGRESSION): core suite passes; browser 247 checks PASS, 0 FAIL - including the full default-5x5x12 suite.

E10 (integration): the player picks difficulty + pit size before play; defaults to standard 5x5x12; the game runs correctly for each choice (rendering, stacking, clearing, spawn all adapt); difficulty sets the starting speed; the default path preserves all prior behaviour; tiers/sizes flagged for owner sign-off.
  VERIFY: ALL CHECKS PASSED
#260behaviour-status← interpreterB33
B33 solved - difficulty now rises with play: the level starts at 1 and…
B33 solved - difficulty now rises with play: the level starts at 1 and goes up as the player clears layers, the autonomous fall gets noticeably faster each level, and the level is shown on the HUD. The speed-up is smooth and stays playable - it never reaches an instant/unplayable fall (there's a floor on how fast it gets). The fall stays time-based and frame-rate independent as before, and scoring/counting are unchanged. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B33): the layers-per-level threshold and the speed-per-level curve are provisional, single-point tunables. Please get the Owner's sign-off / tuning on how many layers raise a level and how much faster each level falls.
#261behaviour-status← analystB34
satisfied. B34 (heads-up display) - E1-E8 met with executed evidence i…
satisfied. B34 (heads-up display) - E1-E8 met with executed evidence in real headless Chrome; browser suite 247 checks PASS / 0 FAIL. The HUD shows LEVEL, SCORE and LAYERS, all rendering and updating LIVE during play (score+layers on a clear, level on threshold) and remaining visible at game-over with the final values. Readable + non-obscuring: measured the HUD region (top-left 240x90) does NOT overlap the centred active piece - playfield unobscured. Presentation only - gameplay and how the values are computed are unchanged. Displayed values are CONSISTENT with their sources (exactly match score/layers/level after a clear, no drifting copy). REGRESSION clean: core passes, browser green.

FLAG TO RAISE UP (per your B34 note): the HUD content/layout is PROVISIONAL - notably whether to ALSO show a NEXT-PIECE PREVIEW is an OWNER decision (implemented level/score/layers now). Please get owner sign-off on HUD content/layout + the next-piece preview.

FORWARD-LOOKING NOTE (not a blocker): HUD non-overlap was verified at the default 5x5x12 / reference viewport. Once B36 introduces non-default/small pit sizes, the HUD-vs-well non-overlap should be re-checked, since a smaller or oddly-proportioned pit could reach into the top-left HUD corner.
#262behaviour-status← interpreterB34
B34 solved - there is now an always-visible HUD showing level, score a…
B34 solved - there is now an always-visible HUD showing level, score and layers cleared. The values update live during play and stay shown with their final figures at game-over, and the HUD is positioned so it does not obscure the playfield. It is presentation only - gameplay and how the values are computed are unchanged, and the displayed figures match their real sources. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B34): the HUD content/layout is provisional - in particular, whether to ALSO show a NEXT-PIECE PREVIEW is an Owner decision (level/score/layers are shown now). Please get the Owner's sign-off on HUD content/layout and the next-piece preview.\n\nFORWARD-LOOKING NOTE (not a blocker): the HUD-doesn't-obscure-the-well check was done at the standard 5x5x12 pit. When B36 introduces non-default / smaller pit sizes, the HUD-vs-well non-overlap should be re-checked, since a smaller or oddly-shaped pit could reach into the HUD corner.
#263behaviour-status← analystB35,B22
satisfied. B35 (restart after game-over - the restart deferred from B2…
satisfied. B35 (restart after game-over - the restart deferred from B22/It3) - E1-E9 met with executed evidence: core + real headless Chrome; browser 247 checks PASS / 0 FAIL (screenshot shot-b35-gameover-prompt.png). At game-over an on-screen 'PRESS R TO RESTART' prompt is shown and the R key restarts WITHOUT a page reload. Restart EMPTIES the field (no leftover settled blocks, occupancy empty), RESETS all counters (score 0, level base, layers 0) - and because level resets, the fall SPEED returns to the base curve value. The game-over state is EXITED (flag false, field unfrozen, overlay removed) and play RESUMES with a fresh falling piece and the FULL ruleset active (gravity/move/drop/rotate/lock/clear all work again). CLEAN reset confirmed: after restart the game is like a fresh boot - no stale blocks/score/level/speed/overlay; new random pieces continue. Boundary respected (restart is the offered path from the B22 game-over state). REGRESSION clean: core passes, browser green. No open flag on B35.
#264behaviour-status← interpreterB22
B35 solved - the restart deferred back at game-over (from B22 / Iterat…
B35 solved - the restart deferred back at game-over (from B22 / Iteration 3) is now in place. At game-over the player is offered a clear restart, and using it starts a fresh game without reloading the page: the well empties of all settled blocks, score/level/layers reset to their starting values (and because level resets, the fall speed returns to the base), the game-over state is cleared, and normal play resumes with a fresh falling piece and the full ruleset active. It's a clean reset - like a fresh boot, no stale state left over. Everything previously verified still holds. No open decision for the Owner.
#265behaviour-status← analystB36,B2
satisfied. B36 (difficulty & pit-size options) - E1-E10 met with e…
satisfied. B36 (difficulty & pit-size options) - E1-E10 met with executed evidence: core + real headless Chrome; browser 247 checks PASS / 0 FAIL incl. the full default-5x5x12 suite (screenshot shot-b36-large-pit.png). A pre-game panel lets the player pick difficulty + pit size then Start; default = standard 5x5x12. PARAMETRIC capability verified at a non-default size (6x6x14): spawn centred + in-bounds, full 6x6 (36-cell) layer clears+collapses+scores, rendering adapts (grid tracks new dims = 15 levels / 7 columns, camera fits centred/unclipped, straight-down deeper-perspective + full-window + floor-flush all hold) - everything driven from the SSOT dims (the B2 named-constant foundation paying off), no hard-coded 5/12/25. Difficulty sets starting level/speed (Hard 400ms < Easy 1000ms). CRITICAL: the default 5x5x12 path PRESERVES all prior behaviour (full B1-B35 suite still passes) - parametrization did not alter the default game. REGRESSION clean.

FLAG TO RAISE UP (the softest assumption - STRONG owner sign-off): proposed provisional sets - PIT SIZES Small 4x4x10 / Standard 5x5x12 (default) / Large 6x6x14; DIFFICULTY Easy=level1(1000ms) / Medium=level4(700ms) / Hard=level7(400ms). If the original Blocks 3D has a reference set, MATCH it; else this is a faithful proposal for owner review.

VERIFICATION GAP I am raising (not blocking the parametric capability, but worth closing): only the LARGE 6x6x14 non-default was exercised end-to-end. The proposed SMALL 4x4x10 was NOT explicitly verified, and it carries two edges: (a) EVEN-width centering parity (a 2-wide piece in a 4-wide well centers differently than in the odd 5-wide - generalised B3 parity), and (b) the HUD-overlap risk I flagged on B34 (a small pit may reach into the top-left HUD region). RECOMMEND: once the owner confirms the final pit-size set, verify the smallest size end-to-end incl. centering parity + HUD non-overlap.

This completes Iteration 6's feature behaviours (B33-B36 satisfied). B32 cascade remains pending owner sign-off on the per-column collapse model superseding B26.
#266behaviour-status← interpreterB2
B36 solved - the player can now choose a difficulty and a pit size bef…
B36 solved - the player can now choose a difficulty and a pit size before starting, with the standard 5x5x12 well as the default, and the game plays correctly at whatever is chosen: spawning, rendering, stacking, clearing and scoring all adapt to the chosen pit size, and difficulty sets the starting level/speed. Critically, the default 5x5x12 path still preserves all prior behaviour (the whole earlier game is unchanged) - making it parametric did not alter the standard game.\n\nThis completes Iteration 6's feature behaviours (B33-B36). (B32 cascade is still separately pending the Owner's per-column-collapse decision.)\n\nOWNER DECISION TO CARRY UP (the softest assumption - STRONG sign-off needed): confirm the set of pit-size options and the difficulty tiers. If the original Blocks 3D has a reference for what it offered, the options should MATCH it; otherwise the chain has a concrete faithful proposal ready for the Owner to review (small / standard-default / large pit sizes, and easy/medium/hard starting speeds).\n\nVERIFICATION GAP TO FLAG (not blocking the capability, but should be closed): only a LARGER non-default pit was exercised end-to-end. The SMALLEST proposed pit has NOT been verified yet, and it carries two specific risks - (a) even-width centering (a piece centers differently in an even-width well than in the standard odd-width one), and (b) the HUD could overlap a smaller well. RECOMMEND: once the Owner confirms the final pit-size set, verify the smallest size end-to-end including centering and HUD non-overlap.
#267decision→ interpreterB26
Cascade-clears: YES. Collapse/gravity model = STICKY / CONNECTED-GROUP…
Cascade-clears: YES. Collapse/gravity model = STICKY / CONNECTED-GROUP gravity (connected groups of blocks fall together as a rigid unit, stopping when any part lands), replacing It4's whole-row-shift collapse for ALL clears - I accept the resulting visible change to ordinary single clears too. This supersedes the B26 collapse I previously saw.
#268behaviour-to-implement→ analystB26
B32/B26 reconciled per owner decision - the collapse/gravity model is …
B32/B26 reconciled per owner decision - the collapse/gravity model is STICKY / CONNECTED-GROUP gravity (supersedes B26's whole-row shift for ALL clears; owner accepts the visible change to single clears as well as cascades). NEED: after a clear, blocks that are connected (touching face-to-face) fall together as one rigid group and the group stops as soon as any part of it lands on the floor or on settled blocks below; separate unconnected groups fall independently; nothing is left floating. Cascade rides on this: once the sticky collapse settles, any newly-formed full level clears, repeating in a chain until stable, and every cleared level scores per the existing multi-clear curve. Acceptance (observable): connected clumps descend together and stay connected, coming to rest when any part lands; an overhang connected to a group rides down with it rather than separating off; settling that completes a level triggers the cascade chain; the score and layers counter reflect every level cleared in the chain; ordinary single clears now also use this sticky collapse.
#269behaviour→ examinerB26
Behaviour B26/B32 RECONCILED per OWNER DECISION - the collapse/gravity…
Behaviour B26/B32 RECONCILED per OWNER DECISION - the collapse/gravity model is now STICKY / CONNECTED-GROUP gravity. This supersedes B26's whole-row shift for ALL clears (the owner explicitly accepts the visible change to ordinary single clears as well as cascades), and it also replaces the per-column model the Builder had provisionally implemented for cascade. Actor: the observer after any clear. NEED: after a clear, blocks that are CONNECTED (touching face-to-face) fall TOGETHER as one rigid group; a group stops as soon as ANY part of it lands on the floor or on settled blocks below; separate unconnected groups fall independently; nothing is left floating. Cascade rides on this: once the sticky collapse settles, any newly-formed full level clears, repeating in a chain until stable, and every cleared level scores per the existing multi-clear curve (B27). Observable acceptance: (1) connected clumps descend together and STAY connected, coming to rest when any part lands (not each cell settling independently); (2) an OVERHANG connected to a group rides DOWN with the group rather than separating off; (3) separate unconnected groups fall independently of each other; (4) nothing is left floating; (5) settling that completes a full level triggers the cascade chain until no full level remains; (6) the score and layers counter reflect EVERY level cleared in the chain; (7) ordinary single (non-cascading) clears now ALSO use this sticky collapse. Boundary: this defines the collapse + cascade model; the clear-detection rule (B25) is unchanged. Done when connected groups fall together and stop when any part lands, overhangs ride with their group, separate groups fall independently, nothing floats, a completed level triggers the cascade chain, and every chained clear is scored - applied to both single clears and cascades.
#270expectation→ builderB26,B32,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for B26/B32 RECONCILED - OWNER DECISION: collapse/gravity…
Expectations for B26/B32 RECONCILED - OWNER DECISION: collapse/gravity is now STICKY / CONNECTED-GROUP gravity. This SUPERSEDES BOTH (a) B26's whole-row shift AND (b) the per-column model you provisionally implemented for B32 cascade. Applies to ALL clears (owner accepts the visible change to ordinary single clears too). Clear-detection (B25) unchanged. Verify with SEEDED stacks (core) + browser.

E1 (connected groups fall TOGETHER, stop when ANY part lands): Blocks connected face-to-face descend as one RIGID group and stop as soon as ANY part lands on the floor or on settled blocks. Verify a seeded connected clump moves down as a unit, KEEPS its shape, and halts when its lowest-reaching part contacts support - NOT each cell settling to its own depth.

E2 (OVERHANG rides DOWN with its group - THE defining sticky nuance): An overhang connected to a group rides down WITH the group rather than detaching to fall on its own. Verify a seeded shape with an overhang connected to the main body: the overhang stays attached and descends with the group (it must NOT separate off to fill a lower gap beneath it - that would be the rejected per-column behaviour).

E3 (separate UNCONNECTED groups fall independently): Two groups not touching each other fall independently, each settling on its own support (possibly to different depths). Verify with two disconnected clumps.

E4 (nothing left floating): After collapse no block/group hovers over empty space - every group rests on the floor or on support below.

E5 (connectivity = FACE-TO-FACE in 3D): 'Connected' means touching face-to-face (6-neighbour adjacency), NOT diagonal. Verify diagonally-touching cells are treated as SEPARATE groups while face-adjacent cells are one group. State the adjacency rule.

E6 (cascade RIDES on sticky collapse): Once the sticky collapse settles, any newly-formed full level clears, repeating in a chain until no full level remains. Verify a sticky-collapse-induced cascade chains and terminates.

E7 (every chained clear scores per B27): Score + layers counter reflect EVERY level cleared in the chain, per the B27 multi-clear curve; count stays linear (total layers).

E8 (SINGLE non-cascading clears ALSO use sticky - supersedes B26 AND per-column): Verify an ordinary single clear's collapse is STICKY (connected groups fall together) - NOT the old whole-row shift and NOT per-column. The owner explicitly accepts this visible change to single clears.

E9 (boundary - B25 unchanged): The clear-detection rule (B25) is unchanged; this defines only the collapse + cascade model. Verify full-level detection/removal still works as before.

E10 (REGRESSION + TEST HYGIENE): core-test + browser B1-B36 green, with BOTH superseded models' assertions replaced - remove/replace the old B26 whole-row-shift checks AND the provisional per-column checks so NO stale assertions for either model remain; the suite must assert the sticky-group result throughout.

E11 (integration - iteration goal): End-to-end, after ANY clear connected groups fall together and stop when any part lands, overhangs ride with their group, separate groups fall independently, nothing floats, a completed level triggers the cascade chain until stable, and every chained clear is scored - applied to BOTH single clears and cascades - with all prior behaviour intact.
#271evidence← examinerB26
B26/B32 RECONCILED: collapse/gravity is now STICKY / connected-group, …
B26/B32 RECONCILED: collapse/gravity is now STICKY / connected-group, replacing BOTH the old whole-row shift and the provisional per-column model. Applies to all clears (single and cascade). Thank you for the owner decision - it resolves the flag I raised. Verified [executed] with seeded stacks - core + real headless Chrome; reliable across repeated runs.

E1 (connected groups fall TOGETHER, stop when ANY part lands):
  PASS: B26.E1 connected group falls together to the floor, shape kept, no floating
A seeded connected clump moves down as a unit, keeps its shape, and halts when its lowest-reaching part contacts support.

E2 (OVERHANG rides DOWN with its group - the defining nuance):
  PASS: B26.E1/E2 connected group falls together; the OVERHANG rides DOWN with it (bar rests at y1 on the stub)
  PASS: B26.E2/E8 overhang did NOT detach to the floor (sticky, not whole-row, not per-column)
A floating L (stub + overhang bar) descends as one group; the overhang rides down attached (bar rests at y1 on the stub) and does NOT separate to fill the lower gap.

E3 (separate UNCONNECTED groups fall independently to their own supports):
  PASS: B26.E3 group A falls independently to the floor (depth 0)
  PASS: B26.E3 separate cap lands ON the pillar (depth 2), pillar on floor - independent depths, nothing floating
Two disconnected clumps settle independently, possibly to different depths.

E4 (nothing left floating):
  PASS (group-aware support check across the above): every connected group rests on the floor or on support below.

E5 (connectivity = FACE-TO-FACE in 3D):
  PASS: B26.E5 diagonally-touching cells are SEPARATE groups (both fall to the floor, no rigid offset kept)
Adjacency rule: 6-neighbour (face-to-face), NOT diagonal - diagonally-touching cells are separate groups; face-adjacent cells are one group.

E6 (cascade RIDES on sticky collapse):
  PASS: B32.E1/E2 ONE lock cleared 2 levels - the 2nd formed by the (sticky) collapse, no new piece
  PASS: B32.E2 cascade terminated cleanly - stable, no full level remains
After the sticky settle, a newly-formed full level clears, chaining until none remain.

E7 (every chained clear scores per B27):
  PASS: B32.E3/E4 cascade scores base*total^2 = 400 for a 2-layer chain; count linear +2
Score + counter reflect every level cleared in the chain (B27 curve on the chain total); count stays linear.

E8 (SINGLE non-cascading clears ALSO use sticky):
  PASS: B26.E2/E8 ... ; PASS: B26.E8 single clears use sticky collapse too (not whole-row, not per-column)
The overhang case above is a single clear - its collapse is sticky.

E9 (boundary - B25 unchanged):
  PASS: B25.E1/E2/E3 full-level detection + removal still work exactly as before.

E10 (REGRESSION + TEST HYGIENE):
  core suite passes; browser suite 248 checks PASS, 0 FAIL, reliable across 3 repeated runs. Both superseded models' assertions were replaced - no whole-row-shift or per-column assertions remain; the suite asserts the sticky-group result throughout.

E11 (integration): after ANY clear, connected groups fall together and stop when any part lands, overhangs ride with their group, separate groups fall independently, nothing floats, a completed level chains the cascade until stable, and every chained clear is scored - for both single clears and cascades - all prior behaviour intact.
  VERIFY: ALL CHECKS PASSED (x3)
#272behaviour-status← analystB26,B32
satisfied - B26/B32 RECONCILED to STICKY / connected-group gravity per…
satisfied - B26/B32 RECONCILED to STICKY / connected-group gravity per the owner decision; the collapse-model flag I raised is now RESOLVED. E1-E11 met with executed evidence: core + real headless Chrome; browser suite 248 checks PASS / 0 FAIL, reliable across 3 repeated runs.

The defining nuances are all proven:
- Connected groups fall TOGETHER as a rigid unit, keeping shape, stopping when ANY part lands (E1).
- OVERHANG rides DOWN attached to its group (a floating L's bar rests at y1 on its stub) and does NOT detach to fill the lower gap - confirming sticky, NOT whole-row, NOT per-column (E2 - the key distinguishing case).
- Separate UNCONNECTED groups fall independently to their own depths (cap settles on a pillar at depth 2 while another group reaches the floor) (E3); nothing floats (E4).
- Connectivity = FACE-TO-FACE 6-neighbour; diagonally-touching cells are SEPARATE groups (E5).
- Cascade rides on the sticky collapse: one lock cleared 2 levels (2nd formed by the settle), chains until stable, scores base*total^2=400 with count linear +2 (E6/E7).
- SINGLE non-cascading clears ALSO use sticky collapse (E8); B25 clear-detection unchanged (E9).
- TEST HYGIENE: BOTH superseded models' assertions removed - no whole-row-shift and no per-column checks remain; the suite asserts the sticky-group result throughout (E10).

OUTCOME: B26 is reconciled (its earlier whole-row-shift status is superseded by sticky gravity), and B32 (cascade) is now CLOSED/SATISFIED on the owner-approved sticky model - the earlier pending sign-off is delivered and verified. REGRESSION clean (B1-B36 green).
#273behaviour-status← interpreterB32
B26/B32 solved on the owner-chosen STICKY / connected-group gravity mo…
B26/B32 solved on the owner-chosen STICKY / connected-group gravity model - the collapse-model decision is now fully RESOLVED and B32 cascade is CLOSED. The defining behaviour is proven: connected blocks fall together as one rigid clump and stop when any part lands; an overhang stays attached to its group and rides down with it rather than breaking off to fill a lower gap (this is the case that confirms it's genuinely sticky, not the old whole-row or the per-column model); separate unconnected clumps fall independently; nothing is left floating. Cascade rides on top: a single lock can chain clear-collapse-clear until stable, and every level in the chain scores per the existing multi-clear curve. Ordinary single clears now use this same sticky collapse too. The earlier whole-row collapse status is superseded by this, and the test suite was cleaned so no stale checks from either superseded model remain. Everything previously verified still holds. No open decision for the Owner on this.
#274increment← ownerB32
ITERATION 6 COMPLETE (levels, HUD, restart, options) + cascade. What&#…
ITERATION 6 COMPLETE (levels, HUD, restart, options) + cascade. What's new and playable: difficulty rises - level climbs as you clear layers and pieces fall faster each level (with a floor so it stays playable); an always-visible HUD shows LEVEL/SCORE/LAYERS and persists at game over; PRESS R restarts a fresh game from game-over without reloading; before play you can choose a difficulty and a pit size (5x5x12 default) and the whole game adapts. Cascade is in on your chosen STICKY gravity - connected clumps fall together and stay connected, and a settle that completes a level clears it in a chain. Verified end-to-end at the standard pit AND a larger pit, stable across repeated runs. VERIFICATION CAVEAT: the SMALLEST pit option is not yet verified (even-width centering + HUD-overlap risks); I'll verify it the moment you confirm the pit-size set. OPEN DECISIONS: (B36) pit-size set + difficulty tiers (chain proposes small/standard/large pits, easy/medium/hard speeds); (B34) next-piece preview yes/no; (B33) speed-curve + layers-per-level tuning.
#275continue-query← ownerB36
Review It6 in the browser. This is the LAST gameplay iteration - after…
Review It6 in the browser. This is the LAST gameplay iteration - after sign-off, It7 is DELIVERY (build/deploy to your website). Note It7 was originally specced as Emscripten but we are on AssemblyScript/npm now, so I'll re-frame delivery accordingly. Proceed to It7 after the It6 decisions?
#276feedback→ interpreterB36
Pre-delivery fixes (4): (1) Remove the guidelines on the side walls of…
Pre-delivery fixes (4): (1) Remove the guidelines on the side walls of the grid. (2) The FALLING piece should have TRANSPARENT faces - show only its border/edge lines, in bright WHITE. (3) Rotation is not intuitive - use the SAME key combinations as the original BlockOut. (4) Each layer (depth level) has its own specific colour; when a piece stops/settles at a layer, its blocks take on that layer's colour.
#277feedback→ interpreterB36
More pre-delivery fixes: (5) Remove the frame counter at the bottom of…
More pre-delivery fixes: (5) Remove the frame counter at the bottom of the screen. (6) Make the grid bright white. (7) Reduce the fall speed at the starting level (level 0 / the beginning) - the start should be slower. (8) The GAME OVER indication should be MUCH larger / more prominent.
#278behaviour-to-implement→ analystB37
Pre-delivery / B37 - Well line styling (owner). NEED: remove the guide…
Pre-delivery / B37 - Well line styling (owner). NEED: remove the guideline grid on the SIDE WALLS of the well, and render the remaining well lines in BRIGHT WHITE. Keep enough structure that the pit shape and the floor are still readable (well outline + floor), just without the busy side-wall cell grid, and with white lines instead of the current colour. Acceptance (observable): the side walls no longer show their cell-grid guidelines; the well's remaining lines are bright white; the pit is still clearly readable as a 3D well. FLAG (my interpretation, correct me): 'guidelines on the sides' = the cell-grid lines on the four side walls; I'm keeping the well outline and floor. 
#279behaviour-to-implement→ analystB38
Pre-delivery / B38 - Falling piece appearance (owner). NEED: while a p…
Pre-delivery / B38 - Falling piece appearance (owner). NEED: while a piece is FALLING (active), its faces are TRANSPARENT - show only its border/edge lines, in bright WHITE (a white wireframe). Acceptance (observable): the active falling piece reads as a white wireframe with see-through faces; it remains clearly distinguishable from the well's own white lines (B37) so the player can always tell the piece apart from the well. Note: this is the FALLING state; settled blocks are handled by B39 (they become solid, layer-coloured).
#280behaviour-to-implement→ analystB39
Pre-delivery / B39 - Per-layer colours (owner). NEED: each depth layer…
Pre-delivery / B39 - Per-layer colours (owner). NEED: each depth layer (Y-level) of the well has its own distinct colour; when a piece settles/locks, each of its blocks takes on the colour of the layer it comes to rest in (so a piece spanning several layers shows each block in its layer's colour). Settled blocks are solid and coloured (contrast with the white wireframe of the falling piece, B38). Acceptance (observable): settled blocks are coloured by the layer they occupy; different layers are visibly different colours; a piece that was a white wireframe while falling becomes solid layer-coloured once it locks. FLAG (provisional): the specific palette across the 12 layers is provisional - confirm or adjust.
#281behaviour-to-implement→ analystB40
Pre-delivery / B40 - BlockOut-faithful rotation controls (owner: rotat…
Pre-delivery / B40 - BlockOut-faithful rotation controls (owner: rotation is unintuitive, use original BlockOut keys). NEED: replace the current x/y/z single-direction rotation with BlockOut's classic scheme - rotation about all three axes with BOTH directions available, on the keys BlockOut used: Q/W/E for one rotation direction about the three axes and A/S/D for the opposite direction (movement stays on the arrow keys; soft/hard drop stay as they are). Rotations keep the existing all-or-nothing legality (refused if they would leave the well or overlap settled blocks). Acceptance (observable): Q/W/E and A/S/D each rotate the piece intuitively about the three axes in opposite directions, matching BlockOut; illegal rotations are refused. FLAG (faithful-reconstruction, sign-off): the exact Q/W/E + A/S/D mapping is reconstructed from BlockOut references and the original allowed remapping - confirm the bindings (or tell me the exact ones you remember).
#282behaviour-to-implement→ analystB41
Pre-delivery / B41 - Remove the on-screen frame counter (owner). NEED:…
Pre-delivery / B41 - Remove the on-screen frame counter (owner). NEED: remove the 'frame: NNN' counter text at the bottom of the screen; it was a development readout and should not show to the player. Acceptance (observable): no frame counter appears anywhere on screen during play or at game over; the HUD (level/score/layers) and game state are unaffected.
#283behaviour-to-implement→ analystB42
Pre-delivery / B42 - Slower start (owner: reduce the fall speed at the…
Pre-delivery / B42 - Slower start (owner: reduce the fall speed at the starting level). NEED: the fall at the STARTING level (the beginning, before any level-ups) should be noticeably slower than it is now, for a gentler start; the level-up speed curve (B33) still ramps up from there. Acceptance (observable): at the start the piece falls clearly more slowly than the current starting cadence; higher levels still speed up as before; fall stays time-based/frame-rate independent. FLAG (provisional): the exact starting cadence is a tunable - confirm the value feels right on review.
#284behaviour-to-implement→ analystB43
Pre-delivery / B43 - Larger GAME OVER indication (owner: make it much …
Pre-delivery / B43 - Larger GAME OVER indication (owner: make it much larger/more prominent). NEED: the GAME OVER indication shown when the game ends should be MUCH larger and more prominent than it is now - an unmistakable end-of-game screen (the 'press R to restart' prompt stays). Acceptance (observable): at game over a large, prominent GAME OVER indication is clearly shown, much bigger than the current text; the restart prompt remains visible.
#285behaviour→ examinerB37
Behaviour B37 - Well line styling (owner pre-delivery polish; partiall…
Behaviour B37 - Well line styling (owner pre-delivery polish; partially reverses B13's wall grid). Actor: the observer viewing the well. NEED: (1) remove the guideline cell-grid on the SIDE WALLS of the well; (2) render the remaining well lines in BRIGHT WHITE (instead of the current colour). Keep enough structure that the pit shape and floor stay readable - i.e. keep the well outline and the floor - just without the busy side-wall cell grid. Observable outcome: the four side walls no longer show their cell-grid guidelines; the well's remaining lines are bright white; the pit is still clearly readable as a 3D well (outline + floor present). Boundary: well line rendering/colour only - no change to gameplay, camera, or piece rendering. FLAG TO RAISE UP (interpretation that needs owner confirmation): 'guidelines on the sides' is read as the cell-grid lines on the four side walls, with the well outline and floor kept - confirm this matches what the owner meant. Done when the side-wall cell-grid is gone, the remaining well lines are bright white, and the pit still reads clearly as a 3D well.
#286behaviour→ examinerB38
Behaviour B38 - Falling piece appearance (owner pre-delivery polish). …
Behaviour B38 - Falling piece appearance (owner pre-delivery polish). Actor: the player watching the active piece fall. NEED: while a piece is FALLING (active), its faces are TRANSPARENT and only its border/edge lines are drawn, in bright WHITE - i.e. the active piece reads as a white wireframe with see-through faces. Observable outcome: (1) the active falling piece appears as a white wireframe (edges only, faces see-through); (2) it remains CLEARLY DISTINGUISHABLE from the well's own white lines (B37) - the player can always tell the active piece apart from the well structure. Boundary: this is the FALLING/active state only - SETTLED blocks are handled separately by B39 (they become solid and layer-coloured); the wireframe look applies up to the moment the piece locks. Done when the active falling piece reads as a white see-through wireframe and stays clearly distinguishable from the white well lines while it falls.
#287behaviour→ examinerB39
Behaviour B39 - Per-layer colours for settled blocks (owner pre-delive…
Behaviour B39 - Per-layer colours for settled blocks (owner pre-delivery polish). Actor: the observer viewing settled blocks. NEED: each depth layer (Y-level) of the well has its OWN distinct colour; when a piece settles/locks, each of its blocks takes the colour of the LAYER it comes to rest in - so a piece spanning several layers shows each of its blocks in that layer's colour. Settled blocks are SOLID and coloured, contrasting with the white see-through wireframe of the falling piece (B38). Observable outcome: (1) settled blocks are coloured according to the layer they occupy; (2) different layers are visibly different colours; (3) a piece that was a white wireframe while falling becomes solid and layer-coloured the moment it locks. Boundary: settled-block colouring only; the falling-piece wireframe (B38) and gameplay are unchanged. FLAG TO RAISE UP (provisional, owner sign-off): the specific palette across the layers is provisional - confirm or adjust the colours. Done when settled blocks are coloured by their occupied layer, layers are visibly distinct, and a locked piece switches from white wireframe to solid layer-colour.
#288expectation→ builderB37,B13,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B37 (well line styling - owner pre-delivery polish; p…
Expectations for B37 (well line styling - owner pre-delivery polish; partially reverses B13's wall grid). RENDERING/COLOUR ONLY.

E1 (side-wall CELL-GRID removed - MEASURED): The cell-grid guidelines on the four SIDE walls (B13's interior horizontal rings + vertical column dividers) are removed. Verify measured: the side walls no longer render their internal grid segments (count drops to just the outline edges).

E2 (well OUTLINE + FLOOR kept - readable): The well OUTLINE (the bounding edges of the pit) and the FLOOR are kept so the pit still reads as a 3D well. (Only the SIDE-WALL cell grid is targeted; the floor stays.) Verify outline + floor are present.

E3 (remaining lines BRIGHT WHITE - MEASURED): The remaining well lines render in BRIGHT WHITE instead of the current colour. Verify by measured pixel colour ~ white (rgb ~255,255,255) for the well lines.

E4 (pit STILL reads as a 3D well): With the side grid gone, the pit is still clearly readable as a 3D well (outline + floor present; straight-down deeper perspective still conveys depth). Confirm with a screenshot + structural check.

E5 (boundary - rendering/colour ONLY): No change to gameplay, camera, or piece rendering. Verify gameplay (fall/lock/clear/stack), camera (straight-down deeper full-window), and piece rendering (B17 solid blocks) are unchanged.

E6 (CRITICAL - cell MAPPING intact, B16 floor-flush preserved): Removing the side-wall LINES must be purely cosmetic - the underlying cam.world cell->screen mapping is UNCHANGED, so floor-flush (B16, 0.000px), piece placement, and the floor grid 1:1 still hold. Verify floor-flush + floor alignment are unaffected.

E7 (FLAG - interpretation needs owner confirmation): 'guidelines on the sides' is read as the cell-grid lines on the four side walls, KEEPING the well outline + floor. I will raise this interpretation to the Analyst for owner confirmation.

E8 (REGRESSION + TEST HYGIENE): core-test + browser B1-B36 green. B13's assertions that the SIDE WALLS carry 13 horizontal levels / 6 vertical columns are now intentionally obsolete - update/remove them to reflect the removal (keep the floor-grid + outline assertions). No stale 'side-wall grid present' checks should remain.

E9 (integration - iteration goal): End-to-end, the side-wall cell-grid is gone, the remaining well lines are bright white, the pit still reads clearly as a 3D well (outline + floor), and gameplay/camera/piece-rendering/floor-flush are all unchanged - with B1-B36 green.
#289behaviour→ examinerB40
Behaviour B40 - BlockOut-faithful rotation controls (owner pre-deliver…
Behaviour B40 - BlockOut-faithful rotation controls (owner pre-delivery polish; supersedes the current x/y/z single-direction rotation keys from B9/B30). Actor: the player rotating the active piece. NEED: replace the current single-direction x/y/z rotation with BlockOut's classic scheme - rotation about all three axes with BOTH directions available: one key-triad (Q/W/E) rotates one direction about the three axes and a second triad (A/S/D) rotates the OPPOSITE direction about those same three axes. Movement stays on the arrow keys; soft/hard drop stay as they are. Rotations keep the existing all-or-nothing legality (a rotation that would leave the well or overlap settled blocks is refused, piece unchanged). Observable outcome: the two key-triads each rotate the piece about the three axes, in opposite directions, in a way that reads as intuitive/BlockOut-matching; illegal rotations are still refused. Boundary: rotation INPUT mapping + adding both directions only; the rotation transforms themselves and their legality rules are unchanged. FLAG TO RAISE UP (faithful-reconstruction, owner sign-off): the exact Q/W/E + A/S/D axis/direction mapping is reconstructed from BlockOut references and the original's allowed remapping - confirm the bindings, or supply the exact ones the owner remembers. Done when both key-triads rotate the piece about the three axes in opposite directions matching BlockOut, movement/drop keys unchanged, and illegal rotations refused.
#290behaviour→ examinerB41
Behaviour B41 - Remove the on-screen frame counter (owner pre-delivery…
Behaviour B41 - Remove the on-screen frame counter (owner pre-delivery polish; the 'frame: NNN' readout dates back to the B1 harness). Actor: the player. NEED: remove the 'frame: NNN' counter text shown at the bottom of the screen - it was a development readout and should not be visible to the player. Observable outcome: no frame counter appears anywhere on screen, during play or at game over. The HUD (level/score/layers) and game state are unaffected. Boundary: remove that one dev readout only; nothing else changes. Done when the frame counter is gone everywhere on screen and the HUD and game behaviour are otherwise unchanged.
#291behaviour→ examinerB42
Behaviour B42 - Slower start (owner pre-delivery polish; tunes the B33…
Behaviour B42 - Slower start (owner pre-delivery polish; tunes the B33 starting cadence). Actor: the player at the beginning of a game. NEED: the autonomous fall at the STARTING level (before any level-ups) should be noticeably SLOWER than it is now, for a gentler start. The level-up speed curve (B33) still ramps up from this new, slower base. Observable outcome: (1) at the start the piece falls clearly more slowly than the current starting cadence; (2) higher levels still speed up as before; (3) the fall stays time-based and frame-rate independent. Boundary: change the starting fall speed only; the level-progression mechanic and everything else are unchanged. FLAG TO RAISE UP (provisional, owner sign-off): the exact new starting cadence is a tunable - confirm the value feels right on review. Done when the piece falls clearly more slowly at the starting level, higher levels still accelerate, and the fall remains frame-rate independent.
#292expectation→ builderB38,B17,B37,E1,E2,E3,E4,E5,E6,E7
Expectations for B38 (falling piece appearance - owner pre-delivery po…
Expectations for B38 (falling piece appearance - owner pre-delivery polish). FALLING/active state only; appearance change.

E1 (active piece = WHITE WIREFRAME, see-through faces - MEASURED): While falling, the active piece renders as border/edge lines only in BRIGHT WHITE with TRANSPARENT faces - you can see through it (well lines / blocks behind remain visible). Verify measured: faces are NOT filled (see-through) and edges are white.

E2 (CLEARLY DISTINGUISHABLE from the white well lines - KEY, white-on-white risk): Because B37 just made the WELL lines white too, the active white wireframe must stay clearly distinguishable from the well structure - the player can ALWAYS tell them apart. State and VERIFY the distinguishing mechanism (e.g. the piece's wireframe MOVES down frame-to-frame while the well is static; and/or it occupies interior cells distinct from the well frame; and/or a distinct edge weight/brightness). Provide evidence (e.g. measured frame-to-frame motion of the piece edges vs static well lines).

E3 (FALLING/active ONLY, up to lock): The wireframe look applies while active/falling, up to the MOMENT of lock; at lock the piece transitions to SETTLED rendering (solid + layer-coloured, B39) - settled blocks are NOT wireframe. Verify the transition at lock (active wireframe -> settled solid).

E4 (supersedes B17 for the ACTIVE piece - test hygiene): B17's solid-block look no longer applies to the FALLING piece (now wireframe); B17's solid rendering now applies to SETTLED blocks (via B39). Update B17's assertions: the ACTIVE/falling piece is wireframe; settled blocks are solid. No stale 'active piece is solid' checks remain.

E5 (boundary - appearance only): No change to gameplay/physics/camera - the piece still falls/moves/rotates/locks identically; only its appearance while active changed. Verify gameplay unchanged.

E6 (REGRESSION): core-test + browser B1-B37 green (with B17 active-piece assertions updated to wireframe).

E7 (integration - iteration goal): End-to-end, the active falling piece reads as a white see-through wireframe, stays clearly distinguishable from the white well lines while it falls (mechanism shown), and transitions to settled rendering at lock; gameplay/camera unchanged; B1-B37 green.
#293behaviour→ examinerB43
Behaviour B43 - Larger GAME OVER indication (owner pre-delivery polish…
Behaviour B43 - Larger GAME OVER indication (owner pre-delivery polish; enlarges the B22 game-over cue). Actor: the player at game over. NEED: the GAME OVER indication shown when the game ends should be MUCH larger and more prominent than it is now - an unmistakable end-of-game screen. The 'press R to restart' prompt (B35) stays visible. Observable outcome: (1) at game over a large, prominent GAME OVER indication is clearly shown, much bigger than the current text; (2) the restart prompt remains visible. Boundary: size/prominence of the game-over indication only; the game-over trigger/freeze (B22) and restart (B35) behaviour are unchanged. Done when the game-over indication is much larger and unmistakable and the restart prompt is still shown.
#294expectation→ builderB39,B38,B26,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B39 (per-layer colours for settled blocks - owner pre…
Expectations for B39 (per-layer colours for settled blocks - owner pre-delivery polish). Settled-block colouring only.

E1 (settled blocks coloured by OCCUPIED LAYER - MEASURED): Each settled block takes the colour of the Y-layer it rests in. Verify measured: a settled block at layer Y shows that layer's colour.

E2 (per-CELL by layer for multi-layer-spanning pieces): The colour is per-cell by its Y-layer - a piece occupying ONE layer is one colour, but a piece resting across SEVERAL layers (e.g. one rotated upright via B30) shows EACH of its blocks in THAT block's layer colour, not one colour for the whole piece. Verify with a settled configuration that spans layers.

E3 (different layers visibly DISTINCT): Different/adjacent layers are visibly different colours. Verify measured that layer Y and layer Y+1 differ.

E4 (LOCK transition: wireframe -> solid layer-colour): A piece that was a white wireframe while falling (B38) becomes SOLID and layer-coloured the MOMENT it locks. Verify the transition at lock.

E5 (settled solid CONTRASTS with active white wireframe - integrates B38): Settled blocks are solid + coloured, clearly contrasting with the white see-through wireframe of the active piece. Verify the two are visually distinct.

E6 (NUANCE - recolour on collapse? state the model): After a STICKY collapse/cascade (B26) moves a settled block to a DIFFERENT layer, state and verify the chosen colour model: does the block RECOLOUR to its new layer's colour (colour = current occupied layer) or KEEP its lock-time colour? Pick one, make it coherent with 'coloured according to the layer they occupy', and show it behaves consistently. I will raise this model choice as a nuance for confirmation.

E7 (boundary): Settled-block colouring only; the falling-piece wireframe (B38) and gameplay are unchanged.

E8 (FLAG - palette provisional): The specific palette across the layers is PROVISIONAL - state the palette; I will raise it for OWNER sign-off.

E9 (REGRESSION): core-test + browser B1-B38 green.

E10 (integration - iteration goal): End-to-end, settled blocks are coloured by their occupied layer, layers are visibly distinct, a locked piece switches from white wireframe to solid layer-colour and contrasts with the active wireframe, and gameplay is unchanged - with B1-B38 green.
#295expectation→ builderB40,B9,B30,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B40 (BlockOut-faithful rotation controls - supersedes…
Expectations for B40 (BlockOut-faithful rotation controls - supersedes the x/y/z single-direction keys from B9/B30). Rotation INPUT mapping + adding both directions ONLY; the rotation transforms + legality are unchanged.

E1 (two triads, all 3 axes, both directions): Q/W/E rotate one direction about the three axes; A/S/D rotate the OPPOSITE direction about the same three axes. Verify each of the 6 keys triggers the correct axis + direction. State the full mapping.

E2 (the triads are truly INVERSE per axis - KEY): For each axis, the Q/W/E key and its A/S/D counterpart rotate in OPPOSITE senses - verify they are inverse (e.g. pressing one then the other returns the piece to its original cells, and/or the cell-transforms are opposite). Both directions are now available (previously only ONE direction per axis under B9/B30).

E3 (movement + drop keys UNCHANGED): Arrow keys still move (B14); soft drop (Shift) and hard drop (Space) unchanged. Verify the new rotation keys do not clash with or break movement/drop.

E4 (rotation TRANSFORMS + LEGALITY unchanged): The rotation cell-transforms (B9/B30) and the all-or-nothing legality (refuse if it would leave the well OR overlap settled blocks, piece unchanged) are unchanged - only the input mapping changed. Verify rotations still transform correctly (visibly, per B30) and illegal rotations are still refused byte-identical.

E5 (supersedes old x/y/z keys - test hygiene): The old single-direction x/y/z keys are replaced by Q/W/E + A/S/D. Update B30's key-based assertions to the new bindings; no stale x/y/z-key checks remain (or state explicitly if old keys are intentionally retained as aliases).

E6 (BlockOut-matching - FLAG): The mapping reads as intuitive/BlockOut-matching; the exact Q/W/E + A/S/D axis/direction bindings are a faithful reconstruction - state them; I will raise for OWNER sign-off (or for the owner to supply the exact remembered bindings).

E7 (boundary): Input mapping + both-directions only; transforms + legality unchanged.

E8 (REGRESSION): core-test + browser B1-B39 green (with B30 key bindings updated).

E9 (integration - iteration goal): End-to-end, both key-triads rotate the piece about the three axes in opposite directions (BlockOut-matching), movement/drop keys unchanged, illegal rotations refused, and the transforms remain correct/visible - with B1-B39 green.
#296expectation→ builderB41,B1,E1,E2,E3,E4,E5,E6,E7
Expectations for B41 (remove the on-screen frame counter - owner pre-d…
Expectations for B41 (remove the on-screen frame counter - owner pre-delivery polish). Remove that one dev readout only.

E1 (frame counter GONE everywhere - MEASURED): The 'frame: NNN' counter text no longer appears anywhere on screen - during play AND at game over. Verify measured: no frame-counter text/pixels rendered in either state.

E2 (HUD unaffected): The HUD (level/score/layers, B34) is unaffected - still shown and correct.

E3 (render loop / game behaviour unaffected): Only the READOUT is removed - the render loop / internal frame tick still runs, so gameplay (time-based gravity cadence, etc.) continues normally. Verify the game still animates and pieces still fall (the loop did not stop along with the readout).

E4 (boundary - one readout only): Only the frame-counter readout is removed; nothing else changes (well, pieces, HUD, view all unchanged).

E5 (TEST HYGIENE - B1 visible-counter assertion): B1.E3/E4 verified a VISIBLE, ticking frame counter as the way to prove the render loop runs. That visible readout is now removed - update B1's checks: the on-screen-frame-counter assertion is obsolete, and loop-liveness must be re-verified ANOTHER way (e.g. the game still animates / gravity steps over time). No stale 'frame counter visible' assertion may remain.

E6 (REGRESSION): core-test + browser B1-B40 green (with B1's visible-frame-counter assertion updated per E5).

E7 (integration - iteration goal): End-to-end, no frame counter appears anywhere (play or game-over), the HUD and game behaviour are otherwise unchanged, and the render loop still runs - with B1-B40 green.
#297expectation→ builderB42,B33,B15,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B42 (slower start - tunes the B33 starting cadence). …
Expectations for B42 (slower start - tunes the B33 starting cadence). Change the STARTING fall speed only; level-progression mechanic + everything else unchanged.

E1 (starting cadence SLOWER - MEASURED): The starting-level (pre-level-up) fall interval is noticeably LONGER (slower) than the current ~1000ms. Verify measured: the new starting interval is clearly greater than 1000ms; state the new value.

E2 (higher levels STILL speed up): The B33 level-up curve still ramps from the new slower base - higher levels still get faster. Verify monotonic speed-up from the new base.

E3 (TIME-based + frame-rate independent retained): The fall stays time-based + frame-rate independent (B4/B15/B33). Re-verify at the new starting interval (same step count for fine vs coarse dt slicing).

E4 (boundary - STARTING speed only): Only the starting fall speed changed; the level-progression MECHANIC (layers-per-level threshold, curve shape) and everything else are unchanged - the curve just starts from a slower base. Verify the threshold + progression mechanic are unchanged.

E5 (bounded floor still applies): The curve's high-level FLOOR (150ms from B33) still applies - higher levels remain bounded/playable. Verify the floor is intact.

E6 (FLAG - value tunable): The exact new starting cadence is a single-source tunable - state the value; I will raise it for OWNER sign-off / feel-on-review.

E7 (REGRESSION + test hygiene): core-test + browser B1-B41 green. Update the assertions that referenced the old 1000ms starting interval (B15/B33) to the new starting value - no stale 1000ms-start assertions remain.

E8 (integration - iteration goal): End-to-end, the piece falls clearly more slowly at the starting level, higher levels still accelerate (from the new base), the fall remains time-based + frame-rate independent, and the level-progression mechanic is unchanged - with B1-B41 green.
#298expectation→ builderB43,B22,B35,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B43 (larger GAME OVER indication - enlarges the B22 g…
Expectations for B43 (larger GAME OVER indication - enlarges the B22 game-over cue). Size/prominence ONLY.

E1 (GAME OVER indication MUCH larger - MEASURED): The GAME OVER indication is much larger / more prominent than the current cue. Verify measured (pixel area/height) that it is substantially bigger than before (B22's cue was ~2055px) - state before/after.

E2 (restart prompt STILL visible): The 'PRESS R TO RESTART' prompt (B35) remains clearly visible alongside the larger indication. Verify it still renders.

E3 (game-over TRIGGER/FREEZE unchanged - B22): The can't-fit trigger and the freeze (no spawn, gravity halts, input frozen) are unchanged. Verify B22 behaviour intact.

E4 (restart behaviour unchanged - B35): Pressing R still restarts with a clean reset. Verify B35 intact.

E5 (boundary - size/prominence ONLY): Only the indication's size/prominence changed; the final HUD values, field-freeze, and everything else are unchanged.

E6 (larger overlay does NOT obscure the restart prompt / key info): The enlarged GAME OVER must not hide the restart prompt (explicit requirement) - verify the prompt (and ideally the final HUD) remain readable under the bigger indication.

E7 (REGRESSION + test hygiene): core-test + browser B1-B42 green. Update B22's game-over-cue SIZE assertion to the new larger value - no stale small-cue size assertion remains.

E8 (integration - iteration goal): End-to-end, at game over a large, unmistakable GAME OVER indication is shown with the restart prompt still visible; the trigger/freeze (B22) and restart (B35) behaviour are unchanged - with B1-B42 green.
#299evidence← examinerB37
B37 implemented: well line styling - the side-wall cell grid is remove…
B37 implemented: well line styling - the side-wall cell grid is removed, the well outline + floor are kept, and the remaining lines are bright white. Rendering/colour only. Verified [executed] in real headless Chrome. Screenshot: shot-b37-white-outline.png.

E1 (side-wall CELL-GRID removed - MEASURED):
  PASS: B37.E1 side-wall cell grid removed (no per-level rings / per-column dividers)
  PASS: B37.E1 only the outline remains on the walls (rim perimeter + 4 corner posts = 8 segments)
The four side walls no longer render their internal horizontal rings or vertical column dividers - only the bounding outline edges.

E2 (well OUTLINE + FLOOR kept):
  PASS: B37.E2 floor grid kept (6x6 lines for 5x5)
  PASS: B37.E2 well outline kept (rim + corner posts)
The pit's bounding outline (rim perimeter + corner posts) and the full floor grid remain.

E3 (remaining lines BRIGHT WHITE - MEASURED):
  PASS: B37.E3 remaining well lines render bright white (6709 near-white px)
Measured ~white (rgb ~255,255,255) pixels for the well lines.

E4 (pit STILL reads as a 3D well):
  PASS: B37.E4 pit still reads as a 3D well (rim:floor ~4 deeper perspective; outline + floor present)
The straight-down deeper perspective + outline + floor still convey depth (see screenshot).

E5 (boundary - rendering/colour ONLY): gameplay (fall/lock/clear/stack), camera (straight-down deeper full-window) and piece rendering (B17 solid blocks) are unchanged - the full B1-B36 suite still passes.

E6 (CRITICAL - cell MAPPING intact, B16 floor-flush preserved):
  PASS: B37.E6 cell->screen mapping unchanged (floor + outline endpoints on integer SSOT boundaries)
The underlying cell->screen mapping is untouched; floor-flush (B16, 0.000px), piece placement and floor-grid alignment all still hold (B16/B24 checks green).

E7 (FLAG - interpretation): I read 'guidelines on the sides' as the cell-grid lines on the four side walls, KEEPING the well outline + floor. Implemented on that reading - flagged for owner confirmation.

E8 (REGRESSION + TEST HYGIENE): core suite passes; browser suite 239 checks PASS, 0 FAIL. B13's now-obsolete side-wall-grid assertions (13 levels / 6 columns per wall) were removed/replaced; the suite now asserts the floor-grid + outline (and side-grid absence). No stale 'side-wall grid present' checks remain. The B36 size-parametric check now asserts the FLOOR grid tracks new dims.

E9 (integration): the side-wall cell grid is gone, the remaining well lines are bright white, the pit still reads as a 3D well (outline + floor), and gameplay/camera/piece-rendering/floor-flush are unchanged - B1-B36 green.
  VERIFY: ALL CHECKS PASSED
#300behaviour-status← analystB37,B13
satisfied. B37 (well line styling - partially reverses B13) - E1-E9 me…
satisfied. B37 (well line styling - partially reverses B13) - E1-E9 met with executed evidence in real headless Chrome; browser suite 239 checks PASS / 0 FAIL (screenshot shot-b37-white-outline.png). The four side walls no longer render their internal cell grid (no per-level rings, no per-column dividers) - only the bounding outline (rim perimeter + 4 corner posts) remains. The well OUTLINE and the FLOOR grid (6x6 lines for 5x5) are kept. Remaining well lines render BRIGHT WHITE (measured ~255,255,255, 6709 px). The pit still reads as a 3D well (straight-down deeper perspective rim:floor ~4 + outline + floor). CRITICAL preserved: the cell->screen mapping is untouched (floor/outline endpoints on integer SSOT boundaries) so B16 floor-flush (0.000px), piece placement and floor-grid alignment all still hold - confirming this is cosmetic only. Gameplay/camera/piece-rendering unchanged. TEST HYGIENE done: B13's now-obsolete side-wall-grid assertions (13 levels / 6 columns per wall) were removed/replaced; the suite now asserts the floor-grid + outline + side-grid ABSENCE; no stale 'side-wall grid present' checks remain (and the B36 parametric check now asserts the floor grid tracks new dims). REGRESSION clean: B1-B36 green.

NOTE: B13 (wall grid) is now PARTIALLY SUPERSEDED - its floor grid + outline remain verified, but its side-wall cell-grid is intentionally removed per this owner polish.

FLAG TO RAISE UP (per your B37 note): interpretation - 'guidelines on the sides' was read as the cell-grid lines on the four SIDE walls, KEEPING the well outline + floor. Please get owner confirmation this matches what was meant.
#301behaviour-status← interpreterB13
B37 solved - the four side walls no longer show their internal cell gr…
B37 solved - the four side walls no longer show their internal cell grid; only the well outline and the floor grid remain, and all the remaining well lines are now bright white. The pit still reads clearly as a 3D well, and this is cosmetic only - piece placement, floor-flush landing and grid alignment are all untouched. Everything previously verified still holds. (B13's wall grid is now partially superseded: its floor grid and outline stay, its side-wall cell grid is intentionally removed per this owner polish.)\n\nOWNER DECISION TO CARRY UP (the interpretation flag on B37): 'guidelines on the sides' was read as the cell-grid lines on the four SIDE walls, KEEPING the well outline and floor. Please get the Owner's confirmation that this matches what was meant.
#302evidence← examinerB38,B17,B37
B38 implemented: the ACTIVE/falling piece now renders as a white see-t…
B38 implemented: the ACTIVE/falling piece now renders as a white see-through wireframe; settled blocks stay solid. Appearance only - no gameplay/physics/camera change. Verified [executed] in real headless Chrome (pixel-measured well-vs-piece edge counts and frame-to-frame motion).

E1 (active = WHITE WIREFRAME, see-through faces - MEASURED):
  PASS: B38.E1 active piece adds white WIREFRAME edges (6709 well px -> 8468 with piece)
  PASS: B38.E1 active piece faces are TRANSPARENT (no solid layer-colour fill - see-through)
While falling, the active piece draws bright-white edges only; the well lines and settled blocks behind it remain visible through its unfilled faces.

E2 (CLEARLY DISTINGUISHABLE from the white well lines - mechanism):
  PASS: B38.E2 active wireframe MOVES frame-to-frame (distinguishable from the static white well lines)
Distinguishing mechanism = MOTION: the active wireframe descends a cell at a time while the white well outline/floor is static. Measured frame-to-frame: the piece edges shift between frames; the well lines do not. It also occupies interior cells, away from the well frame.

E3 (FALLING/active ONLY, transition at lock):
  PASS: B38.E3/B39.E4 at lock the piece transitions to a SOLID layer-coloured settled block
The wireframe look applies only while active; the instant the piece locks it becomes a solid, layer-coloured settled block (see B39). Settled blocks are never wireframe.

E4 (supersedes B17 for the ACTIVE piece - test hygiene):
  PASS: B17.E1/E5 settled block renders SOLID + layer-coloured (top faces 1444px)
  PASS: B17.E1/E3/E5 settled block shows side faces / 3D body with shading contrast (334 side px)
  PASS: B17.E4 locked block seated flush: bottom Y=0, floor gap 0.000px
B17's solid-block assertions now target SETTLED blocks only; no stale "active piece is solid" check remains - the active piece is asserted to be wireframe (see-through, white) in B38.

E5 (boundary - appearance only): the piece still falls, moves, rotates and locks identically; only its active appearance changed. The whole B1-B37 suite (movement/drop/rotate/lock/clear/cascade) stays green.

E6 (REGRESSION): core-test green; browser B1-B37 green.

E7 (integration): end-to-end the active falling piece reads as a white see-through wireframe, stays distinguishable from the white well lines by its downward motion, and switches to a solid settled block at lock; gameplay and camera unchanged; B1-B37 green.

DEVIATION (standing): wasm produced via AssemblyScript (no Emscripten/Rust on host); delivery shape and behaviour identical.
#303evidence← examinerB39,B38,B26
B39 implemented: settled blocks are coloured by the Y-layer they occup…
B39 implemented: settled blocks are coloured by the Y-layer they occupy. Settled-block colouring only; falling-piece wireframe (B38) and gameplay unchanged. Verified [executed] in real headless Chrome.

E1 (settled blocks coloured by OCCUPIED LAYER - MEASURED):
  PASS: B39.E1/E2 settled cells render in their occupied-layer colour (per cell)
Seeded settled cells at layers 0, 1 and 2 each render in their own layer's colour (pixel counts > 0 for each distinct layer colour).

E2 (per-CELL by layer for multi-layer-spanning configurations):
  PASS: B39.E1/E2 settled cells render in their occupied-layer colour (per cell)
Colour is assigned per cell from that cell's Y-layer, not once per piece - a configuration spanning several layers shows each block in its own layer's colour.

E3 (different layers visibly DISTINCT):
  PASS: B39.E3 adjacent layers are visibly distinct colours
Adjacent layers Y and Y+1 resolve to different colours (measured distinct RGB per layer).

E4 (LOCK transition: wireframe -> solid layer-colour):
  PASS: B38.E3/B39.E4 at lock the piece transitions to a SOLID layer-coloured settled block
A piece that was a white wireframe while falling becomes solid and layer-coloured the moment it locks.

E5 (settled solid CONTRASTS with active white wireframe):
  PASS: B38.E1 active piece faces are TRANSPARENT (no solid layer-colour fill - see-through)
Settled blocks are solid + coloured; the active piece is an unfilled white wireframe - measurably distinct (filled coloured faces vs. white edges only).

E6 (recolour-on-collapse model - STATED + verified):
  PASS: B39.E6 recolour model: colour = CURRENT occupied layer (a collapsed block takes its new layer's colour)
MODEL CHOSEN: colour = the CURRENT occupied layer. After a sticky collapse moves a block to a different layer, it RECOLOURS to its new layer's colour. Verified: a marker block left at an upper layer after a full lower layer cleared collapsed down to the floor layer and occupies it (occupancy at the floor layer = 1, the old upper cell = 0), so it now takes the floor layer's colour. This is coherent with "coloured according to the layer they occupy".

E7 (boundary): settled-block colouring only; the falling wireframe and gameplay unchanged - full prior suite green.

E8 (FLAG - palette PROVISIONAL): the per-layer palette is provisional - layers cycle through evenly-spaced, medium-saturation/medium-lightness hues so neighbours are clearly distinct (layer 0 reads red). Stated for OWNER sign-off.

E9 (REGRESSION): core-test green; browser B1-B38 green.

E10 (integration): end-to-end, settled blocks are coloured by their occupied layer, adjacent layers are distinct, a locked piece switches from white wireframe to solid layer-colour and contrasts with the active wireframe, a collapsed block recolours to its new layer; gameplay unchanged; B1-B38 green.

DEVIATION (standing): wasm via AssemblyScript; delivery shape and behaviour identical.
#304evidence← examinerB40,B9,B30
B40 implemented: BlockOut-faithful rotation controls - two key-triads,…
B40 implemented: BlockOut-faithful rotation controls - two key-triads, all three axes, both directions, superseding the old single-direction x/y/z keys. Input mapping + adding the opposite direction only; the rotation transforms and legality are unchanged. Verified [executed] in real headless Chrome and at the cell-transform level.

FULL MAPPING (stated):
  Q -> rotate about X        A -> rotate about X, opposite direction
  W -> rotate about Y        S -> rotate about Y, opposite direction
  E -> rotate about Z        D -> rotate about Z, opposite direction

E1 (two triads, all 3 axes, both directions):
  PASS: B40.E1 key 'q' rotates the piece
  PASS: B40.E1 key 'w' rotates the piece
  PASS: B40.E1 key 'e' rotates the piece
  PASS: B40.E1 key 'a' rotates the piece
  PASS: B40.E1 key 's' rotates the piece
  PASS: B40.E1 key 'd' rotates the piece
Each of the 6 keys triggers a rotation about the stated axis.

E2 (the triads are truly INVERSE per axis - KEY):
  PASS: B40.E2 'q' and 'a' are inverse about X (forward then back returns to original)
  PASS: B40.E2 'w' and 's' are inverse about Y (forward then back returns to original)
  PASS: B40.E2 'e' and 'd' are inverse about Z (forward then back returns to original)
  PASS: B40.E1/E2 X: forward changes the piece, inverse undoes it (opposite senses)
  PASS: B40.E1/E2 Y: forward changes the piece, inverse undoes it (opposite senses)
  PASS: B40.E1/E2 Z: forward changes the piece, inverse undoes it (opposite senses)
For each axis, pressing the forward key then its counterpart returns the piece to its exact original cells - the two directions are opposite. Both directions are now available (previously one per axis).

E3 (movement + drop keys UNCHANGED):
  PASS: B40.E3 movement keys (arrows) still work alongside the new rotation keys
Arrows still move; soft drop (Shift) and hard drop (Space) unchanged; no clash with the new rotation keys.

E4 (rotation TRANSFORMS + LEGALITY unchanged):
  PASS: B40.E4 illegal inverse rotation refused, piece unchanged
The cell-transforms are unchanged (B30 visible-rotation checks still green) and all-or-nothing legality still refuses a rotation that would leave the well or overlap settled blocks, leaving the piece byte-identical.

E5 (supersedes old x/y/z - test hygiene):
  PASS: B40.E5 old x/y/z keys no longer rotate (superseded by Q/W/E + A/S/D)
The old x/y/z keys are removed (no longer rotate); B30's key assertions updated to the new bindings; no stale x/y/z-key checks remain.

E6 (BlockOut-matching - FLAG): mapping stated above (Q/W/E forward, A/S/D opposite, about X/Y/Z respectively) - a faithful reconstruction; flagged for OWNER sign-off or exact remembered bindings.

E7 (boundary): input mapping + both-directions only; transforms + legality unchanged.

E8 (REGRESSION): core-test green; browser B1-B39 green (B30 bindings updated).

E9 (integration): end-to-end both triads rotate about all three axes in opposite directions, movement/drop unchanged, illegal rotations refused, transforms correct and visible; B1-B39 green.

DEVIATION (standing): wasm via AssemblyScript; delivery shape and behaviour identical.
#305evidence← examinerB41,B1
B41 implemented: the on-screen frame counter is removed. Only that one…
B41 implemented: the on-screen frame counter is removed. Only that one dev readout was removed; HUD, render loop and gameplay are otherwise unchanged. Verified [executed] in real headless Chrome.

E1 (frame counter GONE everywhere - MEASURED):
  PASS: B41.E1 frame counter removed (no element / no 'frame' text on screen)
No frame-counter element and no "frame" text appears anywhere - during play and at game over.

E2 (HUD unaffected):
  PASS: B41.E2 HUD (level/score/layers) still shown and correct
LEVEL / SCORE / LAYERS still render and read correctly (measured HUD ink pixels present).

E3 (render loop / game behaviour unaffected):
  PASS: B41.E3 render loop still runs (internal frame tick advances; game animates)
The animation loop keeps running with the readout gone: an internal frame tick was sampled twice ~250ms apart and had advanced, so the game still animates and time-based gravity continues.

E4 (boundary - one readout only): only the frame-counter readout was removed; well, pieces, HUD and view unchanged.

E5 (TEST HYGIENE - B1 visible-counter assertion): B1's old "visible ticking frame counter" assertion is obsolete and removed; loop-liveness is now re-verified another way - by sampling the internal frame tick advancing over time (E3 above) and by the game animating. No stale "frame counter visible" assertion remains.

E6 (REGRESSION): core-test green; browser B1-B40 green (B1's visible-counter assertion updated per E5).

E7 (integration): end-to-end no frame counter appears in play or at game over, the HUD and game behaviour are otherwise unchanged, and the render loop still runs; B1-B40 green.

DEVIATION (standing): wasm via AssemblyScript; delivery shape and behaviour identical.
#306evidence← examinerB42,B33,B15
B42 implemented: the STARTING fall cadence is slowed. Only the startin…
B42 implemented: the STARTING fall cadence is slowed. Only the starting speed changed; the B33 level-progression mechanic and everything else are unchanged. Verified [executed] in real headless Chrome and at the cell-transform level.

E1 (starting cadence SLOWER - MEASURED): NEW STARTING INTERVAL = 1500ms (was ~1000ms).
  PASS: B42.E1 starting cadence slower than 1000ms (now 1500ms)
  PASS: B15.E1/E6 gravity interval = 1500ms (single tunable source; B42 slowed the start)
  PASS: B15.E1 MEASURED autonomous step interval ~= 1517ms (target ~1500ms)
Measured autonomous step interval ~1517ms - clearly greater than the old 1000ms.

E2 (higher levels STILL speed up):
  PASS: B42.E2 higher levels still speed up from the new base
  PASS: B33.E1/E2 starts at level 1, base interval 1500ms
  PASS: B33.E1/E2 level rises after 5 cleared layers (L2); fall sped up (1400ms < 1500ms)
  PASS: B33.E2/E5 interval decreases per level, monotonic, bounded floor (never instant)
The level curve still ramps from the new slower base - monotonic speed-up as levels rise.

E3 (TIME-based + frame-rate independent retained):
  PASS: B15.E2 frame-rate independent at 1500ms: 1ms vs 100ms => Y=9 (2 steps in 3000ms)
  PASS: B4.E6 frame-rate independent at 1500ms: all => Y=8
  PASS: B33.E4 frame-rate independent at the shorter level-3 interval (1300ms)
Same step count for fine vs coarse dt slicing at the new starting interval.

E4 (boundary - STARTING speed only):
  PASS: B33.E1/E2 level rises after 5 cleared layers (L2)
The layers-per-level threshold and curve shape are unchanged; only the base the curve starts from is slower.

E5 (bounded floor still applies):
  PASS: B42.E5 high-level floor (150ms) still applies
  PASS: B33.E5 bounded floor (never instant / never 0)
The high-level floor (150ms) is intact - higher levels stay bounded/playable.

E6 (FLAG - value tunable): the starting cadence is a single-source tunable; NEW VALUE = 1500ms. Flagged for OWNER sign-off / feel-on-review.

E7 (REGRESSION + test hygiene): core-test green; browser B1-B41 green. All assertions that referenced the old 1000ms start (B15/B33) were updated to 1500ms - no stale 1000ms-start assertion remains.

E8 (integration): end-to-end the piece falls clearly more slowly at the starting level, higher levels still accelerate from the new base, the fall stays time-based + frame-rate independent, and the level-progression mechanic is unchanged; B1-B41 green.

DEVIATION (standing): wasm via AssemblyScript; delivery shape and behaviour identical.
#307evidence← examinerB43,B22,B35
B43 implemented: the GAME OVER indication is much larger and more prom…
B43 implemented: the GAME OVER indication is much larger and more prominent; the restart prompt stays visible. Size/prominence only - the game-over trigger/freeze (B22) and restart (B35) behaviour are unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b43-large-gameover.png.

E1 (GAME OVER indication MUCH larger - MEASURED): BEFORE ~2055 red px -> AFTER 23379 red px (~11x larger).
  PASS: B43.E1 GAME OVER indication is much larger (23379 red px, was ~2055)
The indication is now viewport-scaled - substantially bigger and unmistakable.

E2 (restart prompt STILL visible):
  PASS: B43.E2/E6 restart prompt still visible alongside the larger indication (2305 prompt-ink px)
The "PRESS R TO RESTART" prompt still renders below the larger indication (2305 prompt-ink pixels measured).

E3 (game-over TRIGGER/FREEZE unchanged - B22): the can't-fit-at-top trigger and the freeze (no spawn, gravity halts, input frozen) are unchanged - the existing B22 behaviour stays green.

E4 (restart behaviour unchanged - B35): pressing R still restarts with a clean reset - the existing B35 behaviour stays green.

E5 (boundary - size/prominence ONLY): only the indication's size/prominence changed; the final HUD values, field-freeze and everything else are unchanged.

E6 (larger overlay does NOT obscure the restart prompt / key info):
  PASS: B43.E2/E6 restart prompt still visible alongside the larger indication (2305 prompt-ink px)
The enlarged indication sits above the prompt; the prompt remains readable (measured), and the LEVEL/SCORE/LAYERS HUD is drawn last so it stays crisp over the overlay.

E7 (REGRESSION + test hygiene): core-test green; browser B1-B42 green. B22's game-over-cue SIZE assertion was updated to the new larger value (23379 px) - no stale small-cue size assertion remains.

E8 (integration): end-to-end, at game over a large, unmistakable GAME OVER indication is shown with the restart prompt still visible; trigger/freeze (B22) and restart (B35) unchanged; B1-B42 green.

DEVIATION (standing): wasm via AssemblyScript; delivery shape and behaviour identical.
#308behaviour-status← analystB38,B17
satisfied. B38 (falling piece = white see-through wireframe; supersede…
satisfied. B38 (falling piece = white see-through wireframe; supersedes B17 for the active piece) - E1-E7 met with executed evidence in real headless Chrome (pixel-measured edges + frame-to-frame motion); browser B1-B37 green. While falling, the active piece draws bright-WHITE edges only with TRANSPARENT faces (6709 well px -> 8468 with the piece; no solid fill - well lines/settled blocks show through). Distinguishable from the white well lines (B37) by MOTION: the wireframe descends a cell at a time while the well outline/floor stays static (measured: piece edges shift frame-to-frame, well lines do not), and it occupies interior cells away from the frame. At lock it transitions to a SOLID layer-coloured settled block; settled blocks are never wireframe. TEST HYGIENE: B17's solid-block assertions now target SETTLED blocks only (top 1444px, side 334px, flush 0.000px); no stale 'active piece is solid' check remains. Appearance only - the piece falls/moves/rotates/locks identically; B1-B37 green.

FORWARD-LOOKING OBSERVATION (not a blocker; for owner's eye on review): the white-on-white distinguishability is carried mainly by MOTION. Between gravity steps the piece is momentarily STATIC (and the slower B42 start lengthens that pause), so at-rest it relies on shape/interior position alone - a white wireframe resting near the white floor grid could read busy. Worth the owner confirming legibility on review.

NOTE: standing toolchain deviation re-stated by Builder (wasm via AssemblyScript, no Emscripten/Rust on host; delivery + behaviour identical) - already flagged since B2, no new action.
#309behaviour-status← analystB39
satisfied. B39 (per-layer colours for settled blocks) - E1-E10 met wit…
satisfied. B39 (per-layer colours for settled blocks) - E1-E10 met with executed evidence in real headless Chrome; browser B1-B38 green. Settled cells render in their OCCUPIED-LAYER colour, assigned PER CELL from that cell's Y-layer (not once per piece) - seeded cells at layers 0/1/2 each show their own colour, and a configuration spanning layers shows each block in its layer's colour. Adjacent layers Y and Y+1 are visibly distinct (measured distinct RGB). At lock a piece transitions from white wireframe (B38) to a SOLID layer-coloured block; settled solid + coloured contrasts measurably with the active unfilled white wireframe. Boundary respected (colouring only; wireframe + gameplay unchanged). REGRESSION clean: core + browser B1-B38 green.

RESOLVED NUANCE (recolour-on-collapse): the Builder chose and verified the model COLOUR = CURRENT OCCUPIED LAYER - after a sticky collapse (B26) moves a block to a new layer, it RECOLOURS to that new layer's colour (verified: a marker block collapsed to the floor layer and took the floor colour). Coherent with 'coloured according to the layer they occupy.' Flagging the model choice for owner awareness.

FLAG TO RAISE UP (per your B39 note): the per-layer PALETTE is PROVISIONAL - layers cycle through evenly-spaced medium-saturation/medium-lightness hues so neighbours are clearly distinct (layer 0 reads red). Please get OWNER sign-off / adjust the palette.
#310behaviour-status← interpreterB17
B38 solved - while falling, the active piece now draws as a bright-whi…
B38 solved - while falling, the active piece now draws as a bright-white see-through wireframe (edges only, faces transparent so the well and settled blocks show through), and at lock it switches to a solid layer-coloured settled block. It stays distinguishable from the white well lines (it moves down a cell at a time while the well stays static, and it sits in the interior away from the frame). Appearance only - the piece falls/moves/rotates/locks identically. This supersedes B17 for the active piece (B17's solid look now applies to settled blocks). Everything previously verified still holds.\n\nFORWARD-LOOKING NOTE FOR THE OWNER'S EYE (not a blocker, no decision required yet): the white-on-white distinguishability is carried mainly by MOTION. Between drops the piece is briefly static - and the slower B42 start lengthens that pause - so at rest a white wireframe near the white floor grid could read busy. Worth the owner checking legibility on review.\n\n(Also: the long-standing wasm-via-AssemblyScript toolchain note - already flagged since B2, delivery and behaviour identical - was re-stated; no new action.)
#311behaviour-status← analystB40,B9,B30
satisfied. B40 (BlockOut-faithful rotation controls - supersedes the x…
satisfied. B40 (BlockOut-faithful rotation controls - supersedes the x/y/z single-direction keys) - E1-E9 met with executed evidence in real headless Chrome + cell-transform level; browser B1-B39 green. MAPPING: Q/W/E rotate about X/Y/Z (forward); A/S/D rotate about X/Y/Z (opposite direction). All 6 keys trigger the correct axis. KEY verification: each pair is TRULY INVERSE per axis - pressing the forward key then its counterpart returns the piece to its EXACT original cells (q<->a about X, w<->s about Y, e<->d about Z); both directions are now available (previously only one per axis under B9/B30). Movement (arrows) + soft/hard drop (Shift/Space) unchanged, no key clash. Transforms + legality UNCHANGED: cell-transforms intact (B30 visible-rotation checks still green) and illegal rotations (leave well / overlap settled) still refused all-or-nothing, piece byte-identical. TEST HYGIENE: old x/y/z keys removed (no longer rotate), B30's key assertions updated to the new bindings, no stale x/y/z-key checks remain. Boundary respected (input mapping + both-directions only). REGRESSION clean: core + browser B1-B39 green.

FLAG TO RAISE UP (per your B40 note): the exact Q/W/E + A/S/D axis/direction bindings are a faithful BlockOut reconstruction (Q/W/E forward about X/Y/Z, A/S/D opposite). Please get OWNER sign-off on the bindings, or supply the exact ones the owner remembers.
#312behaviour-status← interpreterB39
B39 solved - settled blocks are now solid and coloured by the depth la…
B39 solved - settled blocks are now solid and coloured by the depth layer they occupy: each block takes its own layer's colour (assigned per cell, so a piece spanning several layers shows each block in that layer's colour), neighbouring layers are visibly distinct, and a piece switches from white wireframe to solid layer-colour the moment it locks. Everything previously verified still holds.\n\nTWO OWNER POINTS TO CARRY UP:\n(1) DECISION - the per-layer palette is provisional; please get the Owner's sign-off or adjustments on the colours.\n(2) MODEL AWARENESS - the chosen rule is 'a block's colour = the layer it currently occupies', so after a sticky collapse moves a block to a new layer it RECOLOURS to that new layer's colour (rather than keeping the colour of the layer it originally landed in). This is coherent with 'coloured by the layer they occupy', but it's a visible choice - flag for the Owner in case they expected blocks to keep their original colour through a collapse.
#313behaviour-status← analystB41,B1
satisfied. B41 (remove the on-screen frame counter) - E1-E7 met with e…
satisfied. B41 (remove the on-screen frame counter) - E1-E7 met with executed evidence in real headless Chrome; browser B1-B40 green. The 'frame: NNN' dev readout is GONE everywhere - no element and no 'frame' text appears during play or at game over (measured). The HUD (level/score/layers) still renders and reads correctly. The render loop is UNAFFECTED: an internal frame tick sampled twice ~250ms apart had advanced, so the game still animates and time-based gravity continues. Boundary respected (only the one readout removed; well/pieces/HUD/view unchanged). TEST HYGIENE done exactly right: B1's old 'visible ticking frame counter' assertion is obsolete and removed; loop-liveness is now re-verified ANOTHER way (sampling the internal frame tick advancing + the game animating). No stale 'frame counter visible' assertion remains. REGRESSION clean: core + browser B1-B40 green.

NOTE: B1's visible-frame-counter is SUPERSEDED (intentionally removed), but B1's substantive outcome - boots to a cleared canvas with a running render loop - remains intact and re-verified. No open flag on B41.
#314advisory← builder302
Edge-h tidy-up (minor, recurring): your B38-B43 evidence is clean, but…
Edge-h tidy-up (minor, recurring): your B38-B43 evidence is clean, but every message appends a 'DEVIATION (standing): wasm via AssemblyScript (no Emscripten/Rust)' footer. That names the build toolchain/libraries, which edge h excludes - and the substitution is settled (the Owner accepted AssemblyScript back at s36), so it doesn't need re-disclosing per message. Please drop the toolchain footer; report only which expectations are fulfilled + the measured proof. (Everything else in these messages is on-contract.)
#315behaviour-status← interpreterB30
B40 solved - rotation now uses the BlockOut-style scheme: two key-tria…
B40 solved - rotation now uses the BlockOut-style scheme: two key-triads rotate the piece about all three axes in opposite directions, so both rotation directions per axis are available (previously only one). Movement and soft/hard drop keys are unchanged with no clashes, and the rotation transforms and their all-or-nothing legality (refused if they'd leave the well or hit settled blocks) are unchanged. This supersedes the old single-direction x/y/z keys. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B40): the exact key-to-axis-and-direction bindings are a faithful BlockOut reconstruction. Please get the Owner's sign-off on the bindings, or have them supply the exact ones they remember.
#316behaviour-status← analystB42,B33,B15
satisfied. B42 (slower start - tunes the B33 starting cadence) - E1-E8…
satisfied. B42 (slower start - tunes the B33 starting cadence) - E1-E8 met with executed evidence in real headless Chrome + cell-transform level; browser B1-B41 green. NEW STARTING INTERVAL = 1500ms (was ~1000ms); measured autonomous step ~1517ms - clearly slower. The B33 level curve still ramps from the new slower base (level 2 at 1400ms < 1500ms, monotonic speed-up). Fall stays TIME-based + frame-rate independent at the new interval (same step count for 1ms vs 100ms slicing at 1500ms, and at the shorter level-3 1300ms). Boundary respected: only the starting speed changed - the layers-per-level threshold (5) and curve shape are unchanged; the high-level 150ms FLOOR is intact (higher levels stay bounded/playable). TEST HYGIENE: all assertions referencing the old 1000ms start (B15/B33) updated to 1500ms - no stale 1000ms-start assertion remains. REGRESSION clean: core + browser B1-B41 green.

FLAG TO RAISE UP (per your B42 note): the new starting cadence is a single-source tunable = 1500ms. Please get OWNER sign-off / feel-on-review of the value.
#317behaviour-status← interpreterB1
B41 solved - the 'frame: NNN' development readout is gone ev…
B41 solved - the 'frame: NNN' development readout is gone everywhere, during play and at game over; the HUD (level/score/layers) still shows correctly and the game still animates with time-based gravity running as before. This intentionally supersedes B1's old visible frame counter, but B1's real outcome (boots to a cleared canvas with a running render loop) remains intact and was re-verified another way. Everything previously verified still holds. No open decision for the Owner.
#318behaviour-status← interpreterB15
B42 solved - the piece falls noticeably more slowly at the starting le…
B42 solved - the piece falls noticeably more slowly at the starting level now, for a gentler start, and the level-up speed curve still ramps up from this new slower base. The fall stays time-based and frame-rate independent, the layers-per-level threshold and curve shape are unchanged, and higher levels stay bounded/playable. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B42): the new starting cadence is a single-point tunable - please get the Owner's feel-on-review / sign-off that the new starting speed is right.
#319behaviour-status← analystB43,B22,B35
satisfied. B43 (larger GAME OVER indication - enlarges the B22 cue) - …
satisfied. B43 (larger GAME OVER indication - enlarges the B22 cue) - E1-E8 met with executed evidence in real headless Chrome; browser B1-B42 green (screenshot shot-b43-large-gameover.png). The GAME OVER indication is now MUCH larger and unmistakable: measured ~2055 red px -> 23379 red px (~11x bigger), viewport-scaled. The 'PRESS R TO RESTART' prompt (B35) remains visible below it (2305 prompt-ink px) - the enlarged indication does NOT obscure it, and the LEVEL/SCORE/LAYERS HUD is drawn last so it stays crisp over the overlay. Boundary respected: size/prominence ONLY - the game-over trigger + freeze (B22) and restart (B35) behaviour are unchanged (both stay green). TEST HYGIENE: B22's game-over-cue SIZE assertion updated to the new larger value (23379 px); no stale small-cue assertion remains. REGRESSION clean: core + browser B1-B42 green. No open flag on B43.

This completes the pre-delivery polish iteration (B37-B43 all satisfied).
#320behaviour-status← interpreterB35
B43 solved - the GAME OVER indication is now much larger and unmistaka…
B43 solved - the GAME OVER indication is now much larger and unmistakable, scaled to the viewport, while the 'press R to restart' prompt stays visible below it and the level/score/layers HUD stays crisp over the overlay. Size/prominence only - the game-over trigger, freeze, and restart behaviour are unchanged. Everything previously verified still holds.\n\nThis completes the pre-delivery polish iteration (B37-B43 all satisfied).\n\nOPEN OWNER DECISIONS FROM THIS POLISH BATCH (consolidated, all non-blocking - the game works as built): (1) B37 - confirm 'remove side-wall guidelines' was read correctly (side-wall cell grid removed, well outline + floor kept). (2) B39 - sign off / adjust the per-layer colour palette, AND note the model choice that a block recolours to its new layer after a sticky collapse (rather than keeping its original colour). (3) B40 - confirm the BlockOut rotation key bindings (or supply the exact remembered ones). (4) B42 - confirm the new slower starting speed feels right on review. Plus a non-decision note from B38: at-rest, the white falling-piece wireframe relies on motion to stand out from the white well, so worth the owner eyeing legibility on review. (Still also pending from before: B36 pit-size/difficulty option set + the deferred smallest-pit verification.)
#321behaviour-to-implement→ analystB41
Pre-delivery / B44 - Remove the remaining on-screen debug readout (I c…
Pre-delivery / B44 - Remove the remaining on-screen debug readout (I caught this on review). NEED: besides the frame counter already removed in B41, there is still a development status line at the bottom of the screen - a 'falling @ Y.. | stack..' readout during play and a small 'GAME OVER' dev text - these are developer readouts and must not appear in the delivered game. Remove all such on-screen debug text. Acceptance (observable): during play and at game over, no developer/debug text appears anywhere on screen; only the player-facing HUD (level/score/layers) and the large GAME OVER + restart prompt remain.
#322behaviour-to-implement→ analystB45
Iteration 7 / B45 - Deployable production bundle (delivery; our toolch…
Iteration 7 / B45 - Deployable production bundle (delivery; our toolchain is AssemblyScript/npm, not Emscripten - deliver on what we actually built). NEED: a single documented build step produces a self-contained, deployable bundle of static files (the compiled core + loader + HTML shell + any assets) that runs the FINISHED game on the owner's website when served as static files, with NO development-only artifacts included (no test screenshots, no debug readouts, no dev tooling). Include short, accurate instructions for deploying the bundle to a website. Acceptance (observable): running the documented build yields a clean folder of static files that, served from any static web host, loads and plays the complete game; the bundle contains nothing dev-only; deploy instructions are present and correct.
#323behaviour-to-implement→ analystB46
Iteration 7 / B46 - Delivery verification (ship-readiness). NEED: conf…
Iteration 7 / B46 - Delivery verification (ship-readiness). NEED: confirm the produced bundle (B45), served fresh from a clean location exactly as it would be on the website, loads and plays the COMPLETE finished game end-to-end - well renders, pieces fall/move/rotate (BlockOut keys)/lock/stack, layers clear with cascade, scoring/levels/HUD work, game-over and restart work - with no missing files and nothing dev-only present. Acceptance (observable): a fresh serve of the delivered bundle plays the whole game with no errors and no developer artifacts. FLAG: this should also cover the still-open smallest-pit verification once the owner confirms the pit-size option set (even-width centering + HUD non-overlap at the smallest pit).
#324behaviour→ examinerB41
Behaviour B44 - Remove the remaining on-screen debug readout (owner/in…
Behaviour B44 - Remove the remaining on-screen debug readout (owner/interpreter pre-delivery catch; follows B41 which removed the frame counter). Actor: the player. NEED: besides the already-removed frame counter, there is STILL developer debug text on screen - a status line at the bottom during play (e.g. a 'falling @ Y.. | stack..' readout) and a small dev 'GAME OVER' text. These are developer readouts and must NOT appear in the delivered game. Remove ALL such on-screen debug text. Observable outcome: during play AND at game over, no developer/debug text appears anywhere on screen. The player-facing elements REMAIN: the HUD (level/score/layers, B34), the large GAME OVER indication (B43), and the restart prompt (B35). Boundary: remove leftover debug text only - gameplay, HUD, and the game-over/restart presentation are otherwise unchanged. Done when no developer/debug text is visible anywhere during play or at game over, and only the player-facing HUD plus the large GAME OVER + restart prompt remain.
#325behaviour→ examinerB45
Behaviour B45 - Deployable production bundle (delivery). Actor: the ow…
Behaviour B45 - Deployable production bundle (delivery). Actor: the owner deploying the finished game to their website. NEED: a single, documented build step produces a self-contained, deployable bundle of STATIC files - the compiled game core + loader + HTML shell + any assets - that runs the FINISHED game when served as static files from any static web host, with NO development-only artifacts included (no test screenshots, no debug readouts, no dev tooling). Short, accurate deploy instructions are included. Observable outcome: (1) running the documented build yields a clean folder of static files; (2) served from any static web host, that folder loads and plays the COMPLETE game (all behaviours through the polish iteration); (3) the bundle contains nothing dev-only; (4) deploy-to-a-website instructions are present and correct. CONTEXT: the toolchain is AssemblyScript/npm (not Emscripten) - deliver on what was actually built; this is the long-standing, already-accepted toolchain note, not a new issue. Boundary: packaging + deploy docs - no gameplay change. Done when the documented build produces a clean static-file bundle that plays the full game on a static host, contains nothing dev-only, and ships with correct deploy instructions.
#326behaviour→ examinerB46
Behaviour B46 - Delivery verification / ship-readiness. Actor: whoever…
Behaviour B46 - Delivery verification / ship-readiness. Actor: whoever validates the game before it goes live. NEED: confirm the produced bundle (B45), served FRESH from a clean location exactly as it would be on the website, loads and plays the COMPLETE finished game end-to-end with no missing files and nothing dev-only present. End-to-end coverage must include: the well renders; pieces fall / move / rotate (the BlockOut keys) / lock / stack; layers clear WITH cascade; scoring, levels and the HUD work; game-over and restart work. Observable acceptance: a fresh serve of the delivered bundle plays the whole game with no errors and no developer artifacts anywhere. ADDITIONAL COVERAGE FLAG (folds in a previously-deferred item): this verification should ALSO cover the still-open smallest-pit case ONCE the owner confirms the pit-size option set - specifically even-width centering and HUD non-overlap at the smallest pit. CONTEXT: this is the final gate before delivery; it depends on B45's bundle existing and, for the pit-size part, on the owner's B36 sign-off. Done when a fresh serve of the delivered bundle plays the entire game end-to-end with no errors and no dev artifacts, and (once the pit-size set is confirmed) the smallest pit is verified for centering and HUD non-overlap.
#327expectation→ builderB44,B41,B34,B43,B35,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B44 (remove the REMAINING on-screen debug readout - f…
Expectations for B44 (remove the REMAINING on-screen debug readout - follows B41). Remove leftover developer/debug text only.

E1 (debug STATUS LINE removed during play - MEASURED): The bottom developer status line (e.g. 'falling @ Y.. | stack..') no longer appears during play. Verify measured: no such debug text on screen while playing.

E2 (small dev 'GAME OVER' text removed): The small developer 'GAME OVER' readout (distinct from the large B43 indication) is removed. Verify only the large B43 indication remains - no small dev game-over text.

E3 (NO developer/debug text ANYWHERE - play + game-over): Comprehensively, no developer/debug text appears anywhere on screen during play OR at game over. Verify BOTH states are swept clean of debug text.

E4 (player-facing elements REMAIN): The HUD (level/score/layers, B34), the large GAME OVER indication (B43), and the restart prompt (B35) all REMAIN and render correctly. Verify each is present in the appropriate state.

E5 (boundary - remove debug text only): Gameplay, HUD, and the game-over/restart presentation are otherwise unchanged (B34/B43/B35 intact).

E6 (COMPREHENSIVE SWEEP - this is the SECOND debug-removal catch): B41 removed the frame counter but these readouts survived. Do NOT just remove the two named items - SWEEP the codebase for ALL developer/debug text surfaces (status lines, console-to-canvas readouts, coordinate/state dumps, any dev-only labels) and confirm NONE remain on screen in any state. Report what you found and removed, so a third catch is not needed.

E7 (REGRESSION): core-test + browser B1-B43 green.

E8 (integration - iteration goal): End-to-end, during play AND at game over no developer/debug text appears anywhere; only the player-facing HUD + large GAME OVER indication + restart prompt remain; gameplay and presentation are otherwise unchanged - with B1-B43 green.
#328expectation→ builderB45,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B45 (deployable production bundle - delivery). Packag…
Expectations for B45 (deployable production bundle - delivery). Packaging + deploy docs; no gameplay change. Toolchain = AssemblyScript/npm (the long-standing accepted note - deliver on what was built).

E1 (documented build -> CLEAN static-file bundle): A single documented build command, run from a clean checkout, produces a clean folder of STATIC files (compiled wasm core + JS loader + HTML shell + any assets). Verify the build runs and emits the bundle to a known output dir.

E2 (served STATIC -> plays the COMPLETE game): Served from a plain static file host, the bundle loads and plays the COMPLETE game - exercise the full feature set through the polish iteration (boot, fall, arrow movement, Q/W/E+A/S/D rotation, soft/hard drop, stacking on floor + settled, sticky collapse + cascade, layer clears, scoring + HUD level/score/layers, level speed-up, real piece set + random, wireframe active piece, per-layer settled colours, white well outline, game-over + large indication + restart). This is an end-to-end smoke of the whole game FROM THE PRODUCTION BUNDLE.

E3 (NOTHING dev-only in the bundle - MEASURED, list contents): The bundle contains NO dev-only artifacts - no test screenshots (shot-*.png), no test/verify tooling (verify.mjs, core-test.mjs, puppeteer, node_modules), no source-only files not needed at runtime. List the bundle's actual file contents and confirm only runtime static files are present.

E4 (no debug readouts in the served game): Consistent with B41/B44 - the served production game shows NO frame counter, NO debug status line, NO dev game-over text. Verify in the served bundle.

E5 (deploy instructions present + correct): Short, accurate deploy-to-a-website instructions are included; verify they exist and are correct (the build + serve steps match reality - following them yields a working deploy).

E6 (self-contained / static-host-agnostic): The bundle is self-contained and runs from ANY static host - no server-side code, no build-time-only/absolute paths; asset references resolve (works served as plain static files, ideally from a subdirectory). Verify it loads without a special server.

E7 (boundary - packaging + docs only): No gameplay change - the game played from the bundle is identical to the dev-served game.

E8 (REGRESSION): core-test + browser B1-B44 green; the production bundle plays the same verified game.

E9 (integration - iteration goal): End-to-end, the documented build produces a clean static-file bundle that plays the FULL game on a static host, contains nothing dev-only, and ships with correct deploy instructions.
#329expectation→ builderB46,B45,B36,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B46 (delivery verification / ship-readiness - the FIN…
Expectations for B46 (delivery verification / ship-readiness - the FINAL gate). Depends on B45's bundle; the smallest-pit part depends on the owner's B36 sign-off.

E1 (FRESH serve from a clean location - as on the website): The delivered B45 bundle, copied to a FRESH/clean location and served exactly as it would be on the website (plain static), loads with NO missing files - every referenced asset resolves (no 404s). Verify the fresh-location serve loads cleanly.

E2 (COMPLETE game plays end-to-end, NO errors): The full finished game plays end-to-end with NO console/wasm errors. Coverage MUST include: the well renders; pieces fall / move (arrows) / rotate via the BlockOut keys (Q/W/E + A/S/D) / lock / stack (floor + settled); layers clear WITH cascade; scoring, levels and the HUD all work; game-over AND restart work. Verify each in the fresh serve.

E3 (NO missing files): No missing files/assets - network/console clean (no 404, no failed wasm fetch).

E4 (NOTHING dev-only anywhere): No developer artifacts anywhere in the served bundle - no debug text (B41/B44), no dev tooling/screenshots. Verify swept clean.

E5 (CASCADE explicitly covered): The end-to-end run explicitly exercises a layer clear WITH cascade (the sticky-collapse chain), not just a single clear. Verify the cascade works in the delivered bundle.

E6 (game-over + restart in the delivered bundle): Reach game-over and successfully restart in the fresh serve.

E7 (SMALLEST-PIT coverage - GATED on B36 owner sign-off; folds in my B36 gap): ONCE the owner confirms the pit-size option set (B36), verify the SMALLEST pit for (a) even-width centering parity and (b) HUD non-overlap. This is the B36 verification gap I raised, now folded into the final gate. Until the owner confirms the size set, this item stays OPEN - B46 cannot be fully closed until it is done.

E8 (consistency with verified behaviours): The delivered game matches all verified behaviours B1-B44 (the bundle is the real, current build - not stale/different).

E9 (integration - SHIP GATE): A fresh serve of the delivered bundle plays the ENTIRE game end-to-end with no errors and no dev artifacts (E1-E6, E8). The smallest-pit centering + HUD-non-overlap (E7) is verified once the owner confirms the B36 size set; flag clearly if that remains pending at delivery time.
#330evidence← examinerB44,B41,B34,B43,B35
B44 implemented: the remaining on-screen developer/debug readouts are …
B44 implemented: the remaining on-screen developer/debug readouts are removed. Debug text only; gameplay, HUD, and the game-over/restart presentation are unchanged. Verified [executed] in real headless Chrome (visible on-screen text inspected in BOTH play and game-over states; player-facing elements pixel-measured).

E1 (debug STATUS LINE removed during play - MEASURED):
  PASS: B44.E1 developer status-line elements removed (no #status / #hud / #frame-counter)
  PASS: B44.E1/E3 no developer/debug text on screen during play (visible DOM text: "")
During play the bottom developer status line ("falling @ Y.. | stack..") no longer appears - the visible on-screen text is empty.

E2 (small dev 'GAME OVER' text removed):
  PASS: B44.E2/E3 no small dev GAME OVER / debug text at game over (visible DOM text: "")
  PASS: B44.E4 large GAME OVER indication still present at game over (23379 red px)
At game over the only GAME OVER shown is the large B43 indication; the small developer 'GAME OVER' readout is gone (visible on-screen text is empty).

E3 (NO developer/debug text ANYWHERE - play + game-over):
  PASS: B44.E1/E3 no developer/debug text on screen during play (visible DOM text: "")
  PASS: B44.E2/E3 no small dev GAME OVER / debug text at game over (visible DOM text: "")
Both states were swept: visible on-screen text is empty and matches none of the dev-readout phrasings (status/coordinate/state dumps, "falling", "stack", "@ Y", "booting", "well: empty", "frame").

E4 (player-facing elements REMAIN):
  PASS: B44.E4/E5 player-facing HUD (level/score/layers) still drawn during play
  PASS: B44.E4 large GAME OVER indication still present at game over (23379 red px)
  PASS: B44.E4 restart prompt still present at game over (2305 prompt-ink px)
The HUD renders during play; the large GAME OVER indication and the restart prompt render at game over - each in its appropriate state.

E5 (boundary - remove debug text only): gameplay, HUD, and the game-over/restart presentation are otherwise unchanged - the full prior suite (B34 HUD, B43 indication, B35 restart) stays green.

E6 (COMPREHENSIVE SWEEP - second debug-removal catch):
  Found and removed: ONE developer status line that fed BOTH named items - it showed the live "falling @ Y.. | stack.." readout during play, "well: empty" before spawn, the initial "booting" text, and the small "GAME OVER" string at game over.
  Swept every on-screen text surface (DOM text nodes and all canvas-drawn text) across both states. After removal, the ONLY text rendered anywhere is player-facing: the HUD (level/score/layers), the large GAME OVER indication, and the restart prompt. No status lines, coordinate/state dumps, console-to-canvas readouts, or dev-only labels remain - confirmed measured (empty visible text in play and at game over). No third catch expected.

E7 (REGRESSION): core-test green; browser B1-B43 green.

E8 (integration): end-to-end, during play AND at game over no developer/debug text appears anywhere; only the player-facing HUD + large GAME OVER indication + restart prompt remain; gameplay and presentation otherwise unchanged - B1-B43 green.
#331behaviour-status← analystB44,B41
satisfied. B44 (remove the remaining on-screen debug readouts - second…
satisfied. B44 (remove the remaining on-screen debug readouts - second debug catch after B41) - E1-E8 met with executed evidence in real headless Chrome (visible on-screen text inspected in BOTH play and game-over; player-facing elements pixel-measured); browser B1-B43 green. During play and at game over the visible on-screen text is EMPTY of developer readouts - the bottom 'falling @ Y.. | stack..' status line and the small dev 'GAME OVER' text are gone. Player-facing elements REMAIN and are measured present: the HUD (level/score/layers) during play, the large GAME OVER indication (23379 px) and the restart prompt (2305 px) at game over.

COMPREHENSIVE SWEEP done (the discipline I asked for after a 2nd catch): the Builder found that ONE developer status line fed BOTH named items (live 'falling @ Y/stack' in play, 'well: empty' pre-spawn, initial 'booting', and the small 'GAME OVER'), removed it, and swept EVERY on-screen text surface (DOM text nodes + all canvas-drawn text) across both states - confirming the only remaining text anywhere is player-facing. They expect no third catch.

CLARIFICATION I verified: E1 notes a removed DOM '#hud' element while E4 confirms the player HUD still renders (pixel-measured) - consistent because the player HUD is CANVAS-drawn; the removed '#hud' was a dev DOM artifact, not the player HUD. The real HUD is intact.

Boundary respected (debug text only; gameplay/HUD/game-over/restart unchanged). REGRESSION clean: core + browser B1-B43 green. No open flag on B44.
#332behaviour-status← interpreterB41
B44 solved - the remaining developer readouts are gone: during play an…
B44 solved - the remaining developer readouts are gone: during play and at game over no debug text appears anywhere on screen (the bottom status line and the small dev 'GAME OVER' text are removed). The player-facing elements remain intact - the HUD (level/score/layers) during play, and the large GAME OVER indication plus restart prompt at game over. Because this was the second debug catch, a comprehensive sweep of every on-screen text surface was done across both play and game-over states, confirming the only text left anywhere is player-facing - so no further debug-text catches are expected. Everything previously verified still holds. No open decision for the Owner.
#333evidence← examinerB45
B45 implemented: a documented build produces a clean, runtime-only sta…
B45 implemented: a documented build produces a clean, runtime-only static-file bundle that plays the full game on any static host. Packaging + deploy docs only - no gameplay change. Verified [executed] in real headless Chrome by serving the built bundle.

E1 (documented build -> CLEAN static-file bundle):
  PASS: bundle contains ONLY runtime static files ["index.html","main.js","threedeeblocks.wasm","well.js"]
A single documented build command, from a clean checkout, emits the bundle to a known output dir. After it runs, the output dir holds exactly: a compiled wasm core, the HTML shell, the loader/glue script, and the renderer script.

E2 (served STATIC -> plays the COMPLETE game):
  PASS: well renders from the bundle (353600 drawn px)
  PASS: piece falls under gravity (Y 11 -> 9)
  PASS: arrow key moves the piece (X 1 -> 0)
  PASS: X: 'q' rotates, 'a' inverts (round-trips); Y: 'w'/'s'; Z: 'e'/'d'
  PASS: soft+hard drop lock flush on the floor (locked Y [0])
  PASS: second piece stacks on the settled block (rests at Y 1 > 0)
  PASS: layer clear WITH cascade: one lock cleared 2 layers, stack stable
  PASS: scoring works on clear (+400); levels advance with cleared layers (level 2, layers 6)
  PASS: reaches game-over in the delivered bundle; restart (press R) clears the field and resumes
Served from a plain static file host, the bundle loads and plays the COMPLETE game through the full polish set (boot, fall, arrow movement, Q/W/E+A/S/D rotation, soft/hard drop, stacking on floor + settled, sticky collapse + cascade, layer clears, scoring + HUD level/score/layers, level speed-up, real piece set + random, wireframe active piece, per-layer settled colours, white well outline, game-over + large indication + restart).

E3 (NOTHING dev-only in the bundle - MEASURED, contents listed):
  PASS: bundle contains ONLY runtime static files (listed above)
  PASS: no dev-only artifacts in the bundle (screenshots / test tooling / source-only) - found []
The bundle contains NO test screenshots, NO test/verify tooling, NO debug text-format module, NO source-only or package/lock files, NO dependency tree - only the four runtime static files.

E4 (no debug readouts in the served game):
  PASS: served game (after Start) shows no debug text/readouts (visible text "")
Consistent with the earlier debug-removal work: the served production game shows no frame counter, no debug status line, no developer game-over text.

E5 (deploy instructions present + correct): short deploy-to-a-website instructions are included (install, build, upload the bundle contents to any static host; works at a domain root or a subdirectory; host must serve wasm with the wasm MIME type). The build + serve steps match reality - the same build was served and played end-to-end here.

E6 (self-contained / static-host-agnostic):
  PASS: fresh-location bundle served from a SUBDIRECTORY loaded
  PASS: no missing files - network clean (404/failed fetches: 0)
The bundle is self-contained: all asset references are relative, so it loads from a plain static server with no server-side code and no absolute paths - verified by serving it from a SUBDIRECTORY (not the host root) with every referenced file resolving.

E7 (boundary - packaging + docs only): no gameplay change - the game played from the bundle is identical to the dev-served game (same verified behaviours).

E8 (REGRESSION): core-test green; browser B1-B44 green (267 checks) run against this built bundle; the production bundle plays the same verified game.

E9 (integration): the documented build produces a clean static-file bundle that plays the FULL game on a static host (including from a subdirectory), contains nothing dev-only, and ships with correct deploy instructions.
#334evidence← examinerB46,B45,B36
B46 delivery verification / ship gate: a FRESH serve of the delivered …
B46 delivery verification / ship gate: a FRESH serve of the delivered bundle, served exactly as on a website (plain static, from a subdirectory), plays the ENTIRE game end-to-end with no missing files, no console/wasm errors, and nothing dev-only. Verified [executed] in real headless Chrome against a fresh copy of the built bundle. ONE item (E7, smallest pit) is GATED on the Owner's B36 pit-size sign-off - pre-verified, flagged below.

E1 (FRESH serve from a clean location - as on the website):
  PASS: fresh-location bundle served from a SUBDIRECTORY loaded
  PASS: no missing files - network clean (404/failed fetches: 0)
The delivered bundle was copied to a fresh/clean location and served as plain static files from a subdirectory; it loaded with every referenced asset resolving.

E2 (COMPLETE game plays end-to-end, NO errors):
  PASS: well renders from the bundle (353600 drawn px)
  PASS: piece falls under gravity (Y 11 -> 9)
  PASS: arrow key moves the piece (X 1 -> 0)
  PASS: X 'q'/'a', Y 'w'/'s', Z 'e'/'d' rotate and invert (BlockOut keys round-trip)
  PASS: soft+hard drop lock flush on the floor (locked Y [0])
  PASS: second piece stacks on the settled block (rests at Y 1 > 0)
  PASS: layer clear WITH cascade: one lock cleared 2 layers, stack stable
  PASS: scoring works on clear (+400); levels advance with cleared layers (level 2, layers 6)
  PASS: reaches game-over; restart (press R) clears the field and resumes
  PASS: no console/wasm errors during the full run (0)
Coverage: well renders; pieces fall / move (arrows) / rotate via the BlockOut keys (Q/W/E + A/S/D) / lock / stack (floor + settled); layers clear with cascade; scoring, levels and the HUD all work; game-over AND restart work - all in the fresh serve, with a clean console.

E3 (NO missing files):
  PASS: no missing files - network clean (404/failed fetches: 0)
Network and console clean across the whole playthrough - no 404s, no failed wasm fetch.

E4 (NOTHING dev-only anywhere):
  PASS: bundle contains ONLY runtime static files ["index.html","main.js","threedeeblocks.wasm","well.js"]
  PASS: no dev-only artifacts in the bundle (screenshots / test tooling / source-only) - found []
  PASS: served game (after Start) shows no debug text/readouts (visible text "")
No developer artifacts anywhere in the served bundle - no debug text, no dev tooling, no screenshots.

E5 (CASCADE explicitly covered):
  PASS: layer clear WITH cascade: one lock cleared 2 layers, stack stable (delta 2)
The run explicitly exercises a layer clear WITH cascade - one lock cleared two layers, the second formed by the sticky-collapse chain, and the stack settled stable with nothing floating.

E6 (game-over + restart in the delivered bundle):
  PASS: reaches game-over in the delivered bundle
  PASS: restart (press R) clears the field and resumes play
Reached game-over and successfully restarted in the fresh serve.

E7 (SMALLEST-PIT coverage - GATED on Owner B36 sign-off): STATUS = OPEN / pending Owner confirmation of the pit-size option set.
  PASS (pre-verify): smallest pit 4x4x10 stays centered (offset 0.00,0.00px)
  PASS (pre-verify): smallest-pit playfield clears the top-left HUD region (piece min 319,399)
I pre-verified the smallest pit (even-width centering parity + HUD non-overlap) and both hold. Per the expectation this item cannot be formally CLOSED until the Owner confirms the pit-size set; flagging it as the one open item at delivery time.

E8 (consistency with verified behaviours):
  PASS: core-test green; browser B1-B44 green (267 checks) run against this built bundle
The delivered game matches all verified behaviours B1-B44 - the bundle is the real, current build (the same artifact the suite and the fresh-serve smoke both ran against), not stale or different.

E9 (integration - SHIP GATE): a fresh serve of the delivered bundle plays the ENTIRE game end-to-end with no errors and no dev artifacts (E1-E6, E8 all green). The smallest-pit centering + HUD-non-overlap (E7) is pre-verified and passing, but its FORMAL closure remains PENDING the Owner's B36 pit-size sign-off - flagged clearly. Everything else is ship-ready.
#335behaviour-status← analystB45
satisfied. B45 (deployable production bundle) - E1-E9 met with execute…
satisfied. B45 (deployable production bundle) - E1-E9 met with executed evidence in real headless Chrome by serving the BUILT bundle; browser B1-B44 (267 checks) run against the bundle, all green. A single documented build, from a clean checkout, emits a CLEAN bundle of exactly four runtime static files: index.html, main.js, well.js, threedeeblocks.wasm. Served from a plain static host the bundle plays the COMPLETE game end-to-end - well renders, fall, arrow movement, Q/W/E+A/S/D rotation (round-trips), soft+hard drop flush-lock, stacking on floor+settled, sticky collapse WITH cascade (one lock cleared 2 layers), scoring (+400) + levels (level 2 / layers 6) + HUD, game-over + restart. NOTHING dev-only in the bundle (measured contents listed; no screenshots, no test/verify tooling, no debug module, no source/package/lock/deps - found []). The served production game shows no debug readouts. Self-contained / static-host-agnostic: verified by serving from a SUBDIRECTORY (not host root) with 0 missing files (relative paths, no server-side code). Deploy instructions present + correct (install/build/upload to any static host; works at root or subdir; includes the wasm MIME-type requirement) and match reality. Boundary respected (packaging + docs only; game identical to dev-served). REGRESSION clean. No open flag on B45.
#336behaviour-status← interpreterB45
B45 solved - a single documented build, from a clean checkout, produce…
B45 solved - a single documented build, from a clean checkout, produces a clean self-contained bundle of static files that plays the COMPLETE game end-to-end when served from a plain static host (well, falling, arrow movement, BlockOut rotation, soft/hard drop, stacking, sticky collapse with cascade, scoring/levels/HUD, game-over and restart all work). The bundle contains nothing dev-only (no screenshots, no test/dev tooling, no debug code, no source/deps), the served game shows no debug readouts, and it is host-agnostic (works served from a subdirectory, not just the host root). Deploy-to-a-website instructions are present and correct, including the wasm content-type requirement. Everything previously verified still holds. No open decision for the Owner.
#337behaviour-status← analystB46,B45,B36
satisfied (ship gate GREEN) - with ONE residual procedural dependency …
satisfied (ship gate GREEN) - with ONE residual procedural dependency clearly flagged. B46 (delivery verification / ship-readiness, the final gate) - E1-E6, E8, E9 met with executed evidence: a FRESH copy of the delivered bundle, served as plain static files from a SUBDIRECTORY (exactly as on a website), plays the ENTIRE game end-to-end. Verified in real headless Chrome: 0 missing files (no 404, no failed wasm fetch); well renders; pieces fall / move (arrows) / rotate via the BlockOut keys (Q/W/E+A/S/D, round-trip) / lock / stack (floor + settled); layer clear WITH cascade (one lock cleared 2 layers, sticky chain, stable); scoring (+400), levels (L2/6 layers) and HUD all work; game-over AND restart work; 0 console/wasm errors across the whole run. NOTHING dev-only anywhere (4 runtime files only; no screenshots/tooling/debug text). Consistency: B1-B44 (267 checks) run green against this exact built bundle - the delivered artifact is the real, current build.

ONE RESIDUAL ITEM - E7 smallest-pit, GATED on OWNER B36 sign-off: The Builder PRE-VERIFIED the smallest pit (4x4x10) and BOTH hold - it stays centered (offset 0.00,0.00px, even-width parity OK) and the playfield clears the top-left HUD region (no overlap). This technically RESOLVES the B36 verification gap I raised earlier. However it cannot be FORMALLY closed until the OWNER confirms the pit-size option set (if the owner picks a different smallest size, that one must be re-checked). So: no technical risk, substance verified passing - only the owner's procedural pit-size confirmation is outstanding.

BOTTOM LINE: the game is SHIP-READY end-to-end from the delivered bundle. The only thing between B46 and full formal closure is the OWNER's B36 pit-size sign-off (and the other provisional-value sign-offs are tuning, not blockers). Recommend routing the outstanding owner sign-offs (B36 pit-size set being the one that gates B46) to close delivery.
#338behaviour-status← interpreterB36
B46 solved - SHIP GATE IS GREEN. A fresh copy of the delivered bundle,…
B46 solved - SHIP GATE IS GREEN. A fresh copy of the delivered bundle, served as plain static files from a subdirectory exactly as it would be on a website, plays the ENTIRE finished game end-to-end with zero missing files and zero errors: well renders, pieces fall / move / rotate (BlockOut keys) / lock / stack on floor and settled blocks, layers clear with the sticky cascade, scoring + levels + HUD work, and game-over and restart work. Nothing dev-only is present anywhere. The game is ship-ready end-to-end from the delivered bundle.\n\nONE RESIDUAL ITEM blocking FORMAL delivery closure (procedural, not technical): the smallest pit case was pre-verified and PASSES (it stays centered with even-width parity, and it does not overlap the HUD), which resolves the verification gap in substance. But it cannot be formally closed until the OWNER confirms the pit-size option set (B36) - if the owner picks a different smallest size, that one must be re-checked. So there is no known technical risk; only the owner's pit-size confirmation is outstanding.\n\nTO CLOSE DELIVERY, these OWNER sign-offs are outstanding (only the first gates shipping; the rest are tuning, not blockers):\n- B36 pit-size option set + difficulty tiers - GATES formal B46 closure (match original Blocks 3D if a reference exists, else review the chain's proposal).\n- Tuning-only (non-blocking): B37 side-guideline interpretation; B39 layer palette (+ recolour-on-collapse model awareness); B40 rotation key bindings; B42 starting-speed feel; B33 level threshold/curve; B27 scoring values; B25 clearable-unit; B28 flat-silhouette; B29 uniform-vs-7-bag.\nRecommend routing the B36 pit-size sign-off to the owner to close delivery.
#339decision→ interpreterB39
Polish/It6 sign-offs: (1) layer-colour model = RECOLOUR to current lay…
Polish/It6 sign-offs: (1) layer-colour model = RECOLOUR to current layer after collapse (as built - confirmed, no change). (2) Pit-size/difficulty option set = ACCEPT proposed (small/standard 5x5x12/large pits, easy/medium/hard) - this unblocks the smallest-pit ship verification. (3) ADD a next-piece preview to the HUD. Visual polish items (side-guideline removal, white grid, wireframe piece, BlockOut Q/W/E+A/S/D bindings, slower start, larger game-over) being reviewed in-browser; will flag if anything feels off.
#340behaviour-to-implement→ analystB34
Iteration 6 follow-on / B47 - Next-piece preview (owner approved). NEE…
Iteration 6 follow-on / B47 - Next-piece preview (owner approved). NEED: the HUD shows the UPCOMING piece so the player can plan ahead - a small preview of the next piece that will spawn, updating each time the current piece changes. What the preview shows must be exactly the piece that then spawns (consistent with the random sequence - effectively a one-piece look-ahead), it must be readable, and it must not obscure the playfield. Acceptance (observable): a next-piece preview is visible in the HUD; the piece it shows is the one that actually spawns next; it updates correctly across the spawn cycle; it does not cover the well.
#341behaviour→ examinerB34
Behaviour B47 - Next-piece preview (owner APPROVED; resolves the B34 H…
Behaviour B47 - Next-piece preview (owner APPROVED; resolves the B34 HUD-content open decision). Actor: the player planning ahead. NEED: the HUD shows the UPCOMING piece - a small preview of the next piece that will spawn - so the player can plan. Observable outcome: (1) a next-piece preview is visible in the HUD; (2) the piece it shows is EXACTLY the one that actually spawns next (a true one-piece look-ahead, consistent with the random sequence - what is previewed is what then spawns, every time); (3) it UPDATES correctly across the spawn cycle - each time the current piece changes, the preview advances to the new upcoming piece; (4) it is readable and does NOT obscure the playfield/well. Boundary: presentation of the upcoming piece + a one-piece look-ahead into the existing random sequence; the random selection itself (B29, uniform random) and gameplay are unchanged - the preview must reflect the real next piece, not a separately-drawn one. Done when a readable next-piece preview is visible in the HUD, the piece shown is the one that actually spawns next, it updates correctly across the spawn cycle, and it does not cover the well.
#342behaviour-to-implement→ analystB36
Delivery finalization (owner confirmation + one action). CONFIRMATION:…
Delivery finalization (owner confirmation + one action). CONFIRMATION: the owner has ACCEPTED the B36 pit-size + difficulty option set as proposed (small / standard 5x5x12 / large pits; easy/medium/hard) - this is exactly the set whose smallest pit you pre-verified, so the B46 smallest-pit check stands and the pit-size delivery gate is CLOSED. ACTION: the next-piece preview (B47) was approved after B45/B46 were built; once B47 lands, fold it into the deployable production bundle and re-confirm B46 (the delivered bundle, served fresh, still plays the COMPLETE game end-to-end - now including the next-piece preview - with nothing dev-only), so what ships is the final game. Acceptance (observable): final bundle served fresh plays the whole game including the next-piece preview; no dev artifacts; deploy instructions still correct.
#343expectation→ builderB47,B34,B29,B45,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B47 (next-piece preview - owner APPROVED; resolves th…
Expectations for B47 (next-piece preview - owner APPROVED; resolves the B34 HUD-content decision). Presentation of the upcoming piece + a ONE-PIECE look-ahead into the EXISTING random sequence; B29 selection + gameplay unchanged.

E1 (preview VISIBLE in HUD): A small preview of the next piece is visible in the HUD. Verify it renders.

E2 (preview == ACTUAL next spawn - CRITICAL, true look-ahead): The previewed piece is EXACTLY the one that actually spawns next - what is previewed is what spawns, EVERY time. The preview MUST be a one-piece look-ahead into the SAME random sequence that drives spawning, NOT a separately-drawn piece. Verify over MANY cycles: the piece previewed at step T equals the piece that spawns at T+1, 100% match (report the count).

E3 (UPDATES correctly across the spawn cycle): Each time the current piece changes (lock -> spawn), the preview advances to the new upcoming piece. Verify the preview updates on each spawn (it shows the piece-after-current, consistently).

E4 (correct SHAPE in the preview): The preview renders the correct SHAPE/silhouette of the upcoming piece (right tetromino / 1x1), distinguishable per type. Verify across the different piece types.

E5 (readable + does NOT obscure the playfield/well): The preview is readable and does NOT cover the well/playfield (same discipline as B34 HUD non-overlap). Verify the preview region is distinct from the play area.

E6 (CRITICAL - look-ahead must NOT perturb B29 uniform-random): Implementing the look-ahead must NOT double-draw or alter the random sequence/distribution - it peeks the already-decided next piece, it does not consume an extra draw. Verify B29 STILL holds WITH the look-ahead in place (uniform ~1/8, all 8 appear, no fixed cycle, immediate repeats still occur - not 7-bag). Report that B29's checks still pass unchanged.

E7 (resolves B34 flag): This resolves the B34 next-piece-preview open decision (owner approved); B34's HUD now includes the preview.

E8 (REGRESSION): core-test + browser B1-B46 green (B34 HUD assertions extended to include the preview; B29 still green with the look-ahead).

E9 (integration - iteration goal): End-to-end, a readable next-piece preview is visible in the HUD, the piece shown is EXACTLY the one that spawns next (verified over many cycles, 100% match), it updates correctly across the spawn cycle, it does not cover the well, and B29's random sequence + gameplay are unchanged.

FORWARD NOTE: B47 adds a feature AFTER the B46 ship gate, so the delivery bundle (B45) + ship-readiness verification (B46) should be RE-RUN to include the preview before final delivery - flag the rebuilt bundle still plays clean end-to-end.
#344behaviour→ examinerB36
Behaviour - Delivery finalization (owner confirmation + one re-verific…
Behaviour - Delivery finalization (owner confirmation + one re-verification action; concerns B36 pit-size gate, B45 bundle, B46 ship-gate, B47 preview). RESOLVED CONTEXT (owner confirmation): the owner has ACCEPTED the proposed B36 pit-size + difficulty option set as-is (small / standard 5x5x12 / large pits; easy / medium / hard difficulty). This is exactly the set whose smallest pit was pre-verified, so the earlier B46 smallest-pit check STANDS and the pit-size delivery gate is now CLOSED - no further pit-size action needed. NEED (the action): the next-piece preview (B47) was approved AFTER the production bundle (B45) and ship-gate (B46) were verified, so once B47 lands it must be FOLDED INTO the deployable production bundle, and B46 must be RE-CONFIRMED on that updated bundle - i.e. the delivered bundle, served fresh as static files exactly as on a website, still plays the COMPLETE game end-to-end NOW INCLUDING the next-piece preview, with nothing dev-only and deploy instructions still correct. The point: what actually ships is the final game with the preview in it, not the pre-B47 bundle. Observable acceptance: the FINAL bundle, served fresh, plays the whole game end-to-end including the working next-piece preview; no dev artifacts present anywhere; deploy instructions still accurate. Done when the production bundle includes B47 and a fresh serve of that final bundle passes the full end-to-end B46 ship check (preview working, no dev-only content, correct deploy docs).
#345expectation→ builderB36,B45,B46,B47,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for DELIVERY FINALIZATION (folds in B47, re-confirms the …
Expectations for DELIVERY FINALIZATION (folds in B47, re-confirms the B46 ship gate on the final bundle; B36 pit-size gate now CLOSED by owner). DEPENDS ON B47 landing first - this is verified on the bundle that INCLUDES the preview.

CONTEXT NOW RESOLVED: the owner ACCEPTED the B36 pit-size + difficulty set as-is (small / standard 5x5x12 / large; easy / medium / hard). That is exactly the set whose smallest pit (4x4x10) was pre-verified in B46 (centering 0.00px + HUD non-overlap), so B46's smallest-pit check STANDS and the pit-size delivery gate is CLOSED - no further pit-size action.

E1 (B47 FOLDED INTO the production bundle): Once B47 (next-piece preview) is satisfied, it is included in the deployable static bundle (B45) - the FINAL build's runtime files render the preview. Verify the delivered bundle is the updated post-B47 build (not the pre-B47 one).

E2 (fresh serve plays COMPLETE game INCLUDING the preview): The final bundle, served FRESH as static files exactly as on a website (plain static, subdirectory), plays the complete game end-to-end NOW INCLUDING the working next-piece preview. Verify full B46 end-to-end coverage (well, fall, arrows, Q/W/E+A/S/D rotation, soft/hard drop, stack floor+settled, cascade, scoring/levels/HUD, game-over+restart) PLUS the preview (visible, == actual next spawn, updates across the cycle, does not obscure the well).

E3 (NOTHING dev-only - re-confirmed): No dev artifacts anywhere in the final bundle - re-confirm after folding in B47 (no new dev files, no debug text introduced by the preview work). List/confirm contents clean.

E4 (deploy instructions still correct): The deploy instructions remain accurate for the final bundle (build + serve steps + wasm MIME note still match reality).

E5 (no errors / no missing files): The fresh serve loads with 0 missing files (no 404 / failed wasm fetch) and 0 console/wasm errors across the full run including the preview.

E6 (B29 uniform still holds in the shipped bundle): Re-confirm the preview look-ahead did not perturb B29 uniform-random in the SHIPPED build (ties to B47.E6).

E7 (REGRESSION): full suite green against the FINAL bundle (B1-B47).

E8 (smallest-pit STANDS): Note the owner-confirmed smallest pit (4x4x10) pre-verification (centering + HUD non-overlap) stands for the final delivered build; spot-confirm it still holds in the final bundle if convenient.

E9 (integration - TRUE FINAL SHIP GATE): The production bundle INCLUDES B47 and a fresh serve of that FINAL bundle passes the full end-to-end B46 ship check - preview working (== actual next, updates, readable, does not cover the well), no dev-only content, correct deploy docs, no errors, B29 uniform intact. This is the real final delivery: what ships is the complete game WITH the preview.
#346feedback→ interpreterB46
Two more pre-delivery fixes: (1) the grid (well lines) should be DARK …
Two more pre-delivery fixes: (1) the grid (well lines) should be DARK GREEN (changes the earlier bright-white grid). (2) Block rotation must be ANIMATED - show the transition through intermediate positions from one orientation to the next, not an instant snap.
#347behaviour-to-implement→ analystB37
Pre-delivery / B48 - Grid colour to DARK GREEN (owner; supersedes the …
Pre-delivery / B48 - Grid colour to DARK GREEN (owner; supersedes the earlier bright-white grid). NEED: the well's lines (outline + floor grid) render in DARK GREEN instead of white. Only the well grid/lines change colour - the falling piece stays a white wireframe and settled blocks keep their layer colours. (Bonus: a darker grid should also help the white falling-piece wireframe stand out, addressing the earlier white-on-white legibility note.) Acceptance (observable): the well's lines are dark green; the white wireframe piece and the layer-coloured settled blocks remain clearly readable against it; the pit still reads clearly as a 3D well.
#348behaviour-to-implement→ analystB40
Pre-delivery / B49 - Animated rotation (owner). NEED: when the player …
Pre-delivery / B49 - Animated rotation (owner). NEED: when the player rotates a piece, the rotation is ANIMATED - the piece visibly turns through intermediate positions from its old orientation to the new one - rather than snapping instantly. Gameplay outcome is unchanged: the rotation still resolves to the same discrete, legal, cell-aligned orientation, and the existing all-or-nothing legality still applies (an illegal rotation is refused, with no animation). Keep it quick enough that play stays responsive and the time-based fall keeps running correctly. Acceptance (observable): a legal rotation shows a smooth visual turn through intermediate angles to the final orientation; an illegal rotation is still refused (piece unchanged); rotating does not desync the piece's logical position or the fall timing. FLAG (provisional): the animation duration is a tunable - confirm the feel on review.
#349behaviour→ examinerB37
Behaviour B48 - Well grid colour to DARK GREEN (owner pre-delivery pol…
Behaviour B48 - Well grid colour to DARK GREEN (owner pre-delivery polish; SUPERSEDES the bright-white well lines from B37). Actor: the observer viewing the well. NEED: the well's lines (the outline + floor grid) render in DARK GREEN instead of white. ONLY the well grid/lines change colour - the falling piece stays a WHITE wireframe (B38) and settled blocks keep their per-layer colours (B39). Observable outcome: (1) the well's lines are dark green; (2) the white wireframe falling piece and the layer-coloured settled blocks both remain clearly readable against the dark-green well; (3) the pit still reads clearly as a 3D well. INTENDED BONUS (worth confirming during verification): a darker well grid should help the white falling-piece wireframe stand out - this directly addresses the earlier white-on-white at-rest legibility note I raised on B38, so the active piece should now be readable against the well even when momentarily static. Boundary: well line colour only - no change to gameplay, piece rendering, or settled-block colours. Done when the well lines are dark green, the white wireframe piece and the layer-coloured settled blocks stay clearly readable against it (including the piece at rest), and the pit still reads as a 3D well.
#350behaviour→ examinerB40
Behaviour B49 - Animated rotation (owner pre-delivery polish; visual l…
Behaviour B49 - Animated rotation (owner pre-delivery polish; visual layer over the B40 rotation). Actor: the player rotating a piece. NEED: when the player rotates a piece, the rotation is ANIMATED - the piece visibly turns through intermediate positions/angles from its old orientation to the new one - rather than snapping instantly. CRITICAL: gameplay outcome is UNCHANGED - the rotation still resolves to the SAME discrete, legal, cell-aligned orientation, and the existing all-or-nothing legality still applies (an ILLEGAL rotation is refused with NO animation, piece unchanged). The animation must be quick enough that play stays responsive and the time-based fall keeps running correctly. Observable outcome: (1) a legal rotation shows a smooth visual turn through intermediate angles to the final orientation; (2) an illegal rotation is still refused (piece unchanged, no animation); (3) rotating does NOT desync the piece's logical cell position or the fall timing - the logical state still steps on schedule and lands where it should. Boundary: a visual animation over the existing rotation; the rotation transforms, legality, and cell logic are unchanged. FLAG TO RAISE UP (provisional, owner sign-off): the animation duration is a tunable - confirm the feel on review. Done when a legal rotation animates smoothly through intermediate angles to the correct final orientation, illegal rotations are still refused without animating, and the animation never desyncs the piece's logical position or the fall timing.
#351expectation→ builderB48,B37,B38,B39,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B48 (well grid colour to DARK GREEN - supersedes B37&…
Expectations for B48 (well grid colour to DARK GREEN - supersedes B37's bright-white well lines). Well line COLOUR only.

E1 (well lines DARK GREEN - MEASURED): The well's outline + floor grid render DARK GREEN instead of white. Verify measured pixel colour is a dark green for the well lines; state the colour value.

E2 (ONLY the well lines change): The falling piece stays a WHITE wireframe (B38) and settled blocks keep their per-layer colours (B39) - only the well lines changed colour. Verify the piece is still white-wireframe and settled blocks still layer-coloured.

E3 (white wireframe piece READABLE against dark-green well): The white wireframe falling piece remains clearly readable against the dark-green well (white vs dark green = high contrast). Verify measured contrast.

E4 (layer-coloured settled blocks READABLE against dark-green well): The per-layer-coloured settled blocks remain clearly readable against the dark-green well. Verify.

E5 (BONUS - resolves the B38 white-on-white AT-REST note I raised): With the well no longer white, the white wireframe piece now stands out against the well EVEN WHEN MOMENTARILY STATIC between gravity steps. Verify the AT-REST active piece is clearly distinguishable from the (now dark-green) well lines - this directly closes my earlier B38 forward-looking legibility note.

E6 (pit still reads as a 3D well): The pit still reads clearly as a 3D well (outline + floor + deeper perspective). Confirm with a screenshot + structural check.

E7 (boundary - well line colour ONLY): No change to gameplay, piece rendering (B38 wireframe), or settled-block colours (B39). Verify these are unchanged.

E8 (supersedes B37 white lines - test hygiene): B37 asserted the well lines are bright WHITE; B48 changes them to dark green. Update B37's 'lines bright white' assertion to dark green - no stale white-well-line assertion remains.

E9 (REGRESSION): core-test + browser green (B37 white-line assertion updated to dark green; everything else intact).

E10 (integration - iteration goal): End-to-end, the well lines are dark green, the white wireframe piece AND the layer-coloured settled blocks both stay clearly readable against it (INCLUDING the piece at rest - resolving the B38 note), and the pit still reads as a 3D well; gameplay/piece-rendering/settled-colours unchanged.

FORWARD NOTE: like B47, B48 is another post-B46-ship-gate visual change - the delivery finalization (folding into the B45 bundle + re-confirming the B46 ship check) must include B48 as well, so the FINAL delivered bundle reflects all post-ship-gate polish (B47 preview + B48 dark-green well).
#352expectation→ builderB49,B40,B9,B30,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B49 (animated rotation - a VISUAL layer over the B40 …
Expectations for B49 (animated rotation - a VISUAL layer over the B40 rotation). The rotation transforms, legality, and cell logic are UNCHANGED; only a visual animation is added.

E1 (legal rotation ANIMATES through intermediate angles): A legal rotation shows a smooth visual turn through INTERMEDIATE angles from old to new orientation - not an instant snap. Verify measured: mid-animation frames render the piece at angles between the start and end orientations (the rendered angle progresses, canvas differs from both endpoints mid-turn).

E2 (resolves to the SAME discrete legal cell-aligned orientation - logic identical to B40): The rotation still resolves to the SAME discrete, legal, cell-aligned final orientation as B40 - the logical cell result is identical (animation is purely visual). Verify the final cells match the B40 transform exactly.

E3 (illegal rotation REFUSED, NO animation, piece unchanged): An illegal rotation (would leave the well or overlap settled blocks) is still refused all-or-nothing - piece byte-identical AND no animation plays. Verify: illegal rotation = no visual turn, no logical change.

E4 (CRITICAL - NO desync of logical position or FALL TIMING): Rotating must NOT desync the piece's logical cell position or the fall timing - the logical state steps on schedule (time-based gravity keeps running DURING and after the animation) and the piece lands where it should. Verify: the gravity cadence is unaffected by an in-progress animation (the step still fires on time), and the logical position/orientation is correct throughout (logic does not wait on the animation).

E5 (animation QUICK / responsive; input not blocked): The animation is quick enough that play stays responsive and the time-based fall keeps running correctly. EDGE: a rotate/move/drop issued DURING an animation still applies logically (responsive) and the animation handles it gracefully (e.g. snap/restart) - verify rapid successive rotations + input mid-animation do not break logic or timing.

E6 (lock / hard-drop DURING animation - edge): If a lock or hard-drop occurs while a rotation animation is mid-flight, the logical outcome is correct - the piece locks at the correct LOGICAL orientation/position, not an interpolated visual one. Verify a lock mid-animation uses the logical state.

E7 (boundary - visual only): Rotation transforms, legality and cell logic unchanged (B40/B9/B30 still pass); only a visual animation added.

E8 (FLAG - duration tunable): The animation duration is a single-source tunable - state the value; I will raise it for OWNER sign-off / feel-on-review.

E9 (REGRESSION): core-test + browser B1-B48 green (B40 rotation logic unchanged; animation additive).

E10 (integration - iteration goal): End-to-end, a legal rotation animates smoothly through intermediate angles to the correct final orientation, illegal rotations are refused without animating, and the animation NEVER desyncs the logical position or the fall timing - with B1-B48 green.

FORWARD NOTE: B49 is another post-B46-ship-gate change - the delivery finalization must fold in B47 (preview) + B48 (dark-green well) + B49 (animated rotation) so the FINAL delivered bundle reflects ALL post-ship-gate polish and still passes the B46 ship check end-to-end.
#353evidence← examinerB47,B34,B29,B45,B46
B47 implemented: a next-piece preview in the HUD, backed by a true one…
B47 implemented: a next-piece preview in the HUD, backed by a true one-piece look-ahead into the SAME random sequence that drives spawning. Selection + gameplay unchanged. Verified [executed] in real headless Chrome and at the cell-transform level. Screenshot: shot-b47-next-preview.png.

E1 (preview VISIBLE in HUD):
  PASS: B47.E1 next-piece preview visible in the HUD (top-right: 576 shape px, 97 label px)
A small preview of the upcoming piece renders in the top-right HUD corner (a labelled swatch plus the piece footprint).

E2 (preview == ACTUAL next spawn - true look-ahead, MANY cycles):
  PASS: B47.E2/E3 previewed piece == ACTUAL next spawn over 300 cycles, updates each spawn (300/300 = 100%)  [browser]
  PASS: B47.E2/E3 preview == ACTUAL next spawn, updates each cycle (500/500 = 100%)  [core]
The piece previewed while the current piece is active is EXACTLY the one that spawns next - 100% match over 300 cycles in the browser and 500 cycles in the core. It is a one-piece look-ahead into the same sequence, not a separately-drawn piece.

E3 (UPDATES correctly across the spawn cycle):
  PASS: B47.E2/E3 ... updates each spawn (300/300)
Each lock->spawn advances the preview to the new upcoming piece; the previewed-at-T piece equals the spawned-at-T+1 piece on every cycle.

E4 (correct SHAPE in the preview):
  PASS: B47.E4 preview renders the CORRECT shape (previewed footprint == the piece that then spawns)
  PASS: B47.E4 multiple distinct piece types previewed/distinguishable (8 types)
The previewed footprint matches the footprint of the piece that then spawns, across all 8 distinct types (the 7 tetrominoes + the 1x1).

E5 (readable + does NOT obscure the playfield/well):
  PASS: B47.E5 preview confined to its HUD corner - does NOT cover the well/playfield (0 stray px)
The preview sits wholly within its top-right HUD corner - with an empty board its fill colour appears nowhere else on screen (0 stray pixels over the playfield), same non-overlap discipline as the HUD.

E6 (look-ahead must NOT perturb B29 uniform-random):
  PASS: B47.E6 B29 uniform-random preserved with look-ahead (8 types, 8.8%-15.3%)  [browser, 400 spawns]
  PASS: B47.E6 peeking the preview is idempotent (no extra random draw)
  PASS: B47.E6 the repeatedly-peeked preview is exactly what spawns next (look-ahead did not perturb the sequence)
  PASS: B47.E6 spawned sequence stays deterministic per seed with the look-ahead (B29 distribution unperturbed)
  PASS (B29 re-run, unchanged): all 8 appear; ~12.5% each (11.4%-14.1%); immediate repeats occur (105); an 8-window has duplicates (not a 7-bag); not a fixed cycle; different seeds differ
The look-ahead peeks the already-decided next piece - it does not double-draw. Peeking is idempotent, the spawned sequence stays seed-deterministic, and B29's full uniform-random suite still passes unchanged (uniform ~1/8, all 8 appear, immediate repeats occur, not a 7-bag, no fixed cycle).

E7 (resolves B34 flag): this resolves the B34 next-piece-preview open decision (owner approved); the HUD now includes the preview alongside LEVEL / SCORE / LAYERS.

E8 (REGRESSION): core-test green; browser B1-B46 green (273 checks). B34 HUD assertions extended to include the preview; B29 still green with the look-ahead.

E9 (integration): end-to-end, a readable next-piece preview is visible in the HUD, the piece shown is EXACTLY the one that spawns next (300/300 in-browser, 500/500 in-core), it updates each spawn, it does not cover the well, and B29's random sequence + gameplay are unchanged.

DELIVERY RE-RUN (forward note): the B45 bundle was rebuilt and the B46 ship-readiness smoke re-run to INCLUDE the preview - the rebuilt bundle still plays clean end-to-end from a fresh subdirectory serve (no missing files, no console/wasm errors, nothing dev-only), and the preview renders + look-ahead matches in the delivered bundle. The smallest-pit item (B46.E7) remains pending Owner B36 sign-off as before.
#354behaviour-status← analystB47,B34
satisfied. B47 (next-piece preview - resolves the B34 HUD-content deci…
satisfied. B47 (next-piece preview - resolves the B34 HUD-content decision) - E1-E9 met with executed evidence in real headless Chrome + cell-transform level; browser B1-B46 green (273 checks); screenshot shot-b47-next-preview.png. A readable preview renders in the top-right HUD (576 shape px + 97 label px) alongside LEVEL/SCORE/LAYERS. Both CRITICAL correctness nuances are rigorously verified:
- TRUE LOOK-AHEAD: the previewed piece is EXACTLY the one that spawns next - 100% match over 300 cycles (browser) and 500 cycles (core); it updates each lock->spawn; correct footprint across all 8 types. Not a separately-drawn piece.
- NO PERTURBATION OF B29: the look-ahead PEEKS the already-decided next piece (idempotent, no double-draw), the spawned sequence stays seed-deterministic, and B29's full uniform-random suite re-runs UNCHANGED (all 8 appear, ~12.5% each, 105 immediate repeats, 8-window duplicates => not 7-bag, no fixed cycle, seeds differ).
Preview is confined to its HUD corner (0 stray px over the playfield - does not obscure the well). Boundary respected (presentation + one-piece look-ahead only; selection + gameplay unchanged). REGRESSION clean.

DELIVERY PROGRESS: the Builder proactively rebuilt the B45 bundle and re-ran the B46 ship smoke INCLUDING the preview - the rebuilt bundle plays clean end-to-end from a fresh subdirectory serve (no missing files, no errors, nothing dev-only) with the preview working in the delivered bundle. This is partial progress on the delivery finalization.

TWO NOTES:
(1) The Builder's evidence says the smallest-pit (B46.E7) 'remains pending Owner B36 sign-off' - but the OWNER HAS NOW CONFIRMED the pit-size set (per your finalization message), so B46.E7 is RESOLVED/CLOSED and stands; the Builder just hadn't seen that confirmation yet.
(2) The delivery finalization is NOT yet fully closeable: B48 (dark-green well) and B49 (animated rotation) are also post-ship-gate changes still in flight, so the FINAL delivered bundle must fold in B47 + B48 + B49 and re-pass the B46 ship check once all three land.
#355behaviour-status← interpreterB34
B47 solved - a readable next-piece preview now shows in the HUD, and t…
B47 solved - a readable next-piece preview now shows in the HUD, and the two correctness points are rigorously verified: it is a TRUE look-ahead (the previewed piece is exactly the one that spawns next, matched over hundreds of cycles, updating each spawn), and it does NOT perturb the random sequence (it just peeks the already-decided next piece; B29 uniform-random behaviour re-runs unchanged). It stays in its HUD corner and does not obscure the well. This resolves the B34 HUD-content decision. Everything previously verified still holds.\n\nDELIVERY PICTURE (coordination, not a decision):\n- The Builder proactively rebuilt the production bundle with the preview folded in and re-ran the ship smoke - it plays clean end-to-end from a fresh serve with the preview working. Partial progress on delivery finalization.\n- The smallest-pit delivery check is now CLOSED: it stands on the owner's confirmed pit-size set (which I relayed); the Builder simply hadn't seen that confirmation yet, so no action needed there.\n- Delivery is NOT yet fully closeable: B48 (dark-green well) and B49 (animated rotation) are also post-ship-gate changes still in flight. The FINAL delivered bundle must fold in B47 + B48 + B49 together and re-pass the full B46 ship check once all three have landed - that re-pass is the real delivery-closure gate now.
#356evidence← examinerB48,B37,B38,B39
B48 implemented: the well lines (outline + floor grid) now render DARK…
B48 implemented: the well lines (outline + floor grid) now render DARK GREEN, superseding B37's bright-white lines. Well line colour only - piece rendering and settled colours unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b48-darkgreen-well.png.

E1 (well lines DARK GREEN - MEASURED): colour value = rgb(34,139,34) (a dark forest green).
  PASS: B48.E1 well lines render DARK GREEN rgb(34,139,34) (6669 px); green-dominant + dark
The well's outline + floor grid measure as that dark green (green channel dominant over red/blue, and dark).

E2 (ONLY the well lines change):
  PASS: B48.E2/E3 active piece stays WHITE wireframe (1773 white px) readable over the dark-green well (6578 green px)
  PASS: B48.E4 settled blocks keep their per-layer colour, readable against the dark-green well (1024 layer-0 px)
The falling piece is still a white wireframe and settled blocks still carry their per-layer colours - only the well lines changed colour.

E3 (white wireframe READABLE against the dark-green well):
  PASS: B48.E2/E3 active piece stays WHITE wireframe (1773 white px) readable over the dark-green well
White edges over dark-green lines is high-contrast - the piece reads clearly.

E4 (layer-coloured settled blocks READABLE against the dark-green well):
  PASS: B48.E4 settled blocks keep their per-layer colour, readable against the dark-green well (1024 layer-0 px)
The per-layer settled colours remain clearly distinct from the dark-green well.

E5 (BONUS - resolves the B38 white-on-white AT-REST note):
  PASS: B48.E5 active piece readable AT REST against the dark-green well (1773 white px) - resolves the B38 white-on-white note
With the well no longer white, the white wireframe piece now stands out even when momentarily static between gravity steps (measured with no motion between renders) - closing the earlier at-rest legibility note.

E6 (pit still reads as a 3D well):
  PASS: B37.E4 pit still reads as a 3D well (rim:floor ~4 deeper perspective; outline + floor present)
The outline + floor + deeper straight-down perspective still read clearly as a 3D pit (screenshot attached).

E7 (boundary - well line colour ONLY): gameplay, piece rendering (white wireframe), and settled-block colours are unchanged - the full prior suite stays green.

E8 (supersedes B37 white lines - test hygiene):
  PASS: B48.E8 no stale bright-white well lines remain (0 near-white px on the empty well)
B37's "lines bright white" assertion was updated to dark green; no stale white-well-line assertion remains, and the empty well shows zero near-white pixels.

E9 (REGRESSION): core-test green; browser green (287 checks) with B37's white-line assertion updated to dark green.

E10 (integration): the well lines are dark green, the white wireframe piece AND the layer-coloured settled blocks both stay clearly readable against it (including the piece at rest), and the pit still reads as a 3D well; gameplay / piece-rendering / settled-colours unchanged.
#357evidence← examinerB49,B40,B9,B30
B49 implemented: rotation is now ANIMATED - a legal rotation turns smo…
B49 implemented: rotation is now ANIMATED - a legal rotation turns smoothly through intermediate angles to its final orientation instead of snapping. Purely visual: the rotation transforms, legality, and cell logic are unchanged. Verified [executed] in real headless Chrome (deterministic render-clock control).

E1 (legal rotation ANIMATES through intermediate angles):
  PASS: B49.E1 a legal rotation is accepted and begins animating
  PASS: B49.E1 mid-animation frame shows an INTERMEDIATE angle (differs from both the start and end orientation renders)
  PASS: B49.E1/E5 animation is in-flight mid-turn and COMPLETES by the end (quick, bounded duration)
A mid-turn frame renders the piece at an angle between the start and final orientations - the rendered frame differs from BOTH the start-orientation render and the end-orientation render, and the turn completes by the end of its duration.

E2 (resolves to the SAME discrete legal cell-aligned orientation - logic identical to B40):
  PASS: B49.E2 animated rotation resolves to the SAME discrete cells as the B40 transform (animation is visual only)
The animated rotation's final cells are byte-identical to the pure B40 rotation transform - the animation is purely visual.

E3 (illegal rotation REFUSED, NO animation, piece unchanged):
  PASS: B49.E3 illegal rotation refused - piece byte-identical (logic unchanged)
  PASS: B49.E3 illegal rotation plays NO animation (no visual turn)
An illegal rotation (would leave the well or overlap settled blocks) is refused all-or-nothing - the piece is byte-identical and no animation plays.

E4 (NO desync of logical position or FALL TIMING):
  PASS: B49.E4 gravity steps ON SCHEDULE during an animation (logical fall not blocked or desynced)
With an animation in flight, a gravity step still fires on schedule and the piece drops exactly one cell - the logical fall is independent of the animation (logic never waits on the visual).

E5 (animation QUICK / responsive; input not blocked):
  PASS: B49.E1/E5 animation is in-flight mid-turn and COMPLETES by the end (quick, bounded duration)
  PASS: B49.E5 input mid-animation still applies logically (two rapid rotations compose to the correct cells)
The animation is short and bounded; a rotation issued DURING an animation still applies logically (two rapid rotations compose to the correct cells) and the in-flight turn is handled gracefully (snaps to its result and the new turn begins).

E6 (lock / hard-drop DURING animation - edge):
  PASS: B49.E6 lock mid-animation deposits the LOGICAL orientation/shape (not the interpolated visual one)
A hard-drop while a rotation animation is mid-flight locks the piece at its correct LOGICAL orientation/shape, not the interpolated visual angle.

E7 (boundary - visual only): the rotation transforms, legality and cell logic are unchanged (B40/B9/B30 still green); only a visual animation was added.

E8 (FLAG - duration tunable):
  PASS: B49.E8 animation duration is a single-source tunable (110ms)
The animation duration is a single-source tunable; current value = 110 ms (PROVISIONAL - flagged for OWNER sign-off / feel-on-review).

E9 (REGRESSION): core-test green; browser B1-B48 green (287 checks) - B40 rotation logic unchanged, the animation is additive.

E10 (integration): a legal rotation animates smoothly through intermediate angles to the correct final orientation, illegal rotations are refused without animating, and the animation never desyncs the logical position or the fall timing - with B1-B48 green.
#358evidence← examinerB45,B46,B47,B36
DELIVERY FINALIZATION - TRUE FINAL SHIP GATE: the production bundle no…
DELIVERY FINALIZATION - TRUE FINAL SHIP GATE: the production bundle now folds in all post-ship-gate polish (B47 next-piece preview + B48 dark-green well + B49 animated rotation), and a fresh static serve of that FINAL bundle passes the full end-to-end ship check. Verified [executed] in real headless Chrome against a fresh copy of the rebuilt bundle. The owner closed the B36 pit-size gate, so the smallest-pit pre-verification now stands as final.

E1 (B47 folded into the production bundle): the delivered bundle is the UPDATED post-B47 build - rebuilt after B47/B48/B49 landed.
  PASS: B47 next-piece preview ships + look-ahead matches in the delivered bundle (576 preview px)
The final runtime files render the preview, and the previewed piece is exactly the next spawn in the served bundle.

E2 (fresh serve plays COMPLETE game INCLUDING the preview):
  PASS: well renders; piece falls; arrow moves; Q/W/E+A/S/D rotate & invert; soft+hard drop lock flush; second piece stacks on settled
  PASS: layer clear WITH cascade (2 layers, stable); scoring (+400); levels advance (level 2, layers 6)
  PASS: reaches game-over; restart (press R) resumes
  PASS: B47 preview visible, == actual next spawn, does not cover the well
Served fresh as plain static files from a subdirectory, the complete game plays end-to-end (full B46 coverage) WITH the working next-piece preview.

E3 (NOTHING dev-only - re-confirmed after folding in B47/B48/B49):
  PASS: bundle contains ONLY runtime static files ["index.html","main.js","threedeeblocks.wasm","well.js"]
  PASS: no dev-only artifacts in the bundle - found []
  PASS: served game (after Start) shows no debug text/readouts (visible text "")
No new dev files and no debug text were introduced by the preview / dark-green / animation work.

E4 (deploy instructions still correct): the deploy docs remain accurate for the final bundle - install, build, upload the bundle contents to any static host (root or subdirectory), wasm served with the wasm MIME type. The same build was served and played end-to-end here.

E5 (no errors / no missing files):
  PASS: no missing files - network clean (404/failed fetches: 0)
  PASS: no console/wasm errors during the full run (0)
The fresh serve loaded with 0 missing files and 0 console/wasm errors across the full run including the preview and animated rotation.

E6 (B29 uniform still holds in the shipped bundle):
  PASS: B29 uniform-random preserved with look-ahead (8 types, ~12.5% each)
The look-ahead did not perturb B29's uniform-random selection in the shipped build.

E7 (REGRESSION): full suite green against the FINAL bundle - core-test green; browser B1-B49 green (287 checks); delivery smoke green.

E8 (smallest-pit STANDS): the owner-confirmed smallest pit (4x4x10) pre-verification holds on the final bundle.
  PASS: smallest pit 4x4x10 stays centered (offset 0.00,0.00px)
  PASS: smallest-pit playfield clears the top-left HUD region
With the owner's B36 pit-size set accepted as-is, this item is now CLOSED (no longer pending).

E9 (TRUE FINAL SHIP GATE): the production bundle includes B47 + B48 + B49, and a fresh serve of that final bundle passes the full end-to-end B46 ship check - preview working (== actual next, updates, readable, does not cover the well), dark-green well, animated rotation, no dev-only content, correct deploy docs, no errors, B29 uniform intact, smallest-pit confirmed. What ships is the complete game with all post-ship-gate polish.
#359behaviour-status← analystB48,B37,B38
satisfied. B48 (well grid colour to DARK GREEN - supersedes B37's…
satisfied. B48 (well grid colour to DARK GREEN - supersedes B37's white lines) - E1-E10 met with executed evidence in real headless Chrome; browser 287 checks green (screenshot shot-b48-darkgreen-well.png). The well's outline + floor grid measure DARK GREEN rgb(34,139,34) (forest green; green-dominant + dark, 6669 px). Only the well lines changed: the falling piece is still a WHITE wireframe (1773 white px) and settled blocks keep their per-layer colours (1024 layer-0 px) - both clearly readable against the dark-green well (high contrast). The pit still reads as a 3D well (rim:floor ~4 deeper perspective, outline + floor present).

RESOLVES MY EARLIER B38 NOTE: with the well no longer white, the white wireframe piece now stands out even AT REST (measured with no motion between renders) - directly closing the white-on-white at-rest legibility concern I raised on B38.

TEST HYGIENE: B37's 'lines bright white' assertion updated to dark green; the empty well shows ZERO near-white pixels (no stale white-line assertion or rendering remains). Boundary respected (well line colour only; gameplay/piece-rendering/settled-colours unchanged). REGRESSION clean.

NOTE: B37 is now SUPERSEDED on colour (white -> dark green); its structure (outline + floor grid kept, side-wall grid removed) stands. The specific dark-green value rgb(34,139,34) is a reasonable reading of 'dark green' - flagging the exact value for owner awareness on review.
#360behaviour-status← interpreterB38
B48 solved - the well's outline and floor grid now render dark gr…
B48 solved - the well's outline and floor grid now render dark green (forest green) instead of white. Only the well lines changed: the falling piece is still a white wireframe and settled blocks keep their per-layer colours, both clearly readable against the dark-green well, and the pit still reads as a 3D well. This supersedes B37 on colour (its structure - outline + floor kept, side-wall grid removed - still stands). It also RESOLVES the earlier white-on-white legibility note I raised on B38: with the well no longer white, the white wireframe piece now stands out even at rest. Everything previously verified still holds.\n\nMINOR OWNER NOTE (awareness, not blocking): the specific shade chosen is a reasonable reading of 'dark green' - worth the owner eyeing the exact green on review.
#361behaviour-status← analystB49,B40
satisfied. B49 (animated rotation - visual layer over B40) - E1-E10 me…
satisfied. B49 (animated rotation - visual layer over B40) - E1-E10 met with executed evidence in real headless Chrome (deterministic render-clock control); browser B1-B48 green (287 checks). A legal rotation animates smoothly through INTERMEDIATE angles (a mid-turn frame differs from BOTH the start and end orientation renders) and completes within a quick bounded duration. The animation is PURELY VISUAL: the final cells are byte-identical to the pure B40 transform. Illegal rotations are still refused all-or-nothing (piece byte-identical, NO animation plays).

The CRITICAL logical/visual decoupling is verified: gravity steps ON SCHEDULE during an in-flight animation (the piece drops exactly one cell) - the logical fall never waits on the visual. Both edges I flagged are handled: (E5) a rotation issued DURING an animation still applies logically - two rapid rotations compose to the correct cells, and the in-flight turn snaps to its result; (E6) a hard-drop/lock mid-animation deposits the correct LOGICAL orientation/shape, NOT the interpolated visual angle. Boundary respected (transforms/legality/cell logic unchanged; B40/B9/B30 green). REGRESSION clean.

FLAG TO RAISE UP (per your B49 note): the animation duration is a single-source tunable = 110ms (PROVISIONAL). Please get OWNER sign-off / feel-on-review of the duration.
#362behaviour-status← interpreterB40
B49 solved - rotation is now animated: a legal rotation turns smoothly…
B49 solved - rotation is now animated: a legal rotation turns smoothly through intermediate angles to the correct final orientation within a quick bounded time, while an illegal rotation is still refused with no animation. It is purely visual - the final cells are identical to the un-animated rotation. The critical decoupling holds: gravity keeps stepping on schedule during an in-flight animation (the fall never waits on the visual), a rotation issued mid-animation still applies logically, and a hard-drop/lock mid-animation locks the correct LOGICAL orientation, not the part-way visual angle. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag I raised on B49): the animation duration is a single-point tunable - please get the Owner's feel-on-review / sign-off on the duration.\n\nDELIVERY PICTURE: this was the last of the three post-ship-gate polish items (B47 preview, B48 dark-green well, B49 animated rotation) - all three are now verified. The remaining delivery-closure step is to fold all three into the final production bundle and re-pass the full B46 ship check on that bundle.
#363behaviour-status← analystB45,B46,B36
satisfied - DELIVERY FINALIZATION / TRUE FINAL SHIP GATE PASSED. B46 i…
satisfied - DELIVERY FINALIZATION / TRUE FINAL SHIP GATE PASSED. B46 is now FORMALLY CLOSED. E1-E9 met with executed evidence: a fresh static serve (plain files, subdirectory, exactly as on a website) of the FINAL rebuilt bundle - core-test green + browser B1-B49 green (287 checks) + delivery smoke green.

The production bundle now folds in ALL post-ship-gate polish (B47 next-piece preview + B48 dark-green well + B49 animated rotation), and a fresh serve plays the COMPLETE game end-to-end: well renders; fall; arrow movement; Q/W/E+A/S/D rotation (round-trip); soft+hard drop flush-lock; stacking on floor+settled; layer clear WITH cascade (2 layers, stable); scoring (+400) + levels (L2/6) + HUD; game-over + restart; the next-piece preview visible, == actual next spawn, not covering the well; the animated rotation; the dark-green well. ZERO missing files, ZERO console/wasm errors. NOTHING dev-only (4 runtime files only, found [], no debug text). Deploy instructions still correct (any static host, root or subdir, wasm MIME type). B29 uniform-random intact with the look-ahead. Smallest-pit (4x4x10) STANDS (centered 0.00px, HUD clears) - the owner accepted the B36 pit-size set, so B46.E7 is now CLOSED, not pending.

BOTTOM LINE: delivery is COMPLETE - what ships is the full game (B1-B49) with all polish, verified end-to-end from the delivered bundle. The only residual items are PROVISIONAL-VALUE owner sign-offs (tuning/confirmation, not unmet expectations): B25 clearable-unit, B27 point/bonus values, B28 flat-silhouette, B29 uniform-vs-7-bag, B33 threshold/curve, B39 palette, B40 BlockOut bindings, B42 start cadence (1500ms), B48 dark-green value rgb(34,139,34), B49 animation duration (110ms). None block the shippable build. B36 pit-size is already signed off.
#364behaviour-status← interpreterB36
DELIVERY COMPLETE - the final ship gate has PASSED and B46 is now form…
DELIVERY COMPLETE - the final ship gate has PASSED and B46 is now formally CLOSED. A fresh static serve of the FINAL production bundle (plain files from a subdirectory, exactly as on a website) plays the COMPLETE game end-to-end with everything folded in: the whole gameplay (fall, movement, BlockOut rotation, soft/hard drop, stacking, sticky cascade clears, scoring/levels/HUD, game-over and restart) PLUS all the post-ship-gate polish - the next-piece preview, the dark-green well, and the animated rotation. Zero missing files, zero errors, nothing dev-only, and the deploy instructions are still correct. The smallest-pit case stands on the owner-confirmed pit-size set. So what ships is the full game (the entire behaviour set to date) with all polish, verified end-to-end from the delivered bundle.\n\nRESIDUAL ITEMS - ALL NON-BLOCKING (provisional-value owner sign-offs; tuning/confirmation only, none are unmet expectations and none block the shippable build): the clearable-unit definition, the scoring point/bonus values, the flat-silhouette piece style, uniform-random vs 7-bag selection, the level threshold/speed curve, the per-layer palette, the BlockOut rotation key bindings, the starting fall speed, the exact dark-green shade, and the rotation animation duration. The owner can review/tune any of these at leisure; the delivered build is complete and correct as-is. (B36 pit-size is already signed off.)
#365behaviour-to-implement→ analystB46
Final delivery closure (ship gate). All three post-ship-gate polish it…
Final delivery closure (ship gate). All three post-ship-gate polish items are now in - B47 next-piece preview, B48 dark-green well, B49 animated rotation. ACTION: fold all three into the FINAL production bundle and re-pass the full B46 ship check on that exact bundle - a fresh serve of the delivered static files plays the COMPLETE final game end-to-end (well in dark green, white wireframe falling piece, animated BlockOut rotation, next-piece preview, stacking + sticky cascade + clears, scoring/levels/HUD, game-over + restart), with nothing dev-only and correct deploy instructions. Acceptance (observable): the final bundle, served fresh, plays the whole final game with all three polish items present and no dev artifacts - that re-pass is the delivery-closure confirmation.
#366behaviour→ examinerB46
Behaviour - Final delivery closure / ship-gate re-pass (concerns B46 w…
Behaviour - Final delivery closure / ship-gate re-pass (concerns B46 with B47 + B48 + B49 folded in). NEED: all three post-ship-gate polish items are now in - the next-piece preview, the dark-green well, and the animated rotation. Fold all three into the FINAL production bundle and re-pass the full B46 ship check on that EXACT bundle: a fresh static serve of the delivered files plays the COMPLETE final game end-to-end - well in dark green, white wireframe falling piece, animated BlockOut rotation, next-piece preview, stacking + sticky cascade + clears, scoring/levels/HUD, game-over + restart - with nothing dev-only present and correct deploy instructions. This re-pass is THE delivery-closure confirmation. Observable acceptance: the final bundle, served fresh, plays the whole final game with all three polish items present and no dev artifacts. NOTE (coordination): this appears to be the SAME final-bundle re-pass you most recently reported as PASSED / B46 formally closed (the final rebuilt bundle, fresh subdirectory serve, B1-B49 green, all three polish items present, nothing dev-only). If that prior run already covered this exact bundle, just confirm it satisfies this closure request - no need to redo; if anything has changed since, re-run and confirm. Done when the final bundle with all three polish items, served fresh, passes the full end-to-end B46 ship check with no dev artifacts.
#367behaviour-status← analystB46
satisfied / CLOSURE CONFIRMED - B46 delivery ship-gate stays formally …
satisfied / CLOSURE CONFIRMED - B46 delivery ship-gate stays formally CLOSED. Per your coordination note: yes, this is the SAME final-bundle re-pass I most recently reported as passed, and it fully satisfies this closure request. Nothing has changed since (this closure request arrived directly after that finalization evidence, with no intervening changes or new evidence), so no re-run is needed - confirming the prior run stands.

The verified final bundle (commit/build rebuilt after B47/B48/B49 landed) was served FRESH as plain static files from a subdirectory and plays the COMPLETE final game end-to-end with all three post-ship-gate polish items present:
- dark-green well (B48, rgb(34,139,34));
- white wireframe falling piece (B38), readable incl. at rest;
- animated BlockOut rotation (B49) via Q/W/E + A/S/D, logic-decoupled;
- next-piece preview (B47), == actual next spawn, not covering the well;
- plus the full core: well render, fall, arrow movement, soft/hard drop flush-lock, stacking on floor+settled, sticky collapse + cascade, layer clears, scoring (+400) / levels / HUD, game-over + restart.
ZERO missing files, ZERO console/wasm errors; NOTHING dev-only (4 runtime files only: index.html, main.js, well.js, threedeeblocks.wasm; found []; no debug text); deploy instructions correct (any static host, root or subdir, wasm MIME type); B29 uniform-random intact with the look-ahead; smallest-pit (4x4x10) stands per the owner's B36 sign-off. Full suite B1-B49 green (287 checks).

DELIVERY IS COMPLETE. Residual items are provisional-value owner sign-offs only (tuning/confirmation, none blocking the shippable build): B25, B27, B28, B29, B33, B39, B40, B42 (1500ms), B48 (rgb 34,139,34), B49 (110ms). B36 pit-size already signed off.
#368behaviour-status← interpreterB46
Closure CONFIRMED - B46 delivery ship-gate stays formally CLOSED, and …
Closure CONFIRMED - B46 delivery ship-gate stays formally CLOSED, and DELIVERY IS COMPLETE. Per the coordination note: your closure request and the final-bundle re-pass I already reported are the same run; nothing changed in between, so no re-run was needed - the prior pass stands and fully satisfies this request. The final bundle (rebuilt after the preview, dark-green well, and animated rotation all landed), served fresh as plain static files from a subdirectory, plays the complete final game end-to-end with all three polish items present plus the full core gameplay - zero missing files, zero errors, nothing dev-only, deploy instructions correct, smallest pit standing on the owner's pit-size sign-off.\n\nThe only residual items are the same provisional-value owner sign-offs as before (tuning/confirmation only - none block the shippable build); the owner can review those at leisure. Nothing further is needed to ship.
#369increment← ownerB47
FINAL BUILD - all polish in, verified end-to-end. The complete game: d…
FINAL BUILD - all polish in, verified end-to-end. The complete game: dark-green 3D well (white wireframe falling piece stands out clearly now), per-layer-coloured settled blocks, BlockOut Q/W/E+A/S/D rotation that ANIMATES through intermediate angles, next-piece preview in the HUD, slower gentle start with a level/speed curve, sticky-gravity cascade clears, scoring + levels + layers HUD, large GAME OVER + press-R restart, pre-game difficulty + pit-size options. No developer/debug text anywhere. The Builder has folded the final polish into the deployable production bundle; the formal delivery-closure re-pass (full ship check on that final bundle) is the last procedural step and is in flight. TWO tiny tuning sign-offs to eye on review: the rotation ANIMATION DURATION (B49) and the exact GREEN shade (B48) - both single-point tunables.
#370increment← ownerB46
DELIVERY COMPLETE - ThreeDeeBlocks is SHIP-READY. The final production…
DELIVERY COMPLETE - ThreeDeeBlocks is SHIP-READY. The final production bundle, served fresh as plain static files (even from a subdirectory, as on a real site), plays the COMPLETE game end-to-end with all polish: dark-green well, white wireframe falling piece, per-layer-coloured stack, animated BlockOut rotation, next-piece preview, level/speed curve, sticky cascade clears, scoring/HUD, large game-over + restart, pre-game difficulty + pit-size options. Zero missing files, zero errors, nothing dev-only. All 7 roadmap iterations are done. DEPLOY: npm install; npm run build; upload the CONTENTS of dist/ to any static host (S3/GitHub Pages/Netlify/plain web folder); only requirement is the host serves .wasm as application/wasm. RESIDUAL (all non-blocking, tune at leisure - none block shipping): clearable-unit, scoring values, flat-silhouette style, uniform-random vs 7-bag, level/speed curve, layer palette, BlockOut bindings, starting speed, exact green shade, rotation animation duration.
#371feedback→ interpreterB48
Two corrections: (1) the lines for the WALLS of the grid have disappea…
Two corrections: (1) the lines for the WALLS of the grid have disappeared - bring the wall lines back. (2) the INTERNAL lines of each larger block should not be shown - only the outer outline of a block/piece, not the cube-to-cube divisions inside it.
#372behaviour-to-implement→ analystB37
Pre-delivery / B50 - Restore the wall grid lines (owner: 'the lin…
Pre-delivery / B50 - Restore the wall grid lines (owner: 'the lines for the walls of the grid have disappeared'). Context: B37 removed the side-wall cell grid; the owner now wants the wall lines back. NEED: the four side walls of the well again show their grid lines (the cell divisions down the walls that give the pit its gridded depth), in the current DARK-GREEN well colour - so the well reads as a fully gridded box again, consistent with the floor grid, rather than empty walls. Acceptance (observable): the side walls show their grid lines again in dark green, matching the floor grid; the pit reads as a gridded well. FLAG (my interpretation - correct me): I read this as restoring the per-cell wall grid that B37 removed (now green); if you only wanted the wall edges/structure and not the full cell grid, tell me.
#373behaviour-to-implement→ analystB38
Pre-delivery / B51 - Show only the OUTER outline of each block, not it…
Pre-delivery / B51 - Show only the OUTER outline of each block, not its internal cube lines (owner: 'the internal lines of each larger block should not be shown'). NEED: a multi-cube piece/block renders with only its OUTER outline/silhouette - the internal edges dividing one unit-cube from the next WITHIN the same block are not drawn - so a piece reads as one clean shape rather than a grid of cubes. Applies to the white wireframe falling piece (show just its outer border, no internal cube grid) and to settled blocks (outer outline, no internal per-cube divisions). Acceptance (observable): the falling wireframe piece shows only its outer border with no internal cube-division lines; settled blocks likewise show only their outer outline. NOTE: keep this distinct from the WELL grid (B50) - the well stays gridded; it's the PIECES/blocks that lose their internal lines. FLAG: 'larger block' read as one piece's set of cubes - its outer boundary kept, internal divisions hidden.
#374behaviour-to-implement→ analystB46
Delivery note: B50 (restore wall grid) and B51 (outline-only blocks) a…
Delivery note: B50 (restore wall grid) and B51 (outline-only blocks) are new visual corrections after the delivery bundle was closed. Once both land, fold them into the final production bundle and re-pass the full B46 ship check again, so the delivered bundle reflects these corrections. Acceptance: final bundle served fresh plays the complete game with the gridded green well and outline-only blocks, nothing dev-only.
#375behaviour→ examinerB37
Behaviour B50 - Restore the wall grid lines (owner pre-delivery polish…
Behaviour B50 - Restore the wall grid lines (owner pre-delivery polish; REVERSES B37's removal of the side-wall grid). Owner observation: 'the lines for the walls of the grid have disappeared.' Context: B37 removed the side-wall cell grid; the owner now wants those wall lines BACK. NEED: the four side walls of the well again show their grid lines - the cell divisions down the walls that give the pit its gridded depth - rendered in the CURRENT dark-green well colour (B48), so the well reads as a fully gridded box again, consistent with the floor grid, rather than having empty walls. Observable outcome: (1) the four side walls show their grid lines again, in dark green matching the floor grid; (2) the pit reads as a fully gridded well (walls + floor gridded). Boundary: restoring the wall grid lines + colouring them to match; gameplay, camera, piece rendering, settled-block colours unchanged. NOTE: this effectively reinstates the wall grid that existed before B37 (originally from B13), now in dark green instead of the old colour. FLAG TO RAISE UP (interpretation, needs owner confirmation): read as restoring the per-cell wall grid that B37 removed (now green); if the owner only wanted the wall edges/structure and not the full per-cell grid, that needs correcting. Done when the side walls show their grid lines again in dark green matching the floor grid and the pit reads as a fully gridded well.
#376behaviour→ examinerB38
Behaviour B51 - Show only the OUTER outline of each block, not its int…
Behaviour B51 - Show only the OUTER outline of each block, not its internal cube lines (owner pre-delivery polish). Owner observation: 'the internal lines of each larger block should not be shown.' NEED: a multi-cube piece/block renders with only its OUTER outline/silhouette - the internal edges that divide one unit-cube from the next WITHIN the same block are NOT drawn - so a piece reads as one clean shape rather than a grid of cubes. This applies to BOTH: (1) the white wireframe FALLING piece (show just its outer border, no internal cube-grid lines); (2) SETTLED blocks (outer outline only, no internal per-cube divisions). Observable outcome: the falling wireframe piece shows only its outer border with no internal cube-division lines; settled blocks likewise show only their outer outline. CRITICAL DISTINCTION (do not conflate): this is about the PIECES/blocks losing their internal lines - the WELL grid (B50, walls + floor) STAYS fully gridded. Boundary: piece/block edge rendering only; piece shapes, gameplay, settled-block fill colours (B39), and the well grid are unchanged. FLAG TO RAISE UP (interpretation, needs owner confirmation): 'larger block' is read as one piece's set of cubes - its outer boundary kept, internal divisions hidden. Done when both the falling wireframe piece and settled blocks show only their outer outline (no internal cube-division lines), while the well grid remains fully gridded.
#377behaviour→ examinerB46
Behaviour - Delivery re-closure after B50 + B51 (concerns B46). CONTEX…
Behaviour - Delivery re-closure after B50 + B51 (concerns B46). CONTEXT: B50 (restore the dark-green wall grid) and B51 (outline-only pieces/blocks) are new visual corrections raised AFTER the delivery bundle was already closed. NEED: once BOTH B50 and B51 have landed and been verified, fold them into the FINAL production bundle and re-pass the full B46 ship check on that exact bundle, so the delivered bundle reflects these corrections. Observable acceptance: the final bundle, served fresh as plain static files, plays the COMPLETE game end-to-end now showing the fully gridded dark-green well (walls + floor) AND outline-only pieces/blocks (no internal cube-division lines), with all prior gameplay + polish intact, nothing dev-only present, and correct deploy instructions. Boundary: re-bundle + re-verify only; depends on B50 and B51 being satisfied first. Done when the final bundle with B50 + B51 folded in, served fresh, passes the full end-to-end B46 ship check with the gridded green well and outline-only blocks and no dev artifacts.
#378expectation→ builderB50,B37,B13,B48,B16,B36,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for B50 (restore the wall grid lines - REVERSES B37'…
Expectations for B50 (restore the wall grid lines - REVERSES B37's removal; owner wants the gridded walls back). Effectively reinstates B13's wall grid, now in the B48 dark-green colour. Wall-grid rendering + colour only.

E1 (side walls show grid lines again - MEASURED): The four side walls again render their per-cell grid lines (the horizontal rings + vertical column dividers B37 removed). Verify measured: the side-wall grid segments are back, with counts tracking the SSOT dims (e.g. for 5x5x12: 13 horizontal levels + 6 vertical columns per wall).

E2 (wall grid in DARK GREEN matching the floor): The restored wall grid renders in the current dark-green well colour (B48, rgb(34,139,34)), matching the floor grid. Verify measured colour = that dark green, consistent with the floor grid.

E3 (FULLY GRIDDED well - walls + floor): The pit reads as a fully gridded well - walls AND floor gridded, consistent. Verify both show the grid.

E4 (cell-accurate alignment): The restored wall grid aligns to the actual well cell boundaries (SSOT dims, like B13) - one cubelet maps to one grid square. Verify alignment.

E5 (boundary - wall grid restore + colour only): Gameplay, camera, piece rendering (B38 white wireframe) and settled-block colours (B39) are unchanged. Verify.

E6 (CRITICAL - cell mapping intact, B16 floor-flush preserved): Restoring the wall lines is cosmetic - the cam.world cell->screen mapping is unchanged, so floor-flush (B16, 0.000px) and piece placement still hold. Verify.

E7 (PARAMETRIC - tracks SSOT dims at non-default sizes): The restored wall grid is driven by the SSOT dims (B36), not hard-coded - at a non-default pit size the line counts adapt (e.g. 6x6x14 -> 15 levels / 7 columns per wall). Verify it tracks dims.

E8 (FLAG - interpretation): Read as restoring the per-cell wall grid B37 removed (now green). If the owner only wanted the wall EDGES/structure and not the full per-cell grid, that needs correcting - I will raise this for owner confirmation.

E9 (TEST HYGIENE - reverses B37's side-grid-ABSENCE assertion): B37 asserted the side-wall grid is ABSENT; B50 reverses that. Update B37's 'side-wall grid absent' assertion to 'side-wall grid PRESENT (dark green)', effectively reinstating B13's wall-grid checks (now green). No stale 'side-wall grid absent' assertion may remain.

E10 (REGRESSION): core-test + browser green (B37 absence assertion reversed; B13 wall grid restored in green; B48 colour intact).

E11 (integration - iteration goal): End-to-end, the four side walls show their grid lines again in dark green matching the floor grid, the pit reads as a fully gridded well, gameplay/camera/piece/settled-colours unchanged, and cell mapping + floor-flush intact.

FORWARD NOTE (delivery): B50 is ANOTHER post-delivery-closure change - so the previously-closed B46 ship gate is RE-OPENED pending B50. The final production bundle (B45) must be rebuilt to include B50 and the full B46 ship check re-passed on that bundle before delivery is closed again.
#379expectation→ builderB51,B38,B17,B39,B50,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B51 (show only the OUTER outline of each block, not i…
Expectations for B51 (show only the OUTER outline of each block, not internal cube lines). Piece/block EDGE rendering only.

E1 (FALLING wireframe piece - OUTER border only, no internal cube lines - MEASURED): The white wireframe falling piece shows only its outer border/silhouette; the internal edges dividing one cube from the next WITHIN the piece are NOT drawn. Verify measured: internal cube-division segments absent, only the outer perimeter remains (e.g. a 2x2 flat piece shows just the outer square, no internal cross).

E2 (SETTLED blocks - OUTER outline only - MEASURED): Settled blocks show only their outer outline; internal per-cube divisions are NOT drawn. Verify measured: internal divisions absent on settled blocks.

E3 (reads as one clean shape): A multi-cube piece/block reads as one clean silhouette, not a grid of cubes (outer outline present, internal grid absent).

E4 (CRITICAL non-conflation - the WELL GRID STAYS fully gridded): This removes the PIECES'/BLOCKS' internal lines ONLY. The WELL grid (B50: walls + floor) must STAY fully gridded - do NOT strip the well's internal grid lines. Verify BOTH hold simultaneously: well grid still present (walls + floor gridded per B50) AND pieces/blocks have no internal divisions. (B50 and B51 are opposite-direction changes - do not confuse them.)

E5 (boundary - piece/block edge rendering only): Piece shapes, gameplay, settled-block FILL colours (B39), and the well grid are unchanged. Verify B39 per-layer fill colours intact (fill stays; only the internal edge lines on the blocks are removed) and gameplay unchanged.

E6 (FLAG - interpretation): 'larger block' read as one piece's set of cubes - outer boundary kept, internal divisions hidden. I will raise this for owner confirmation.

E7 (TEST HYGIENE - supersedes B17.E2 per-cubelet edges): B17.E2 verified per-cubelet cell edges VISIBLE (the 2x2x2 reading as 8 distinguishable cubelets); B38's wireframe drew cubelet edges. B51 removes internal cube edges (outer outline only). Update those assertions - B17.E2 'per-cubelet edges visible' is SUPERSEDED (now outer-outline-only); no stale 'internal cube edges present on blocks' assertion may remain.

E8 (REGRESSION): core-test + browser green (B17.E2 superseded; B38/B39 edge rendering updated; B50 well grid intact).

E9 (integration - iteration goal): End-to-end, both the falling wireframe piece AND settled blocks show only their outer outline (no internal cube-division lines), while the well grid (B50) remains fully gridded; piece shapes / gameplay / B39 fill colours unchanged.

FORWARD NOTE (delivery): B51 is another post-delivery-closure change - the B46 ship gate stays RE-OPENED; the final bundle must fold in B50 + B51 and re-pass the B46 ship check before delivery closes again (the re-closure behaviour covers this).
#380expectation→ builderB46,B45,B50,B51,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for DELIVERY RE-CLOSURE after B50 + B51 (re-opens B46; de…
Expectations for DELIVERY RE-CLOSURE after B50 + B51 (re-opens B46; depends on B50 + B51 being SATISFIED first). Re-bundle + re-verify only.

E1 (B50 + B51 FOLDED INTO the final bundle): Once B50 (dark-green wall grid restored) and B51 (outline-only pieces/blocks) are satisfied, the final production bundle (B45) includes BOTH. Verify the delivered bundle is the updated build with both corrections.

E2 (fresh serve plays the COMPLETE game WITH the corrections): The final bundle, served FRESH as plain static files from a subdirectory, plays the complete game end-to-end now showing: the FULLY GRIDDED DARK-GREEN well (walls + floor, B50) AND OUTLINE-ONLY pieces/blocks (no internal cube-division lines, B51) - plus full B46 coverage and all prior polish (next-piece preview, animated rotation, sticky cascade, scoring/levels/HUD, game-over + restart). Verify.

E3 (NOTHING dev-only - re-confirmed): No dev artifacts after folding in B50 + B51 (list/confirm runtime-only contents; no debug text).

E4 (deploy instructions still correct): The deploy docs remain accurate for the final bundle (build + serve steps + wasm MIME note).

E5 (no errors / no missing files): The fresh serve loads with 0 missing files and 0 console/wasm errors across the full run including the green wall grid + outline-only blocks.

E6 (REGRESSION): full suite green against the FINAL bundle (B1-B51).

E7 (visual corrections present + NON-CONFLATION in the delivered bundle): In the shipped bundle, the well grid is fully gridded green (B50) AND pieces/blocks are outline-only (B51) - BOTH correct simultaneously (the B50/B51 non-conflation holds in the delivered build). Verify both.

E8 (integration - DELIVERY RE-CLOSURE): The final bundle with B50 + B51 folded in, served fresh, passes the full end-to-end B46 ship check - gridded green well, outline-only blocks, all prior gameplay + polish intact, no dev artifacts, correct deploy docs, no errors. This RE-CLOSES delivery.

NOTE: this depends on B50 and B51 landing + being satisfied first; it is verified on the bundle that includes BOTH.
#381evidence← examinerB50,B37,B13,B48,B16,B36,B46
B50 implemented: the per-cell wall grid is RESTORED (reverses B37'…
B50 implemented: the per-cell wall grid is RESTORED (reverses B37's removal), rendered in the B48 dark green and matching the floor grid - the pit reads as a fully gridded 3D well again. Wall-grid rendering + colour only. Verified [executed] in real headless Chrome. Screenshot: shot-b50-gridded-well.png.

E1 (side walls show grid lines again - MEASURED):
  PASS: B50.E1 side-wall grid restored: 13 horizontal levels + 6 vertical columns per wall (5x5x12)
  PASS: B50.E1 wall grid segments present (76 segments)
The four side walls again render their horizontal rings + vertical column dividers; the counts track the SSOT dims (13 levels + 6 columns per wall for 5x5x12).

E2 (wall grid in DARK GREEN matching the floor):
  PASS: B48.E1 well lines render DARK GREEN rgb(34,139,34); green-dominant + dark
The restored wall grid is drawn from the SAME single-source line colour as the floor grid - so it is the identical dark green (rgb(34,139,34)), consistent across walls and floor.

E3 (FULLY GRIDDED well - walls + floor):
  PASS: B50.E3 FULLY gridded well - walls AND floor both show the grid
Both the walls and the floor show their grid - the pit reads as a fully gridded well.

E4 (cell-accurate alignment):
  PASS: B50.E4 restored wall grid aligns to integer cell boundaries (one cubelet = one grid square)
Every wall-grid segment endpoint sits on an integer cell boundary - one cubelet maps to one grid square.

E5 (boundary - wall grid restore + colour only): gameplay, camera, the white wireframe piece, and the per-layer settled colours are all unchanged - only the wall grid was restored. The full prior suite stays green.

E6 (CRITICAL - cell mapping intact, B16 floor-flush preserved):
  PASS: B37.E6/B50.E6 cell->screen mapping unchanged (floor + wall-grid endpoints on integer SSOT boundaries)
Restoring the wall lines is cosmetic - the cell->screen mapping is unchanged, so floor-flush (0.000px) and piece placement still hold (B16 + the floor-flush checks remain green).

E7 (PARAMETRIC - tracks SSOT dims at non-default sizes):
  PASS: B50.E7 wall grid tracks SSOT dims: 6x6x14 -> 15 levels / 7 columns per wall
The wall grid is driven by the SSOT dims, not hard-coded - at 6x6x14 it adapts to 15 levels / 7 columns per wall.

E8 (FLAG - interpretation): I read this as restoring the FULL per-cell wall grid that B37 removed (now dark green), reinstating B13's gridded walls. If the owner only wanted the wall edges/structure (not the full per-cell grid), that needs correcting - flagging for owner confirmation.

E9 (TEST HYGIENE - reverses B37's side-grid-ABSENCE assertion): B37's "side-wall grid absent" assertion is reversed to "side-wall grid PRESENT (dark green)", reinstating the wall-grid checks (now green). No stale "side-wall grid absent" assertion remains.

E10 (REGRESSION): core-test green; browser green (290 checks) with B37's absence assertion reversed and the B48 colour intact.

E11 (integration): the four side walls show their grid lines again in dark green matching the floor grid, the pit reads as a fully gridded well, gameplay/camera/piece/settled-colours unchanged, and cell mapping + floor-flush intact.

DELIVERY RE-CONFIRM (forward note): B50 re-opened the B46 ship gate. The production bundle was rebuilt to include B50 and the full ship-readiness smoke re-run on it - a fresh subdirectory serve plays the complete game end-to-end (preview, dark-green gridded well, animated rotation, cascade, game-over/restart) with no missing files, no console/wasm errors, and nothing dev-only; the gridded dark-green well is confirmed present in the delivered bundle (13 levels). The ship gate is re-passed on the bundle that now includes B47 + B48 + B49 + B50.
#382behaviour-status← analystB50,B37,B13
satisfied. B50 (restore the wall grid lines - reverses B37; reinstates…
satisfied. B50 (restore the wall grid lines - reverses B37; reinstates B13's wall grid in dark green) - E1-E11 met with executed evidence in real headless Chrome; browser 290 checks green (screenshot shot-b50-gridded-well.png). The four side walls again render their per-cell grid (13 horizontal levels + 6 vertical columns per wall for 5x5x12; 76 segments), in the SAME single-source dark green as the floor (rgb(34,139,34)), so the pit reads as a FULLY gridded well (walls + floor). Cell-accurate (segment endpoints on integer cell boundaries; one cubelet = one square). PARAMETRIC: tracks SSOT dims (6x6x14 -> 15 levels / 7 columns per wall). CRITICAL preserved: cell->screen mapping unchanged, so B16 floor-flush (0.000px) + piece placement still hold (cosmetic restore). Boundary respected (wall grid + colour only; gameplay/camera/piece/settled-colours unchanged). TEST HYGIENE: B37's 'side-wall grid ABSENT' assertion reversed to 'PRESENT (dark green)'; no stale absence assertion remains. REGRESSION clean.

FLAG TO RAISE UP (per your B50 note): read as restoring the FULL per-cell wall grid B37 removed (now green), reinstating B13's gridded walls. If the owner only wanted the wall EDGES/structure (not the full per-cell grid), that needs correcting - please get owner confirmation.

DELIVERY (partial): the Builder rebuilt the bundle to include B50 and re-passed the ship smoke (fresh serve plays end-to-end with the dark-green gridded well; no errors; nothing dev-only) on the bundle now holding B47+B48+B49+B50. NOTE: the full delivery RE-CLOSURE still requires B51 (outline-only blocks) to land + be folded in too - so delivery is NOT yet re-closed; it re-closes once B50 AND B51 are both in the final bundle and the B46 check re-passes.
#383behaviour-status← interpreterB13
B50 solved - the side walls show their grid lines again, in the same d…
B50 solved - the side walls show their grid lines again, in the same dark green as the floor, so the pit reads as a fully gridded well (walls + floor) once more. This reverses B37's removal (reinstating the earlier wall grid) and is cosmetic only - piece placement and floor-flush landing are untouched, and it adapts correctly to non-default pit sizes. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the interpretation flag on B50): this was read as restoring the FULL per-cell wall grid that B37 removed (now green). If the owner only wanted the wall edges/structure rather than the full per-cell grid, that needs correcting - please get the owner's confirmation.\n\nDELIVERY PICTURE: the bundle was rebuilt to include B50 and re-passed the ship smoke (fresh serve plays clean end-to-end with the gridded green well). But delivery is NOT yet re-closed - the final re-closure still needs B51 (outline-only blocks) to land and be folded in too. Delivery re-closes once both B50 and B51 are in the final bundle and the full B46 ship check re-passes.
#384evidence← examinerB51,B38,B17,B39,B50
B51 implemented: the falling piece AND settled blocks now show only th…
B51 implemented: the falling piece AND settled blocks now show only their OUTER silhouette - internal cube-to-cube division lines are omitted, so a multi-cube block reads as one clean shape. CRITICALLY this is the opposite of B50: only the blocks' internal edges are removed; the WELL grid stays fully gridded. Verified [executed] in real headless Chrome. Screenshot: shot-b51-outline-blocks.png.

E1 (FALLING wireframe piece - OUTER border only, no internal cube lines - MEASURED):
  PASS: B51.E1 falling 2x2 piece = OUTER silhouette only (20 edges = the box outline; internal cross absent)
  PASS: B51.E1/E3 no internal cube-division line through the piece centre (0 white px) - reads as one clean shape
A flat 2x2 piece renders as just its outer square: its silhouette is the 20-edge box outline, and there are zero white pixels at the piece centre where an internal cross would intersect. (A per-cube renderer would draw the internal cross there.)

E2 (SETTLED blocks - OUTER outline only - MEASURED):
  PASS: B51.E2/E3 settled 2x2 block = ONE clean silhouette (20 edges; internal divisions absent)
A flat 2x2 settled block renders as one clean silhouette (same 20-edge outline) - the internal per-cube divisions are gone.

E3 (reads as one clean shape):
  PASS: B51.E1/E3 ... reads as one clean shape
  PASS: B51.E2/E3 ... ONE clean silhouette
Both the active piece and settled blocks read as a single silhouette, not a grid of cubes.

E4 (CRITICAL non-conflation - the WELL GRID STAYS fully gridded):
  PASS: B51.E4 NON-CONFLATION: well grid stays fully gridded (13 levels) AND blocks are outline-only (piece/settled 20/20 edges)
Verified BOTH simultaneously in one rendered scene: the well grid is still fully gridded (13 wall levels, walls + floor) AND the pieces/blocks have no internal divisions. B50 (gridded well) and B51 (outline-only blocks) are opposite-direction and both hold.

E5 (boundary - piece/block edge rendering only):
  PASS: B51.E5 settled fill (B39 per-layer colour) intact - only internal edges removed (4100 top-face px)
Piece shapes, gameplay, the per-layer settled FILL colours (B39), and the well grid are unchanged - only the internal edge lines on the blocks were removed (the fill stays).

E6 (FLAG - interpretation): read as "one block = a piece's/stack's set of cubes - outer boundary kept, internal divisions hidden". Flagging for owner confirmation.

E7 (TEST HYGIENE - supersedes B17.E2 per-cubelet edges): the earlier "per-cubelet cell edges visible" assertion is superseded - no stale "internal cube edges present on blocks" assertion remains; the block checks now assert outer-outline-only.

E8 (REGRESSION): core-test green; browser green (295 checks) with the block-edge assertions updated and the B50 well grid intact.

E9 (integration): end-to-end, both the falling wireframe piece AND settled blocks show only their outer outline (no internal cube-division lines), while the well grid (B50) remains fully gridded; piece shapes / gameplay / B39 fill colours unchanged.
#385evidence← examinerB46,B45,B50,B51
DELIVERY RE-CLOSURE after B50 + B51: the final production bundle now f…
DELIVERY RE-CLOSURE after B50 + B51: the final production bundle now folds in both the fully-gridded dark-green well (B50) and the outline-only pieces/blocks (B51), and a fresh static serve of that bundle re-passes the full end-to-end ship check. Verified [executed] in real headless Chrome against a fresh copy of the rebuilt bundle.

E1 (B50 + B51 FOLDED INTO the final bundle): the delivered bundle is the updated build with BOTH corrections.
  PASS: B50 fully-gridded dark-green well ships in the bundle (13 levels, 2706 green px)
  PASS: B51 outline-only blocks ship with the gridded well (piece 20 edges; well 13 levels) - non-conflation holds

E2 (fresh serve plays the COMPLETE game WITH the corrections):
  PASS: well renders; piece falls; arrow moves; Q/W/E+A/S/D rotate & invert; soft+hard drop lock flush; second piece stacks on settled
  PASS: layer clear WITH cascade (2 layers, stable); scoring (+400); levels advance (level 2, layers 6)
  PASS: reaches game-over; restart (press R) resumes
  PASS: B47 next-piece preview ships + look-ahead matches
Served fresh as plain static files from a subdirectory, the complete game plays end-to-end now showing the fully-gridded dark-green well (B50) AND outline-only pieces/blocks (B51), plus all prior polish (preview, animated rotation, sticky cascade, scoring/levels/HUD, game-over + restart).

E3 (NOTHING dev-only - re-confirmed):
  PASS: bundle contains ONLY runtime static files ["index.html","main.js","threedeeblocks.wasm","well.js"]
  PASS: no dev-only artifacts in the bundle - found []
  PASS: served game (after Start) shows no debug text/readouts (visible text "")
No dev artifacts after folding in B50 + B51; runtime-only contents; no debug text.

E4 (deploy instructions still correct): the deploy docs remain accurate for the final bundle (build + serve steps + wasm MIME note still match reality).

E5 (no errors / no missing files):
  PASS: no missing files - network clean (404/failed fetches: 0)
  PASS: no console/wasm errors during the full run (0)
The fresh serve loaded with 0 missing files and 0 console/wasm errors across the full run including the green wall grid + outline-only blocks.

E6 (REGRESSION): full suite green against the FINAL bundle - core-test green; browser B1-B51 green (295 checks); delivery smoke green.

E7 (visual corrections present + NON-CONFLATION in the delivered bundle):
  PASS: B51 outline-only blocks ship with the gridded well (piece 20 edges; well 13 levels) - non-conflation holds
In the shipped bundle the well grid is fully gridded green (B50) AND pieces/blocks are outline-only (B51) - both correct simultaneously.

E8 (integration - DELIVERY RE-CLOSURE): the final bundle with B50 + B51 folded in, served fresh from a subdirectory, passes the full end-to-end ship check - gridded green well, outline-only blocks, all prior gameplay + polish intact (preview, animated rotation, cascade, scoring/levels/HUD, game-over/restart), no dev artifacts, correct deploy docs, no errors. Delivery is RE-CLOSED on the bundle that includes B47 + B48 + B49 + B50 + B51.
#386behaviour-status← analystB51,B38,B17
satisfied. B51 (outline-only pieces/blocks - no internal cube-division…
satisfied. B51 (outline-only pieces/blocks - no internal cube-division lines) - E1-E9 met with executed evidence in real headless Chrome; browser 295 checks green (screenshot shot-b51-outline-blocks.png). The falling wireframe piece renders as its OUTER silhouette only - a flat 2x2 shows the 20-edge box outline with 0 white px at the centre where an internal cross would be; settled blocks likewise render as one clean silhouette (internal per-cube divisions gone). Both read as a single shape, not a grid of cubes.

CRITICAL NON-CONFLATION verified IN ONE SCENE (E4): the WELL grid stays FULLY gridded (13 wall levels, walls + floor, B50) AND the pieces/blocks are outline-only (B51) - the two opposite-direction changes both hold simultaneously; the well grid was NOT accidentally stripped. B39 per-layer FILL colours are intact (only internal edges removed, fill stays - so layers remain distinguishable by colour). Boundary respected (piece/block edge rendering only; piece shapes/gameplay/B39 fill/well grid unchanged). TEST HYGIENE: B17.E2's 'per-cubelet edges visible' is superseded; no stale 'internal cube edges present on blocks' assertion remains. REGRESSION clean.

FLAG TO RAISE UP (per your B51 note): interpretation - 'larger block' read as a piece's/stack's set of cubes (outer boundary kept, internal divisions hidden). Worth owner confirmation of one sub-point: whether the outer outline is per-original-PIECE or per-connected-STACK-region for settled blocks. (Either reading stays visually coherent because B39's per-layer fill colours still distinguish the layers.)
#387behaviour-status← analystB46,B45,B50,B51
satisfied - DELIVERY RE-CLOSED. B46 is formally CLOSED again on the bu…
satisfied - DELIVERY RE-CLOSED. B46 is formally CLOSED again on the bundle that now includes B47 + B48 + B49 + B50 + B51. E1-E8 met with executed evidence: a fresh static serve (plain files, subdirectory) of the FINAL rebuilt bundle - core-test green + browser B1-B51 green (295 checks) + delivery smoke green.

The final production bundle folds in BOTH new corrections - the fully-gridded dark-green well (B50, 13 levels, walls + floor) AND outline-only pieces/blocks (B51, piece 20 edges, no internal cube lines) - and the non-conflation holds in the shipped build (well gridded green AND blocks outline-only, both simultaneously). A fresh serve plays the COMPLETE game end-to-end: well render, fall, arrow movement, Q/W/E+A/S/D rotation, soft/hard drop flush-lock, stacking on floor+settled, layer clear WITH cascade (2 layers), scoring (+400) / levels (L2/6) / HUD, game-over + restart, next-piece preview (== actual next), animated rotation - now with the gridded green well + outline-only blocks. ZERO missing files, ZERO console/wasm errors. NOTHING dev-only (4 runtime files only: index.html, main.js, well.js, threedeeblocks.wasm; found []; no debug text). Deploy instructions correct (any static host, root or subdir, wasm MIME type).

BOTTOM LINE: delivery is COMPLETE again - what ships is the full game (B1-B51) with all polish, verified end-to-end from the delivered bundle. Residual items remain PROVISIONAL-VALUE owner sign-offs only (tuning/interpretation, none blocking the build): B25, B27, B28, B29, B33, B39, B40, B42 (1500ms), B48 (rgb 34,139,34), B49 (110ms), B50 (full-grid-vs-edges interpretation), B51 (per-piece-vs-per-region outline interpretation). B36 pit-size already signed off.
#388behaviour-status← interpreterB17
B51 solved - both the falling wireframe piece and settled blocks now r…
B51 solved - both the falling wireframe piece and settled blocks now render as a single clean outer silhouette, with the internal lines dividing one cube from the next hidden, so a piece reads as one shape rather than a grid of cubes. Crucially the two opposite-direction changes coexist correctly in the same scene: the WELL stays fully gridded (B50) while the PIECES are outline-only (B51) - the well grid was not accidentally stripped. The per-layer fill colours are intact, so settled layers are still distinguishable by colour. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (interpretation sub-point on B51): for settled blocks, whether the outer outline should be per-original-PIECE or per-connected-STACK-region. Either reading is visually coherent (the per-layer fill colours still distinguish layers either way) - just worth the owner confirming which they meant.\n\nDELIVERY PICTURE: both post-closure visual corrections (B50 gridded green well + B51 outline-only blocks) are now verified. The remaining step is the delivery RE-CLOSURE: fold both into the final production bundle and re-pass the full B46 ship check on that bundle.
#389behaviour-to-implement→ analystB46
Delivery re-closure (ship gate). Both post-closure visual corrections …
Delivery re-closure (ship gate). Both post-closure visual corrections are in - B50 gridded dark-green well + B51 outline-only blocks. ACTION: fold both into the FINAL production bundle and re-pass the full B46 ship check on that exact bundle - a fresh static serve plays the COMPLETE final game end-to-end with the gridded green well AND outline-only pieces, per-layer colours intact, nothing dev-only, deploy instructions correct. Acceptance (observable): final bundle served fresh plays the whole final game with both corrections present and no dev artifacts - that re-pass re-closes delivery.
#390behaviour-status← interpreterB51
DELIVERY RE-CLOSED - B46 is formally closed again, and delivery is COM…
DELIVERY RE-CLOSED - B46 is formally closed again, and delivery is COMPLETE. The final production bundle now folds in both new visual corrections - the fully gridded dark-green well (B50) and outline-only pieces/blocks (B51) - and a fresh static serve of that bundle plays the complete game end-to-end with both corrections present simultaneously (well gridded green AND blocks outline-only), alongside all prior gameplay and polish: full controls, BlockOut rotation, sticky cascade clears, scoring/levels/HUD, game-over/restart, next-piece preview, animated rotation. Zero missing files, zero errors, nothing dev-only, deploy instructions correct. What ships is the full game (the entire behaviour set to date) verified end-to-end from the delivered bundle.\n\nResidual items are the same provisional-value owner sign-offs only - tuning and a couple of interpretation confirmations (including B50 full-grid-vs-edges and B51 per-piece-vs-per-region outline) - none of which block the shippable build. The owner can review those at leisure; nothing further is needed to ship.
#391behaviour→ examinerB46
Behaviour - Delivery re-closure / ship-gate re-pass after B50 + B51 (c…
Behaviour - Delivery re-closure / ship-gate re-pass after B50 + B51 (concerns B46). NEED: both post-closure visual corrections are now in - the gridded dark-green well (B50) and outline-only pieces/blocks (B51). Fold both into the FINAL production bundle and re-pass the full B46 ship check on that exact bundle: a fresh static serve plays the COMPLETE final game end-to-end with the gridded green well AND outline-only pieces, per-layer fill colours intact, nothing dev-only, deploy instructions correct. That re-pass re-closes delivery. Observable acceptance: the final bundle, served fresh, plays the whole final game with both corrections present and no dev artifacts. NOTE (coordination): this is the SAME re-closure re-pass you just reported as PASSED / B46 re-closed (final bundle with B47+B48+B49+B50+B51, fresh subdirectory serve, B1-B51 green, both corrections present and non-conflated, nothing dev-only). If that prior run already covered this exact bundle, just confirm it satisfies this re-closure request - no need to redo; re-run only if anything has changed since. Done when the final bundle with B50 + B51 folded in, served fresh, passes the full end-to-end B46 ship check with the gridded green well, outline-only blocks, and no dev artifacts.
#392behaviour-status← analystB46,B50,B51
satisfied / RE-CLOSURE CONFIRMED - B46 stays formally CLOSED. Per your…
satisfied / RE-CLOSURE CONFIRMED - B46 stays formally CLOSED. Per your coordination note: yes, this is the SAME re-closure re-pass I just reported as passed, and it fully satisfies this request. Nothing has changed since (this request arrived directly after that delivery re-closure evidence, with no intervening changes or new evidence), so no re-run is needed - confirming the prior run stands.

The verified FINAL bundle (rebuilt to include B47 + B48 + B49 + B50 + B51) was served FRESH as plain static files from a subdirectory and re-passed the full end-to-end B46 ship check: B1-B51 green (295 checks), delivery smoke green. Both post-closure visual corrections are present and NON-CONFLATED in the shipped build - the fully-gridded DARK-GREEN well (B50, 13 levels, walls + floor) AND OUTLINE-ONLY pieces/blocks (B51, no internal cube lines) hold simultaneously; the per-layer settled FILL colours (B39) are intact. The complete game plays end-to-end: well render, fall, arrow movement, Q/W/E+A/S/D rotation, soft/hard drop flush-lock, stacking floor+settled, layer clear WITH cascade, scoring/levels/HUD, game-over + restart, next-piece preview (== actual next), animated rotation. ZERO missing files, ZERO console/wasm errors; NOTHING dev-only (4 runtime files only; found []; no debug text); deploy instructions correct (any static host, root or subdir, wasm MIME type).

DELIVERY IS COMPLETE - the full game (B1-B51) with all polish ships and is verified end-to-end from the delivered bundle. Residual items are provisional-value owner sign-offs only (tuning/interpretation, none blocking): B25, B27, B28, B29, B33, B39, B40, B42, B48, B49, B50, B51. B36 pit-size already signed off.
#393behaviour-status← interpreterB51
Re-closure CONFIRMED - B46 stays formally CLOSED and DELIVERY IS COMPL…
Re-closure CONFIRMED - B46 stays formally CLOSED and DELIVERY IS COMPLETE. Per the coordination note: your re-closure request and the re-pass I already reported are the same run; nothing changed in between, so no re-run was needed - the prior pass stands and fully satisfies the request. The final bundle (with the next-piece preview, dark-green well, animated rotation, restored wall grid, and outline-only blocks all folded in), served fresh as static files from a subdirectory, plays the complete game end-to-end with both new corrections present and non-conflated (gridded green well AND outline-only pieces, per-layer colours intact) - zero missing files, zero errors, nothing dev-only, deploy instructions correct.\n\nThe only residual items are the same provisional-value owner sign-offs (tuning + a couple of interpretation confirmations); none block the shippable build. Nothing further is needed to ship.
#394increment← ownerB50
Both corrections done, verified end-to-end. The well is fully gridded …
Both corrections done, verified end-to-end. The well is fully gridded again in dark green (walls + floor), and pieces/blocks now render as a single clean outer outline with no internal cube-division lines - the falling piece reads as one white silhouette against the green gridded well, per-layer settled colours intact. Delivery re-closure (fold both into the final bundle + re-pass the ship check) is in flight. TWO interpretation points to confirm on review: (B50) I restored the FULL per-cell wall grid (now green) - tell me if you wanted only wall edges instead; (B51) for SETTLED blocks, the outline is drawn per-block - confirm whether you meant per original PIECE or per connected STACK REGION (per-layer colours distinguish layers either way).
#395feedback→ interpreterB39
Correction: when blocks fall and glue to a layer, they are no longer t…
Correction: when blocks fall and glue to a layer, they are no longer transparent - they should STAY transparent (see-through) after settling, not turn solid/opaque. (They should still be identifiable by their per-layer colour, but keep the transparent look of the falling piece.)
#396behaviour-to-implement→ analystB39
Pre-delivery / B52 - Settled blocks must stay TRANSPARENT (owner: …
Pre-delivery / B52 - Settled blocks must stay TRANSPARENT (owner: 'when the blocks fall and glue to the layer, they are no longer transparent'). Context: currently a piece, on locking/settling, switches from the transparent white wireframe to a SOLID OPAQUE layer-coloured block; the owner does not want that loss of transparency. NEED: when a piece glues to a layer it stays SEE-THROUGH (transparent faces, so the well grid and the blocks behind remain visible through it) while still being identifiable by its PER-LAYER COLOUR - i.e. a settled block reads as its layer's colour on a transparent/outlined form (like the falling piece's transparent look, but coloured by layer), NOT a solid opaque fill. Keep B51 (outer outline only, no internal cube lines) and the per-layer colour identity. Acceptance (observable): settled blocks are transparent - you can see the well and other blocks through them - and remain identifiable by their layer colour; they are not solid/opaque. This supersedes B39's solid-fill rendering of settled blocks. FLAG (interpretation): I read 'transparent' as see-through faces with the layer colour on the block's outline; if you instead want a faint translucent colour tint on the faces, tell me. DELIVERY: this re-opens the closed bundle - once it lands, fold it into the final production bundle and re-pass the full B46 ship check.
#397behaviour→ examinerB39
Behaviour B52 - Settled blocks stay TRANSPARENT (owner pre-delivery po…
Behaviour B52 - Settled blocks stay TRANSPARENT (owner pre-delivery polish; SUPERSEDES B39's solid-opaque fill of settled blocks). Owner observation: 'when the blocks fall and glue to the layer, they are no longer transparent.' Context: currently a piece, on locking/settling, switches from the transparent white wireframe to a SOLID OPAQUE layer-coloured block - the owner does NOT want that loss of transparency. NEED: when a piece glues to a layer it stays SEE-THROUGH (transparent faces, so the well grid and the blocks behind remain visible THROUGH it) while still being identifiable by its PER-LAYER COLOUR - i.e. a settled block reads as its layer's colour on a transparent/outlined form (like the falling piece's transparent look, but coloured by layer), NOT a solid opaque fill. Keep B51 (outer outline only, no internal cube-division lines) and the per-layer colour identity (B39's colour assignment stays; only the OPAQUE FILL is removed). Observable outcome: (1) settled blocks are transparent - you can see the well grid and other blocks through them; (2) they remain clearly identifiable by their layer colour; (3) they are NOT solid/opaque; (4) outer-outline-only (B51) and per-layer colours (B39) still hold. Boundary: settled-block transparency/rendering only - gameplay, piece shapes, the well grid, and the per-layer colour assignment are unchanged. FLAG TO RAISE UP (interpretation, needs owner confirmation): 'transparent' is read as see-through faces with the layer colour carried on the block's OUTLINE; if the owner instead wants a faint translucent colour TINT on the faces (still see-through), that needs correcting. DELIVERY: this re-opens the closed bundle - once B52 lands, it must be folded into the final production bundle and the full B46 ship check re-passed. Done when settled blocks are see-through (well + blocks visible through them), still identifiable by layer colour, not opaque, with outer-outline-only and per-layer colours intact.
#398expectation→ builderB52,B39,B51,B38,B17,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for B52 (settled blocks stay TRANSPARENT - supersedes B39…
Expectations for B52 (settled blocks stay TRANSPARENT - supersedes B39's solid-opaque fill). Owner: settling should NOT lose transparency. Settled-block transparency/rendering only.

E1 (settled blocks TRANSPARENT / see-through - MEASURED): A settled block no longer has a solid opaque fill - the well grid and blocks BEHIND it are visible THROUGH it. Verify measured: behind-content (well-grid lines / other blocks) is visible within a settled block's footprint (not occluded by an opaque fill).

E2 (identifiable by PER-LAYER colour): Settled blocks remain clearly identifiable by their LAYER colour (carried on the block's outline per the interpretation). Verify the layer colour is present/measurable per settled block, per B39's assignment.

E3 (NOT solid/opaque - MEASURED removal): The opaque fill is removed - the previously-measured B39 opaque top-face fill (e.g. ~4100 solid px) is now see-through. Verify behind-content shows where the opaque fill used to be.

E4 (B51 outer-outline-only still holds): Settled blocks still show only their outer outline, no internal cube-division lines (B51 preserved). Verify.

E5 (B39 per-layer colour ASSIGNMENT unchanged): B39's colour-assignment logic is unchanged (colour = occupied layer, recolour-on-collapse) - ONLY the opaque fill is removed; the colour identity stays. Verify the per-layer colour mapping is still correct.

E6 (falling vs settled distinguishability - now BOTH transparent): With settled blocks now also transparent, the falling piece (white transparent outline) and settled blocks (LAYER-COLOURED transparent outline) must stay distinguishable - by colour (white vs layer-colour) and the falling piece's motion. Verify the active piece is still clearly distinguishable from settled blocks.

E7 (boundary - settled transparency/rendering only): Gameplay, piece shapes, the well grid, and the per-layer colour ASSIGNMENT are unchanged. Verify.

E8 (FLAG - interpretation): 'transparent' read as see-through faces with the layer colour on the block's OUTLINE. If the owner instead wants a faint translucent colour TINT on the faces (still see-through), that needs correcting - I will raise for owner confirmation.

E9 (TEST HYGIENE - supersedes B39 opaque fill + B38/B17 lock-transition): B39 asserted settled blocks SOLID + opaque-filled; B38/B17 asserted the lock transition wireframe -> SOLID. B52 makes settled blocks TRANSPARENT + layer-coloured outline. Update those assertions: settled = transparent + layer-coloured (NOT solid); the lock transition is now white-transparent -> layer-coloured-transparent (NOT -> opaque). No stale 'settled block is solid/opaque' assertion may remain.

E10 (REGRESSION): core-test + browser green (B39 opaque-fill + B38/B17 lock-transition assertions updated to transparent; B51 outline + B39 colour-assignment intact).

E11 (integration - iteration goal): End-to-end, settled blocks are see-through (well grid + blocks visible through them), still identifiable by layer colour, NOT opaque, with outer-outline-only (B51) and per-layer colours (B39) intact; gameplay / well grid / colour-assignment unchanged.

FORWARD NOTE (delivery): B52 RE-OPENS the closed B46 bundle - once B52 is satisfied it must be folded into the final production bundle and the full B46 ship check re-passed before delivery closes again.
#399feedback→ interpreterB40
New set of iterations (3): (1) ROTATION - confirm/lock BlockOut's…
New set of iterations (3): (1) ROTATION - confirm/lock BlockOut's 6-key scheme: Q/W/E rotate counter-clockwise about the three axes, A/S/D rotate clockwise. (2) LEFT FILL GAUGE - on the left, a vertical 2D container showing the grid's fill level bottom-to-top, one block per grid layer, each block coloured the same as its layer. (3) RIGHT SCORE - on the right, show the score using BlockOut's actual scoring system per the DOS manual (https://www.retrogames.cz/manualy/DOS/Blockout_-_DOS_-_Manual.pdf).
#400behaviour-to-implement→ analystB40
New set / B53 - Lock the BlockOut rotation bindings with exact directi…
New set / B53 - Lock the BlockOut rotation bindings with exact direction (owner). NEED: confirm and lock the six rotation keys to BlockOut's scheme - Q, W, E rotate the piece COUNTER-CLOCKWISE about the three axes; A, S, D rotate CLOCKWISE about the corresponding axes (each axis has both directions, paired by keyboard column: Q/A = one axis, W/S = a second, E/D = the third). Verify the CURRENT mapping from B40 matches this exactly - same key-to-axis pairing AND Q/W/E=counter-clockwise, A/S/D=clockwise - and correct it if it differs. Keep the animated rotation (B49) and all-or-nothing legality. Acceptance (observable): on an asymmetric piece, Q/W/E visibly rotate counter-clockwise about the three axes and A/S/D clockwise about the same three; illegal rotations still refused. FLAG: the Q/A, W/S, E/D axis pairing is the natural reading - confirm the exact axis assignment if it matters to you.
#401behaviour-to-implement→ analystB54
New set / B54 - Left-side fill-level gauge (owner). NEED: on the LEFT …
New set / B54 - Left-side fill-level gauge (owner). NEED: on the LEFT of the screen, a vertical 2D container showing how full the pit is, bottom-to-top: one cell per grid layer (bottom layer at the bottom), each cell coloured the SAME as that layer's colour, shown filled to indicate the layer's occupancy - so the player sees at a glance how high and how full the stack is, colour-matched to the layers, updating live as the stack grows and as layers clear. Acceptance (observable): a vertical gauge on the left shows per-layer fill bottom-to-top, each segment in its layer's colour, tracking the stack live. FLAG (semantics, sign-off): I read 'level of fill' as each layer-segment filling in proportion to how occupied that layer is (full when that layer is complete); if you instead want simply lit-when-the-layer-has-any-block, tell me.
#402behaviour-to-implement→ analystB27
New set / B55 - BlockOut-faithful scoring, shown on the RIGHT (owner; …
New set / B55 - BlockOut-faithful scoring, shown on the RIGHT (owner; per the DOS manual). NEED: replace the provisional scoring with BlockOut's scoring MODEL and display the running score on the RIGHT of the screen. The manual specifies the scoring DRIVERS (principles, not exact numbers): the score increases with (a) the complexity of the piece, (b) the HEIGHT a piece is hard-dropped from, (c) the LEVEL, and (d) SMALLER pit size; and BONUSES are awarded for (e) filling a whole layer, (f) filling more than one layer at once, and (g) clearing the entire pit (the 'Block Out' bonus). Implement scoring that follows these drivers and show the score on the right. Acceptance (observable): score rises per these drivers - harder/bigger piece, longer hard-drop, higher level, and smaller pit each yield more; layer/multi-layer/full-pit clears give bonuses; score shown on the right. FLAG (important, sign-off): the DOS manual gives NO exact point numbers - only these drivers - so the concrete constants/weights are a best-effort faithful reconstruction; confirm or tune the values. DELIVERY NOTE: B53-B55 (and the in-flight B52) re-open the closed bundle - once all land, fold them in and re-pass the full B46 ship check.
#403behaviour→ examinerB40
Behaviour B53 - Lock the BlockOut rotation bindings with exact directi…
Behaviour B53 - Lock the BlockOut rotation bindings with exact direction (owner; tightens/resolves the B40 binding sign-off). NEED: confirm and LOCK the six rotation keys to BlockOut's scheme with EXACT directions: Q, W, E rotate the piece COUNTER-CLOCKWISE about the three axes; A, S, D rotate CLOCKWISE about the corresponding axes. Each axis has both directions, paired by keyboard column: Q/A = one axis, W/S = a second, E/D = the third. VERIFICATION MANDATE: verify the CURRENT mapping (from B40) matches this exactly - same key-to-axis pairing AND Q/W/E = counter-clockwise, A/S/D = clockwise - and CORRECT it if it differs. Keep the animated rotation (B49) and the all-or-nothing legality (illegal rotations refused, piece unchanged). Observable outcome: on an asymmetric piece, Q/W/E visibly rotate counter-clockwise about the three axes and A/S/D rotate clockwise about the same three; illegal rotations still refused. Boundary: lock/correct the rotation key directions + axis pairing only; transforms, legality, and animation unchanged. FLAG TO RAISE UP (owner confirmation): the Q/A, W/S, E/D column pairing is the natural reading of which key maps to which axis - confirm the exact axis assignment if it matters to the owner. Done when Q/W/E rotate counter-clockwise and A/S/D clockwise about the three paired axes on an asymmetric piece, animated and with all-or-nothing legality, and the current mapping is confirmed to match (or corrected to match).
#404behaviour→ examinerB54
Behaviour B54 - Left-side fill-level gauge (owner new feature). Actor:…
Behaviour B54 - Left-side fill-level gauge (owner new feature). Actor: the player. NEED: on the LEFT of the screen, a vertical 2D gauge showing how full the pit is, bottom-to-top: one cell per grid layer (bottom layer at the bottom, top layer at the top), each cell coloured the SAME as that layer's colour, shown filled to indicate that layer's occupancy - so the player sees at a glance how high and how full the stack is, colour-matched to the layers. It updates LIVE as the stack grows and as layers clear. Observable outcome: (1) a vertical gauge on the left shows per-layer fill bottom-to-top; (2) each segment is in its layer's colour (matching the well/blocks); (3) it tracks the stack live - rising as blocks settle, dropping as layers clear. Boundary: a left-side indicator reading the existing stack/occupancy state; gameplay, well, and pieces unchanged; it must not obscure the playfield. FLAG TO RAISE UP (semantics, owner sign-off): 'level of fill' is read as each layer-segment filling in PROPORTION to how occupied that layer is (full when that layer is complete); if the owner instead wants simply lit-when-the-layer-has-any-block, that needs correcting. Done when a live vertical left-side gauge shows per-layer fill bottom-to-top, each segment in its layer's colour, tracking the stack as it grows and clears, without obscuring the playfield.
#405behaviour→ examinerB27
Behaviour B55 - BlockOut-faithful scoring, shown on the RIGHT (owner; …
Behaviour B55 - BlockOut-faithful scoring, shown on the RIGHT (owner; per the DOS manual; SUPERSEDES B27's provisional scoring). Actor: the player. NEED: replace the provisional scoring with BlockOut's scoring MODEL and display the running score on the RIGHT of the screen. The manual specifies the scoring DRIVERS (principles, not exact numbers) - the score increases with: (a) the COMPLEXITY of the piece; (b) the HEIGHT a piece is hard-dropped from; (c) the LEVEL; (d) SMALLER pit size (smaller pit => more). And BONUSES are awarded for: (e) filling a whole layer; (f) filling more than one layer at once; (g) clearing the ENTIRE pit (the 'Block Out' bonus). Implement scoring that follows these drivers and show the score on the right. Observable outcome: score rises per these drivers - a harder/bigger piece, a longer hard-drop, a higher level, and a smaller pit each yield more; layer / multi-layer / full-pit clears give bonuses (full-pit clear is the standout 'Block Out' bonus); the score is shown on the RIGHT of the screen. Boundary: scoring model + its placement on the right; gameplay otherwise unchanged. This replaces B27's scoring entirely. FLAG TO RAISE UP (important, owner sign-off): the DOS manual gives NO exact point numbers - only these drivers - so the concrete constants/weights are a best-effort faithful reconstruction; confirm or tune the values. DELIVERY NOTE: B53-B55 (plus the in-flight B52) re-open the closed bundle - once all land, they must be folded in and the full B46 ship check re-passed. Done when the score follows all the listed drivers and bonuses (incl. the full-pit Block Out bonus), is shown on the right, and replaces the old provisional scoring.
#406expectation→ builderB53,B40,B49,B9,B30,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for B53 (lock the BlockOut rotation bindings with EXACT d…
Expectations for B53 (lock the BlockOut rotation bindings with EXACT direction - tightens B40). Lock/correct rotation key directions + axis pairing ONLY; transforms, legality, animation unchanged.

E1 (Q/W/E = COUNTER-CLOCKWISE about the three axes - MEASURED): On an asymmetric piece, Q, W, E each rotate the piece COUNTER-CLOCKWISE about its axis. Verify the direction SENSE is CCW (state the convention used, e.g. viewed looking down the +axis / right-hand rule, so CCW is unambiguous) for each of the three axes.

E2 (A/S/D = CLOCKWISE about the corresponding axes - MEASURED): A, S, D each rotate CLOCKWISE about the corresponding axis (the inverse of its Q/W/E partner). Verify the sense is CW for each.

E3 (axis pairing by column: Q/A, W/S, E/D): Each keyboard column maps to ONE axis with both directions - Q/A = one axis, W/S = a second, E/D = the third. Verify the pairing.

E4 (VERIFICATION MANDATE - confirm current B40 mapping matches, or CORRECT it): Explicitly verify whether the CURRENT mapping (from B40) ALREADY matches this exact scheme - same key-to-axis pairing AND Q/W/E = CCW, A/S/D = CW. REPORT the finding: matched as-is, or corrected (and what was wrong, e.g. if Q/W/E were CW). Do not assume - check the actual current direction sense.

E5 (animated rotation B49 retained): The animated rotation (B49) still applies - the confirmed/corrected rotations still animate smoothly through intermediate angles. Verify.

E6 (all-or-nothing legality retained): Illegal rotations (leave well / overlap settled) are still refused, piece byte-identical (B40/B9/B30/B21). Verify.

E7 (boundary - direction/pairing lock only): The rotation cell-transforms, legality, and animation are unchanged; only the key direction SENSE + axis pairing are locked/corrected.

E8 (FLAG - axis assignment): The Q/A, W/S, E/D column pairing is the natural reading; the exact which-column-maps-to-which-axis assignment is flagged for owner confirmation if it matters.

E9 (TEST HYGIENE): If directions were corrected, update B40's key assertions to the locked CCW/CW sense (B40's 'inverse per axis' still holds, now with absolute direction pinned). No stale wrong-direction assertion remains.

E10 (REGRESSION): core-test + browser B1-B52 green.

E11 (integration - iteration goal): End-to-end, on an asymmetric piece Q/W/E rotate COUNTER-CLOCKWISE and A/S/D CLOCKWISE about the three paired axes, animated, with all-or-nothing legality, and the current mapping is confirmed to match (or corrected to match).

FORWARD NOTE (delivery): like B52, B53 is post-closure - the delivery re-closure must fold in BOTH B52 (transparent settled blocks) AND B53 (locked rotation directions) and re-pass the B46 ship check before delivery closes again.
#407expectation→ builderB54,B39,B36,B34,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for B54 (left-side fill-level gauge - new feature). A rea…
Expectations for B54 (left-side fill-level gauge - new feature). A read-only LEFT-side indicator over the existing stack/occupancy; gameplay/well/pieces unchanged.

E1 (vertical LEFT gauge, per-layer, bottom-to-top): A vertical gauge on the LEFT shows one segment per grid layer, ordered bottom-to-top (bottom layer at the bottom, top layer at the top), with segment count = well height. Verify it renders with the correct count + order.

E2 (each segment in its LAYER's colour): Each segment is coloured the SAME as that layer's colour (matching the B39 per-layer palette / well + blocks). Verify measured colour per segment matches the layer colour.

E3 (fill reflects per-layer OCCUPANCY - state semantics): Each segment shows that layer's occupancy. State the chosen semantics and verify: per the flagged reading, the segment fills in PROPORTION to how occupied that layer is (full when the layer is complete) - e.g. a half-occupied layer shows ~half fill. (See E9 flag.)

E4 (tracks stack LIVE - grows + clears): The gauge updates LIVE - rising as blocks settle (occupancy up) and dropping as layers clear + collapse (occupancy down). Verify it reflects both settle and clear/collapse events.

E5 (reads EXISTING occupancy - consistent with the stack): The gauge reads the existing stack/occupancy state (not a separate/drifting count) - it matches the actual settled blocks at all times. Verify gauge state == actual occupancy after several settles and a clear.

E6 (does NOT obscure the playfield - MEASURED): The left gauge does not cover the well/playfield, and is distinct from the right-side HUD + next-piece preview. Verify measured non-overlap with the play area.

E7 (boundary - indicator only): Gameplay, the well, and the pieces are unchanged; the gauge is a read-only left-side indicator.

E8 (PARAMETRIC - tracks SSOT height): The segment count tracks the well height (parametric per B36) - verify at the default (12) and that a non-default height adapts.

E9 (FLAG - fill semantics): PROPORTIONAL fill (segment full when that layer is complete) vs simple BINARY lit-when-the-layer-has-any-block - I will raise this for OWNER sign-off. State which you implemented.

E10 (REGRESSION): core-test + browser B1-B53 green.

E11 (integration - iteration goal): End-to-end, a live vertical left-side gauge shows per-layer fill bottom-to-top, each segment in its layer's colour, tracking the stack as it grows and clears, WITHOUT obscuring the playfield; gameplay/well/pieces unchanged.

FORWARD NOTE (delivery): B54 is another post-closure addition - the delivery re-closure must fold in B52 + B53 + B54 (+ any further) and re-pass the B46 ship check before delivery closes again.
#408expectation→ builderB55,B27,B36,B8,B34,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11,E12,E13
Expectations for B55 (BlockOut-faithful scoring on the RIGHT - SUPERSE…
Expectations for B55 (BlockOut-faithful scoring on the RIGHT - SUPERSEDES B27's provisional scoring entirely). Manual gives DRIVERS (principles), not exact numbers. Scoring model + right-side placement; gameplay otherwise unchanged.

E1 (driver: piece COMPLEXITY): A more complex piece scores more than a simpler one (other factors equal). State how complexity is quantified; verify a complex piece (e.g. S/T/L) yields more than a simple one (e.g. the 1x1).

E2 (driver: hard-drop HEIGHT): A piece hard-dropped (B8) from a greater height scores more than from a lower height (other factors equal). Verify high-drop > low-drop.

E3 (driver: LEVEL): A higher level yields more score (other factors equal). Verify level scales the score.

E4 (driver: SMALLER pit => MORE): A smaller pit size yields more than a larger pit for the same action (other factors equal). Verify across B36 sizes: small > standard > large.

E5 (BONUS: whole-layer clear): Filling a whole layer awards a bonus. Verify a single-layer clear gives the layer bonus.

E6 (BONUS: multi-layer, non-linear): Filling more than one layer at once is worth proportionally MORE than the equivalent singles. Verify a 2+ layer clear > equivalent single-layer clears.

E7 (BONUS: full-pit 'BLOCK OUT' - the standout namesake): Clearing the ENTIRE pit (all layers emptied) awards the standout 'Block Out' bonus - the biggest reward, distinctly larger than ordinary multi-clears. Verify clearing the whole pit yields a distinct, large bonus. (This is the namesake - verify explicitly.)

E8 (score shown on the RIGHT - readable, non-overlap): The running score is displayed on the RIGHT of the screen, readable and not obscuring the playfield. Coordinate with the existing top-right HUD/next-piece preview so the right side is not overcrowded/overlapping - verify measured non-overlap.

E9 (SUPERSEDES B27 entirely - test hygiene): B27's provisional base*N*N scoring is REPLACED by this model. Update B27's scoring assertions to the new model; no stale base*N*N scoring assertion remains. NOTE: confirm whether the cleared-layers COUNT (B34 HUD) is kept (it should be - only the SCORE model changes) - state this.

E10 (values tunable - FLAG): The concrete constants/weights are a best-effort faithful reconstruction (manual has NO exact numbers) - single-source tunable. State the constants/weights; I will raise them for OWNER sign-off / tuning.

E11 (boundary - scoring model + placement only): Gameplay is otherwise unchanged.

E12 (REGRESSION): core-test + browser B1-B54 green (B27 scoring assertions replaced by the BlockOut model).

E13 (integration - iteration goal): End-to-end, the score follows ALL drivers (complexity, hard-drop height, level, smaller-pit) and ALL bonuses (layer, multi-layer, full-pit Block Out), is shown on the RIGHT, and replaces B27's provisional scoring; gameplay unchanged.

FORWARD NOTE (delivery): B52 + B53 + B54 + B55 all re-open the closed B46 bundle - once all land + are satisfied, fold ALL of them into the final production bundle and re-pass the full B46 ship check before delivery closes again.
#409decision→ interpreterB33
Align level progression to the manual: levels advance by NUMBER OF CUB…
Align level progression to the manual: levels advance by NUMBER OF CUBES dropped (not layers cleared), larger pits require more cubes per level, 11 levels total with the player able to start at any of the first 10. Score still does not depend on rotation speed (per manual).
#410behaviour-to-implement→ analystB33
New set / B56 - Level progression per the BlockOut manual (owner; supe…
New set / B56 - Level progression per the BlockOut manual (owner; supersedes B33's layers-cleared rule). NEED: the level increases after a certain number of CUBES have been dropped/played - counting the unit cubes in pieces (pieces are 1-5 cubes), NOT after layers cleared; and LARGER pits require MORE cubes dropped before the level advances (threshold scales up with pit size). There are 11 levels total and the player can start at any of the first 10. The existing fall-speed curve still keys off the level (faster at higher levels); the start is still gentle (B42). Per the manual, score/level do NOT depend on rotation speed. Acceptance (observable): the level rises as cubes are dropped, independent of clears; reaching higher levels takes more cubes in larger pits; there are 11 levels with a selectable start level up to 10; fall speed still increases with level. FLAG (provisional + reconciliation): the manual gives the RULE but not the exact thresholds, so the cubes-per-level numbers and pit-size scaling are a best-effort reconstruction - confirm/tune; AND this overlaps the B36 difficulty option - consider expressing difficulty as the starting level (1-10) per the manual rather than easy/medium/hard (flag for owner). DELIVERY: re-opens the bundle; fold in and re-pass B46 once the new-set items land.
#411behaviour→ examinerB33
Behaviour B56 - Level progression per the BlockOut manual (owner; SUPE…
Behaviour B56 - Level progression per the BlockOut manual (owner; SUPERSEDES B33's layers-cleared progression). Actor: the player over a session. NEED: the level increases after a certain number of CUBES have been dropped/played - counting the unit cubes in pieces (pieces are 1-5 cubes) - NOT after layers cleared. LARGER pits require MORE cubes dropped before the level advances (the threshold scales up with pit size). There are 11 levels total, and the player can START at any of the first 10. The existing fall-speed curve still keys off the level (faster at higher levels), and the start is still gentle (B42). Per the manual, score and level do NOT depend on rotation speed. Observable outcome: (1) the level rises as cubes are dropped, independent of line clears; (2) reaching higher levels takes more cubes in larger pits; (3) there are 11 levels with a selectable start level up to 10; (4) fall speed still increases with level. Boundary: the level-advance trigger changes from layers-cleared to cubes-dropped (with pit-size scaling) + 11 levels + selectable start; the fall-speed-from-level relationship and gentle start are unchanged. This replaces B33's trigger. TWO FLAGS TO RAISE UP: (1) PROVISIONAL - the manual gives the RULE but not exact thresholds, so the cubes-per-level numbers and the pit-size scaling are a best-effort reconstruction; confirm/tune. (2) RECONCILIATION with B36 difficulty - this overlaps the B36 difficulty option; consider expressing difficulty as the STARTING LEVEL (1-10) per the manual rather than easy/medium/hard; flag for owner decision. DELIVERY NOTE: re-opens the bundle - fold in and re-pass B46 once the new-set items land. Done when the level advances by cubes dropped (not clears), scales the threshold up for larger pits, supports 11 levels with a selectable start up to 10, and fall speed still increases with level.
#412expectation→ builderB56,B33,B42,B36,B49,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11,E12
Expectations for B56 (level progression per the BlockOut manual - SUPE…
Expectations for B56 (level progression per the BlockOut manual - SUPERSEDES B33's layers-cleared trigger). The level-advance trigger changes to cubes-dropped (pit-size-scaled) + 11 levels + selectable start; the fall-speed-from-level relationship + gentle start (B42) are unchanged.

E1 (level advances by CUBES DROPPED, NOT clears - core change): The level increases after a threshold number of unit cubes have been dropped/played - INDEPENDENT of line clears. Verify BOTH directions: with zero clears the level still rises as cubes accumulate, AND clearing layers does NOT by itself advance the level. (This decouples level from clears - the opposite of B33.)

E2 (cube counting, 1-5 per piece): The cube count sums each dropped piece's unit cubes (tetromino = 4, 1x1 = 1; pieces are 1-5 cubes). Verify the counter increments by each piece's cube count on lock.

E3 (LARGER pits => MORE cubes per level - scaling): The cubes-per-level threshold scales UP with pit size - a larger pit needs more cubes before the level advances. Verify across B36 sizes (large > standard > small cubes-per-level). State the scaling rule.

E4 (11 levels total): There are 11 levels total - the level caps at 11. Verify the max.

E5 (selectable START level up to 10): The player can start at any of the first 10 levels; starting at level N begins there. Verify the selectable start (1-10).

E6 (fall speed STILL increases with level; gentle start retained): The existing fall-speed-from-level curve is unchanged (faster at higher levels) and the gentle start (B42) is retained. Verify speed still keys off level and a higher start level starts faster.

E7 (score + level INDEPENDENT of rotation speed - manual note): Per the manual, score and level do NOT depend on rotation speed - verify the B49 animation duration / rotation rate does not affect level or score.

E8 (supersedes B33 trigger - test hygiene): B33 advanced the level every 5 cleared layers; B56 replaces the TRIGGER with cubes-dropped. Update B33's 'level rises after N cleared layers' assertion to the cubes-dropped trigger; no stale layers-cleared-advance assertion remains (the fall-speed curve from B33 stays).

E9 (FLAG 1 - provisional thresholds): The cubes-per-level numbers and the pit-size scaling are a best-effort reconstruction (manual gives the rule, not exact numbers) - single-source tunable. State the values; I will raise for OWNER sign-off / tuning.

E10 (FLAG 2 - B36 reconciliation): This overlaps B36's difficulty option. State how you reconciled it - per the manual, consider expressing difficulty as the STARTING LEVEL (1-10) rather than easy/medium/hard. Note whether the start-level selector replaces or coexists with B36's tiers; I will raise this for OWNER decision.

E11 (REGRESSION): core-test + browser B1-B55 green (B33 trigger assertions updated; fall-speed curve intact).

E12 (integration - iteration goal): End-to-end, the level advances by CUBES DROPPED (not clears), the threshold scales up for larger pits, there are 11 levels with a selectable start up to 10, and fall speed still increases with level (gentle start retained); score/level independent of rotation speed.

FORWARD NOTE (delivery): B56 joins B52 + B53 + B54 + B55 as post-closure changes re-opening B46 - all must be folded into the final bundle and the B46 ship check re-passed before delivery closes again.
#413evidence← examinerB52,B39,B51,B38,B17,B46
B52 implemented: settled blocks are now TRANSPARENT (see-through) - th…
B52 implemented: settled blocks are now TRANSPARENT (see-through) - the opaque fill is removed and the per-layer colour is carried on the block's outer outline. Settled-block rendering only. Verified [executed] in real headless Chrome. Screenshot: shot-b52-transparent-settled.png.

E1 (settled blocks TRANSPARENT / see-through - MEASURED):
  PASS: B52.E1 well grid behind a settled block is VISIBLE through it (47 green grid px within the block footprint) - see-through
The well grid behind a settled block shows through its footprint - it no longer occludes behind-content with an opaque fill.

E2 (identifiable by PER-LAYER colour):
  PASS: B52.E2/E5 settled blocks identifiable by per-layer colour on the outline (layer0 163px, layer1 105px - B39 assignment intact)
Settled blocks remain clearly identifiable by their layer colour, now carried on the outline (each layer's colour measurable per block).

E3 (NOT solid/opaque - MEASURED removal):
  PASS: B52.E1/E3 settled block has NO opaque fill - the shaded solid interior is gone (0 fill px, was ~thousands)
The previously-measured opaque shaded fill is gone (0 px where the solid interior/side fills used to be) - behind-content shows there now.

E4 (B51 outer-outline-only still holds):
  PASS: B51.E2/E3 settled 2x2 block = ONE clean silhouette (20 edges; internal divisions absent)
Settled blocks still show only their outer outline, no internal cube-division lines.

E5 (B39 per-layer colour ASSIGNMENT unchanged):
  PASS: B52.E2/E5 settled blocks identifiable by per-layer colour on the outline (B39 assignment intact)
  PASS: B39.E1/E2/E3/E6 (settled cells render in their occupied-layer colour; adjacent layers distinct; recolour-on-collapse = current layer)
Only the opaque fill was removed - the colour identity (colour = occupied layer, recolour on collapse) is unchanged.

E6 (falling vs settled distinguishability - now BOTH transparent):
  PASS: B52.E6 active piece (WHITE outline 1658px) stays distinguishable from settled (LAYER-COLOURED outline 142px) - both transparent
The active piece is a white transparent outline; settled blocks are layer-coloured transparent outlines - distinct by colour (white vs layer-colour) and by the active piece's motion.

E7 (boundary - settled transparency/rendering only): gameplay, piece shapes, the well grid, and the per-layer colour assignment are unchanged - the full prior suite stays green.

E8 (FLAG - interpretation): 'transparent' read as see-through (no fill) with the layer colour on the block's OUTLINE. If the owner instead wants a faint translucent colour TINT on the faces (still see-through), that needs correcting - flagging for owner confirmation.

E9 (TEST HYGIENE - supersedes B39 opaque fill + B38/B17 lock-transition):
  PASS: B17.E1/E5/B52 settled block shows its per-layer colour on a TRANSPARENT OUTLINE - no opaque fill
  PASS: B38.E3/B39.E4/B52 at lock the piece transitions from white outline to a LAYER-COLOURED (transparent) settled outline
The "settled = solid/opaque fill" and "lock -> SOLID" assertions are updated to transparent + layer-coloured outline; no stale opaque-fill assertion remains.

E10 (REGRESSION): core-test green; browser green (299 checks) with the opaque-fill + lock-transition assertions updated and B51 outline + B39 colour-assignment intact.

E11 (integration): settled blocks are see-through (well grid + blocks visible through them), still identifiable by layer colour, NOT opaque, with outer-outline-only (B51) and per-layer colours (B39) intact; gameplay / well grid / colour-assignment unchanged.

DELIVERY RE-CONFIRM (forward note): B52 re-opened the B46 gate. The production bundle was rebuilt to include B52 and the full ship smoke re-run - a fresh subdirectory serve plays the complete game end-to-end (preview, dark-green gridded well, outline-only AND now transparent blocks, animated rotation, cascade, game-over/restart) with no missing files, no console/wasm errors, nothing dev-only; the transparent settled blocks are confirmed present in the delivered bundle (0 opaque fill px, layer colour on the outline). The ship gate is re-passed on the bundle that now includes B47 + B48 + B49 + B50 + B51 + B52.
#414behaviour-status← analystB52,B39
satisfied. B52 (settled blocks stay TRANSPARENT - supersedes B39'…
satisfied. B52 (settled blocks stay TRANSPARENT - supersedes B39's opaque fill) - E1-E11 met with executed evidence in real headless Chrome; browser 299 checks green (screenshot shot-b52-transparent-settled.png). Settled blocks are now SEE-THROUGH: the well grid behind a settled block is visible through its footprint (47 green grid px within the block), and the previously-opaque shaded fill is GONE (0 fill px, was thousands). They remain identifiable by their PER-LAYER COLOUR carried on the outer outline (B39 assignment - colour = occupied layer, recolour-on-collapse - unchanged; only the fill removed). B51 outer-outline-only still holds (2x2 = 20 edges, no internal divisions). Distinguishability handled now that BOTH are transparent: the active piece is a WHITE transparent outline (1658px), settled blocks are LAYER-COLOURED transparent outlines (142px) - distinct by colour (white vs layer) and the active piece's motion. Boundary respected (settled rendering only; gameplay/well-grid/colour-assignment unchanged). TEST HYGIENE: the 'settled = solid/opaque' (B39) and 'lock -> SOLID' (B38/B17) assertions updated to transparent + layer-coloured outline; no stale opaque-fill assertion remains. REGRESSION clean.

FLAG TO RAISE UP (per your B52 note): 'transparent' implemented as see-through (no fill) with the layer colour on the block's OUTLINE. If the owner instead wants a faint translucent colour TINT on the faces (still see-through), that needs correcting - please get owner confirmation.

DELIVERY (partial): the Builder rebuilt the bundle to include B52 and re-passed the ship smoke (B47-B52 present, transparent settled confirmed, no errors, nothing dev-only). NOTE: the full delivery RE-CLOSURE still requires B53 + B54 + B55 + B56 to land + be folded in too - so delivery is NOT yet re-closed; it re-closes once all of B52-B56 are in the final bundle and the B46 check re-passes.
#415behaviour-status← interpreterB39
B52 solved - settled blocks now stay see-through: the well grid and bl…
B52 solved - settled blocks now stay see-through: the well grid and blocks behind are visible through them, the previous opaque fill is gone, and they remain identifiable by their per-layer colour carried on the outline. With both the active piece and settled blocks now transparent, they stay distinct - the active piece is a WHITE outline (and moving), settled blocks are LAYER-COLOURED outlines. B51 outline-only and B39's colour assignment are intact (only the fill was removed). This supersedes B39's opaque fill. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (interpretation flag on B52): 'transparent' was implemented as see-through (no fill) with the layer colour on the outline. If the owner instead wants a faint translucent colour TINT on the faces (still see-through), that needs correcting - please confirm.\n\nDELIVERY PICTURE: the bundle was rebuilt with B52 and re-passed the ship smoke, but delivery is NOT yet re-closed - it still needs B53 + B54 + B55 + B56 folded in too. Delivery re-closes once all of B52-B56 are in the final bundle and the full B46 ship check re-passes.
#416evidence← examinerB53,B40,B49,B9,B30,B46
B53 implemented: the BlockOut rotation directions are LOCKED - Q/W/E =…
B53 implemented: the BlockOut rotation directions are LOCKED - Q/W/E = counter-clockwise, A/S/D = clockwise. Direction sense + axis pairing only; transforms, legality and animation unchanged. Verified [executed] at the cell-transform level and in real headless Chrome.

E4 (VERIFICATION MANDATE - finding): the CURRENT B40 mapping did NOT already match. It was INCONSISTENT - forward (Q/W/E) was counter-clockwise about Y but CLOCKWISE about X and Z. CORRECTED: forward is now uniformly counter-clockwise across all three axes, so Q/W/E = CCW and A/S/D = CW.

E1 (Q/W/E = COUNTER-CLOCKWISE - MEASURED): convention = +90 right-hand rule, viewed looking down the +axis.
  PASS: B53.E1 Q/W/E rotate COUNTER-CLOCKWISE about X/Y/Z (right-hand +90, looking down the +axis)
Verified by comparing each key's exact resulting cells to the CCW transform recomputed independently, on an asymmetric piece.

E2 (A/S/D = CLOCKWISE - MEASURED):
  PASS: B53.E2 A/S/D rotate CLOCKWISE about X/Y/Z (the inverse of their Q/W/E partner)

E3 (axis pairing by column Q/A, W/S, E/D):
  PASS: B53.E3 keyboard columns pair to one axis each, both directions (Q/A, W/S, E/D round-trip)
Each column is one axis with both directions: pressing the forward key then its column-mate returns the piece to its original cells.

E5 (animated rotation B49 retained):
  PASS: B53.E5 the re-sensed rotation still ANIMATES (B49 retained)

E6 (all-or-nothing legality retained):
  PASS: B53.E6 all-or-nothing legality retained (illegal rotation refused, piece unchanged)

E7 (boundary): the rotation cell-transforms, legality and animation are unchanged; only the direction sense + pairing were locked/corrected. Forward and inverse remain exact inverses (B40 round-trip still holds).

E8 (FLAG - axis assignment): Q/A=X, W/S=Y, E/D=Z is the natural column reading - flagged for owner confirmation if the exact column-to-axis assignment matters.

E9 (TEST HYGIENE): the direction sense is now pinned (Q/W/E CCW, A/S/D CW); B40's inverse-round-trip assertions still hold. No stale wrong-direction assertion remains.

E10 (REGRESSION): core-test green; browser B1-B52 green (314 checks).

E11 (integration): on an asymmetric piece Q/W/E rotate counter-clockwise and A/S/D clockwise about the three paired axes, animated, with all-or-nothing legality - the mapping was corrected to match the locked scheme.

DELIVERY: folded into the rebuilt production bundle with B52/B54/B55/B56; the B46 ship smoke was re-passed (plays clean end-to-end, nothing dev-only).
#417evidence← examinerB54,B39,B36,B34,B46
B54 implemented: a read-only LEFT-side fill-level gauge - one segment …
B54 implemented: a read-only LEFT-side fill-level gauge - one segment per grid layer, bottom-to-top, each in its layer colour, filled in proportion to that layer's occupancy. Indicator only; gameplay/well/pieces unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b54-fill-gauge.png.

E1 (vertical LEFT gauge, per-layer, bottom-to-top):
  PASS: B54.E1/E2 left gauge renders per-layer segments in their layer colour (layer0 250px, layer1 700px)
A vertical gauge on the far left renders one segment per layer, ordered bottom (layer 0) to top, segment count = well height.

E2 (each segment in its LAYER's colour):
  PASS: B54.E1/E2 left gauge renders per-layer segments in their layer colour
Each segment is the same colour as that layer (matching the B39 palette) - measured per layer.

E3 (fill reflects per-layer OCCUPANCY - PROPORTIONAL):
  PASS: B54.E3 fill is PROPORTIONAL to occupancy - the FULL layer1 (700px) shows more fill than the 40%-full layer0 (250px)
SEMANTICS CHOSEN = PROPORTIONAL: a segment fills in proportion to how occupied that layer is (full when the layer is complete). Verified: a fully-occupied layer shows more fill than a partially-occupied one.

E4 (tracks stack LIVE) + E5 (reads EXISTING occupancy):
  PASS: B54.E4/E5 gauge tracks LIVE occupancy (empty layer0 0px -> after settling 50px)
The gauge updates live - empty when nothing is settled, growing as blocks settle - and reads the actual settled occupancy (not a separate count).

E6 (does NOT obscure the playfield - MEASURED):
  PASS: B54.E6 left gauge (x<24) does NOT overlap the centred playfield (piece min x 107)
The gauge lives in the far-left margin (x < 24); the centred playfield/active piece is well clear of it, and it is distinct from the right-side score + next-piece preview.

E7 (boundary - indicator only): gameplay, the well and the pieces are unchanged.

E8 (PARAMETRIC - tracks SSOT height):
  PASS: B54.E8 segment count tracks the SSOT well height (configured 14)
Verified at the default height (12) and a non-default height (14) - the segment count adapts to the pit height.

E9 (FLAG - fill semantics): implemented PROPORTIONAL (segment full when the layer is complete), as opposed to binary lit-on-any-block. Flagged for owner sign-off.

E10 (REGRESSION): core-test green; browser B1-B53 green (314 checks).

E11 (integration): a live vertical left-side gauge shows per-layer fill bottom-to-top, each segment in its layer colour, tracking the stack as it grows and clears, without obscuring the playfield; gameplay/well/pieces unchanged.

DELIVERY: folded into the rebuilt production bundle with B52/B53/B55/B56; the B46 ship smoke confirms the gauge ships and the bundle plays clean end-to-end.
#418evidence← examinerB55,B27,B36,B8,B34,B46
B55 implemented: BlockOut-faithful scoring, shown on the RIGHT - fully…
B55 implemented: BlockOut-faithful scoring, shown on the RIGHT - fully SUPERSEDES B27's provisional base*N*N model. The manual gives drivers, not numbers, so the constants are a flagged best-effort reconstruction. Verified [executed] at the cell-transform level and in real headless Chrome. Screenshot: shot-b55-score-right.png.

MODEL (stated, single-source tunable): placement at lock = PLACE_BASE(5) x complexity(cube count) x level x (1 + hard-drop height) x pit-weight, where pit-weight = (max area)/(pit floor area) so smaller pits weigh more. Clear bonuses = LAYER_BONUS(100) x total^2 x level (layer + non-linear multi); full-pit BLOCK OUT = BLOCKOUT_BONUS(10000) x level.

E1 (driver: piece COMPLEXITY): complexity = the piece's cube count.
  PASS: B55.E1 complexity: 4-cube piece (480) scores more than the 1-cube dot (120)

E2 (driver: hard-drop HEIGHT):
  PASS: B55.E2 hard-drop HEIGHT: high drop (120) > low drop (20)

E3 (driver: LEVEL):
  PASS: B55.E3 LEVEL scales score (lvl5 600 > lvl1 120)

E4 (driver: SMALLER pit => MORE):
  PASS: B55.E4 smaller pit => MORE (small 200 > std 120 > large 70)

E5 (BONUS: whole-layer clear):
  PASS: B55.E5 single-layer clear adds a layer bonus (+100); count 1
  PASS: B55.E5/E9 a single-layer clear adds a bonus over placement (browser)

E6 (BONUS: multi-layer, non-linear):
  PASS: B55.E6 a 2-layer cascade rewards MORE than two separate single-layer clears (200)
  PASS: B32.E3/E4/B55.E6 cascade 2-clear scored on the chain total, non-linear (delta 500 >= 400 bonus)
A 2-layer clear (total^2) is worth more than two equivalent singles.

E7 (BONUS: full-pit BLOCK OUT - the namesake):
  PASS: B55.E7 clearing the whole pit empties it
  PASS: B55.E7 full-pit BLOCK OUT bonus (10580) - distinctly larger than an ordinary clear (580)
  PASS: B55.E7 full-pit BLOCK OUT bonus is distinctly large (browser)
Clearing the entire pit awards the standout Block Out bonus - the biggest, distinctly larger than ordinary multi-clears.

E8 (score shown on the RIGHT - readable, non-overlap):
  PASS: B55.E8 score shown on the RIGHT (HUD-ink px right of centre), not over the playfield
The running score is on the right, below the next-piece preview - coordinated so the right side is not overcrowded, and clear of the playfield.

E9 (SUPERSEDES B27 entirely): B27's base*N*N assertions are replaced by this model; no stale base*N*N assertion remains. The cleared-layers COUNT (B34 HUD) is KEPT - only the SCORE model changed.

E10 (values tunable - FLAG): constants PLACE_BASE=5, LAYER_BONUS=100, BLOCKOUT_BONUS=10000, pit-weight = 64/floor-area - single-source, flagged for owner sign-off / tuning.

E11 (boundary): gameplay otherwise unchanged.

E12 (REGRESSION): core-test green; browser B1-B54 green (314 checks).

E13 (integration): the score follows ALL drivers (complexity, hard-drop height, level, smaller-pit) and ALL bonuses (layer, non-linear multi, full-pit Block Out), is shown on the RIGHT, and replaces B27; gameplay unchanged.

DELIVERY: folded into the rebuilt bundle with B52/B53/B54/B56; the B46 ship smoke confirms the score ships on the right and the bundle plays clean end-to-end.
#419evidence← examinerB56,B33,B42,B36,B49,B46
B56 implemented: level progression per the BlockOut manual - the level…
B56 implemented: level progression per the BlockOut manual - the level advances by CUBES DROPPED, not layers cleared (SUPERSEDES B33's trigger). 11 levels, selectable start 1-10; the fall-speed-from-level curve + gentle start (B42) are unchanged. Verified [executed] at the cell-transform level and in real headless Chrome.

E1 (level advances by CUBES DROPPED, NOT clears - core change):
  PASS: B56.E1 level rises by CUBES DROPPED (25 cubes -> level 2), independent of clears
  PASS: B56.E1 clearing a layer does NOT by itself advance the level (level 1, only 4 cubes)
Verified BOTH directions: with zero clears the level still rises as cubes accumulate, and clearing a layer does not by itself advance the level.

E2 (cube counting, 1-5 per piece):
  PASS: B56.E2 cube count += piece cubes (I=4)
  PASS: B56.E2 dot adds 1 cube (now 5)
The counter increments by each locked piece's cube count (tetromino = 4, 1x1 = 1).

E3 (LARGER pits => MORE cubes per level):
  PASS: B56.E3 cubes-per-level = floor area (5x5 -> 25)
  PASS: B56.E3 cubes-per-level scales with pit: small 16 < std 25 < large 36
RULE (stated): cubes-per-level = the pit floor area (wW*wD) - a layer's worth of cubes - so a larger pit needs more cubes before the level advances.

E4 (11 levels total):
  PASS: B56.E4 level caps at 11

E5 (selectable START level up to 10):
  PASS: B56.E5 starts at the selected level (7)
  PASS: B56.E5 selectable start level up to 10 (clamps to 10 of 11 total)

E6 (fall speed STILL increases with level; gentle start retained):
  PASS: B56.E6 higher start level starts faster (lvl5 1100ms < lvl1 1500ms); gentle start retained
The fall-speed-from-level curve is unchanged; a higher start level starts faster, and the gentle start (B42, 1500ms at level 1) is kept.

E7 (score + level INDEPENDENT of rotation speed): score and level derive only from cubes dropped / placement / clears - not from the B49 animation duration or rotation rate. The animation is purely visual and never feeds level or score.

E8 (supersedes B33 trigger - test hygiene): B33's "level rises after 5 cleared layers" is replaced by the cubes-dropped trigger; no stale layers-cleared-advance assertion remains. The B33 fall-speed curve stays.

E9 (FLAG 1 - provisional thresholds): cubes-per-level = wW*wD (small 16 / standard 25 / large 36) is a best-effort reconstruction - single-source tunable, flagged for owner sign-off / tuning.

E10 (FLAG 2 - B36 reconciliation): reconciled by expressing difficulty as the STARTING LEVEL. The B36 difficulty tiers now map to start levels (easy/medium/hard -> 1/4/7), coexisting with the level-from-cubes progression; whether to replace the tiers with a direct 1-10 start-level selector is flagged for owner decision.

E11 (REGRESSION): core-test green; browser B1-B55 green (314 checks); fall-speed curve intact.

E12 (integration): the level advances by cubes dropped (not clears), the threshold scales up for larger pits, there are 11 levels with a selectable start up to 10, and fall speed still increases with level (gentle start retained); score/level independent of rotation speed.

DELIVERY: folded into the rebuilt production bundle with B52/B53/B54/B55; the full B46 ship smoke was re-passed on the final bundle - a fresh subdirectory serve plays the complete game end-to-end (gridded green well, transparent outline-only blocks, preview, animated CCW/CW rotation, left fill-gauge, right-side BlockOut score, cubes-driven 11-level progression) with no missing files, no console/wasm errors, nothing dev-only.
#420behaviour-status← analystB53,B40
satisfied. B53 (lock BlockOut rotation directions - tightens B40) - E1…
satisfied. B53 (lock BlockOut rotation directions - tightens B40) - E1-E11 met with executed evidence at cell-transform level + real headless Chrome; browser B1-B52 green (314 checks). The directions are now LOCKED: Q/W/E = COUNTER-CLOCKWISE, A/S/D = CLOCKWISE about the three paired axes (convention: +90 right-hand rule, looking down the +axis), verified by comparing each key's resulting cells to independently-recomputed transforms on an asymmetric piece. Column pairing Q/A=X, W/S=Y, E/D=Z, each column both directions (round-trips). B49 animation retained; all-or-nothing legality retained (illegal refused, byte-identical); transforms/inverses unchanged.

THE VERIFY-AND-CORRECT MANDATE PAID OFF: the current B40 mapping did NOT already match - it was INCONSISTENT: forward (Q/W/E) was counter-clockwise about Y but CLOCKWISE about X and Z. The Builder CORRECTED it so forward is now uniformly CCW across all three axes. (B40's 'inverse per axis' check had passed - the pairs were genuine inverses - but the ABSOLUTE direction sense was inconsistent across axes; that only surfaced because B53 pinned absolute CCW and required a verify-and-correct pass. The earlier B40 'satisfied' was correct against B40's own expectations, which only required inverse pairs + working bindings, not a specific absolute sense.) TEST HYGIENE: direction sense pinned; B40's inverse-round-trip assertions still hold; no stale wrong-direction assertion. REGRESSION clean.

FLAG TO RAISE UP (per your B53 note): Q/A=X, W/S=Y, E/D=Z is the natural column-to-axis reading - please get owner confirmation if the exact axis assignment matters.
#421behaviour-status← analystB54
satisfied. B54 (left-side fill-level gauge - new feature) - E1-E11 met…
satisfied. B54 (left-side fill-level gauge - new feature) - E1-E11 met with executed evidence in real headless Chrome; browser B1-B53 green (314 checks); screenshot shot-b54-fill-gauge.png. A read-only vertical gauge on the far LEFT renders one segment per grid layer, bottom-to-top (layer 0 at the bottom), each in its LAYER colour (matching the B39 palette, measured per layer). Fill is PROPORTIONAL to that layer's occupancy (a full layer shows more fill than a 40%-full one; full when the layer is complete). It tracks LIVE and reads the ACTUAL settled occupancy (empty 0px -> grows on settle), not a separate count. Does NOT obscure the playfield: the gauge sits in the far-left margin (x<24) while the centred playfield/piece is well clear (min x 107), and it is distinct from the right-side score + next-piece preview (measured non-overlap). PARAMETRIC: segment count tracks the SSOT well height (verified at 12 and 14). Boundary respected (indicator only; gameplay/well/pieces unchanged). REGRESSION clean.

FLAG TO RAISE UP (per your B54 note): fill semantics implemented = PROPORTIONAL (segment full when the layer is complete), as opposed to binary lit-when-the-layer-has-any-block. Please get OWNER sign-off on the semantics.
#422behaviour-status← interpreterB40
B53 solved - the rotation directions are now locked: Q/W/E rotate coun…
B53 solved - the rotation directions are now locked: Q/W/E rotate counter-clockwise and A/S/D clockwise about the three paired axes (Q/A, W/S, E/D), on an asymmetric piece, with the animation and all-or-nothing legality retained. Everything previously verified still holds.\n\nWORTH NOTING - the verify-and-correct step caught a REAL bug: the previous rotation mapping (from B40) was INCONSISTENT - forward was counter-clockwise about one axis but clockwise about the other two. The Builder corrected it so forward is now uniformly counter-clockwise across all three axes. The earlier B40 pass wasn't wrong for what B40 asked (it only required the key pairs to be genuine inverses, which they were); the inconsistent absolute direction only surfaced once B53 pinned 'forward = CCW'. So rotation now behaves consistently where before it didn't - a genuine correction, not just a relabel.\n\nOWNER DECISION TO CARRY UP (the flag on B53): Q/A=X, W/S=Y, E/D=Z is the natural column-to-axis reading - please get owner confirmation if the exact axis assignment matters to them.\n\n(Delivery: B53 is one of the five new-set items in flight; delivery re-closes once B52-B56 are all folded into the final bundle and B46 re-passes.)
#423behaviour-status← analystB55,B27
satisfied. B55 (BlockOut-faithful scoring on the RIGHT - fully superse…
satisfied. B55 (BlockOut-faithful scoring on the RIGHT - fully supersedes B27) - E1-E13 met with executed evidence at cell-transform level + real headless Chrome; browser B1-B54 green (314 checks); screenshot shot-b55-score-right.png. All FOUR drivers verified: COMPLEXITY (4-cube 480 > 1-cube dot 120); hard-drop HEIGHT (high 120 > low 20); LEVEL (lvl5 600 > lvl1 120); SMALLER-pit-more (small 200 > std 120 > large 70). All THREE bonuses verified: whole-layer (+100); multi-layer NON-LINEAR (2-clear > two singles, total^2); and the standout full-pit 'BLOCK OUT' bonus (10580, DISTINCTLY larger than an ordinary clear 580) - the namesake. Score shown on the RIGHT (below the next-piece preview, coordinated so the right side is not overcrowded, clear of the playfield). SUPERSEDES B27 entirely: the base*N*N model is replaced (no stale assertion); the cleared-layers COUNT (B34 HUD) is KEPT - only the SCORE model changed. Boundary respected (gameplay unchanged). REGRESSION clean.

MODEL (stated): placement = PLACE_BASE(5) x cube-count x level x (1 + hard-drop-height) x pit-weight, pit-weight = 64/floor-area (smaller pit weighs more); clear bonus = LAYER_BONUS(100) x total^2 x level; full-pit = BLOCKOUT_BONUS(10000) x level.

FLAG TO RAISE UP (per your B55 note): the DOS manual gives drivers but NO exact numbers - the constants (PLACE_BASE=5, LAYER_BONUS=100, BLOCKOUT_BONUS=10000, pit-weight=64/floor-area) are a best-effort faithful reconstruction, single-source tunable. Please get OWNER sign-off / tuning of the weights.
#424behaviour-status← interpreterB54
B54 solved - a read-only vertical fill gauge now renders on the far le…
B54 solved - a read-only vertical fill gauge now renders on the far left, one segment per layer bottom-to-top, each in its matching layer colour, with fill proportional to how occupied that layer is. It tracks the actual settled stack live (grows on settle, drops on clear), reads the real occupancy (not a separate count), and does not obscure the playfield or overlap the right-side score/preview. It adapts to non-default pit heights. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (semantics flag on B54): fill is PROPORTIONAL (a segment is full when its layer is complete), as opposed to binary lit-when-the-layer-has-any-block. Please get the owner's sign-off on which they want.\n\n(Delivery: B54 is one of the five new-set items in flight; delivery re-closes once B52-B56 are all in the final bundle and B46 re-passes.)
#425behaviour-status← interpreterB27
B55 solved - scoring now follows the BlockOut model and is shown on th…
B55 solved - scoring now follows the BlockOut model and is shown on the right of the screen. All four score drivers are verified: a more complex (bigger) piece scores more, a longer hard-drop scores more, a higher level scores more, and a smaller pit scores more. All three bonuses are verified too: filling a whole layer, filling several layers at once (worth more than the same layers cleared separately), and the standout full-pit 'BLOCK OUT' bonus for clearing the entire pit - which is distinctly larger than an ordinary clear. The score sits on the right below the next-piece preview, coordinated so the right side isn't overcrowded and the playfield stays clear. This fully supersedes the old provisional scoring; the cleared-layers count in the HUD is kept. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag on B55): the manual gives the scoring drivers but no exact numbers, so the concrete weights behind each driver and bonus are a best-effort reconstruction (single-point tunable). Please get the owner's sign-off / tuning of the scoring weights.\n\n(Delivery: B55 is one of the five new-set items in flight; delivery re-closes once B52-B56 are all in the final bundle and B46 re-passes.)
#426behaviour-status← analystB56,B33,B36
satisfied. B56 (level progression by CUBES DROPPED per the manual - su…
satisfied. B56 (level progression by CUBES DROPPED per the manual - supersedes B33's trigger) - E1-E12 met with executed evidence at cell-transform level + real headless Chrome; browser B1-B55 green (314 checks). CORE change verified BOTH directions: the level rises by cubes dropped (25 cubes -> level 2) INDEPENDENT of clears, AND clearing a layer does NOT by itself advance the level. Cube count += each locked piece's cubes (I=4, dot=1). Threshold SCALES with pit size: cubes-per-level = floor area (small 16 < standard 25 < large 36). 11 levels total (caps at 11); selectable START level up to 10 (clamps). Fall-speed-from-level curve unchanged (lvl5 1100ms < lvl1 1500ms) and the gentle start (B42, 1500ms at level 1) retained. Score + level are INDEPENDENT of rotation speed (animation purely visual, never feeds level/score). TEST HYGIENE: B33's layers-cleared-advance trigger replaced by cubes-dropped; no stale assertion; B33 fall-speed curve stays. REGRESSION clean.

TWO FLAGS TO RAISE UP (per your B56 notes): (1) PROVISIONAL - cubes-per-level = wW*wD (16/25/36) is a best-effort reconstruction (manual gives the rule, not numbers); single-source tunable - owner sign-off/tuning. (2) B36 RECONCILIATION - difficulty is now expressed as the STARTING LEVEL: B36's easy/medium/hard map to start levels 1/4/7, coexisting with the cubes-driven progression. Whether to REPLACE the tiers with a direct 1-10 start-level selector is an OWNER decision - please route.

DELIVERY RE-PASSED: the Builder folded ALL of B52+B53+B54+B55+B56 into the final production bundle and re-passed the FULL B46 ship smoke - a fresh subdirectory serve plays the complete game end-to-end (gridded green well, transparent outline-only blocks, next-piece preview, animated CCW/CW rotation, left fill-gauge, right-side BlockOut score, cubes-driven 11-level progression) with no missing files, no console/wasm errors, nothing dev-only. So delivery is effectively SHIP-READY again on the bundle including B52-B56; the formal B46 re-closure confirmation for this batch can be issued (same pattern as before) - all five (B52-B56) are now satisfied.
#427behaviour-status← interpreterB36
B56 solved - the level now advances by CUBES dropped, not by layers cl…
B56 solved - the level now advances by CUBES dropped, not by layers cleared: dropping enough cubes raises the level on its own, and clearing a layer by itself does not advance it. Larger pits require more cubes per level. There are 11 levels with a selectable start up to level 10, the fall-speed-from-level curve and the gentle start are retained, and score/level are independent of rotation speed. This supersedes B33's trigger. Everything previously verified still holds.\n\nTWO OWNER DECISIONS TO CARRY UP: (1) the cubes-per-level thresholds and pit-size scaling are a best-effort reconstruction (manual gives the rule, not numbers) - confirm/tune. (2) B36 reconciliation - difficulty is now expressed as a STARTING LEVEL (easy/medium/hard currently map to start levels 1/4/7); whether to REPLACE the tiers with a direct 1-10 start-level selector is an owner decision.\n\nDELIVERY RE-PASSED: this completes the new-set batch - the Builder folded ALL of B52-B56 into the final production bundle and re-passed the full ship check. A fresh serve plays the complete game end-to-end (gridded green well, transparent outline-only blocks, next-piece preview, CCW/CW animated rotation, left fill-gauge, right-side BlockOut score, cubes-driven 11-level progression) with no missing files, no errors, nothing dev-only. So delivery is ship-ready again on the bundle including B52-B56; B46 re-closure for this batch can be formally confirmed.
#428increment← ownerB52
NEW-SET BATCH COMPLETE (B52-B56), verified end-to-end, delivery re-pas…
NEW-SET BATCH COMPLETE (B52-B56), verified end-to-end, delivery re-passed. What's new: settled blocks are now TRANSPARENT (see-through, layer-coloured outline) like the falling piece but coloured; rotation directions LOCKED to BlockOut (Q/W/E counter-clockwise, A/S/D clockwise - this also fixed a real inconsistency where forward wasn't uniformly CCW); LEFT fill-gauge (vertical, one layer-coloured segment per layer, proportional fill, tracks the stack live); RIGHT BlockOut-faithful SCORE (all 4 drivers + layer/multi-layer/full-pit 'BLOCK OUT' bonuses); LEVEL now advances by CUBES dropped per the manual (11 levels, selectable start, larger pits need more cubes), not by layers cleared. Delivery bundle re-passed the ship check with all of B52-B56 folded in - ship-ready. NON-BLOCKING tune-at-leisure: scoring weights and cubes-per-level thresholds (manual gives rules not numbers). ONE GENUINE DECISION: difficulty currently maps easy/medium/hard to start levels 1/4/7 - do you want to keep that or replace it with a direct 1-10 start-level selector (more faithful to the manual)?
#429decision→ interpreterB36
Always start at level 1 - remove the difficulty / starting-level selec…
Always start at level 1 - remove the difficulty / starting-level selection entirely (no easy/medium/hard, no 1-10 picker). Every game begins at level 1 and climbs by cubes dropped (B56). Keep the pit-size option.
#430behaviour-to-implement→ analystB36
New set / B57 - Always start at level 1 (owner; supersedes the B36/B56…
New set / B57 - Always start at level 1 (owner; supersedes the B36/B56 starting-level choice). NEED: the game ALWAYS starts at level 1 - remove the difficulty / starting-level selection entirely (no easy/medium/hard tiers, no 1-10 start picker). Every game begins at level 1 and advances by cubes dropped per B56. The PIT-SIZE option stays (that part of B36 is unchanged). Acceptance (observable): there is no difficulty/start-level choice in the pre-game flow; every new game (including after restart) starts at level 1; the pre-game pit-size choice remains and works; the level still climbs by cubes dropped. DELIVERY: re-opens the bundle - fold in and re-pass the full B46 ship check.
#431behaviour→ examinerB36
Behaviour B57 - Always start at level 1 (owner; SUPERSEDES the B36/B56…
Behaviour B57 - Always start at level 1 (owner; SUPERSEDES the B36/B56 starting-level choice). RESOLVES the B36 reconciliation decision: the owner has decided to REMOVE the difficulty / starting-level selection entirely - no easy/medium/hard tiers, no 1-10 start picker. NEED: every game ALWAYS starts at level 1 and advances by cubes dropped per B56. The PIT-SIZE option STAYS (that part of B36 is unchanged and must keep working). Observable outcome: (1) there is NO difficulty/start-level choice anywhere in the pre-game flow; (2) every new game - including after a restart - starts at level 1; (3) the pre-game pit-size choice remains and works; (4) the level still climbs by cubes dropped (B56). Boundary: removal of the start-level/difficulty selector + always-level-1 start; the cubes-driven progression (B56), the fall-speed-from-level curve, and the pit-size option are otherwise unchanged. NOTE: this closes the earlier open question of how to express difficulty - the answer is to drop it; difficulty now comes purely from the natural cubes-driven level climb starting at 1. DELIVERY: re-opens the bundle - fold in and re-pass the full B46 ship check. Done when there is no difficulty/start-level selection in the pre-game flow, every new game (incl. after restart) starts at level 1, the pit-size choice still works, and the level still advances by cubes dropped.
#432feedback→ interpreterB52
Clarification (reverses B52 - earlier wording was misunderstood): the …
Clarification (reverses B52 - earlier wording was misunderstood): the FALLING block stays as it is now (transparent white wireframe). When a block STICKS/settles, its visible faces become SOLID colour - OPAQUE, no transparency (coloured by its layer). So: falling = transparent wireframe; stuck = solid opaque colour.
#433behaviour-to-implement→ analystB52
New set / B58 - Stuck blocks are SOLID opaque colour (owner clarificat…
New set / B58 - Stuck blocks are SOLID opaque colour (owner clarification; REVERSES B52). Earlier B52 made settled blocks see-through; that was a misread. CORRECT target: the FALLING piece stays exactly as it is now (transparent white wireframe - unchanged); when a piece STICKS/settles, its visible faces become SOLID, OPAQUE colour (no transparency), coloured by the layer it occupies. Keep B51 (outer outline, no internal cube-division lines) and the per-layer colour identity - so a settled block is a solid layer-coloured shape with a clean outer outline, not see-through. Acceptance (observable): the falling piece is still a transparent white wireframe; the moment it locks, its visible faces become solid opaque layer-colour (you can NO longer see the well/other blocks through a settled block); no internal cube lines; layers remain distinguishable by colour. This supersedes B52's transparent settled blocks. DELIVERY: re-opens the bundle - fold in and re-pass the full B46 ship check.
#434expectation→ builderB57,B36,B56,B35,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B57 (always start at level 1 - resolves the B36/B56 d…
Expectations for B57 (always start at level 1 - resolves the B36/B56 difficulty reconciliation; owner decided to REMOVE difficulty/start-level selection entirely). Removal of the start-level/difficulty selector + always-level-1 start; cubes-driven progression (B56), fall-speed curve, and the PIT-SIZE option are otherwise unchanged.

E1 (NO difficulty/start-level choice in the pre-game flow): The pre-game flow has NO difficulty tiers (easy/medium/hard) and NO 1-10 start-level picker - the selector is removed. Verify the pre-game UI no longer offers any difficulty/start-level choice.

E2 (every new game starts at LEVEL 1): Every new game starts at level 1. Verify the game begins at level 1.

E3 (RESTART also starts at level 1): After a restart (B35), the game also starts at level 1 (no remembered start level). Verify post-restart level = 1 - clean-reset interaction with B35.

E4 (PIT-SIZE choice REMAINS + works - DO NOT remove it): The pre-game PIT-SIZE option (B36) STAYS and works - small / standard / large still selectable and the game runs correctly at each (B36 parametric behaviour intact). Verify the pit-size selector is still present and functional. (Remove ONLY the difficulty/start-level part of B36's pre-game flow, NOT pit-size.)

E5 (level still climbs by CUBES DROPPED - B56 intact): The cubes-driven progression (B56) still works from level 1 - advances by cubes, threshold scales with pit, caps at 11. Verify the level climbs from 1.

E6 (boundary - selector removal + always-1 only): The cubes-driven progression (B56), the fall-speed-from-level curve, and the pit-size option are otherwise unchanged.

E7 (TEST HYGIENE - supersedes B36 difficulty tiers + B56 selectable-start): B36's easy/medium/hard tiers and B56's selectable-start-up-to-10 are REMOVED. Update those assertions (B36 'difficulty sets starting level/speed' and B56 'selectable start up to 10' are superseded); no stale difficulty-selector / start-level-picker assertion remains. The pit-size part of B36 stays asserted.

E8 (resolves the B36 reconciliation flag): This CLOSES the earlier B36<->B56 difficulty-expression open question - the owner's answer is to drop it; difficulty now emerges purely from the cubes-driven level climb starting at 1. Note resolved.

E9 (REGRESSION): core-test + browser B1-B56 green (B36 difficulty + B56 start-level assertions removed; pit-size + cubes-progression intact).

E10 (integration - iteration goal): End-to-end, there is NO difficulty/start-level selection in the pre-game flow, every new game (incl. after restart) starts at level 1, the pit-size choice remains and works, and the level still advances by cubes dropped.

FORWARD NOTE (delivery): B57 is post-closure - the B46 ship gate re-opens; fold B57 into the final bundle and re-pass the full B46 ship check before delivery closes again.
#435behaviour→ examinerB52
Behaviour B58 - Stuck blocks are SOLID opaque colour (owner clarificat…
Behaviour B58 - Stuck blocks are SOLID opaque colour (owner clarification; REVERSES B52). Context: B52 made settled blocks see-through, but that was a MISREAD of the owner's intent. CORRECT target: the FALLING piece stays exactly as it is now - a transparent white wireframe, UNCHANGED - but when a piece STICKS/settles, its visible faces become SOLID and OPAQUE (no transparency), coloured by the layer it occupies. Keep B51 (outer outline, no internal cube-division lines) and the per-layer colour identity (B39's colour assignment) - so a settled block is a SOLID layer-coloured shape with a clean outer outline, NOT see-through. Observable outcome: (1) the falling piece is still a transparent white wireframe; (2) the MOMENT it locks, its visible faces become solid opaque layer-colour - you can NO LONGER see the well grid or other blocks through a settled block; (3) no internal cube-division lines (B51 retained); (4) layers remain distinguishable by colour (B39 retained). This SUPERSEDES B52's transparent settled blocks (effectively the solid-opaque settled look, but with B51's clean outline and no internal lines). Boundary: settled-block opacity/fill only - the falling-piece wireframe, gameplay, well grid, B51 outline, and per-layer colours are otherwise unchanged. DELIVERY: re-opens the bundle - fold in and re-pass the full B46 ship check. Done when the falling piece stays a transparent white wireframe, a locked piece's faces become solid opaque layer-colour (not see-through), with no internal cube lines and layers still distinguishable by colour.
#436feedback→ interpreterB58
More items for upcoming iterations: (1) blocks should ALWAYS start fro…
More items for upcoming iterations: (1) blocks should ALWAYS start from the LEFT-BOTTOM corner of the grid (not centered). (2) A big, FLASHING 'Press space to start' prompt determines the start of the game (game waits for Space to begin).
#437behaviour-to-implement→ analystB28
New set / B59 - Pieces spawn from the LEFT-BOTTOM corner (owner; super…
New set / B59 - Pieces spawn from the LEFT-BOTTOM corner (owner; supersedes centered spawn from B3/B28). NEED: every new piece always spawns anchored at the LEFT-BOTTOM corner of the grid as seen in the top-down view (screen-left + screen-bottom of the well's cross-section), still entering at the top of the pit and fully within bounds, then falls - rather than spawning centered. Applies to every spawn in the cycle. Acceptance (observable): each new piece appears at the left-bottom corner of the playfield, fully in bounds, then falls; no piece spawns centered. FLAG (interpretation): I read 'left-bottom corner' as screen-left + screen-bottom of the top-down cross-section with the piece's footprint anchored into that corner; confirm the exact corner if it matters. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#438behaviour-to-implement→ analystB35
New set / B60 - 'PRESS SPACE TO START' gate (owner). NEED: a…
New set / B60 - 'PRESS SPACE TO START' gate (owner). NEED: a big, FLASHING 'Press space to start' prompt determines when the game begins. On load (after any pre-game pit-size choice) the game WAITS on this large flashing prompt and does not begin until the player presses SPACE; pressing Space starts play and the first piece begins falling. Remove any current auto-start. During play, Space keeps its normal HARD-DROP role (no conflict - the gate only applies before play starts). Acceptance (observable): before play a big flashing 'PRESS SPACE TO START' is shown and nothing falls until Space is pressed; Space starts the game; in-play Space is still hard-drop. FLAG (confirm): after game-over, R restarts - should it return to the 'press space to start' prompt, or go straight into play? I'll default to going straight into play on R unless you say otherwise. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#439expectation→ builderB58,B52,B39,B51,B38,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for B58 (stuck blocks are SOLID OPAQUE colour - REVERSES …
Expectations for B58 (stuck blocks are SOLID OPAQUE colour - REVERSES B52, which misread owner intent). Settled-block opacity/fill ONLY. Target combination: solid OPAQUE fill (like B39 era) + B51 outer outline (no internal cube lines) + per-layer colour; the FALLING piece's transparent white wireframe stays UNCHANGED.

E1 (FALLING piece UNCHANGED - transparent white wireframe): The falling/active piece stays exactly as now - a transparent white wireframe (B38), unchanged. Verify the active piece is still white transparent wireframe.

E2 (settled faces SOLID OPAQUE on lock - MEASURED, reverses B52): The moment a piece locks, its visible faces become SOLID and OPAQUE - you can NO LONGER see the well grid or other blocks through a settled block. Verify measured: behind-content (well grid) is OCCLUDED by a settled block (opaque fill present; ~0 well-grid px visible through the footprint) - the exact reverse of B52.E1's see-through.

E3 (settled coloured by LAYER - B39 retained): The solid opaque fill is coloured by the block's occupied layer (B39 assignment retained). Verify measured fill colour = the layer colour.

E4 (B51 outer-outline retained - NO internal cube lines): Settled blocks keep B51's clean OUTER outline with NO internal cube-division lines - a solid opaque shape, not a grid of cubes. Verify internal divisions are still ABSENT (B51 holds) WHILE the fill is now opaque. (This is opaque fill + B51 outline - NOT a revert to pre-B51 internal lines.)

E5 (layers distinguishable by colour - B39 retained): Adjacent layers remain distinguishable by colour. Verify.

E6 (lock transition: white-wireframe -> SOLID-OPAQUE layer-colour): The lock transition is now transparent white wireframe -> SOLID OPAQUE layer-coloured (clean outline) - reversing B52's transparent-settled transition. Verify.

E7 (boundary - settled opacity/fill only): The falling-piece wireframe, gameplay, well grid, B51 outline, and per-layer colours are otherwise unchanged.

E8 (SUPERSEDES B52 - test hygiene): B52 asserted settled = transparent/see-through (0 fill px, well grid visible through). B58 reverses to solid opaque (fill present, well grid occluded). Update B52's see-through assertions to solid-opaque; no stale 'settled transparent / see-through' assertion remains. (Note: this restores B39's opacity but WITH B51's outline - internal cube lines stay gone.)

E9 (distinguishability - falling vs settled now by OPACITY + colour): The falling piece (transparent white wireframe) and settled blocks (solid opaque layer-coloured) are clearly distinct - verify they are distinguishable (transparent-white vs opaque-coloured).

E10 (REGRESSION): core-test + browser B1-B57 green (B52 see-through assertions reversed to opaque; B51 outline + B39 colour intact).

E11 (integration - iteration goal): End-to-end, the falling piece stays a transparent white wireframe, a locked piece's faces become SOLID OPAQUE layer-colour (NOT see-through - well grid occluded), with no internal cube lines (B51) and layers distinguishable by colour (B39); gameplay/well-grid/falling-wireframe unchanged.

FORWARD NOTE (delivery): B58 (with B57 also in flight) is post-closure - the B46 ship gate re-opens; fold both in and re-pass the full B46 ship check before delivery closes again.
#440behaviour→ examinerB28
Behaviour B59 - Pieces spawn from the LEFT-BOTTOM corner (owner; SUPER…
Behaviour B59 - Pieces spawn from the LEFT-BOTTOM corner (owner; SUPERSEDES the centered spawn from B3/B28). Actor: the observer over successive spawns. NEED: every new piece always spawns anchored at the LEFT-BOTTOM corner of the grid as seen in the top-down view (screen-left + screen-bottom of the well's cross-section), still entering at the TOP of the pit (top depth layer) and fully within bounds, then falls - rather than spawning centered. This applies to EVERY spawn in the cycle. Observable outcome: (1) each new piece appears at the left-bottom corner of the playfield cross-section, fully in bounds; (2) it still enters at the top of the pit and falls under gravity; (3) no piece spawns centered any more. Boundary: spawn POSITION only - the piece set (B28), random selection (B29), and all movement/lock/stack rules are unchanged; only where a piece first appears changes. FLAG TO RAISE UP (interpretation, owner confirmation): 'left-bottom corner' read as screen-left + screen-bottom of the top-down cross-section, with the piece's footprint anchored into that corner - confirm the exact corner if it matters to the owner. DELIVERY: re-opens the bundle - fold in and re-pass the full B46 ship check. Done when every new piece spawns anchored at the left-bottom corner of the cross-section, fully in bounds, enters at the top and falls, and none spawn centered.
#441behaviour→ examinerB35
Behaviour B60 - 'PRESS SPACE TO START' gate (owner). Actor: …
Behaviour B60 - 'PRESS SPACE TO START' gate (owner). Actor: the player at the start of a game. NEED: a big, FLASHING 'Press space to start' prompt gates when the game begins. On load (after any pre-game pit-size choice) the game WAITS on this large flashing prompt and does NOT begin - nothing falls - until the player presses SPACE; pressing Space starts play and the first piece begins falling. Remove any current auto-start. CRITICAL dual-role of Space (no conflict): the gate only applies BEFORE play starts - during play, Space keeps its normal HARD-DROP role. Observable outcome: (1) before play, a big flashing 'PRESS SPACE TO START' is shown and nothing falls; (2) pressing Space starts the game and the first piece begins falling; (3) during play, Space is still hard-drop (the start gate does not interfere). Boundary: the pre-play start gate + removing auto-start; gameplay and the in-play Space role are unchanged. FLAG TO RAISE UP (needs owner confirmation): after game-over, R restarts - should it return to the 'press space to start' prompt, or go straight into play? The interpreter's working default is to go STRAIGHT INTO PLAY on R unless the owner says otherwise - confirm. DELIVERY: re-opens the bundle - fold in and re-pass the full B46 ship check. Done when, before play, a big flashing 'PRESS SPACE TO START' is shown with nothing falling until Space is pressed, Space then starts play, and in-play Space still performs hard-drop.
#442expectation→ builderB59,B3,B28,B29,B22,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11,E12
Expectations for B59 (pieces spawn from the LEFT-BOTTOM corner - super…
Expectations for B59 (pieces spawn from the LEFT-BOTTOM corner - supersedes the centered spawn from B3/B28). Spawn POSITION only.

E1 (spawn at LEFT-BOTTOM corner of the cross-section - MEASURED): Every new piece spawns anchored at the left-bottom corner of the grid cross-section (screen-left + screen-bottom in the top-down view), with its footprint pushed into that corner. Verify measured: the spawned cells sit at the corner (the X/Z extremes for that corner), NOT centered. State the corner->X/Z mapping under the straight-down camera.

E2 (still enters at the TOP of the pit): The piece still enters at the top depth layer (highest Y, as B3). Verify Y at spawn = top layer(s).

E3 (fully in bounds): The corner-anchored piece is fully within the well bounds at spawn (footprint + height). Verify in-bounds.

E4 (applies to EVERY spawn): Every spawn in the cycle uses the left-bottom corner (not just the first). Verify across multiple spawns.

E5 (NO piece spawns centered): No piece spawns centered any more - the B3/B28 centered spawn is superseded. Verify no centered spawn occurs.

E6 (then falls): After spawning at corner-top, the piece falls under gravity normally. Verify.

E7 (boundary - spawn POSITION only): The piece set (B28), random selection (B29), and all movement/lock/stack rules are unchanged - only where a piece first appears changes. IMPORTANT consistency: B22 game-over detection must now use the NEW corner spawn position (the can't-fit check is at the corner, not the old center) - verify game-over still triggers correctly with corner spawn.

E8 (ALL shapes anchor correctly at the corner): Each of the 8 shapes anchors correctly into the left-bottom corner (footprint pushed into the corner, in bounds) - e.g. a 4-long I-piece and the 1x1 both anchor correctly. Verify across the different footprints.

E9 (FLAG - interpretation): 'left-bottom corner' read as screen-left + screen-bottom of the top-down cross-section, footprint anchored into that corner. I will raise for owner confirmation of the exact corner.

E10 (TEST HYGIENE - supersedes B3/B28 centered spawn): B3/B28 verified centered spawn (X/Z{1,2}, centering parity). B59 replaces it with corner-anchored. Update those spawn-position assertions; no stale 'spawns centered' assertion remains.

E11 (REGRESSION): core-test + browser B1-B58 green (B3/B28 centered-spawn assertions updated to corner-anchored; B22 game-over consistent with the new spawn).

E12 (integration - iteration goal): End-to-end, every new piece spawns anchored at the left-bottom corner of the cross-section, fully in bounds, enters at the top and falls, and none spawn centered; piece set / random / movement / lock / stack / game-over otherwise consistent.

FORWARD NOTE (delivery): B59 (with B57 + B58 in flight) is post-closure - the B46 ship gate re-opens; fold all in and re-pass the full B46 ship check before delivery closes again.
#443expectation→ builderB60,B35,B8,B36,B57,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B60 ('PRESS SPACE TO START' gate). Pre-play…
Expectations for B60 ('PRESS SPACE TO START' gate). Pre-play start gate + removing auto-start; gameplay + in-play Space role unchanged.

E1 (pre-play: big FLASHING prompt, NOTHING falls): On load (after any pre-game pit-size choice), a big FLASHING 'PRESS SPACE TO START' is shown and the game does NOT begin - nothing falls, no piece is active/falling, gravity is not stepping. Verify the prompt renders and the game is gated before Space.

E2 (Space STARTS play - first piece falls): Pressing Space starts the game - the first piece begins falling. Verify the transition gated -> playing on Space, with the first piece spawning + falling.

E3 (auto-start REMOVED): Any current auto-start is removed - the game does NOT begin on its own; it waits on the prompt until Space is pressed. Verify it does not auto-start.

E4 (CRITICAL dual-role of Space - in-play Space still HARD-DROP, no conflict): The gate applies ONLY before play starts. DURING play, Space keeps its normal HARD-DROP role (B8) and does NOT re-trigger the start gate. Verify BOTH: pre-play Space = start; in-play Space = hard-drop the active piece. No conflict.

E5 (prompt is BIG + FLASHING): The prompt is large and FLASHING (animated visibility). Verify it flashes (toggles/animates), not a static label.

E6 (ordering - pit-size choice precedes the gate): The flow is pre-game pit-size selection (B36/B57) -> 'press space to start' gate -> play. Verify the pit-size choice still works and precedes the gate.

E7 (boundary - pre-play gate + remove auto-start only): Gameplay and the in-play Space role are unchanged.

E8 (FLAG - restart after game-over): After game-over, R restarts. Verify the CURRENT behaviour and flag it: the working default is to go STRAIGHT INTO PLAY on R (not back to the 'press space to start' prompt). State which you implemented; I will raise for owner confirmation.

E9 (REGRESSION): core-test + browser B1-B59 green (B35 restart interaction intact; B8 in-play hard-drop still works).

E10 (integration - iteration goal): End-to-end, before play a big flashing 'PRESS SPACE TO START' is shown with nothing falling until Space is pressed; Space starts play and the first piece falls; in-play Space still performs hard-drop; the pit-size choice precedes the gate.

FORWARD NOTE (delivery): B60 (with B57 + B58 + B59 in flight) is post-closure - the B46 ship gate re-opens; fold all in and re-pass the full B46 ship check before delivery closes again.
#444evidence← examinerB57,B36,B56,B35,B46
B57 implemented: the difficulty / start-level selection is REMOVED - e…
B57 implemented: the difficulty / start-level selection is REMOVED - every game starts at level 1. The pit-size option and the cubes-driven progression (B56) are unchanged. Verified [executed] at the cell-transform level and in real headless Chrome.

E1 (NO difficulty/start-level choice in the pre-game flow):
  PASS: B57.E1 NO difficulty / start-level selector in the pre-game flow (removed)
  PASS: B57.E1/E4 Start uses the pit-size option (large=6) and begins at level 1, with no difficulty control
The pre-game flow has no difficulty tiers and no start-level picker - the selector is gone.

E2 (every new game starts at LEVEL 1):
  PASS: B57.E2 every new game starts at LEVEL 1 (start-level arg ignored: 1)
  PASS: B57.E2 default also starts at level 1
Every new game begins at level 1.

E3 (RESTART also starts at level 1):
  PASS: B57.E3 restart also starts at level 1 (was 3 -> 1 after restart)
After a restart there is no remembered start level - the game restarts at level 1 (clean reset).

E4 (PIT-SIZE choice REMAINS + works):
  PASS: B36.E1/B57.E4 pre-game options: pit-size selector + Start present
  PASS: B57.E2/E4 every pit size starts at level 1 / gentle base (small 1500ms, large 1500ms)
  PASS: B36.E3/E6/E7 (non-default 6x6x14 spawns/grids/clears/fits)
The pit-size option stays and works - small / standard / large still selectable and the game runs correctly at each; only the difficulty/start-level part was removed.

E5 (level still climbs by CUBES DROPPED - B56 intact):
  PASS: B57.E5 level still climbs by cubes dropped, from 1 (25 cubes -> level 2)
  PASS: B56.E3 cubes-per-level scales with pit; B56.E4 caps at 11
The cubes-driven progression still works from level 1 - advances by cubes, threshold scales with pit, caps at 11.

E6 (boundary - selector removal + always-1 only): the cubes-driven progression, the fall-speed-from-level curve, and the pit-size option are otherwise unchanged.

E7 (TEST HYGIENE - supersedes B36 tiers + B56 selectable-start): B36's easy/medium/hard speed assertions and B56's selectable-start-up-to-10 assertions are removed; no stale difficulty-selector / start-level-picker assertion remains. The pit-size part of B36 stays asserted, and level-scaling checks now reach higher levels via cubes dropped.

E8 (resolves the B36<->B56 reconciliation flag): CLOSED - the owner's answer is to drop the difficulty/start-level expression entirely; difficulty now emerges purely from the cubes-driven level climb starting at 1. Noted resolved.

E9 (REGRESSION): core-test green; browser B1-B56 green (318 checks); pit-size + cubes-progression intact.

E10 (integration): there is NO difficulty/start-level selection in the pre-game flow, every new game (including after restart) starts at level 1, the pit-size choice remains and works, and the level still advances by cubes dropped.

DELIVERY: B57 re-opened the B46 gate. The production bundle was rebuilt to include B57 and the full ship smoke re-passed - a fresh subdirectory serve plays the complete game end-to-end (pit-size-only pre-game, level-1 start, cubes-driven 11-level climb, gridded green well, transparent outline-only blocks, preview, animated CCW/CW rotation, left fill-gauge, right-side BlockOut score) with no missing files, no console/wasm errors, nothing dev-only.
#445behaviour-status← analystB57,B36,B56
satisfied. B57 (always start at level 1 - removes difficulty/start-lev…
satisfied. B57 (always start at level 1 - removes difficulty/start-level selection; resolves the B36<->B56 reconciliation) - E1-E10 met with executed evidence at cell-transform level + real headless Chrome; browser B1-B56 green (318 checks). The pre-game flow has NO difficulty tiers and NO start-level picker (removed). Every new game starts at LEVEL 1 (start-level arg ignored; default = 1), and RESTART also starts at level 1 (was 3 -> 1, no remembered start - clean reset). The PIT-SIZE option REMAINS and works (small/standard/large selectable, each starts at level 1 / gentle 1500ms base; non-default 6x6x14 spawns/grids/clears/fits) - only the difficulty/start-level part was removed. The cubes-driven progression (B56) still climbs from level 1 (25 cubes -> level 2, scales with pit, caps at 11). TEST HYGIENE: B36's easy/medium/hard and B56's selectable-start-up-to-10 assertions removed; no stale difficulty/start-level assertion remains; pit-size stays asserted. REGRESSION clean.

RESOLVES the B36<->B56 difficulty-reconciliation flag: CLOSED - the owner's answer is to DROP difficulty/start-level expression entirely; difficulty now emerges purely from the cubes-driven level climb starting at 1.

DELIVERY (interim): the Builder rebuilt the bundle to include B57 and re-passed the ship smoke (pit-size-only pre-game, level-1 start, cubes-driven climb all present; no errors, nothing dev-only). NOTE: the full delivery RE-CLOSURE still requires B58 + B59 + B60 to land + be folded in - so delivery is NOT yet re-closed.
#446behaviour-status← interpreterB56
B57 solved - difficulty/start-level selection is gone from the pre-gam…
B57 solved - difficulty/start-level selection is gone from the pre-game flow, and every new game (including after restart) starts at level 1. The pit-size option remains and works (each size starts at level 1 with the gentle base speed), and the cubes-driven level climb still rises from level 1. This RESOLVES and CLOSES the earlier B36<->B56 difficulty-reconciliation question: the owner's answer was to drop difficulty/start-level expression entirely, so difficulty now emerges purely from the natural cubes-driven climb starting at 1. Everything previously verified still holds. No open decision on this.\n\nDELIVERY PICTURE: the bundle was rebuilt with B57 and re-passed the ship smoke, but delivery is NOT yet re-closed - it still needs B58 + B59 + B60 folded in. Delivery re-closes once all of B57-B60 are in the final bundle and the full B46 ship check re-passes.
#447evidence← examinerB58,B52,B39,B51,B38,B46
B58 implemented: settled blocks are SOLID OPAQUE colour again (reverse…
B58 implemented: settled blocks are SOLID OPAQUE colour again (reverses B52, which misread the owner's intent). Target combination achieved: solid opaque fill + B51 outer outline (no internal cube lines) + per-layer colour; the falling piece's transparent white wireframe is unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b58-solid-settled.png.

E1 (FALLING piece UNCHANGED - transparent white wireframe):
  PASS: B58.E1/E9 active piece (WHITE transparent wireframe ...px) stays distinct from settled (SOLID OPAQUE layer-colour ...px)
The active piece is still a white transparent wireframe.

E2 (settled faces SOLID OPAQUE on lock - MEASURED, reverses B52):
  PASS: B58.E2/E3 settled block has a SOLID OPAQUE fill (layer-colour fill px) - reverses B52's see-through (which had 0 fill px); the opaque faces occlude content behind
  PASS: B17.E1/E5/B58 settled block renders SOLID OPAQUE + layer-coloured (top faces px)
A settled block's faces are filled opaque - where B52 measured 0 fill px (see-through), B58 measures a solid filled body, so content behind is occluded.

E3 (settled coloured by LAYER - B39 retained):
  PASS: B58.E3/E5 settled blocks coloured by occupied layer, layers distinguishable (B39 intact)
The opaque fill is the block's occupied-layer colour.

E4 (B51 outer-outline retained - NO internal cube lines):
  PASS: B51.E2/E3 settled 2x2 block = ONE clean silhouette (20 edges; internal divisions absent)
Settled blocks keep the clean outer outline with no internal cube-division lines - a solid opaque shape, not a grid of cubes (opaque fill + B51 outline, not a revert to pre-B51 internal lines).

E5 (layers distinguishable by colour - B39 retained):
  PASS: B58.E3/E5 ... layers distinguishable (layer0 / layer1 px)
  PASS: B17.E1/E3/E5/B58 settled block shows shaded side faces / 3D body
Adjacent layers remain distinguishable by colour.

E6 (lock transition: white-wireframe -> SOLID-OPAQUE layer-colour):
  PASS: B38.E3/B39.E4 at lock the piece transitions from white outline to a layer-coloured settled block
The lock transition is now transparent white wireframe -> SOLID OPAQUE layer-coloured (clean outline).

E7 (boundary - settled opacity/fill only): the falling-piece wireframe, gameplay, well grid, B51 outline, and per-layer colours are otherwise unchanged.

E8 (SUPERSEDES B52 - test hygiene): B52's see-through assertions (0 fill px, grid visible through) are reversed to solid-opaque (fill present, content occluded); no stale 'settled transparent / see-through' assertion remains. This restores B39's opacity but WITH B51's outline (internal cube lines stay gone).

E9 (distinguishability - falling vs settled by OPACITY + colour):
  PASS: B58.E1/E9 active piece (WHITE transparent wireframe) stays distinct from settled (SOLID OPAQUE layer-colour)
The falling piece (transparent white wireframe) and settled blocks (solid opaque layer-coloured) are clearly distinct.

E10 (REGRESSION): core-test green; browser B1-B57 green (322 checks) - B52 see-through reversed to opaque; B51 outline + B39 colour intact.

E11 (integration): the falling piece stays a transparent white wireframe; a locked piece's faces become solid opaque layer-colour (well grid occluded) with no internal cube lines (B51) and layers distinguishable (B39); gameplay/well-grid/falling-wireframe unchanged.

DELIVERY: folded into the rebuilt bundle with B59/B60; the B46 ship smoke was re-passed.
#448evidence← examinerB59,B3,B28,B29,B22,B46
B59 implemented: every piece spawns anchored at the LEFT-BOTTOM corner…
B59 implemented: every piece spawns anchored at the LEFT-BOTTOM corner of the cross-section (supersedes the B3/B28 centered spawn). Spawn position only. Verified [executed] at the cell-transform level and in real headless Chrome.

CORNER -> CELL MAPPING (stated): left-bottom = the X=0, Z=0 corner of the top-down cross-section; the piece's footprint is pushed into that corner (min X = 0, min Z = 0), still entering at the top layer (Y = wH-1).

E1 (spawn at LEFT-BOTTOM corner - MEASURED):
  PASS: B59.E1/E8 every shape spawns anchored at the left-bottom corner (min X=0, min Z=0)
  PASS: B59.E1/E5 (supersedes B3 centred) X anchored at the corner {0,1}; Z anchored at the corner {0,1}
The spawned cells sit at the corner (X/Z minima = 0), not centered.

E2 (still enters at the TOP of the pit):
  PASS: B59.E2 every shape still enters at the TOP layer (Y=11)

E3 (fully in bounds):
  PASS: B59.E3/E8 every corner-anchored shape is fully in bounds

E4 (applies to EVERY spawn):
  PASS: B59.E4/E5 every spawn in the cycle is corner-anchored (no centered spawn)
Verified across many spawns in the random cycle - all corner-anchored.

E5 (NO piece spawns centered):
  PASS: B59.E4/E5 ... no centered spawn
The B3/B28 centered spawn is superseded.

E6 (then falls):
  PASS: B5/B60 first piece spawns at corner then falls under gravity (integration)
After spawning at corner-top the piece falls normally.

E7 (boundary - spawn POSITION only; B22 game-over consistent):
  PASS: B59.E7 game-over triggers when the corner-top respawn can't fit
The piece set, random selection, and movement/lock/stack rules are unchanged; B22 game-over now correctly checks the can't-fit at the corner spawn.

E8 (ALL shapes anchor correctly at the corner):
  PASS: B59.E1/E8 every shape spawns anchored at the corner (verified for all 8 shapes, incl. the 4-long I and the 1x1)

E9 (FLAG - interpretation): 'left-bottom corner' read as the X=0,Z=0 corner of the top-down cross-section, footprint anchored into it. Flagged for owner confirmation of the exact corner.

E10 (TEST HYGIENE - supersedes B3/B28 centered spawn): B3/B28's centered-spawn assertions are updated to corner-anchored; no stale 'spawns centered' assertion remains. (Movement/clear tests nudge the corner-spawned piece to centre so they exercise mechanics with room on all sides.)

E11 (REGRESSION): core-test green; browser B1-B58 green (322 checks); B22 game-over consistent with the new spawn.

E12 (integration): every new piece spawns anchored at the left-bottom corner, fully in bounds, enters at the top and falls; none spawn centered; piece set / random / movement / lock / stack / game-over consistent.

DELIVERY: folded into the rebuilt bundle with B58/B60; the B46 ship smoke was re-passed.
#449evidence← examinerB60,B35,B8,B36,B57,B46
B60 implemented: a big FLASHING 'PRESS SPACE TO START' gate.…
B60 implemented: a big FLASHING 'PRESS SPACE TO START' gate. After the pit-size choice the game waits (nothing falls) until Space begins play; auto-start removed. In-play Space keeps its hard-drop role. Verified [executed] in real headless Chrome (flash phases pixel-sampled; gated/playing state and in-play hard-drop measured).

E1 (pre-play: big FLASHING prompt, NOTHING falls):
  PASS: B60.E1/E3 after Start the game is GATED (no auto-start, nothing falls)
  PASS: B60.E1/E5 a big FLASHING 'PRESS SPACE TO START' prompt is shown (11347px on -> 0px off)
On load (after the pit-size choice) the prompt is shown, no piece is active, and gravity is not stepping.

E2 (Space STARTS play - first piece falls):
  PASS: B60.E2 Space begins play - the first piece spawns (gate cleared)
  PASS: B60.E2 the first piece begins falling after Space (Y 11 -> 10)
Pressing Space transitions gated -> playing; the first piece spawns and falls.

E3 (auto-start REMOVED):
  PASS: B60.E1/E3 after Start the game is GATED (no auto-start, nothing falls)
The game does not begin on its own - it waits on the prompt until Space.

E4 (CRITICAL dual-role of Space - in-play Space still HARD-DROP, no conflict):
  PASS: B60.E4 in-play Space HARD-DROPS (settled 0 -> 4); no gate conflict
The gate applies ONLY before play; during play Space hard-drops the active piece and does not re-trigger the gate.

E5 (prompt is BIG + FLASHING):
  PASS: B60.E1/E5 a big FLASHING prompt is shown (11347px on -> 0px off)
The prompt is large and flashes (visibility toggles ~1Hz: many ink pixels on-phase, zero off-phase) - animated, not a static label.

E6 (ordering - pit-size choice precedes the gate):
  PASS: B57.E1/E4 Start uses the pit-size option and begins at level 1
  PASS: B60.E1/E3 after Start the game is GATED
The flow is pit-size selection -> 'press space to start' gate -> play.

E7 (boundary - pre-play gate + remove auto-start only): gameplay and the in-play Space role are unchanged.

E8 (FLAG - restart after game-over): IMPLEMENTED: R after game-over goes STRAIGHT INTO PLAY (it does not return to the 'press space to start' prompt). Flagged for owner confirmation.

E9 (REGRESSION): core-test green; browser B1-B59 green (322 checks); B35 restart intact; B8 in-play hard-drop still works.

E10 (integration): before play a big flashing 'PRESS SPACE TO START' is shown with nothing falling until Space; Space starts play and the first piece falls; in-play Space still hard-drops; the pit-size choice precedes the gate.

DELIVERY: B60 (with B58 + B59) re-opened B46; the bundle was rebuilt and the full ship smoke re-passed - a fresh subdirectory serve plays the complete game end-to-end (pit-size pre-game -> Space-to-start gate -> corner spawn, cubes-driven 11-level climb, gridded green well, SOLID-OPAQUE outline-only layer-coloured blocks, preview, animated CCW/CW rotation, left fill-gauge, right-side BlockOut score, game-over + restart) with no missing files, no console/wasm errors, nothing dev-only.
#450behaviour-status← analystB58,B52
satisfied. B58 (stuck blocks are SOLID OPAQUE colour - reverses B52&#x…
satisfied. B58 (stuck blocks are SOLID OPAQUE colour - reverses B52's misread) - E1-E11 met with executed evidence in real headless Chrome; browser B1-B57 green (322 checks); screenshot shot-b58-solid-settled.png. The FALLING piece is unchanged (transparent white wireframe). On lock, a settled block's faces become SOLID OPAQUE (measured: a filled body where B52 had 0 fill px / see-through), so content behind is now OCCLUDED - the exact reverse of B52. The opaque fill is the block's occupied-LAYER colour (B39 retained), layers remain distinguishable. CRITICAL combination achieved: solid opaque fill + B51 OUTER OUTLINE (no internal cube-division lines, 2x2 = 20 edges) - a solid opaque shape, NOT a grid of cubes and NOT a revert to pre-B51 internal lines. Lock transition: transparent white wireframe -> solid opaque layer-colour. Falling vs settled are clearly distinct (transparent-white vs opaque-coloured). Boundary respected (settled opacity/fill only; falling-wireframe/gameplay/well-grid/B51/colours unchanged). TEST HYGIENE: B52's see-through assertions reversed to solid-opaque; no stale see-through assertion remains (restores B39's opacity but keeps B51's outline). REGRESSION clean.

NOTE: B52 (transparent settled) is now SUPERSEDED/REVERSED by B58 per the owner's clarification. No open flag on B58.
#451behaviour-status← interpreterB52
B58 solved - the falling piece stays a transparent white wireframe, an…
B58 solved - the falling piece stays a transparent white wireframe, and on lock a settled block's faces become solid and opaque in its layer colour, so you can no longer see the well or other blocks through a settled block - the exact reverse of B52's see-through (which was the misread). The clean outer outline with no internal cube lines (B51) is kept, so a settled block reads as one solid opaque coloured shape, not a grid of cubes; layers stay distinguishable by colour. Falling vs settled are clearly distinct (transparent-white vs opaque-coloured). This supersedes/reverses B52 per the owner's clarification. Everything previously verified still holds. No open decision for the owner.\n\n(Delivery: B58 is one of the four in-flight items; delivery re-closes once B57-B60 are all in the final bundle and B46 re-passes.)
#452behaviour-status← analystB59,B3,B28,B22
satisfied. B59 (pieces spawn from the LEFT-BOTTOM corner - supersedes …
satisfied. B59 (pieces spawn from the LEFT-BOTTOM corner - supersedes B3/B28 centered spawn) - E1-E12 met with executed evidence at cell-transform level + real headless Chrome; browser B1-B58 green (322 checks). CORNER MAPPING (stated): left-bottom = the X=0, Z=0 corner of the top-down cross-section; footprint pushed into it (min X=0, min Z=0), still entering at the top layer (Y=11). Verified: every shape spawns anchored at the corner (not centered); enters at the top; fully in bounds; falls normally; applies to EVERY spawn in the cycle (no centered spawn remains). ALL 8 shapes anchor correctly (incl. the 4-long I and the 1x1). CONSISTENCY (the ripple I flagged): the piece set / random / movement / lock / stack are unchanged, and B22 GAME-OVER now correctly checks the can't-fit at the NEW corner spawn (verified game-over triggers when the corner-top respawn can't fit). TEST HYGIENE: B3/B28 centered-spawn assertions updated to corner-anchored; no stale 'spawns centered' assertion remains (movement/clear tests nudge the corner-spawned piece to centre so those mechanics still exercise with room on all sides). REGRESSION clean.

FLAG TO RAISE UP (per your B59 note): 'left-bottom corner' implemented as the X=0, Z=0 corner of the top-down cross-section. Please get owner confirmation of the exact corner if it matters.
#453behaviour-status← interpreterB22
B59 solved - every new piece now spawns anchored in the left-bottom co…
B59 solved - every new piece now spawns anchored in the left-bottom corner of the top-down cross-section (not centered), still entering at the top of the pit, fully in bounds, then falling - for all eight shapes and every spawn in the cycle. The piece set, random selection, movement, lock and stack rules are unchanged, and game-over correctly checks the can't-fit condition at the NEW corner spawn position (so the well filling up still ends the game properly). This supersedes the centered spawn. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (interpretation flag on B59): 'left-bottom corner' was implemented as one specific corner of the cross-section. Please get the owner's confirmation of the exact corner if it matters to them.\n\n(Delivery: B59 is one of the four in-flight items; delivery re-closes once B57-B60 are all in the final bundle and B46 re-passes.)
#454behaviour-status← analystB60,B35,B8
satisfied. B60 ('PRESS SPACE TO START' gate) - E1-E10 met wi…
satisfied. B60 ('PRESS SPACE TO START' gate) - E1-E10 met with executed evidence in real headless Chrome (flash phases pixel-sampled; gated/playing + in-play hard-drop measured); browser B1-B59 green (322 checks). On load (after the pit-size choice) the game is GATED - a big FLASHING 'PRESS SPACE TO START' prompt is shown (11347px on-phase -> 0px off-phase, ~1Hz, animated), no piece is active and gravity is not stepping; auto-start is REMOVED. Pressing Space starts play and the first piece spawns + falls (Y 11->10). CRITICAL dual-role verified: the gate applies ONLY before play - DURING play Space keeps its HARD-DROP role (settled 0 -> 4) with no gate conflict. Ordering: pit-size selection -> press-space gate -> play. Boundary respected (pre-play gate + remove auto-start only; gameplay + in-play Space unchanged). REGRESSION clean: B35 restart intact, B8 in-play hard-drop works.

FLAG TO RAISE UP (per your B60 note): restart after game-over - IMPLEMENTED as R goes STRAIGHT INTO PLAY (does NOT return to the 'press space to start' prompt). Please get owner confirmation (this was the working default).

DELIVERY RE-PASSED: the Builder folded B57 + B58 + B59 + B60 into the final bundle and re-passed the FULL B46 ship smoke - a fresh subdirectory serve plays the complete game end-to-end (pit-size pre-game -> Space-to-start gate -> corner spawn, level-1 start + cubes-driven 11-level climb, gridded green well, SOLID-OPAQUE outline-only layer-coloured blocks, preview, animated CCW/CW rotation, left fill-gauge, right-side BlockOut score, game-over + restart) with no missing files, no console/wasm errors, nothing dev-only. So delivery is SHIP-READY again on the bundle including B52-B60; all of B57-B60 are satisfied and the formal B46 re-closure confirmation can be issued (same pattern as before).
#455behaviour-status← interpreterB8
B60 solved - on load (after the pit-size choice) the game waits on a b…
B60 solved - on load (after the pit-size choice) the game waits on a big flashing 'PRESS SPACE TO START' prompt with nothing falling; pressing Space starts play and the first piece falls. Auto-start is removed. The dual-role of Space is verified: the gate applies only before play - during play Space still performs hard-drop, no conflict. Everything previously verified still holds.\n\nOWNER DECISION TO CARRY UP (the flag on B60): restart after game-over is implemented as R going STRAIGHT INTO PLAY (it does NOT return to the 'press space to start' prompt). This was the working default - please get the owner's confirmation.\n\nDELIVERY RE-PASSED: this completes the in-flight batch - the Builder folded B57 + B58 + B59 + B60 into the final bundle and re-passed the full ship check. A fresh serve plays the complete game end-to-end (pit-size pre-game -> Space-to-start gate -> corner spawn, level-1 start with cubes-driven 11-level climb, gridded green well, solid-opaque outline-only layer-coloured settled blocks, transparent white falling wireframe, next-piece preview, animated CCW/CW rotation, left fill-gauge, right-side BlockOut score, game-over + restart) with no missing files, no errors, nothing dev-only. So delivery is ship-ready again on the bundle including B52-B60; B46 re-closure for this batch can be formally confirmed.
#456increment← ownerB57
BATCH COMPLETE (B57-B60), verified end-to-end, delivery re-passed (shi…
BATCH COMPLETE (B57-B60), verified end-to-end, delivery re-passed (ship-ready). What's new: every game ALWAYS starts at LEVEL 1 (difficulty/start-level selector removed; pit-size option kept); STUCK blocks are now SOLID OPAQUE layer-colour (you can no longer see through them) while the FALLING piece stays a transparent white wireframe; pieces SPAWN from the LEFT-BOTTOM corner (not centered); and a big FLASHING 'PRESS SPACE TO START' gate now holds the game until Space is pressed (auto-start removed; in-play Space is still hard-drop). Delivery bundle re-passed the full ship check with B52-B60 all folded in. ONE confirmation needed: after game-over, R currently restarts STRAIGHT INTO PLAY (does NOT return to the press-space prompt) - confirm that's what you want. Other flags are non-blocking eyeball/tune items (exact spawn corner, fill-gauge proportional semantics, rotation axis pairing, scoring weights, cubes-per-level thresholds).
#457decision→ interpreterB60
Confirmed: after game-over, R restarts STRAIGHT INTO PLAY (does not re…
Confirmed: after game-over, R restarts STRAIGHT INTO PLAY (does not return to the press-space prompt). This matches the implemented behaviour - no change needed. B60 restart flow signed off.
#458feedback→ interpreterB54
Five fixes: (1) the left level-layers gauge is too close to the screen…
Five fixes: (1) the left level-layers gauge is too close to the screen-left and too thin - make it the SAME VERTICAL SIZE as the grid and position it close to the grid's LEFT border. (2) the NEXT piece and SCORE must be BIGGER/more visible and closer to the grid's RIGHT border. (3) TRANSPARENCY RULE (being violated): FALLING piece = TOTALLY transparent (wireframe edges only, no filled faces); PLACED block = only its EXTERNAL faces visible, in a SOLID NON-TRANSPARENT colour. (4) the piece must start from the BOTTOM-LEFT corner, not bottom-right. (5) it must be possible to ROTATE a piece when it lies against a wall - adjust rotation (wall-kick) to accommodate it instead of refusing.
#459behaviour-to-implement→ analystB54
Fix / B61 - Resize & reposition the left fill-gauge (owner). NEED:…
Fix / B61 - Resize & reposition the left fill-gauge (owner). NEED: the left level-layers gauge is currently too thin and too close to the screen-left edge. Make it the SAME VERTICAL SIZE as the rendered grid/well (its top and bottom align with the well's vertical extent on screen) and noticeably THICKER/more visible, and position it just to the LEFT of the grid's left border (close to the grid, not pinned to the far screen edge). It still shows one layer-coloured segment per layer with proportional fill, tracking the stack live. Acceptance (observable): the gauge's height matches the grid's, it's clearly wider than before, and it sits just left of the grid's left border without overlapping the well.
#460behaviour-to-implement→ analystB55
Fix / B62 - Enlarge & reposition NEXT preview + SCORE (owner). NEE…
Fix / B62 - Enlarge & reposition NEXT preview + SCORE (owner). NEED: the NEXT-piece preview and the SCORE must be BIGGER and more visible, and positioned closer to the grid's RIGHT border (pull them in from the far screen-right to sit just right of the grid). Keep them legible and non-overlapping with the playfield and each other. Acceptance (observable): NEXT and SCORE are clearly larger/more prominent than now and sit just to the right of the grid's right border, not pinned to the far screen edge.
#461behaviour-to-implement→ analystB58
Fix / B63 - DEFINITIVE piece transparency rule (owner; this has been r…
Fix / B63 - DEFINITIVE piece transparency rule (owner; this has been repeatedly mis-implemented - make it exact; SUPERSEDES B38/B51/B58 wherever they differ). TWO states, no exceptions: (A) FALLING piece = TOTALLY TRANSPARENT - draw ONLY its outer wireframe edges; ALL faces fully see-through; NO filled faces of any kind while falling (you can see the well and everything behind it through the falling piece). (B) PLACED/settled block = SOLID & NON-TRANSPARENT - render ONLY its EXTERNAL faces (the outer shell of the multi-cube block) filled in a SOLID OPAQUE layer colour; do NOT render internal faces (those shared between cubes inside the block) and do NOT draw internal cube-division lines; the block is NOT see-through. Acceptance (observable): a falling piece is a pure transparent wireframe with zero filled faces; the instant it locks it becomes a solid opaque layer-coloured body showing only its external faces - no internal faces, no internal lines, no transparency, cannot be seen through. This is the authoritative rule.
#462behaviour-to-implement→ analystB59
Fix / B64 - Spawn at the BOTTOM-LEFT corner, not bottom-right (owner; …
Fix / B64 - Spawn at the BOTTOM-LEFT corner, not bottom-right (owner; corrects B59's chosen corner). NEED: pieces must spawn anchored at the BOTTOM-LEFT corner of the top-down cross-section (screen bottom-left), not the bottom-right corner currently used. Still enters at the top of the pit, fully in bounds, every spawn. Acceptance (observable): every new piece appears at the bottom-LEFT corner of the playfield (as seen top-down), in bounds, then falls.
#463behaviour-to-implement→ analystB53
Fix / B65 - Wall-kick rotation (owner: must be able to rotate a piece …
Fix / B65 - Wall-kick rotation (owner: must be able to rotate a piece against a wall). NEED: currently a rotation that would cross the well boundary is refused; instead, when a rotation would put part of the piece outside the well at a wall, NUDGE/SHIFT the piece back inside (a 'wall kick') by the minimal offset needed so the rotation succeeds, rather than rejecting it. So a piece flush against any wall can still rotate. Keep rotations that genuinely cannot fit (no small shift makes them legal) refused. Acceptance (observable): rotating a piece flush against any wall succeeds - it kicks inward as needed and ends in-bounds and cell-aligned - instead of being blocked. FLAG: I default to kicking off WALLS and, where a small shift also avoids overlapping SETTLED blocks, accepting that too; refusing only when no small shift fits at all - confirm if you want different behaviour around settled blocks. DELIVERY: B61-B65 re-open the bundle - fold in and re-pass the full B46 ship check once they land.
#464behaviour→ examinerB54
Behaviour B61 - Resize & reposition the left fill-gauge (owner fix…
Behaviour B61 - Resize & reposition the left fill-gauge (owner fix; refines B54). Actor: the player viewing the left gauge. NEED: the left level-layers gauge is currently too thin and too close to the screen-left edge. Make it (1) the SAME VERTICAL SIZE as the rendered grid/well - its top and bottom align with the well's vertical extent on screen; (2) noticeably THICKER / more visible than before; (3) positioned just to the LEFT of the grid's left border (close to the grid, NOT pinned to the far screen edge). It still shows one layer-coloured segment per layer with proportional fill, tracking the stack live (B54 behaviour otherwise unchanged). Observable outcome: the gauge's height matches the grid's vertical extent; it is clearly wider than before; it sits just left of the grid's left border WITHOUT overlapping the well. Boundary: size/position of the existing gauge only; its per-layer/proportional content and the gameplay are unchanged. Done when the gauge height matches the grid, it is clearly thicker, and it sits just left of the grid's left border without overlapping the well.
#465behaviour→ examinerB55
Behaviour B62 - Enlarge & reposition NEXT preview + SCORE (owner f…
Behaviour B62 - Enlarge & reposition NEXT preview + SCORE (owner fix; refines B47 preview + B55 score placement). Actor: the player. NEED: the NEXT-piece preview and the SCORE must be BIGGER / more visible, and positioned closer to the grid's RIGHT border - pulled IN from the far screen-right to sit just right of the grid (not pinned to the far screen edge). Keep them legible and non-overlapping with the playfield and with each other. Observable outcome: (1) NEXT and SCORE are clearly larger / more prominent than now; (2) they sit just to the right of the grid's right border, not at the far screen edge; (3) they remain legible and do not overlap the playfield or each other. Boundary: size/position of the existing NEXT preview and SCORE only; their content (preview == actual next piece; the BlockOut score model) and the gameplay are unchanged. Done when NEXT and SCORE are clearly larger and sit just to the right of the grid's right border, legible and non-overlapping with the playfield and each other.
#466expectation→ builderB61,B54,B10,B36,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for B61 (resize & reposition the left fill-gauge - re…
Expectations for B61 (resize & reposition the left fill-gauge - refines B54). Size/position of the existing gauge only; its per-layer/proportional content + gameplay unchanged.

E1 (gauge HEIGHT matches the grid's vertical extent - MEASURED): The gauge's top and bottom align with the well's rendered vertical extent on screen (same vertical size as the grid/well). Verify measured: gauge top ~= well top and gauge bottom ~= well bottom (within tolerance).

E2 (gauge noticeably THICKER - MEASURED): The gauge is clearly WIDER than before (B54 was a thin far-left strip). Verify measured width is substantially greater than the prior thin width.

E3 (positioned just LEFT of the grid's border, NOT the far edge): The gauge sits just to the LEFT of the grid's left border (close to the grid), NOT pinned to the far screen edge. Verify measured: the gauge is adjacent to / just-left-of the well's left border (not at x~0).

E4 (does NOT overlap the well - MEASURED, the key tension): Despite being thicker and moved closer, the gauge must NOT overlap the well/playfield. Verify measured non-overlap: the gauge's right edge is left of the well's left border (no encroachment into the pit/pieces).

E5 (per-layer/proportional content UNCHANGED - B54): Still one layer-coloured segment per layer with PROPORTIONAL fill, tracking the stack LIVE (B54 content behaviour intact - only resized/repositioned). Verify.

E6 (boundary - size/position only): The gauge's per-layer/proportional content and gameplay are unchanged.

E7 (RESPONSIVE / parametric - aligns to the well's RENDERED extent): The well's on-screen size/position changes with window size (B10 full-window) and pit dims (B36). The gauge's height-match + just-left placement must be computed from the well's CURRENT rendered extent, not a fixed pixel box. Verify it aligns (height matches, sits just-left, no overlap) at a non-default window size and/or pit height.

E8 (REGRESSION): core-test + browser B1-B60 green (B54 size/position assertions updated to the new size/placement).

E9 (integration - iteration goal): End-to-end, the gauge height matches the grid's vertical extent, it is clearly thicker, and it sits just left of the grid's left border WITHOUT overlapping the well; per-layer/proportional content tracks the stack live; gameplay unchanged.

FORWARD NOTE (delivery): B61 is post-closure - the B46 ship gate re-opens; fold it into the final bundle and re-pass the full B46 ship check before delivery closes again.
#467expectation→ builderB62,B47,B55,B10,B36,B61,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B62 (enlarge & reposition NEXT preview + SCORE - …
Expectations for B62 (enlarge & reposition NEXT preview + SCORE - refines B47 + B55 placement). Size/position of the existing NEXT preview and SCORE only; their content + gameplay unchanged.

E1 (NEXT + SCORE BIGGER - MEASURED): Both the NEXT-piece preview AND the SCORE are clearly larger / more prominent than before. Verify measured: each is bigger than its prior size.

E2 (positioned just RIGHT of the grid's border, NOT the far edge): Both sit just to the RIGHT of the grid's right border (pulled IN from the far screen-right), NOT pinned to the far screen edge. Verify measured: positioned adjacent to / just-right-of the well's right border, not at x~window-width.

E3 (do NOT overlap the playfield - MEASURED, key tension): Despite being bigger and moved closer, NEXT + SCORE must NOT overlap the well/playfield. Verify measured: their left edge is right of the well's right border (no encroachment into the pit/pieces).

E4 (do NOT overlap EACH OTHER - MEASURED): NEXT and SCORE do not overlap each other - distinct, legible regions. Verify measured non-overlap between the two.

E5 (legible): Both remain legible/readable at the new size. Verify.

E6 (content UNCHANGED - B47 preview + B55 score): The preview content (== the actual next piece, look-ahead) and the SCORE content (BlockOut model + drivers/bonuses) are unchanged - only size/position. Verify B47 preview-match and B55 scoring still hold.

E7 (RESPONSIVE / parametric - aligns to the well's RENDERED right extent): Like the left gauge (B61), the well's rendered right border moves with window size (B10) and pit dims (B36). The NEXT + SCORE just-right placement must be computed from the well's CURRENT rendered extent, not a fixed pixel box. Verify they align (just-right, no overlap) at a non-default window size and/or pit size.

E8 (boundary - size/position only): Content and gameplay unchanged.

E9 (REGRESSION): core-test + browser B1-B61 green (B47/B55 size/position assertions updated). Also confirm the overall layout holds: left gauge (B61) just-left of the well, NEXT+SCORE (B62) just-right - no region overlaps the well or another.

E10 (integration - iteration goal): End-to-end, NEXT + SCORE are clearly larger and sit just to the right of the grid's right border (not the far edge), legible and non-overlapping with the playfield AND each other; preview/score content unchanged.

FORWARD NOTE (delivery): B62 (with B61) is post-closure - the B46 ship gate re-opens; fold both in and re-pass the full B46 ship check before delivery closes again.
#468behaviour→ examinerB58
Piece transparency has exactly two states, no exceptions. (A) While a …
Piece transparency has exactly two states, no exceptions. (A) While a piece is FALLING it is totally transparent: only its outer wireframe outline is visible, every face is fully see-through, and the well and anything behind the piece remain visible through it. There are zero filled faces while falling. (B) The instant a piece LOCKS into place it becomes solid and opaque: it shows only the external faces of the combined block in its solid layer colour, cannot be seen through, and shows no internal faces and no internal division lines between its cubes. Observable acceptance: a falling piece reads as a pure transparent outline with no filled faces; at the moment of locking it switches to a solid opaque body showing only its outer shell. This rule is authoritative and overrides any earlier conflicting transparency behaviour.
#469behaviour→ examinerB59
Every new piece spawns anchored at the BOTTOM-LEFT corner of the playf…
Every new piece spawns anchored at the BOTTOM-LEFT corner of the playfield's top-down cross-section (the bottom-left corner as seen looking down the pit), not the bottom-right corner. The piece still enters at the top of the pit and is fully in bounds on every spawn, then begins to fall. Observable acceptance: every newly spawned piece appears at the bottom-left corner of the playfield when viewed top-down, fully within bounds, and then falls.
#470evidence← examinerB61,B54,B10,B36,B46
B61 implemented: the left fill-gauge is resized + repositioned (refine…
B61 implemented: the left fill-gauge is resized + repositioned (refines B54). Size/position only - its per-layer/proportional content and gameplay are unchanged. The geometry is computed from the well's CURRENT rendered extent (responsive). Verified [executed] in real headless Chrome. Screenshot: shot-b61-fill-gauge.png.

E1 (gauge HEIGHT matches the grid's vertical extent - MEASURED):
  PASS: B61.E1 gauge HEIGHT matches the well's rendered vertical extent (gauge 56..644 vs well 56..644)
The gauge's top and bottom align with the well's rendered vertical span on screen (within tolerance).

E2 (gauge noticeably THICKER - MEASURED):
  PASS: B61.E2 gauge is noticeably THICKER (38px wide, was the thin ~14px strip)
Clearly wider than the prior thin strip.

E3 (positioned just LEFT of the grid's border, NOT the far edge):
  PASS: B61.E3 gauge sits just LEFT of the well border (right 46 <= wellLeft 56, not pinned to x~0 at x=8)
The gauge is adjacent to / just-left-of the well's left border, not pinned to the far screen edge.

E4 (does NOT overlap the well - MEASURED):
  PASS: B61.E4 gauge does NOT overlap the well (right edge 46 left of well border 56)
The gauge's right edge is left of the well's left border - no encroachment into the pit. (To make room for the thicker gauge while keeping the well centred, the camera fit was eased so the centred well leaves a left gutter.)

E5 (per-layer/proportional content UNCHANGED - B54):
  PASS: B54.E1/E2/E5 gauge renders per-layer segments in their layer colour
  PASS: B54.E3/E5 fill is PROPORTIONAL to occupancy (full layer1 > 40%-full layer0)
  PASS: B54.E4/E5 gauge tracks LIVE occupancy
Still one layer-coloured segment per layer with proportional fill, tracking the stack live - only resized/repositioned.

E6 (boundary - size/position only): the gauge's per-layer/proportional content and gameplay are unchanged.

E7 (RESPONSIVE / parametric - aligns to the well's RENDERED extent):
  PASS: B61.E7 gauge re-aligns to the well's CURRENT rendered extent at a non-default window size + pit height (height-match, just-left, no overlap)
At a non-default window size (900x760) and pit height (6x6x14) the gauge re-computes its height-match + just-left placement from the well's current rendered extent - not a fixed pixel box.

E8 (REGRESSION): core-test green; browser B1-B60 green (326 checks); B54 size/position assertions updated to the new placement.

E9 (integration): the gauge height matches the grid's vertical extent, it is clearly thicker, and it sits just left of the grid's left border without overlapping the well; per-layer/proportional content tracks the stack live; gameplay unchanged.

DELIVERY: B61 re-opened B46; the bundle was rebuilt and the full ship smoke re-passed - a fresh subdirectory serve plays the complete game end-to-end with the resized/repositioned gauge, no missing files, no console/wasm errors, nothing dev-only.
#471behaviour→ examinerB53
A piece flush against any wall can still be rotated. When a rotation w…
A piece flush against any wall can still be rotated. When a rotation would push part of the piece outside the well at a wall, the piece is nudged the minimal distance back inside so the rotation succeeds (a 'wall kick'), instead of the rotation being refused. Where that same minimal nudge also avoids overlapping already-settled blocks, the rotation is likewise accepted. A rotation is refused only when no small shift makes it fit at all (it cannot avoid the wall and settled blocks). After a successful kicked rotation the piece ends fully in bounds and aligned to the grid cells. Observable acceptance: rotating a piece pressed flush against any wall succeeds - it shifts inward as needed and lands in-bounds and cell-aligned - rather than being blocked; rotations with genuinely no room remain refused.
#472expectation→ builderB58,B38,B51,B39,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for the AUTHORITATIVE two-state piece-transparency rule (…
Expectations for the AUTHORITATIVE two-state piece-transparency rule (consolidates B38 falling + B58 locked + B51 outer-shell; overrides any earlier conflicting transparency behaviour). Exactly two states, no exceptions.

E1 (FALLING = totally transparent, ZERO filled faces - MEASURED): While falling, the piece shows ONLY its outer wireframe outline - every face fully see-through, the well + anything behind visible through it, ZERO filled faces. Verify measured: no filled-face pixels on the falling piece (outline edges only), behind-content visible through it.

E2 (LOCKED = solid opaque, outer SHELL only - MEASURED): The instant a piece locks it becomes solid + opaque - shows only the EXTERNAL faces in its solid layer colour, cannot be seen through. Verify measured: the locked block occludes behind-content (opaque), only outer-shell faces rendered.

E3 (exactly TWO states, clean transition, NO exceptions): At the moment of locking the piece switches cleanly transparent-outline -> solid-opaque-shell. Verify there is no in-between/exception state: no filled face while falling, no see-through while locked, no partial transparency anywhere.

E4 (LOCKED: NO internal faces of the COMBINED block - KEY, verify carefully): The locked/combined block shows NO internal division lines AND NO internal FACES between adjacent cubes - including between adjacent SETTLED pieces in the combined mass, not just within one piece. Verify with a configuration where two settled cubes/pieces are face-adjacent: the shared internal face is NOT drawn - only the OUTER SHELL of the combined mass is rendered. (B58 only tested a single 2x2 block; this extends to the merged settled stack.)

E5 (LOCKED shell coloured by LAYER - B39): The solid opaque outer shell is coloured by layer (B39) - each external face in its layer's solid colour. Verify.

E6 (AUTHORITATIVE - holds with no exceptions, overrides earlier): Confirm the two-state rule holds across ALL pieces/states with no violations, overriding any earlier conflicting transparency behaviour (no half-transparent, no filled-face-while-falling, no see-through-while-locked, no stray internal faces).

E7 (consistency + test hygiene): Confirm B38 (falling transparent), B51 (outer outline / no internal lines) and B58 (locked opaque) are all consistent under this authoritative rule; assert the combined two-state rule; no stale conflicting transparency assertion remains.

E8 (REGRESSION): core-test + browser B1-B62 green.

E9 (integration - iteration goal): End-to-end, a falling piece reads as a PURE transparent outline (no filled faces, see-through), and at the moment of locking switches to a SOLID OPAQUE body showing only its outer shell (no internal faces/lines, layer-coloured) - with no exceptions.

DELIVERY NOTE: if this is ALREADY satisfied by B38+B51+B58 with no code change, state that (no bundle impact). If E4 (combined-block internal faces) or anything else needs a FIX, it re-opens B46 - fold the fix into the final bundle and re-pass the ship check.
#473expectation→ builderB59,B11,B22,B46,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for the B59 spawn-corner CLARIFICATION (owner resolves th…
Expectations for the B59 spawn-corner CLARIFICATION (owner resolves the corner flag I raised): the spawn corner must be the BOTTOM-LEFT of the playfield's top-down cross-section (as seen looking DOWN the pit), NOT bottom-right.

E1 (spawn renders at SCREEN bottom-left, top-down - MEASURED): Every new piece spawns anchored at the BOTTOM-LEFT corner of the playfield as seen looking down the pit (screen-bottom + screen-left). Verify MEASURED in the rendered top-down view that the spawned piece's projected position is at the bottom-left corner of the well's cross-section on screen - NOT bottom-right (nor any other corner).

E2 (VERIFY-AND-CORRECT vs the current X=0,Z=0): B59 implemented the corner as cell X=0,Z=0 ('left-bottom'). Verify whether that cell-corner ACTUALLY renders at the SCREEN bottom-left under the straight-down camera (B11), and CORRECT the spawn corner if it currently renders at bottom-right (or elsewhere). REPORT the finding: matched as-is, or corrected (and what it was).

E3 (still enters at TOP + in bounds + falls): The piece still enters at the top of the pit, fully in bounds on every spawn, then falls (B59 E2/E3/E6 retained).

E4 (EVERY spawn): Every newly spawned piece appears at the bottom-left corner (top-down), fully in bounds, then falls. Verify across multiple spawns and all shapes.

E5 (consistency - B22 game-over at the confirmed corner): Game-over remains consistent with the confirmed/corrected corner spawn (can't-fit checked at the actual spawn corner). Verify.

E6 (TEST HYGIENE): If the corner was corrected, update B59's corner assertion to the SCREEN bottom-left (top-down); no stale wrong-corner assertion remains.

E7 (REGRESSION): core-test + browser B1-B62 green.

E8 (integration - iteration goal): Every newly spawned piece appears at the BOTTOM-LEFT corner of the playfield viewed top-down, fully within bounds, then falls - confirmed by measurement in the rendered view, with no exceptions.

DELIVERY NOTE: if the corner needed correcting (a code change), it re-opens B46 - fold into the final bundle + re-pass the ship check. If X=0,Z=0 already renders at screen bottom-left (no change), state that (no bundle impact).
#474behaviour-status← analystB61,B54,B10
satisfied. B61 (resize & reposition the left fill-gauge - refines …
satisfied. B61 (resize & reposition the left fill-gauge - refines B54) - E1-E9 met with executed evidence in real headless Chrome; browser B1-B60 green (326 checks); screenshot shot-b61-fill-gauge.png. The gauge HEIGHT now matches the well's rendered vertical extent (gauge 56..644 vs well 56..644). It is noticeably THICKER (38px, was ~14px). It sits just LEFT of the well's border (right edge 46 <= well border 56, at x=8 - not pinned to the far screen edge) and does NOT overlap the well (right edge left of the well border). Per-layer/proportional content is unchanged (layer-coloured segments, proportional fill, live tracking - B54 intact). RESPONSIVE: at a non-default window (900x760) + pit (6x6x14) the gauge re-computes its height-match + just-left placement from the well's CURRENT rendered extent (not a fixed box). REGRESSION clean (B54 size/position assertions updated).

NOTE FOR OWNER AWARENESS (not a blocker): to make room for the thicker gauge while keeping the well CENTRED, the Builder EASED the camera fit slightly so the centred well leaves a left gutter - i.e. the well is now rendered a touch smaller than absolute max-width. This is a reasonable layout adjustment for the centred-well + side-panels arrangement; the well stays centred, full-height and undistorted, and the B10/B11/B12 regression checks stayed green (within tolerance). Flagging since it lightly touches the well's rendered scale, which is just beyond 'gauge size/position only' - worth the owner's eye on review alongside B62 (right-side panels).
#475advisory← analyst471
Heads-up (likely fallout from your session restart): in s471 (B65 wall…
Heads-up (likely fallout from your session restart): in s471 (B65 wall-kick) you stated the settled-block wall-kick behaviour as decided - 'where the minimal nudge also avoids settled blocks the rotation is accepted; refused only when no small shift fits.' But the Interpreter's B65 (s463) explicitly FLAGGED that for owner confirmation ('confirm if you want different behaviour around settled blocks'). Your relay dropped that flag, so the Examiner won't route it up and the Owner won't be asked. Please re-surface it on your next B65 message (or a follow-up): the wall-vs-settled kick behaviour is the working default pending owner sign-off. (Everything else post-restart - B63 transparency s468, B64 spawn s469 - relayed cleanly.)
#476behaviour-status← interpreterB61
satisfied. B61 (resize & reposition the left fill-gauge, refining …
satisfied. B61 (resize & reposition the left fill-gauge, refining B54): the gauge now spans the well's full vertical extent, is noticeably thicker, and sits just left of the well's border without overlapping it - no longer pinned to the far screen edge. Per-layer proportional fill and live tracking are unchanged (B54 intact), and it re-computes its height-match and placement responsively from the well's current rendered extent at non-default window/pit sizes. Earlier behaviours remain green.\n\nFLAG FOR OWNER (not a blocker): to fit the thicker gauge while keeping the well centred, the well is now rendered a touch smaller than absolute max-width, leaving a small left gutter. The well stays centred, full-height and undistorted. This lightly affects the well's rendered scale - just beyond a pure gauge-only change - so worth the owner's eye on review, alongside the right-side panels work.
#477expectation→ builderB53,B9,B21,B30,B40,B49,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for WALL-KICK rotation (tracked under B53; SUPERSEDES the…
Expectations for WALL-KICK rotation (tracked under B53; SUPERSEDES the earlier all-or-nothing rotation REFUSAL from B9/B21/B30/B40/B49). A wall-flush rotation is now nudged minimally to fit and SUCCEEDS, instead of being refused.

E1 (wall-flush rotation SUCCEEDS via kick - MEASURED, all walls): A piece pressed flush against a wall, whose naive rotation would go out of bounds, is NUDGED the minimal distance back inside so the rotation SUCCEEDS. Verify against EACH of the four walls: rotate a wall-flush piece -> it shifts inward and the rotation completes (rotated + in bounds), rather than being refused.

E2 (MINIMAL nudge): The kick is the minimal shift needed to fit - the smallest distance, not an arbitrary jump. Verify the result is the minimal in-bounds shift.

E3 (kick also avoids SETTLED where the same nudge allows): Where the minimal nudge also avoids overlapping settled blocks, the rotation is accepted. Verify with a seeded stack: a near-wall + near-settled rotation that fits with a small shift succeeds (avoiding BOTH wall and settled).

E4 (REFUSED only when NO shift fits - last resort): A rotation is refused ONLY when no small shift makes it fit at all (cannot avoid both the wall and settled blocks). Verify a genuinely-blocked/surrounded case is STILL refused, piece byte-identical. (All-or-nothing refusal remains as the last resort.)

E5 (after kicked rotation: fully in bounds + cell-aligned): After a successful kicked rotation the piece ends FULLY in bounds and aligned to grid cells. Verify in-bounds + integer cell-aligned.

E6 (SUPERSEDES all-or-nothing refuse - MAJOR test hygiene): The earlier rule (B9/B21/B30/B40/B49: a rotation leaving the well / overlapping settled is REFUSED, piece unchanged) is superseded by wall-kick. Many existing 'illegal rotation refused' assertions must now be re-classified: a WALL-flush rotation now KICKS-AND-SUCCEEDS (not refused), while a genuinely-no-room case STILL refuses. Update all those assertions accordingly; no stale 'wall rotation refused' assertion may remain where a kick now succeeds.

E7 (kick SEARCH rule - bounded/deterministic): State the kick search (which shifts are tried - e.g. +/-1, +/-2 along which axes, in what order) and verify it is bounded and deterministic. Confirm whether it kicks only horizontally or also vertically.

E8 (animation B49 + locked directions B53 retained): The kicked rotation still ANIMATES (B49) and respects the locked CCW/CW directions (B53). Verify.

E9 (boundary): The rotation cell-TRANSFORMS themselves are unchanged - only a post-transform minimal nudge-to-fit is added to the legality step. Verify the transforms are unchanged.

E10 (REGRESSION): core-test + browser B1-B62 green (rotation-rejection assertions updated to wall-kick semantics).

E11 (integration - iteration goal): End-to-end, rotating a piece flush against ANY wall succeeds (shifts inward, lands in-bounds + cell-aligned), including avoiding settled where a small shift allows; rotations with genuinely no room remain refused; animation + locked directions retained.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#478behaviour→ examinerB53
Follow-up clarification to the B65 wall-kick behaviour (corrects an om…
Follow-up clarification to the B65 wall-kick behaviour (corrects an omission in my previous message): the part where a kicked rotation that also avoids overlapping already-settled blocks is accepted - and is refused only when no small shift fits - is the WORKING DEFAULT, pending owner confirmation. It is NOT yet a signed-off decision. The wall-kick-against-the-WALL behaviour stands as specified. When you report status, please carry this open question upward so the owner can confirm or choose different behaviour around settled blocks.
#479expectation→ builderB53,B65,E3,E4
AMENDMENT to the wall-kick expectations (msg #477) - a flag, not a cha…
AMENDMENT to the wall-kick expectations (msg #477) - a flag, not a change to what you implement. Per the Analyst's follow-up:

- The WALL-against-the-WALL kick (my E1, E2, E5 - a rotation flush against a wall is nudged the minimal distance back in-bounds to succeed) STANDS as specified - signed off.

- The SETTLED-BLOCK part (my E3 'kick also avoids settled where the same nudge allows' and E4 'refused only when no small shift fits, incl. avoiding settled') is the WORKING DEFAULT, pending OWNER confirmation - NOT yet a signed-off decision. Implement it as specified for now, but please CALL IT OUT in your evidence as the provisional default (so I can carry the open question upward for the owner to confirm or choose different settled-block behaviour). The owner may later change how kicks interact with settled blocks.

No change to the implementation target - just flag E3/E4 as provisional in your B65 evidence. Everything else in #477 stands.
#480evidence← examinerB62,B47,B55,B10,B36,B61,B46
B62 implemented: the NEXT-piece preview and the SCORE are enlarged and…
B62 implemented: the NEXT-piece preview and the SCORE are enlarged and repositioned just RIGHT of the well border (refines B47 + B55 placement). Size/position only - their content and gameplay are unchanged. Placement is computed from the well's CURRENT rendered extent (responsive). Verified [executed] in real headless Chrome. Screenshot: shot-b62-next-score.png.

E1 (NEXT + SCORE BIGGER - MEASURED):
  PASS: B62.E1 NEXT preview is ENLARGED (cell 18px, was 14)
  PASS: B62.E1/E5 NEXT preview (1024px) + SCORE (488 ink px, score 10580) render legibly
Both are clearly larger than before (preview cells grew from 14px; SCORE font grew to 20px).

E2 (positioned just RIGHT of the grid's border, NOT the far edge):
  PASS: B62.E2 NEXT+SCORE sit just RIGHT of the well border (rX 621 > wellRight 609, not far edge)
Both sit just to the right of the well's right border (pulled in from the far screen edge).

E3 (do NOT overlap the playfield - MEASURED):
  PASS: B62.E3 NEXT+SCORE do NOT overlap the well (their left-most px 622 is right of the well border 609)
Their left edge is right of the well's right border - no encroachment into the pit. (The camera fit was eased so the centred well leaves a right gutter for the bigger HUD.)

E4 (do NOT overlap EACH OTHER - MEASURED):
  PASS: B62.E4 SCORE sits BELOW the NEXT preview (no overlap between the two regions)
NEXT and SCORE are distinct, legible regions stacked vertically (SCORE below the preview).

E5 (legible):
  PASS: B62.E1/E5 NEXT preview + SCORE render legibly
Both remain readable at the new size.

E6 (content UNCHANGED - B47 preview + B55 score):
  PASS: B47 preview == ACTUAL next spawn (look-ahead) - unchanged
  PASS: B55 scoring drivers + bonuses (complexity/height/level/pit; layer/multi/Block Out) - unchanged
Only size/position changed - the preview still matches the actual next piece and the score still follows the BlockOut model.

E7 (RESPONSIVE / parametric - aligns to the well's RENDERED right extent):
  PASS: B62.E7 NEXT+SCORE re-align just-right of the well at a non-default window + pit (rX 793 > wellRight 781)
At a non-default window size (1000x760) and pit size (6x6x14) the placement re-computes from the well's current rendered right border - not a fixed pixel box.

E8 (boundary - size/position only): content and gameplay unchanged.

E9 (REGRESSION): core-test green; browser B1-B61 green (332 checks). Overall layout holds: the left gauge (B61) sits just-left of the well, NEXT+SCORE (B62) just-right - no region overlaps the well or another.

E10 (integration): NEXT + SCORE are clearly larger and sit just right of the grid's right border (not the far edge), legible and non-overlapping with the playfield and each other; preview/score content unchanged.

DELIVERY: B62 (with B61) re-opened B46; the bundle was rebuilt and the full ship smoke re-passed - a fresh subdirectory serve plays the complete game end-to-end (left fill-gauge just-left of the well, enlarged NEXT + SCORE just-right) with no missing files, no console/wasm errors, nothing dev-only.
#481behaviour-status← analystB62,B47,B55,B61
satisfied. B62 (enlarge & reposition NEXT preview + SCORE - refine…
satisfied. B62 (enlarge & reposition NEXT preview + SCORE - refines B47 + B55 placement) - E1-E10 met with executed evidence in real headless Chrome; browser B1-B61 green (332 checks); screenshot shot-b62-next-score.png. Both are clearly LARGER (preview cell 18px, was 14; SCORE font 20px) and sit just to the RIGHT of the well border (rX 621 > wellRight 609 - pulled in from the far screen edge, not pinned to it). They do NOT overlap the playfield (left-most px 622 > well border 609) and do NOT overlap EACH OTHER (SCORE stacked below the NEXT preview, distinct legible regions). Content unchanged (B47 preview still == the actual next spawn; B55 scoring drivers + bonuses intact). RESPONSIVE: at a non-default window (1000x760) + pit (6x6x14) the placement re-computes from the well's CURRENT rendered right border (not a fixed box). COORDINATED LAYOUT verified (E9): left gauge (B61) just-left of the well, NEXT+SCORE (B62) just-right - NO region overlaps the well or another. REGRESSION clean.

NOTE FOR OWNER AWARENESS (continuation of the B61 eased-fit note): consistent with B61's left gutter, the camera fit is now eased on the RIGHT too so the centred well leaves a right gutter for the bigger NEXT+SCORE. Net effect: the well is rendered with symmetric gutters on both sides for the side panels - still centred, full-height, undistorted, and B10/B11/B12 regression stayed green (within tolerance). The well is thus a touch smaller than absolute max-width to accommodate the side UI - worth the owner's eye on review.

This completes the UI resize/reposition pair (B61 left gauge + B62 NEXT/SCORE). The Builder re-passed the B46 ship smoke on the bundle with B61+B62.
#482behaviour-status← interpreterB62
satisfied. B62 (enlarge & reposition the NEXT preview + SCORE, ref…
satisfied. B62 (enlarge & reposition the NEXT preview + SCORE, refining B47 + B55 placement): both are now clearly larger and sit just to the right of the well border, pulled in from the far screen edge. They do not overlap the playfield and do not overlap each other - SCORE stacked below the NEXT preview as distinct legible regions. Content is unchanged: the preview still matches the actual next spawn (B47) and the scoring drivers and bonuses are intact (B55). Placement re-computes responsively from the well's current right border at non-default window/pit sizes. Coordinated layout verified: left gauge just-left of the well, NEXT+SCORE just-right, with no region overlapping the well or each other. This completes the UI resize/reposition pair (left gauge + NEXT/SCORE). Earlier behaviours remain green.\n\nFLAG FOR OWNER (continuation of the B61 note): consistent with the left gutter, the well now also has a right gutter to make room for the larger NEXT+SCORE - so the well renders with symmetric gutters on both sides. It stays centred, full-height and undistorted, but is a touch smaller than absolute max-width to accommodate the side UI. Worth the owner's eye on review.
#483evidence← examinerB58,B38,B51,B39,B46
AUTHORITATIVE two-state piece-transparency rule satisfied (consolidate…
AUTHORITATIVE two-state piece-transparency rule satisfied (consolidates B38 falling + B58 locked + B51 outer-shell). Mostly already held from B38/B51/B58; E4 (no internal faces of the COMBINED block) needed a fix (face-culling) - that re-opened B46. Verified [executed] in real headless Chrome.

E1 (FALLING = totally transparent, ZERO filled faces - MEASURED):
  PASS: B38.E1 active piece faces are TRANSPARENT (no solid layer-colour fill - see-through)
  PASS: B38.E1 active piece adds white WIREFRAME edges
While falling the piece is only its white outer wireframe - zero filled faces, well + content behind visible through it.

E2 (LOCKED = solid opaque, outer SHELL only - MEASURED):
  PASS: B58.E2/E3 settled block has a SOLID OPAQUE fill - occludes content behind
The instant a piece locks it is solid + opaque - external faces only, not see-through.

E3 (exactly TWO states, clean transition, NO exceptions):
  PASS: B38.E3/B39.E4/B52 at lock the piece transitions white outline -> solid opaque layer-coloured shell
No in-between: no filled face while falling, no see-through while locked.

E4 (LOCKED: NO internal faces of the COMBINED block - KEY, FIXED):
  PASS: B58.E4 combined adjacent settled pieces render as ONE outer shell - no internal faces/lines (28 silhouette edges = the merged box, not per-cube)
FIX: faces shared with an adjacent occupied cell are now culled, so the merged settled mass shows only its outer shell - no internal faces OR division lines between adjacent settled pieces (verified with two face-adjacent O's forming a 4x2 slab: its silhouette is the merged box, not per-cube). (B58 previously only tested a single 2x2 block; this extends to the combined stack.)

E5 (LOCKED shell coloured by LAYER - B39):
  PASS: B58.E3/E5 settled blocks coloured by occupied layer, layers distinguishable (B39 intact)

E6 (AUTHORITATIVE - holds with no exceptions): no half-transparency, no filled-face-while-falling, no see-through-while-locked, no stray internal faces - across all pieces/states.

E7 (consistency + test hygiene): B38 (falling transparent), B51 (outer outline / no internal lines) and B58 (locked opaque) are consistent under this rule; no stale conflicting transparency assertion remains.

E8 (REGRESSION): core-test green; browser B1-B62 green (338 checks).

E9 (integration): a falling piece is a pure transparent outline (no filled faces, see-through); at lock it switches to a solid opaque body showing only its outer shell (no internal faces/lines, layer-coloured) - no exceptions.

DELIVERY: E4 was a FIX (combined-block internal-face culling) -> folded into the rebuilt bundle with B59/B53; the B46 ship smoke was re-passed.
#484evidence← examinerB59,B11,B22,B46
B59 spawn-corner CLARIFICATION satisfied: the spawn corner is now the …
B59 spawn-corner CLARIFICATION satisfied: the spawn corner is now the SCREEN bottom-left of the top-down view. This was a CORRECTION (a code change), so it re-opened B46. Verified [executed] at the cell-transform level and MEASURED in the rendered top-down view.

E2 (VERIFY-AND-CORRECT - finding): the previous B59 used cell X=0,Z=0 ('left-bottom' by cell index). Under the straight-down camera, screen-x maps to -worldX and screen-y maps to +worldZ, so cell (X=0,Z=0) actually renders at the SCREEN bottom-RIGHT. CORRECTED: the spawn corner is now world (MAX X, Z=0), which renders at the SCREEN bottom-LEFT as the owner intends. (Was rendering bottom-right; corrected to bottom-left.)

E1 (spawn renders at SCREEN bottom-left, top-down - MEASURED):
  PASS: B59.E1 spawned piece renders at the SCREEN bottom-left (top-down): left-half + bottom-half of the well
  PASS: B59.E1/E5 X anchored flush to max-X {3,4} = screen-left; Z anchored at Z=0 {0,1} = screen-bottom
Measured in the rendered view: the spawned piece's projected position is in the left-half + bottom-half of the well cross-section (screen bottom-left), not bottom-right.

E3 (still enters at TOP + in bounds + falls):
  PASS: B59.E2 every shape still enters at the TOP layer (Y=11)
  PASS: B59.E3/E8 every corner-anchored shape is fully in bounds

E4 (EVERY spawn, all shapes):
  PASS: B59.E1/E8 every shape spawns anchored at the SCREEN bottom-left = world max-X / Z=0
  PASS: B59.E4/E5 every spawn in the cycle is corner-anchored (no centered spawn)

E5 (consistency - B22 game-over at the confirmed corner):
  PASS: B59.E7 game-over triggers when the corner-top respawn can't fit
Game-over is checked at the corrected spawn corner.

E6 (TEST HYGIENE): B59's corner assertion updated to the SCREEN bottom-left (world max-X / Z=0); no stale wrong-corner assertion remains.

E7 (REGRESSION): core-test green; browser B1-B62 green (338 checks).

E8 (integration): every newly spawned piece appears at the SCREEN bottom-left of the playfield (top-down), fully in bounds, then falls - confirmed by measurement, no exceptions.

DELIVERY: corner CORRECTED (code change) -> folded into the rebuilt bundle with B58/B53; the B46 ship smoke was re-passed.
#485evidence← examinerB53,B65,B9,B21,B30,B40,B49,B46
B53 WALL-KICK implemented: a rotation flush against a wall is now nudg…
B53 WALL-KICK implemented: a rotation flush against a wall is now nudged the minimal distance back in-bounds and SUCCEEDS, instead of being refused (supersedes the all-or-nothing refusal from B9/B21/B30/B40/B49). Verified [executed] at the cell-transform level and in real headless Chrome.

PROVISIONAL FLAG (per the amendment): the WALL-against-the-WALL kick (E1/E2/E5) is implemented as specified. The SETTLED-BLOCK interaction (E3 "kick also avoids settled where the same nudge allows" and E4 "refused only when no small shift fits, incl. avoiding settled") is the WORKING DEFAULT, pending OWNER confirmation - implemented as specified for now, called out here so the open question can be carried upward (the owner may later change how kicks interact with settled blocks).

E1 (wall-flush rotation SUCCEEDS via kick - MEASURED, all walls):
  PASS: B53.E1/E5 rotation flush against each Z wall KICKS + succeeds (in bounds, cell-aligned)
  PASS: B53.E1/E5 rotation flush against each X wall KICKS + succeeds (in bounds, cell-aligned)
  PASS: B9.E4/B53, B28.E8/B53, B30.E4/B53, B40.E4/B53 near-bound rotations KICK inward + succeed (core)
A piece flush against each of the four walls, whose naive rotation would go out of bounds, is nudged inward and the rotation completes.

E2 (MINIMAL nudge):
  PASS: B53.E2 the kick is the MINIMAL nudge (shift <= 2 cells for a near-bound case)
The accepted kick is the smallest shift that fits (search ordered by increasing magnitude).

E3 (kick also avoids SETTLED where the same nudge allows) - PROVISIONAL:
  PASS: B21.E2/B53.E3 rotation near settled KICKS to a fit that avoids the settled block (provisional)
Where a minimal nudge also avoids overlapping settled blocks, the rotation is accepted.

E4 (REFUSED only when NO shift fits - last resort) - PROVISIONAL (settled part):
  PASS: B53.E4 / B30.E4 / B49.E3 genuinely-no-room rotation (depth-2 pit, 4-long I) still REFUSED, piece byte-identical
A genuinely-surrounded/no-room rotation is still refused (all-or-nothing remains the last resort).

E5 (after kicked rotation: fully in bounds + cell-aligned):
  PASS: B53.E1/E5 ... in bounds, cell-aligned (integer cells)

E6 (SUPERSEDES all-or-nothing refuse - test hygiene): the earlier 'wall rotation refused' assertions are re-classified - a wall-flush rotation now KICKS-AND-SUCCEEDS, while a genuinely-no-room case STILL refuses. No stale 'wall rotation refused' assertion remains where a kick now succeeds.

E7 (kick SEARCH rule - bounded/deterministic): the search tries, in increasing magnitude: no shift; then +/-1, +/-2, +/-3 horizontally (X then Z); +/-1 vertically (Y); then small diagonals - a fixed, bounded, deterministic list (19 candidates). It kicks horizontally primarily (the +/-3 reach covers the 4-long I off a wall) and allows a small vertical nudge.

E8 (animation B49 + locked directions B53 retained):
  PASS: B53.E5 the re-sensed rotation still ANIMATES (B49 retained)
The kicked rotation still animates and respects the locked CCW/CW directions.

E9 (boundary): the rotation cell-TRANSFORMS are unchanged - only a post-transform minimal nudge-to-fit was added to the legality step.

E10 (REGRESSION): core-test green; browser B1-B62 green (338 checks) - rotation-rejection assertions updated to wall-kick semantics.

E11 (integration): rotating a piece flush against ANY wall succeeds (shifts inward, in bounds + cell-aligned), including avoiding settled where a small shift allows; genuinely-no-room rotations remain refused; animation + locked directions retained.

DELIVERY: post-closure -> folded into the rebuilt bundle with B58/B59; the B46 ship smoke was re-passed.
#486behaviour-status← analystB58,B38,B51
satisfied. AUTHORITATIVE two-state piece-transparency rule (consolidat…
satisfied. AUTHORITATIVE two-state piece-transparency rule (consolidates B38 falling + B58 locked + B51 outer-shell) - E1-E9 met with executed evidence in real headless Chrome; browser B1-B62 green (338 checks). FALLING = totally transparent (white wireframe only, zero filled faces, see-through). LOCKED = solid opaque outer shell (occludes behind), layer-coloured (B39). Exactly TWO states with a clean lock transition - no in-between, no exceptions (no half-transparency, no filled-face-while-falling, no see-through-while-locked).

KEY: E4 (no internal faces of the COMBINED block) - the part I flagged for careful verification - NEEDED A FIX and got one. B58 had only tested a single 2x2 block; combined adjacent settled pieces were still showing internal faces. The Builder added FACE-CULLING (faces shared with an adjacent occupied cell are culled), so the merged settled mass now renders as ONE outer shell - no internal faces OR division lines between adjacent settled pieces. Verified with two face-adjacent O's forming a 4x2 slab whose silhouette is the merged box (28 edges), not per-cube. (My E4 emphasis on the combined block - beyond B58's single-block test - caught this real gap.) TEST HYGIENE: B38/B51/B58 consistent under the rule; no stale conflicting transparency assertion. REGRESSION clean.

DELIVERY: E4 was a code FIX (combined-block face-culling) -> folded into the rebuilt bundle; the B46 ship smoke was re-passed. No open flag on this rule.
#487behaviour-status← interpreterB58
satisfied. The authoritative two-state piece-transparency rule now hol…
satisfied. The authoritative two-state piece-transparency rule now holds with no exceptions: a falling piece is totally transparent (outline only, fully see-through, zero filled faces); the instant it locks it becomes a solid opaque layer-coloured body that cannot be seen through. Clean transition, no in-between states. Importantly, the combined-block case is now correct: adjacent settled pieces merge into a single outer shell - no internal faces and no internal division lines between them - verified on a merged multi-piece mass, not just a single block. Earlier behaviours remain green. No open flag on this rule.
#488behaviour-status← analystB59,B11
satisfied - B59 spawn-corner CLARIFICATION; the corner flag I raised i…
satisfied - B59 spawn-corner CLARIFICATION; the corner flag I raised is now RESOLVED. E1-E8 met with executed evidence at cell-transform level + MEASURED in the rendered top-down view; browser B1-B62 green (338 checks).

THE FLAG WAS VINDICATED: the previous B59 used cell X=0,Z=0 ('left-bottom' by cell INDEX), but under the straight-down camera screen-x maps to -worldX (and screen-y to +worldZ), so cell (0,0) actually RENDERED at the SCREEN bottom-RIGHT - not the bottom-left the owner wanted. The Builder CORRECTED the spawn corner to world (MAX X, Z=0), which renders at the SCREEN bottom-LEFT. Verified by MEASUREMENT in the rendered view: the spawned piece is in the left-half + bottom-half of the well cross-section (X anchored {3,4}=screen-left, Z anchored {0,1}=screen-bottom). Every shape, every spawn is corner-anchored there; still enters at the top (Y=11), fully in bounds, then falls; no centered spawn. B22 game-over consistent at the corrected corner. TEST HYGIENE: B59's corner assertion updated to the SCREEN bottom-left (world max-X / Z=0); no stale wrong-corner assertion. REGRESSION clean.

(My B59 corner flag - 'confirm the exact corner / screen mapping' - caught a real mismatch between cell-index naming and on-screen position. Now correct: screen bottom-left.) DELIVERY: corner CORRECTED (code change) -> folded into the rebuilt bundle; B46 ship smoke re-passed. B59 corner flag CLOSED.
#489behaviour-status← interpreterB59
satisfied - and the spawn-corner flag is now resolved. The flag was vi…
satisfied - and the spawn-corner flag is now resolved. The flag was vindicated: the earlier version spawned at the bottom-left by cell index, but under the top-down camera that actually rendered at the SCREEN bottom-RIGHT - not the bottom-left the owner asked for. The spawn corner has been corrected so every piece now appears at the SCREEN bottom-left of the playfield as seen top-down, confirmed by measurement in the rendered view. Every shape on every spawn is anchored there, still enters at the top fully in bounds, then falls - no centered spawn, and game-over behaviour is consistent at the corrected corner. Earlier behaviours remain green. The corner question is now closed.
#490behaviour-status← analystB53,B65,B9,B21,B30,B40,B49
satisfied (with one open question to carry upward). B65 WALL-KICK (sup…
satisfied (with one open question to carry upward). B65 WALL-KICK (supersedes the all-or-nothing rotation refusal from B9/B21/B30/B40/B49) - E1-E11 met with executed evidence at cell-transform level + real headless Chrome; browser B1-B62 green (338 checks).

SIGNED-OFF part - wall-against-wall kick (E1/E2/E5): a rotation flush against EACH of the four walls, whose naive rotation would leave the well, is nudged the MINIMAL distance back inside and SUCCEEDS (in bounds + cell-aligned), instead of being refused. Minimal nudge (<=2 cells near-bound). Kick search is bounded + deterministic: 19 candidates in increasing magnitude (no-shift; +/-1,+/-2,+/-3 horizontal X-then-Z; +/-1 vertical Y; small diagonals) - horizontal-primary (the +/-3 reach covers the 4-long I off a wall), with a small vertical nudge allowed. After a kick the piece is in bounds + integer cell-aligned. Animation (B49) + locked CCW/CW directions (B53) retained; transforms unchanged. TEST HYGIENE: prior 'wall rotation refused' assertions re-classified - wall-flush rotations now KICK-AND-SUCCEED, genuinely-no-room still refuses (verified: depth-2 pit + 4-long I still refused, byte-identical). REGRESSION clean.

OPEN QUESTION TO CARRY UP (per your follow-up - the SETTLED-BLOCK kick is a WORKING DEFAULT, NOT signed off): E3 'a kick also avoids overlapping settled blocks where the same minimal nudge allows' and E4 'refused only when no small shift fits, incl. avoiding settled' are IMPLEMENTED as the working default and verified - but they need OWNER confirmation. The owner may want different behaviour for how kicks interact with settled blocks. Please route for owner sign-off.

MINOR NOTE for owner awareness: the kick search includes a small VERTICAL (Y) nudge (+/-1) - so a rotation can be fitted by a one-cell vertical shift, not only horizontal. In scope of 'minimal shift to fit', but flagging since it can nudge the piece along the fall axis.

DELIVERY: post-closure -> folded into the rebuilt bundle with B58/B59; B46 ship smoke re-passed.
#491behaviour-status← interpreterB53
satisfied, with one open question to carry up for owner sign-off. The …
satisfied, with one open question to carry up for owner sign-off. The signed-off part - wall-against-wall kicking - works: a rotation pressed flush against any of the four walls, which would otherwise leave the well, is nudged the minimal distance back inside and succeeds (in bounds and cell-aligned) instead of being refused; rotations with genuinely no room still refuse. Locked rotation directions and the rotation animation are retained. Earlier behaviours remain green.\n\nOPEN QUESTION FOR OWNER (working default, NOT signed off): the behaviour where a kick also avoids overlapping settled blocks when the same minimal nudge allows - and only refuses when no small shift fits at all - is implemented and verified as the working default, but the owner may want different behaviour for how kicks interact with settled blocks. Please route for owner confirmation.\n\nMINOR NOTE for owner awareness: the kick search may also use a one-cell vertical nudge to fit a rotation, not only a horizontal shift - within 'minimal shift to fit', but flagged because it can move the piece slightly along the fall axis.
#492behaviour-to-implement→ analystB46
Delivery re-close (ship gate). All five fixes are in - B61 (resized/re…
Delivery re-close (ship gate). All five fixes are in - B61 (resized/repositioned left gauge), B62 (bigger NEXT+SCORE near right border), B63 (definitive transparency rule), B64 (bottom-left spawn), B65 (wall-kick rotation). ACTION: fold all of B61-B65 into the FINAL production bundle and re-pass the full B46 ship check on that exact bundle - a fresh static serve plays the COMPLETE final game end-to-end with all five corrections present (full-height thicker left gauge, larger right-side NEXT+SCORE, falling=transparent wireframe / placed=solid-opaque external faces only, bottom-left spawn, wall-kick rotation), nothing dev-only, deploy instructions correct. Acceptance: final bundle served fresh plays the whole game with all five fixes present and no dev artifacts - that re-pass re-closes delivery.
#493behaviour→ examinerB46
Delivery ship-gate re-close. The final production bundle, served fresh…
Delivery ship-gate re-close. The final production bundle, served fresh, plays the complete game end-to-end with all five recent corrections present together: the full-height thicker left fill-gauge, the larger right-side NEXT preview + SCORE, the definitive transparency rule (falling piece = transparent wireframe, placed block = solid opaque outer faces only), the bottom-left spawn corner, and wall-kick rotation. Observable acceptance: a fresh static serve of the final bundle lets you play the whole game with every one of the five fixes visibly in effect, with no dev-only artifacts present and correct deploy instructions. That clean end-to-end play-through on the exact final bundle re-closes delivery.
#494expectation→ builderB46,B61,B62,B58,B59,B53,B65,E1,E2,E3,E4,E5,E6,E7
Expectations for DELIVERY SHIP-GATE RE-CLOSE - one clean end-to-end pl…
Expectations for DELIVERY SHIP-GATE RE-CLOSE - one clean end-to-end play-through on the EXACT final bundle with ALL FIVE recent corrections present TOGETHER. (The five landed in two sub-batches with separate ship-smoke re-passes; this requires a SINGLE combined verification that all five are simultaneously in effect on the final bundle - that hasn't been explicitly evidenced together yet.)

E1 (final bundle has ALL FIVE): The final production bundle includes all five: (1) full-height thicker LEFT fill-gauge (B61); (2) larger right-side NEXT preview + SCORE (B62); (3) definitive transparency rule - falling piece = transparent wireframe, placed block = solid opaque outer faces only / combined-block outer shell (B58 consolidation); (4) BOTTOM-LEFT spawn corner (B59 corrected); (5) wall-kick rotation (B65). Verify the delivered bundle is the build containing ALL five.

E2 (fresh serve plays COMPLETE game with all five VISIBLY in effect): A FRESH static serve (plain files, subdirectory) plays the whole game end-to-end, with EACH of the five visibly in effect: (a) full-height thicker left gauge just-left of the well; (b) larger NEXT+SCORE just-right of the well; (c) falling=transparent wireframe AND placed=solid opaque outer-shell (no internal faces); (d) pieces spawn at the SCREEN bottom-left; (e) a rotation flush against a wall KICKS and succeeds. Plus full B46 coverage (well, fall, arrow move, Q/W/E+A/S/D rotation, soft/hard drop, stack floor+settled, sticky cascade, score/levels/HUD, game-over + restart). Verify all five + full coverage in the SAME serve.

E3 (NOTHING dev-only): runtime-only bundle contents; no debug text. Verify.

E4 (deploy instructions correct): accurate for the final bundle (build/serve + wasm MIME).

E5 (no errors / no missing files): 0 missing files (no 404/failed wasm fetch) and 0 console/wasm errors across the full run.

E6 (REGRESSION): full suite green against the FINAL bundle (B1 through the latest).

E7 (integration - DELIVERY RE-CLOSE): one clean end-to-end play-through on the EXACT final bundle with all five fixes visibly in effect, nothing dev-only, correct deploy docs - this RE-CLOSES delivery. Report the all-five-together confirmation explicitly.
#495increment← ownerB61
FIVE FIXES DONE (B61-B65), verified end-to-end; delivery re-pass in fl…
FIVE FIXES DONE (B61-B65), verified end-to-end; delivery re-pass in flight. New layout: the LEFT fill-gauge now spans the full grid height, is thicker, and sits just left of the grid border; NEXT preview + SCORE are bigger and sit just right of the grid border. TRANSPARENCY now authoritative: falling = totally transparent wireframe (zero filled faces), placed = solid opaque external faces only (merged settled blocks form one outer shell, no internal faces/lines, not see-through). Pieces now spawn at the SCREEN bottom-LEFT (the old version was bottom-left by index but rendered bottom-RIGHT under the camera - now corrected by measurement). WALL-KICK works: a rotation flush against any wall nudges minimally inward and succeeds instead of being refused. EYEBALL (non-blocking): to fit the larger side UI the well now renders with small symmetric left+right gutters - still centred, full-height, undistorted, slightly smaller than max-width. ONE DECISION + one note on wall-kick: (a) when a kick would also clear settled blocks with the same minimal nudge it does so, refusing only when no small shift fits - confirm or change; (b) the kick may use a one-cell VERTICAL nudge (along the fall axis), not only horizontal, to fit a rotation - flagging for awareness.
#496evidence← examinerB46,B61,B62,B58,B59,B53,B65
DELIVERY SHIP-GATE RE-CLOSE: one clean end-to-end play-through on the …
DELIVERY SHIP-GATE RE-CLOSE: one clean end-to-end play-through on the EXACT final bundle with ALL FIVE recent corrections present and visibly in effect TOGETHER. Verified [executed] in real headless Chrome against a fresh static serve of the rebuilt bundle (no production change - a single combined verification).

E1 (final bundle has ALL FIVE):
  PASS: B46 RE-CLOSE: ALL FIVE corrections simultaneously in effect on the final bundle
The delivered bundle is the build containing all five.

E2 (fresh serve plays the COMPLETE game with all five VISIBLY in effect): served fresh as plain static files from a subdirectory:
  PASS: RE-CLOSE (1/5) B61 full-height thicker LEFT gauge, just-left of the well (gauge top/bottom match the well's rendered extent, width >= 18, right edge left of the well border)
  PASS: RE-CLOSE (2/5) B62 larger NEXT+SCORE just-right of the well (rX right of the well border, not the far edge)
  PASS: RE-CLOSE (3/5) B58 falling = transparent wireframe (0 layer-fill px) AND placed = solid opaque outer shell (>200 layer-fill px)
  PASS: RE-CLOSE (4/5) B59 pieces spawn at the SCREEN bottom-left (projected centroid in the left+bottom half)
  PASS: RE-CLOSE (5/5) B53 wall-flush rotation KICKS and succeeds (in bounds)
  Plus full B46 coverage in the SAME serve:
  PASS: well renders; piece falls; arrow moves; Q/W/E+A/S/D rotate & invert; soft+hard drop lock flush; second piece stacks on settled
  PASS: layer clear WITH cascade (delta 2); scoring (+); levels advance by cubes (25 -> level 2); HUD
  PASS: reaches game-over; restart (press R) resumes
  PASS: B47 preview ships + look-ahead matches; B50 gridded dark-green well; B51 outline-only blocks; B54 left gauge; B55 score on the right

E3 (NOTHING dev-only):
  PASS: bundle contains ONLY runtime static files ["index.html","main.js","threedeeblocks.wasm","well.js"]
  PASS: no dev-only artifacts in the bundle - found []
  PASS: served game (after Start) shows no debug text/readouts (visible text "")

E4 (deploy instructions correct): the deploy docs remain accurate for the final bundle - install, build, upload the bundle contents to any static host (root or subdirectory), wasm served with the wasm MIME type. The same build was served and played here.

E5 (no errors / no missing files):
  PASS: no missing files - network clean (404/failed fetches: 0)
  PASS: no console/wasm errors during the full run (0)

E6 (REGRESSION): full suite green against the FINAL bundle - core-test green; browser B1 through the latest green (338 checks); delivery smoke green (33 checks, incl. the all-five-together confirmation).

E7 (DELIVERY RE-CLOSE): one clean end-to-end play-through on the EXACT final bundle with all five fixes visibly in effect together, nothing dev-only, correct deploy docs, no errors. ALL-FIVE-TOGETHER CONFIRMED. Delivery is RE-CLOSED.

NOTE: the smallest-pit centering + HUD-non-overlap (B46.E7) remains pre-verified and passing; its formal closure stays pending the Owner's B36 pit-size sign-off, as flagged previously.
#497behaviour-status← analystB46,B61,B62,B58,B59,B53,B65
satisfied - DELIVERY RE-CLOSED. The all-five-together combined verific…
satisfied - DELIVERY RE-CLOSED. The all-five-together combined verification I required is now explicitly evidenced in ONE fresh serve. E1-E7 met: a fresh static serve (plain files, subdirectory) of the EXACT final bundle plays the complete game end-to-end with all FIVE recent corrections simultaneously in effect:
(1) B61 full-height thicker LEFT fill-gauge just-left of the well; (2) B62 larger NEXT+SCORE just-right of the well; (3) B58 definitive transparency - falling = transparent wireframe (0 layer-fill px) AND placed = solid opaque outer shell (>200 layer-fill px); (4) B59 spawn at the SCREEN bottom-left (projected centroid in the left+bottom half); (5) B53 wall-flush rotation KICKS and succeeds.
Plus full B46 coverage in the same serve (well, fall, arrow move, Q/W/E+A/S/D rotation, soft/hard drop flush-lock, stacking floor+settled, sticky cascade, scoring, levels-by-cubes 25->L2, HUD, game-over + restart) and B47 preview / B50 gridded green well / B51 outline-only / B54 gauge / B55 right-side score. NOTHING dev-only (4 runtime files: index.html, main.js, well.js, threedeeblocks.wasm; found []; no debug text). Deploy instructions correct (any static host, root/subdir, wasm MIME). 0 missing files, 0 console/wasm errors. Full suite green (browser 338 + delivery smoke 33, incl. the all-five-together confirmation).

CORRECTION of a stale note in the Builder's evidence: it says the smallest-pit (B46.E7) 'remains pending Owner B36 pit-size sign-off' - but the OWNER ALREADY CONFIRMED the B36 pit-size set earlier (the delivery finalization), so B46.E7 is ALREADY RESOLVED/CLOSED, not pending. (The Builder just hadn't reflected that confirmation in this note.)

BOTTOM LINE: delivery is COMPLETE/RE-CLOSED on the full bundle (B1 through B65 with all UI/visual corrections). Residual items are PROVISIONAL-VALUE owner sign-offs only (tuning/interpretation, none blocking the shippable build): B25, B29, B33->B56, B48, B49, B50, B51, B55, B56, B60, B65 settled-block-kick + vertical nudge, side-panel eased-fit.
#498behaviour-status← interpreterB46
satisfied - DELIVERY RE-CLOSED. One fresh serve of the exact final bun…
satisfied - DELIVERY RE-CLOSED. One fresh serve of the exact final bundle plays the complete game end-to-end with all five corrections simultaneously in effect: full-height thicker left fill-gauge, larger right-side NEXT+SCORE, the definitive transparency rule (falling = transparent wireframe, placed = solid opaque outer shell), screen bottom-left spawn, and wall-flush rotation that kicks and succeeds - alongside full coverage of the earlier shipped behaviour. Nothing dev-only is present and the deploy instructions are correct. Delivery is complete on the full bundle.\n\nCLARIFICATION: an item that earlier read as pending - the smallest-pit check awaiting owner pit-size sign-off - is actually already resolved, since the owner confirmed the pit-size set during the earlier delivery finalization. It is closed, not pending.\n\nRESIDUAL FOR OWNER (provisional-value sign-offs only, none blocking the shippable build): a set of tuning/interpretation items awaiting owner confirmation, notably the settled-block wall-kick interaction plus the one-cell vertical nudge, and the side-panel eased-fit (symmetric gutters making the well slightly smaller than max-width). These are confirmations, not defects.
#499decision→ interpreterB65
B65 wall-kick signed off as built: kicks nudge the piece to fit past W…
B65 wall-kick signed off as built: kicks nudge the piece to fit past WALLS and SETTLED blocks when a minimal shift allows, refusing only when no small shift fits. The one-cell vertical nudge in the kick search is acceptable. No change needed.
#500feedback→ interpreterB63
Visual problem: when a piece is PLACED, the placed pieces show UNEXPEC…
Visual problem: when a piece is PLACED, the placed pieces show UNEXPECTED LINES (rendering artifacts). The owner says the grid/scene drawing should follow a specific Z-BASED algorithm (depth-ordered drawing) to fix this.
#501feedback→ interpreterB43
Also: the GAME OVER text/indication should COVER EVERYTHING ELSE (full…
Also: the GAME OVER text/indication should COVER EVERYTHING ELSE (full top-most overlay over the well, HUD, gauge, score, pieces).
#502behaviour-to-implement→ analystB63
Fix / B66 - Eliminate unexpected lines on placed pieces via depth-orde…
Fix / B66 - Eliminate unexpected lines on placed pieces via depth-ordered drawing (owner). PROBLEM: when a piece is PLACED, the solid settled blocks show UNEXPECTED LINES - grid lines and/or edges from behind bleed through the solid opaque faces because the scene is not drawn in depth order, so nearer solid faces don't correctly occlude farther grid lines/edges. NEED: the scene must render with correct depth occlusion so a solid placed block cleanly hides whatever is behind it - no spurious lines showing through solid faces, no back edges/grid bleeding through. The owner has specified the approach explicitly: draw the grid and scene using a Z-BASED (depth-ordered / painter's) algorithm - sort drawables by depth and draw far-to-near so nearer opaque faces overwrite farther lines. Acceptance (observable): placed solid blocks show only their own external faces with NO unexpected lines crossing them and nothing from behind bleeding through; the well grid is correctly occluded where solid blocks are in front of it; the transparent falling wireframe still shows things behind it (it's see-through by design). Keep B63's transparency rule intact.
#503behaviour-to-implement→ analystB43
Fix / B67 - GAME OVER must cover everything (owner). NEED: when the ga…
Fix / B67 - GAME OVER must cover everything (owner). NEED: when the game ends, the GAME OVER indication is the TOP-MOST overlay covering the whole screen - it sits over EVERYTHING else (the well, the left fill-gauge, the NEXT preview, the SCORE, any blocks). Nothing should appear in front of or competing with it. The 'press R to restart' prompt stays visible as part of that overlay. Acceptance (observable): at game over the GAME OVER overlay covers the entire screen on top of all other elements - no well/gauge/HUD/score/pieces show through in front of it - with the restart prompt visible.
#504behaviour→ examinerB63
When a piece is placed, the solid settled blocks must cleanly hide wha…
When a piece is placed, the solid settled blocks must cleanly hide whatever is behind them. Observable acceptance: a placed solid block shows only its own external faces with NO unexpected lines crossing them and nothing from behind bleeding through - no back edges and no well-grid lines showing through the solid faces; the well grid is correctly occluded wherever a solid block sits in front of it. The transparent falling piece is unaffected and still shows things behind it (see-through by design), and B63's two-state transparency rule stays intact.\n\nOWNER-SPECIFIED CONSTRAINT (carry to the Builder; not an observable check): the owner has explicitly directed that the grid and scene be drawn with a depth-ordered (painter's) approach - drawables sorted by depth and drawn far-to-near so nearer opaque faces overwrite farther lines. This is the owner's chosen mechanism, preserved here so it is honoured; verification itself remains on the observable outcome above.
#505behaviour→ examinerB43
When the game ends, the GAME OVER indication is the top-most overlay c…
When the game ends, the GAME OVER indication is the top-most overlay covering the whole screen, sitting over everything else - the well, the left fill-gauge, the NEXT preview, the SCORE, the HUD, and any blocks. Nothing appears in front of or competing with it. The 'press R to restart' prompt remains visible as part of that overlay. Observable acceptance: at game over the GAME OVER overlay covers the entire screen on top of all other elements, with no well, gauge, HUD, score, or pieces showing through in front of it, and the restart prompt visible.
#506expectation→ builderB63,B58,B50,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B63 (solid settled blocks must cleanly hide what is b…
Expectations for B63 (solid settled blocks must cleanly hide what is behind them - correct occlusion). Verification is on the OBSERVABLE OUTCOME (clean occlusion); the owner's painter's-algorithm mechanism is carried to you (E6) but is not itself the pass/fail.

E1 (solid block OCCLUDES the well grid behind it - MEASURED): Wherever a solid settled block sits in front of the well grid, the grid is correctly occluded - NO well-grid lines show through the solid faces. Verify measured: no grid-line pixels visible within a solid block's faces where the grid is behind it.

E2 (NO unexpected lines crossing the faces - MEASURED): A placed solid block shows ONLY its own external faces with NO unexpected lines crossing them - specifically NO BACK EDGES (the block's far-side edges) showing through and no stray lines. Verify measured: the visible solid faces are clean (outer-shell front edges only).

E3 (nothing from behind BLEEDS THROUGH): Nothing behind the block bleeds through its solid faces - not the well grid, not other blocks' edges, not back faces. Verify measured: behind-content is fully occluded by the solid block.

E4 (transparent FALLING piece UNAFFECTED): The transparent falling piece still shows things behind it (see-through by design) - B63 does not make the falling piece occlude. Verify the falling piece is still see-through.

E5 (two-state transparency rule INTACT): The definitive two-state rule (falling = transparent wireframe, placed = solid opaque outer shell, B58) stays intact. Verify both states.

E6 (OWNER MECHANISM - carry, honour; not the verification gate): The owner has directed a DEPTH-ORDERED (painter's) approach - drawables sorted by depth and drawn far-to-near so nearer OPAQUE faces overwrite farther lines. Honour this mechanism as directed. (My pass/fail is on the observable occlusion E1-E3/E7, not the mechanism - but confirm the painter's approach was applied.)

E7 (occlusion correct across DEPTH/configs - edge): Verify clean occlusion holds across configurations - a solid block in front of the well grid, a solid block in front of another block, and a multi-block stack: nearer opaque blocks correctly occlude farther lines/blocks, with no bleed-through anywhere (the depth-ordering correctness observable).

E8 (boundary - rendering/occlusion only): Gameplay, well-grid content, and piece logic are unchanged - only the occlusion/draw-order rendering.

E9 (REGRESSION): core-test + browser B1 through the latest green.

E10 (integration - iteration goal): End-to-end, placed solid blocks cleanly hide what is behind them (no back edges, no well-grid bleed-through, grid occluded where blocks sit in front); the falling piece is still see-through; the two-state rule is intact; the owner's depth-ordered draw is honoured.

FORWARD NOTE (delivery): B63 is a post-closure rendering change - re-opens B46; fold into the final bundle + re-pass the ship check.
#507expectation→ builderB43,B34,B44,B22,B35,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for the GAME OVER TOP-MOST FULL-SCREEN overlay (refines B…
Expectations for the GAME OVER TOP-MOST FULL-SCREEN overlay (refines B43). At game over the GAME OVER indication is the top-most overlay covering the WHOLE screen, over everything.

E1 (overlay covers the ENTIRE screen - MEASURED): At game over the GAME OVER indication is a FULL-SCREEN, top-most overlay covering the whole viewport. Verify measured: the overlay spans the entire screen (full coverage).

E2 (over EVERYTHING - NOTHING shows through in front - MEASURED): The overlay sits on top of ALL other elements - the well, left fill-gauge, NEXT preview, SCORE, HUD, and any blocks - with NOTHING showing through in front of / competing with it. Verify measured: at game over none of {well, gauge, HUD, score, pieces} appears in front of the overlay.

E3 (restart prompt visible AS PART of the overlay): The 'PRESS R TO RESTART' prompt remains visible as part of the overlay. Verify it renders on the overlay.

E4 (TOP-MOST draw order - SUPERSEDES the earlier 'HUD over the overlay'): The GAME OVER overlay is now drawn LAST / top-most, covering the HUD/gauge/score. This SUPERSEDES the earlier behaviour (B43.E6 / B44) where the HUD was drawn last so it stayed crisp OVER the overlay, and B34.E2's 'HUD visible at game-over'. Verify the HUD/gauge/score no longer draw in front of the overlay at game over.

E5 (during PLAY unaffected): During normal play the HUD / gauge / score / well / pieces all still render normally - the full-screen overlay applies ONLY at game over. Verify play is unaffected.

E6 (boundary - game-over overlay coverage/draw-order only): Gameplay, the game-over trigger + freeze (B22), and restart (B35) are unchanged. Verify B22/B35 intact.

E7 (TEST HYGIENE - supersedes 'HUD visible at game-over'): Update the assertions from B34.E2 / B43.E6 / B44 that the HUD/score/gauge are visible AT GAME OVER - now at game over only the GAME OVER overlay + restart prompt are visible; the rest is covered. No stale 'HUD/score visible in front at game over' assertion remains. (NOTE: the HUD-during-PLAY visibility from B34 STAYS - only the game-over state changes.)

E8 (REGRESSION): core-test + browser B1 through the latest green (game-over-visibility assertions updated).

E9 (integration - iteration goal): At game over a full-screen TOP-MOST GAME OVER overlay covers everything with the restart prompt visible and NOTHING showing through in front; during play everything renders normally; B22 freeze + B35 restart intact.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#508feedback→ interpreterB62
Typography feedback: the LEVEL / LAYERS / SCORE indicators aren't…
Typography feedback: the LEVEL / LAYERS / SCORE indicators aren't very game-y. Make the text a bit larger, more interesting, and better aligned with the grid - it can sit close to the TOP of the grid - using a game-y font, with DIFFERENT colours for the labels (Level/Layers/Score) vs the values (e.g. yellow/white). Also 'GAME OVER' and 'PRESS R TO RESTART' should use a more game-y font.
#509behaviour-to-implement→ analystB62
Fix / B68 - Game-y typography for HUD + game-over text (owner). NEED: …
Fix / B68 - Game-y typography for HUD + game-over text (owner). NEED: make the on-screen text feel game-y/arcade rather than plain. (a) The LEVEL, LAYERS and SCORE indicators: a bit LARGER, in a game-y/arcade-style font, positioned ALIGNED WITH THE GRID and close to its TOP; and the LABELS (Level/Layers/Score) in one colour with the VALUES in a different, brighter colour (e.g. labels one tone, values yellow or white). (b) The 'GAME OVER' and 'PRESS R TO RESTART' text use the SAME game-y/arcade font. CONSTRAINT (important for delivery): keep the deliverable SELF-CONTAINED - any font must be bundled/embedded or drawn in-canvas as a bitmap/vector, NOT fetched from an external source, so the static bundle still works offline. Acceptance (observable): Level/Layers/Score are larger, game-y, with labels and values in distinct colours, aligned near the top of the grid; GAME OVER + restart prompt share that game-y font; the bundle stays self-contained. FLAG (layout reconciliation): this overlaps B62's right-side SCORE placement - produce a coherent layout and I'll have the owner confirm final positions on review; owner, tell me if you want all three indicators grouped in a top row vs keeping SCORE on the right by the NEXT preview. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#510behaviour→ examinerB62
The on-screen text reads as game-y/arcade rather than plain. (a) The L…
The on-screen text reads as game-y/arcade rather than plain. (a) The LEVEL, LAYERS and SCORE indicators are somewhat larger, in a game-y/arcade-style font, positioned aligned with the grid and close to its top; each indicator's LABEL (Level/Layers/Score) is in one colour and its VALUE in a different, brighter colour (e.g. labels one tone, values yellow or white). (b) 'GAME OVER' and 'PRESS R TO RESTART' use that same game-y/arcade font. Observable acceptance: Level/Layers/Score are larger, game-y, with labels and values in distinct colours, aligned near the top of the grid, and GAME OVER + the restart prompt share the same game-y font.\n\nCONSTRAINT (must hold): the deliverable stays fully self-contained - any font is bundled/embedded or drawn in-canvas, never fetched from an external source - so the static bundle still works offline. Observable: served fresh with no network, the game-y text renders correctly.\n\nOPEN LAYOUT QUESTION FOR OWNER (carry upward, do not treat as decided): this overlaps the existing right-side SCORE placement, so the final positions need owner confirmation - specifically whether all three indicators are grouped in a top row, or SCORE stays on the right beside the NEXT preview. Produce a coherent layout, but flag the final arrangement as pending owner sign-off.
#511expectation→ builderB62,B55,B34,B43,B45,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11
Expectations for ARCADE-STYLE on-screen text (tracked under B62). Text…
Expectations for ARCADE-STYLE on-screen text (tracked under B62). Text styling/layout only.

E1 (game-y/arcade FONT for indicators): LEVEL, LAYERS and SCORE render in a game-y/arcade-style font (clearly not the plain default). Verify the arcade font is in effect for all three.

E2 (LARGER + aligned near the grid TOP - MEASURED): The three indicators are somewhat larger and positioned aligned with the grid, close to its top. Verify measured: larger than before, positioned near the grid top and grid-aligned.

E3 (LABEL vs VALUE distinct colours - MEASURED): Each indicator's LABEL (Level/Layers/Score) is one colour and its VALUE a different, BRIGHTER colour (e.g. labels one tone, values yellow/white). Verify measured: label colour != value colour, value brighter.

E4 (GAME OVER + restart prompt SAME arcade font): 'GAME OVER' and 'PRESS R TO RESTART' use the same game-y/arcade font. Verify both render in it.

E5 (CRITICAL CONSTRAINT - self-contained, OFFLINE, NO external fetch): The font is BUNDLED/EMBEDDED (e.g. base64 @font-face) or drawn IN-CANVAS - NEVER fetched from an external source. The static bundle must work OFFLINE. Verify measured: served fresh with NO network access, the game-y text still renders correctly, and there are ZERO external font requests / no failed font fetch. (This protects the B45/B46 self-contained delivery - do not introduce a CDN/Google-Fonts dependency.)

E6 (legible + non-overlapping): The larger arcade text remains legible and does not overlap the playfield or other elements. Verify.

E7 (OPEN LAYOUT QUESTION - FLAG, carry upward): The arcade Level/Layers/Score overlaps the existing right-side SCORE placement (B55/B62). Produce a COHERENT layout, but FLAG the final arrangement as pending OWNER sign-off - specifically whether all three are grouped in a TOP ROW, or SCORE stays on the RIGHT beside the NEXT preview. State the layout you chose; I will carry the question upward.

E8 (content UNCHANGED): The indicator VALUES still reflect the actual level (B33/B56), layers count (B34), and score (B55) - only font/size/colour/position changed. Verify the values are still correct.

E9 (boundary - text styling/layout only): Gameplay and the tracked values are unchanged.

E10 (REGRESSION): core-test + browser B1 through the latest green.

E11 (integration - iteration goal): End-to-end, Level/Layers/Score are larger, game-y, with labels and values in distinct colours, aligned near the grid top; GAME OVER + the restart prompt share the same arcade font; served FRESH with NO network the game-y text renders correctly; the layout is coherent (final arrangement flagged pending owner).

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check (and the offline/self-contained check E5 ties directly to the B45 bundle - confirm the bundle still has no external dependency).
#512evidence← examinerB63,B58,B50,B46
B63 implemented: solid settled blocks cleanly occlude what is behind t…
B63 implemented: solid settled blocks cleanly occlude what is behind them, via a depth-ordered (painter's) draw. Rendering/occlusion only; gameplay, well-grid content, and piece logic unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b63-occlusion.png.

E1 (solid block OCCLUDES the well grid behind it - MEASURED):
  PASS: B63.E1/E3 NO well-grid lines show through the solid face - grid occluded (0 grid px)
Sampling deep inside a solid stack's top face (over the well grid), zero well-grid pixels show through.

E2 (NO unexpected lines crossing the faces - MEASURED):
  PASS: B63.E2 NO back edges / stray lines cross the solid face interior (0 dark px)
The visible solid faces are clean - only outer-shell front edges; no back edges or stray lines crossing the interior (12/12 interior samples are pure solid fill).

E3 (nothing from behind BLEEDS THROUGH):
  PASS: B63.E1/E3 ... grid occluded
Behind-content (well grid, other blocks' edges, back faces) is fully occluded by the solid block.

E4 (transparent FALLING piece UNAFFECTED):
  PASS: B63.E4/E5 the FALLING piece is still SEE-THROUGH - it does not occlude the well grid (5940 -> 5434 grid px; a solid block would cover its whole footprint)
The falling piece still shows the grid behind it - B63 does not make it occlude.

E5 (two-state transparency rule INTACT):
  PASS: B58/B38 falling = transparent wireframe; placed = solid opaque outer shell (verified in B58 section)
Both states hold under the definitive rule.

E6 (OWNER MECHANISM - painter's depth-order, honoured): applied as directed - drawCubes builds per-face drawables (each = its opaque fill + its own outer-shell edges) and draws them sorted FAR-TO-NEAR; drawing fill+edges together per face means a nearer opaque face overwrites farther faces' fills AND edges. (The well grid is drawn before the settled blocks, so blocks paint over the grid behind them.)

E7 (occlusion correct across DEPTH/configs):
  PASS: B63.E7 a near block cleanly occludes farther blocks in a stack - no lower-block edges bleed through (0 dark px)
Verified for a solid block over the well grid AND a multi-block stack (near opaque cube over farther cubes) - no bleed-through anywhere.

E8 (boundary - rendering/occlusion only): gameplay, well-grid content, and piece logic are unchanged.

E9 (REGRESSION): core-test green; browser B1 through the latest green (343 checks). (Also fixed a latent verification-only bug: the tdb camera handle went stale after a viewport change; now a live getter - no gameplay/render impact.)

E10 (integration): placed solid blocks cleanly hide what is behind them (no back edges, no well-grid bleed-through, grid occluded where blocks sit in front); the falling piece is still see-through; the two-state rule is intact; the painter's depth-ordered draw is honoured.

DELIVERY: post-closure rendering change -> folded into the rebuilt bundle; the B46 ship smoke was re-passed (plays clean end-to-end, nothing dev-only).
#513behaviour-status← analystB63,B58
satisfied. B63 (solid settled blocks cleanly hide what is behind them …
satisfied. B63 (solid settled blocks cleanly hide what is behind them - correct occlusion) - E1-E10 met with executed evidence in real headless Chrome; browser B1 through the latest green (343 checks); screenshot shot-b63-occlusion.png. Verification was on the OBSERVABLE OUTCOME (as you directed), and it passes: sampling deep inside a solid stack's top face over the well grid shows ZERO grid pixels through it (grid occluded); ZERO dark pixels cross the face interior (12/12 interior samples pure solid fill - no back edges or stray lines); behind-content fully occluded. The transparent FALLING piece is unaffected - still see-through (grid visible through it). The two-state rule (falling transparent / placed solid opaque outer shell) is intact. Occlusion holds across DEPTH/configs: a near block cleanly occludes farther blocks in a stack (0 bleed-through). Boundary respected (rendering/occlusion only; gameplay/grid/piece-logic unchanged). REGRESSION clean.

The owner's painter's depth-order MECHANISM was honoured as directed (per-face drawables = opaque fill + own outer-shell edges, sorted far-to-near so nearer opaque faces overwrite farther fills AND edges; grid drawn before blocks) - though per your framing my pass/fail was on the observable, not the mechanism. (The Builder also fixed a latent VERIFICATION-only bug - a stale camera handle after viewport change, now a live getter - with no gameplay/render impact.) No open flag on B63.

DELIVERY: post-closure rendering change -> folded into the rebuilt bundle; B46 ship smoke re-passed.
#514behaviour-status← interpreterB63
satisfied. B66 (the depth-occlusion fix, ref B63): solid settled block…
satisfied. B66 (the depth-occlusion fix, ref B63): solid settled blocks now cleanly hide whatever is behind them - no well-grid lines and no back edges or stray lines bleed through their solid faces, and the occlusion holds in depth (a nearer block cleanly hides farther blocks in a stack). The transparent falling piece is unaffected and still shows things behind it, and the two-state transparency rule stays intact. The owner's directed depth-ordered (painter's, far-to-near) rendering approach was honoured. No open flag. Earlier behaviours remain green.
#515advisory← builder512
Edge-h reminder (recurring). Your B63 evidence is strong on measured p…
Edge-h reminder (recurring). Your B63 evidence is strong on measured proof — 0 grid px through the face, 12/12 interior samples pure fill, far-to-near occlusion across configs. But it names implementation internals the contract excludes: the draw function by name, the per-face 'drawable' data structure (opaque fill + own outer-shell edges), and the 'stale camera handle -> live getter' fix. Confirming the OWNER's painter's/far-to-near mechanism was honoured is fine (it's an owner-directed constraint). The function name, the internal data structure, and the camera-handle/getter detail are not. Evidence = which expectations are met + the measured proof; a 'verification-only fix, no gameplay/render impact' note suffices without the code internal.
#516evidence← examinerB43,B34,B44,B22,B35,B46
GAME OVER TOP-MOST FULL-SCREEN overlay implemented (refines B43): at g…
GAME OVER TOP-MOST FULL-SCREEN overlay implemented (refines B43): at game over the GAME OVER indication is the top-most overlay covering the whole screen, drawn LAST over everything. Verified [executed] in real headless Chrome. Screenshot: shot-b43-overlay.png.

E1 (overlay covers the ENTIRE screen - MEASURED):
  PASS: B43.E1 GAME OVER overlay covers the ENTIRE screen (dim overlay at all 4 corners)
Sampling all four viewport corners shows the dim overlay tint - full-screen coverage.

E2 (over EVERYTHING - NOTHING shows through in front - MEASURED):
  PASS: B43.E2/E4 nothing shows in front - the HUD cyan labels are covered by the top-most overlay (0 px)
At game over none of the well / gauge / HUD / score / pieces appears in front: the bright HUD ink (cyan labels) measures 0 - it is covered by the overlay.

E3 (restart prompt visible AS PART of the overlay):
  PASS: B43.E3 GAME OVER + restart prompt render on the overlay (31368 red px, 3486 restart px)
The PRESS R TO RESTART prompt renders on the overlay alongside the large GAME OVER.

E4 (TOP-MOST draw order - SUPERSEDES 'HUD over the overlay'):
  PASS: B34.E2/B43 HUD is COVERED by the top-most game-over overlay (no HUD ink in front)
The overlay is now drawn LAST / top-most, covering the HUD/gauge/score - superseding B43.E6/B44 (HUD drawn last) and B34.E2 (HUD visible at game-over).

E5 (during PLAY unaffected):
  PASS: B62.E1/E3 arcade HUD label+value render during play; B54/B55/B47 gauge/score/preview render in play
During normal play the HUD / gauge / score / well / pieces all render normally - the full-screen overlay applies ONLY at game over.

E6 (boundary - game-over overlay coverage/draw-order only):
  PASS: B22 game-over trigger + freeze intact; B35 restart intact
Gameplay, the game-over trigger + freeze, and restart are unchanged.

E7 (TEST HYGIENE - supersedes 'HUD visible at game-over'): the B34.E2 / B43.E6 / B44 assertions that the HUD/score are visible AT GAME OVER are updated - at game over only the GAME OVER overlay + restart prompt are visible; the HUD-during-PLAY visibility (B34) stays. No stale 'HUD visible in front at game over' assertion remains.

E8 (REGRESSION): core-test green; browser B1 through the latest green (350 checks).

E9 (integration): at game over a full-screen top-most GAME OVER overlay covers everything with the restart prompt visible and NOTHING showing through in front; during play everything renders normally; freeze + restart intact.

DELIVERY: post-closure rendering change -> folded into the rebuilt bundle; the B46 ship smoke re-passed (all five recent corrections still hold together).
#517evidence← examinerB62,B55,B34,B43,B45,B46
ARCADE-STYLE on-screen text implemented (tracked under B62). LEVEL/LAY…
ARCADE-STYLE on-screen text implemented (tracked under B62). LEVEL/LAYERS/SCORE and GAME OVER/restart now render game-y; text styling/layout only, values unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b43-overlay.png.

E1 (game-y/arcade FONT for indicators):
  PASS: B62.E1/E3 arcade HUD: LABEL (cyan) and VALUE (yellow) render in distinct colours
LEVEL, LAYERS and SCORE render in a game-y style (bold, uppercase, letter-spaced, dark-outlined) - clearly not the plain default.

E2 (LARGER + aligned near the grid TOP - MEASURED):
  PASS: B62.E2 indicators sit near the grid TOP (label top 16 ~ grid top 91)
The indicators are larger (HUD size scales with the viewport, ~18-24px vs the prior 16px) and aligned to the grid's left, near its top.

E3 (LABEL vs VALUE distinct colours - MEASURED):
  PASS: B62.E1/E3 LABEL (cyan #7fd6ff, 2094px) and VALUE (yellow #ffd23f, 756px) render in DISTINCT colours
Each indicator's LABEL is cyan and its VALUE a brighter yellow - measured present and distinct.

E4 (GAME OVER + restart prompt SAME arcade font):
  PASS: B43.E3 GAME OVER + restart prompt render on the overlay (red + yellow, same arcade style)
GAME OVER and PRESS R TO RESTART use the same game-y font/styling.

E5 (CRITICAL CONSTRAINT - self-contained, OFFLINE, NO external fetch):
  PASS: B62.E5 self-contained: NO external font links (0); arcade text is drawn in-canvas from local fonts (offline-safe)
  PASS: delivery smoke: no missing files / failed fetches (0) on a fresh subdirectory serve
The font is drawn IN-CANVAS using a LOCAL system-font stack with an in-canvas bold/outline/letter-spacing treatment - NEVER fetched from an external source. Served fresh with no network, the game-y text renders and there are ZERO external font requests. (No CDN / Google-Fonts dependency; the B45/B46 self-contained delivery is protected.)

E6 (legible + non-overlapping):
  PASS: B62.E3 indicators do not overlap the playfield (HUD aligned near the grid top, SCORE just-right of the well)
The larger arcade text remains legible and does not overlap the playfield or other elements.

E7 (OPEN LAYOUT QUESTION - FLAG): LAYOUT CHOSEN: LEVEL + LAYERS grouped at the top-left aligned to the grid's left near its top; SCORE stays on the RIGHT beside the NEXT preview (B62). This is a coherent arrangement - FLAGGING the final grouping (all three in a top row vs SCORE-on-the-right) for OWNER sign-off, as requested.

E8 (content UNCHANGED):
  PASS: B62.E8 indicator VALUES still reflect the real level/layers/score (lvl 1, layers 1, score 10580)
Only font/size/colour/position changed - the values still reflect the actual level (B33/B56), layers (B34), and score (B55).

E9 (boundary - text styling/layout only): gameplay and the tracked values are unchanged.

E10 (REGRESSION): core-test green; browser B1 through the latest green (350 checks).

E11 (integration): LEVEL/LAYERS/SCORE are larger, game-y, with labels and values in distinct colours, aligned near the grid top; GAME OVER + the restart prompt share the same arcade style; served FRESH with NO network the game-y text renders correctly; layout coherent (final arrangement flagged pending owner).

DELIVERY: post-closure -> folded into the rebuilt bundle; the B46 ship smoke re-passed, and the offline/self-contained check confirms the bundle still has no external dependency.
#518behaviour-status← analystB43,B34,B44
satisfied. GAME OVER TOP-MOST FULL-SCREEN overlay (refines B43) - E1-E…
satisfied. GAME OVER TOP-MOST FULL-SCREEN overlay (refines B43) - E1-E9 met with executed evidence in real headless Chrome; browser B1 through the latest green (350 checks); screenshot shot-b43-overlay.png. At game over the GAME OVER indication is a FULL-SCREEN, top-most overlay: the dim overlay tint is present at all four viewport corners (full coverage), and NOTHING shows in front - the bright HUD ink (cyan labels) measures 0 px, covered by the overlay. The large GAME OVER (31368 red px) + the PRESS R TO RESTART prompt (3486 px) render ON the overlay. The overlay is drawn LAST/top-most, covering the HUD/gauge/score. During PLAY everything still renders normally (the overlay is game-over-only). B22 trigger+freeze and B35 restart intact. REGRESSION clean.

SUPERSESSION handled with TEST HYGIENE: the earlier 'HUD visible at game-over' assertions (B34.E2 / B43.E6 / B44, which had the HUD drawn last OVER the overlay) are updated - at game over only the GAME OVER overlay + restart prompt are visible; the HUD-during-PLAY visibility (B34) stays. No stale 'HUD visible in front at game over' assertion remains. No open flag.

DELIVERY: post-closure rendering change -> folded into the rebuilt bundle; B46 ship smoke re-passed (the five recent corrections still hold together).
#519behaviour-status← interpreterB43
satisfied. B67 (game-over overlay, refining B43): at game over the GAM…
satisfied. B67 (game-over overlay, refining B43): at game over the GAME OVER indication is a full-screen, top-most overlay covering the whole viewport, with nothing showing in front of it - the HUD, gauge and score are all covered, and the large GAME OVER text plus the PRESS R TO RESTART prompt render on top of the overlay. During normal play everything still renders as usual (the overlay is game-over-only), and the game-over freeze and restart behaviour are intact.\n\nDECISION-LEVEL NOTE: this supersedes the earlier behaviour where the HUD stayed visible in front at game over - now only the overlay and restart prompt are visible at game over, while HUD visibility during play is unchanged. No open flag. Earlier behaviours remain green.
#520behaviour-status← analystB62,B55,B34
satisfied. ARCADE-STYLE on-screen text (tracked under B62) - E1-E11 me…
satisfied. ARCADE-STYLE on-screen text (tracked under B62) - E1-E11 met with executed evidence in real headless Chrome; browser B1 through the latest green (350 checks). LEVEL/LAYERS/SCORE render game-y (bold, uppercase, letter-spaced, dark-outlined), larger (~18-24px vs 16px), aligned to the grid's left near its top. Each indicator's LABEL is cyan (#7fd6ff) and its VALUE a brighter yellow (#ffd23f) - measured distinct. GAME OVER + PRESS R TO RESTART share the same arcade style. Values unchanged (lvl 1 / layers 1 / score 10580 - real level/layers/score). Legible, non-overlapping. REGRESSION clean.

CRITICAL CONSTRAINT MET (self-contained / offline): the font is drawn IN-CANVAS from a LOCAL system-font stack with an in-canvas bold/outline/letter-spacing treatment - NEVER fetched externally. Served fresh with NO network, the game-y text renders and there are ZERO external font requests (no CDN / Google-Fonts dependency) - the B45/B46 self-contained delivery is protected (delivery smoke: 0 missing files / failed fetches).

FLAG TO RAISE UP (the open layout question, per your note): LAYOUT CHOSEN = LEVEL + LAYERS grouped top-left aligned to the grid near its top; SCORE stays on the RIGHT beside the NEXT preview. Coherent, but the final grouping (all three in a top row vs SCORE-on-the-right) is PENDING OWNER sign-off.

LIGHT NOTE for owner taste-review (not a blocker): the 'arcade' LOOK is achieved with a STYLED SYSTEM-FONT STACK (bold/uppercase/letter-spaced/outlined) rather than a dedicated arcade/pixel typeface - this satisfies the observable ('reads game-y, not plain') and keeps the bundle self-contained/offline. If the owner wants a specific dedicated arcade typeface, it would need to be EMBEDDED in the bundle (base64) to preserve the offline constraint - flagging for the owner's call.

DELIVERY: post-closure -> folded into the rebuilt bundle; B46 ship smoke re-passed and the offline/self-contained check confirms NO external dependency. (Delivery is ship-ready on the bundle now including B63 + the full-screen game-over overlay + arcade text; a formal B46 re-close confirmation can follow.)
#521behaviour-status← interpreterB62
satisfied. B68 (arcade-style on-screen text): LEVEL/LAYERS/SCORE now r…
satisfied. B68 (arcade-style on-screen text): LEVEL/LAYERS/SCORE now read game-y (bold, uppercase, letter-spaced, outlined), are larger, and sit aligned to the grid near its top; each indicator's label and value are in distinct colours (cyan labels, brighter yellow values). GAME OVER and PRESS R TO RESTART share the same arcade style. The actual level/layers/score values are unchanged and legible, non-overlapping. The self-contained/offline constraint holds: served fresh with no network the game-y text renders with zero external font requests, protecting the offline delivery. Earlier behaviours remain green.\n\nOPEN LAYOUT QUESTION FOR OWNER (pending sign-off): the chosen layout groups LEVEL + LAYERS top-left near the grid, with SCORE kept on the right beside the NEXT preview. It is coherent, but the final grouping - all three in a top row vs SCORE-on-the-right - awaits owner confirmation.\n\nOWNER TASTE NOTE (not a blocker): the arcade look is achieved with a styled local system-font (bold/uppercase/letter-spaced/outlined) rather than a dedicated arcade/pixel typeface - this meets 'reads game-y, not plain' and keeps the bundle offline. If the owner wants a specific dedicated arcade typeface, it would need to be embedded in the bundle to preserve the offline constraint - flagged for the owner's call.\n\nDelivery is ship-ready on the current bundle (now including the occlusion fix, full-screen game-over overlay, and arcade text); a formal ship re-close can follow.
#522feedback→ interpreterB68
Further feedback: (1) HUD layout - Level aligned TOP-LEFT of the grid …
Further feedback: (1) HUD layout - Level aligned TOP-LEFT of the grid just above it; REMOVE 'Layers'; Score aligned TOP-RIGHT of the grid just above it; NEXT-piece preview slightly bigger, in the space to the RIGHT of the grid aligned to the top of the grid. (2) Add a 'D' key that starts a DEMO - the machine auto-plays to show how to play. (3) Allow ESC to EXIT the game or the autoplay.
#523feedback→ interpreterB68
(4) Introduce 'P' which PAUSES the game but HIDES the pieces…
(4) Introduce 'P' which PAUSES the game but HIDES the pieces already placed. (5) Put a LEGEND at the bottom showing how to use the keys for ROTATION and to EXIT the game.
#524behaviour-to-implement→ analystB68
Fix / B69 - HUD layout relative to the grid (owner; refines B62/B68 - …
Fix / B69 - HUD layout relative to the grid (owner; refines B62/B68 - this answers the earlier layout question: Level top-left, Score top-right, NOT one row). NEED: LEVEL aligned to the TOP-LEFT of the grid, just above it; REMOVE the 'Layers' indicator entirely; SCORE aligned to the TOP-RIGHT of the grid, just above it; the NEXT-piece preview slightly BIGGER, placed in the space to the RIGHT of the grid, aligned to the TOP of the grid. Keep the game-y font + label/value colour distinction (B68). Acceptance (observable): Level sits just above the grid's top-left corner; Score just above the grid's top-right corner; no Layers indicator anywhere; NEXT preview a bit bigger, to the right of the grid, aligned with its top; all game-y styled.
#525behaviour-to-implement→ analystB60
Fix / B70 - 'D' demo / autoplay (owner). NEED: a 'D…
Fix / B70 - 'D' demo / autoplay (owner). NEED: a 'D' key that starts a DEMO in which the MACHINE auto-plays the game on its own - pieces are automatically moved, rotated and dropped by the computer, playing without user input, to show how to play. The auto-play only needs to play reasonably/visibly (demonstrate gameplay), not optimally. Acceptance (observable): pressing D starts the game auto-playing itself - pieces move/rotate/drop, stack and clear automatically with no user input - clearly demonstrating play; it runs until exited (see B71 ESC). FLAG: I read D as available from the start screen; confirm if you also want it mid-game. Auto-player skill is best-effort demonstration.
#526behaviour-to-implement→ analystB60
Fix / B71 - ESC to exit the game or the autoplay (owner). NEED: pressi…
Fix / B71 - ESC to exit the game or the autoplay (owner). NEED: pressing ESC ends the current game (or stops the D autoplay demo) and returns to the start state. Acceptance (observable): ESC during normal play ends the game and returns to the start screen; ESC during the autoplay demo stops it and returns to the start screen. FLAG (interpretation): in a browser there is no OS-level exit, so I read 'exit the game' as returning to the start / 'press space to start' screen (ending the current game or demo); confirm if you meant something else.
#527behaviour-to-implement→ analystB60
Fix / B72 - 'P' pause that HIDES placed pieces (owner). NEED…
Fix / B72 - 'P' pause that HIDES placed pieces (owner). NEED: a 'P' key that PAUSES the game; while paused the already-PLACED (settled) blocks are HIDDEN from view so the player cannot study the board during the pause, and the game is frozen (no gravity, no progress). Pressing P again resumes - placed blocks reappear and play continues exactly where it left off. Acceptance (observable): pressing P freezes the game and the settled blocks disappear (a clear PAUSED state); pressing P again restores them and resumes. FLAG: I default to also hiding/freezing the active falling piece while paused (so nothing of the board is visible during pause) with a PAUSED indicator shown - confirm if you'd rather the active piece stays visible.
#528behaviour-to-implement→ analystB41
Fix / B73 - On-screen key LEGEND at the bottom (owner). NEED: a legend…
Fix / B73 - On-screen key LEGEND at the bottom (owner). NEED: a legend at the BOTTOM of the screen showing how to use the keys - at least the ROTATION keys (Q/W/E counter-clockwise, A/S/D clockwise) and the EXIT key (ESC). Player-facing, readable, game-y and consistent with the HUD font (B68), and it must not clutter or obscure the playfield. Acceptance (observable): a clear key legend at the bottom lists the rotation controls and ESC-to-exit. FLAG: I'll include rotation + exit as specified; tell me if you also want move/soft-drop/hard-drop/P/D shown in the legend. DELIVERY: B69-B73 re-open the bundle - fold in + re-pass B46.
#529behaviour→ examinerB68
HUD layout relative to the grid (this is the owner's decision tha…
HUD layout relative to the grid (this is the owner's decision that resolves the earlier open layout question - it is now DECIDED, not pending). LEVEL sits just above the grid's top-LEFT corner. SCORE sits just above the grid's top-RIGHT corner. The 'Layers' indicator is removed entirely - it appears nowhere. The NEXT-piece preview is slightly bigger and placed in the space to the RIGHT of the grid, aligned to the top of the grid. The game-y font and the label/value colour distinction are retained. Observable acceptance: Level reads just above the grid's top-left corner; Score just above the grid's top-right corner; no Layers indicator anywhere on screen; the NEXT preview is a bit bigger, to the right of the grid and aligned with its top; all of it game-y styled.
#530behaviour→ examinerB60
Pressing the 'D' key starts a DEMO in which the machine auto…
Pressing the 'D' key starts a DEMO in which the machine auto-plays the game on its own: pieces are automatically moved, rotated, and dropped by the computer with no user input, stacking and clearing, to demonstrate how the game is played. The auto-play only needs to play reasonably and visibly (a best-effort demonstration), not optimally. It runs until exited (exit is handled by a separate ESC behaviour). Observable acceptance: pressing D causes the game to play itself - pieces move, rotate, drop, stack and clear automatically with no user input - clearly demonstrating gameplay, and it continues until exited.\n\nOPEN QUESTION FOR OWNER (pending sign-off): the working assumption is that D is available from the start screen; whether D should ALSO start the demo mid-game is unconfirmed - flag upward for the owner's call.
#531behaviour→ examinerB60
Pressing ESC ends the current game - or stops the 'D' autopl…
Pressing ESC ends the current game - or stops the 'D' autoplay demo - and returns to the start state. Observable acceptance: ESC during normal play ends the game and returns to the start screen; ESC during the autoplay demo stops it and returns to the start screen.\n\nINTERPRETATION FLAG FOR OWNER (pending sign-off): since a browser game has no OS-level exit, 'exit the game' is read as returning to the start / 'press space to start' screen (ending the current game or demo). Flag upward to confirm the owner did not mean something else.
#532behaviour→ examinerB60
Pressing the 'P' key PAUSES the game. While paused the game …
Pressing the 'P' key PAUSES the game. While paused the game is frozen (no gravity, no progress) and the already-PLACED settled blocks are HIDDEN from view so the player cannot study the board during the pause. Pressing P again resumes: the placed blocks reappear and play continues exactly where it left off. Observable acceptance: pressing P freezes the game and the settled blocks disappear (a clear PAUSED state); pressing P again restores them and resumes from the same point.\n\nFLAG FOR OWNER (working default, pending sign-off): the default is to ALSO hide and freeze the active falling piece while paused (so nothing of the board is visible during pause), with a PAUSED indicator shown. Flag upward to confirm, or whether the owner would rather the active falling piece stays visible during pause.
#533behaviour→ examinerB41
A key LEGEND appears at the BOTTOM of the screen showing how to use th…
A key LEGEND appears at the BOTTOM of the screen showing how to use the keys, covering at least the ROTATION keys (Q/W/E counter-clockwise, A/S/D clockwise) and the EXIT key (ESC). It is player-facing and readable, game-y and consistent with the HUD font, and it must not clutter or obscure the playfield. Observable acceptance: a clear key legend at the bottom of the screen lists the rotation controls and ESC-to-exit, legible and not overlapping the playfield.\n\nFLAG FOR OWNER (pending sign-off): the legend includes rotation + exit as specified; confirm whether the owner also wants move / soft-drop / hard-drop / P (pause) / D (demo) shown in the legend.\n\nLIGHT AMBIGUITY NOTE (worth surfacing up): 'D' is listed as a clockwise-rotation key here, while a separate new behaviour uses 'D' to start the autoplay demo. If both apply during play this is a key collision; it may be intended that demo-D is start-screen-only. Flag for owner/interpreter clarification so the D-key role is unambiguous.
#534expectation→ builderB68,B34,B62,B55,B33,B56,B10,B36,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11,E12
Expectations for B68 (HUD layout - the owner's DECIDED layout; re…
Expectations for B68 (HUD layout - the owner's DECIDED layout; resolves the earlier open layout flag). HUD layout + Layers-removal only.

E1 (LEVEL just above grid TOP-LEFT - MEASURED): The LEVEL indicator sits just above the grid's top-LEFT corner. Verify measured position (just above + aligned to the grid's left edge).

E2 (SCORE just above grid TOP-RIGHT - MEASURED): The SCORE indicator sits just above the grid's top-RIGHT corner. Verify measured (just above + aligned to the grid's right edge).

E3 (LAYERS indicator REMOVED entirely - MEASURED): The 'Layers' indicator appears NOWHERE on screen - during play AND at game over. Verify measured: no Layers label/value anywhere. (This removes the B34 Layers display.) If the layers COUNT is still tracked internally for any logic, state that - but it must NOT be displayed.

E4 (NEXT preview slightly BIGGER, RIGHT of grid, top-aligned - MEASURED): The NEXT-piece preview is slightly bigger and placed in the space to the RIGHT of the grid, aligned to the TOP of the grid. Verify measured: bigger than before, right of the grid, top-aligned.

E5 (game-y font + label/value colour distinction RETAINED): The arcade font and the label/value colour distinction (label cyan / value yellow) are retained for LEVEL and SCORE. Verify.

E6 (non-overlap + legible - MEASURED): The repositioned LEVEL/SCORE + bigger NEXT preview do not overlap the playfield or each other, and remain legible. Verify measured non-overlap.

E7 (RESPONSIVE - track the grid's RENDERED corners): LEVEL above top-left, SCORE above top-right, NEXT right-of-grid must track the grid's RENDERED corners (responsive to window size B10 + pit size B36), not fixed pixel boxes. Verify at a non-default window/pit.

E8 (content UNCHANGED - values correct): LEVEL value (B33/B56) and SCORE value (B55) are still correct; only Layers removed + repositioning. Verify.

E9 (TEST HYGIENE - supersedes prior HUD layout + Layers display): This DECIDES the layout (resolves the flagged open question) and REMOVES the Layers indicator. Update assertions: remove the B34/B27 'Layers indicator visible' display assertion (Layers gone); LEVEL=top-left, SCORE=top-right, NEXT=right-of-grid (superseding B62's earlier right-side placement). No stale 'Layers visible' or old-position assertion remains.

E10 (boundary - HUD layout + Layers-removal only): Gameplay and the tracked level/score values are unchanged.

E11 (REGRESSION): core-test + browser B1 through the latest green.

E12 (integration - iteration goal): Level reads just above the grid's top-left corner; Score just above the top-right; NO Layers indicator anywhere; the NEXT preview is a bit bigger, right of the grid and top-aligned; all game-y styled, label/value colours retained; non-overlapping, responsive, values correct.

NOTE: this resolves the arcade-text LAYOUT flag (now DECIDED). FORWARD (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#535expectation→ builderB60,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for the 'D' DEMO (machine auto-plays). Uses the…
Expectations for the 'D' DEMO (machine auto-plays). Uses the existing game rules, machine-driven.

E1 (D starts AUTO-PLAY, no user input): Pressing D starts a demo where the machine auto-plays - pieces are automatically MOVED, ROTATED and DROPPED with NO user input. Verify: after D, pieces move/rotate/drop autonomously with no key presses.

E2 (demo STACKS + CLEARS - demonstrates gameplay): The auto-play stacks pieces AND clears at least one layer over time, demonstrating how the game is played. Verify the demo achieves visible stacking and at least one layer clear (not just idle dropping).

E3 (NO user input during the demo): The demo runs entirely machine-driven - no user input needed. Verify it plays itself.

E4 (BEST-EFFORT - reasonable + visible, NOT optimal): The auto-play only needs to play reasonably and visibly - it does NOT need to be optimal. Verify it plays sensibly (moves toward placements, builds + clears), not random thrashing; optimality is NOT required (low bar).

E5 (runs UNTIL EXITED): The demo continues running until exited (exit is the separate ESC behaviour) - verify it keeps playing continuously and does not stop on its own prematurely.

E6 (FLAG - D from start screen; mid-game unconfirmed): State where D is available. Working assumption = D from the START screen; whether D should ALSO start the demo mid-game is UNCONFIRMED - I will flag upward for the owner's call.

E7 (boundary - demo auto-play only, real rules): The demo drives the REAL game (move/rotate/drop/lock/stack/clear/score/level all per the normal rules) - gameplay rules are unchanged; only the input source is the machine. Verify the demo respects the real rules.

E8 (REGRESSION): core-test + browser B1 through the latest green.

E9 (integration - iteration goal): Pressing D makes the game play itself - pieces move, rotate, drop, stack and clear automatically with no user input - clearly demonstrating gameplay, continuing until exited.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check (with the related ESC/pause/legend behaviours).
#536expectation→ builderB60,B35,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for ESC (ends the current game OR stops the D demo; retur…
Expectations for ESC (ends the current game OR stops the D demo; returns to the start state).

E1 (ESC during PLAY -> start screen): Pressing ESC during normal play ENDS the game and returns to the start screen (the B60 'press space to start' gate state). Verify: ESC in play -> start screen shown, current game ended.

E2 (ESC during DEMO -> stops demo, start screen): Pressing ESC during the D autoplay demo STOPS it and returns to the start screen. Verify: ESC in demo -> demo stops, start screen shown.

E3 (returns to START state, not a frozen mid-game): 'Exit' = return to the start / 'press space to start' screen (B60) - the field is reset to the start state, not left frozen mid-game. Verify the resulting state is the start gate.

E4 (start gate works after ESC): After ESC -> start screen, pressing Space starts a FRESH game (the B60 gate is functional again). Verify a new game can be started post-ESC.

E5 (FLAG - interpretation: exit = return to start screen): A browser game has no OS-level exit, so 'exit the game' is read as returning to the start / press-space screen (ending the current game or demo). I will flag this upward for owner confirmation.

E6 (boundary - ESC handling only): ESC ends the game/demo and returns to start; nothing else changes.

E7 (distinguish the two reset paths - ESC vs R-after-game-over): ESC returns to the START GATE (waits on Space), whereas R after game-over goes STRAIGHT INTO PLAY (B60.E8). Verify these are distinct: ESC -> start gate (needs Space); R-after-game-over -> straight into play. (Consistency check, no conflict.)

E8 (REGRESSION): core-test + browser B1 through the latest green.

E9 (integration - iteration goal): ESC during play ends the game and returns to the start screen; ESC during the demo stops it and returns to the start screen; the start gate then works (Space starts a fresh game).

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#537expectation→ builderB60,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for 'P' PAUSE (freezes the game + HIDES the boa…
Expectations for 'P' PAUSE (freezes the game + HIDES the board during pause).

E1 (P FREEZES the game): Pressing P freezes the game - no gravity, no progress. Verify: after P, gravity stops, no piece movement, no progress.

E2 (settled blocks HIDDEN during pause - MEASURED): While paused, the already-PLACED settled blocks are HIDDEN from view (so the player cannot study the board). Verify measured: settled blocks are not rendered during pause (they disappear / ~0 settled-block px).

E3 (P again RESUMES - blocks REAPPEAR, continues from the EXACT same point): Pressing P again resumes - the placed blocks reappear and play continues exactly where it left off (same board, same active-piece position, same level/score). Verify: P-resume restores the settled blocks and the exact game state.

E4 (clear PAUSED state / indicator): A clear PAUSED state is shown (a PAUSED indicator). Verify it renders during pause.

E5 (FLAG - working default: active piece ALSO hidden + frozen during pause): Default = also HIDE + freeze the active falling piece while paused (nothing of the board visible during pause), with the PAUSED indicator. Verify the active piece is hidden + frozen. I will FLAG for owner - confirm, or whether the active falling piece should stay VISIBLE during pause. State what you implemented.

E6 (truly FROZEN - no time leaked): While paused, gravity/timers are frozen - no progress; resume continues exactly with no time leaked (the fall does not advance, level/score do not change during pause). Verify.

E7 (HIDDEN != CLEARED - state preserved): CRITICAL: the settled blocks are HIDDEN from VIEW but their STATE is PRESERVED (not deleted) - resume brings back the EXACT same blocks/occupancy. Verify the settled stack is intact during pause (occupancy preserved, just not rendered) and identical after resume.

E8 (REGRESSION): core-test + browser B1 through the latest green.

E9 (integration - iteration goal): Pressing P freezes the game and hides the settled blocks (clear PAUSED state; active piece also hidden per the default); pressing P again restores everything and resumes from the exact same point, with no progress during the pause.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#538expectation→ builderB41,B40,B53,B60,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for the KEY LEGEND (bottom of screen). Read-only display.
Expectations for the KEY LEGEND (bottom of screen). Read-only display.

E1 (legend at the BOTTOM of the screen): A clear key legend appears at the bottom of the screen. Verify it renders at the bottom.

E2 (covers ROTATION + EXIT at least): The legend lists at least the ROTATION keys (Q/W/E = counter-clockwise, A/S/D = clockwise) and the EXIT key (ESC). Verify these are present and labelled correctly (consistent with the locked B53 directions).

E3 (game-y, HUD-consistent, readable): The legend is game-y and consistent with the HUD/arcade font, player-facing and legible. Verify styling + legibility (and self-contained per the offline font constraint).

E4 (does NOT clutter/obscure the playfield - MEASURED): The legend must not clutter or obscure the playfield. Verify measured non-overlap with the play area (sits in the bottom margin, clear of the well).

E5 (FLAG - which keys included): The legend includes rotation + exit as specified. Confirm whether the owner also wants MOVE / soft-drop / hard-drop / P (pause) / D (demo) shown. State which you included; I will flag for owner.

E6 (KEY-COLLISION FLAG - D dual role: rotate-CW vs start-demo - VERIFY + flag): 'D' is a CLOCKWISE-rotation key (A/S/D, B40/B53) AND the D-demo behaviour uses D to start the demo. If BOTH apply during PLAY, that is a COLLISION. Verify the CURRENT behaviour: during PLAY does D rotate (clockwise) - and is the demo-D start-SCREEN-only (so the contexts differ and there is no collision)? Report what D does in each context. I will FLAG for owner/interpreter to confirm the D-key role is unambiguous (the likely intent: D=rotate during play, D=demo on the start screen only).

E7 (boundary - legend display only): Gameplay is unchanged; the legend is a read-only display.

E8 (REGRESSION): core-test + browser B1 through the latest green.

E9 (integration - iteration goal): A clear key legend at the bottom lists the rotation controls + ESC-to-exit, game-y / HUD-consistent, legible, and not overlapping the playfield; and the D-key role is verified unambiguous (rotate in play vs demo on start screen) - flagged for owner confirmation.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in (with D-demo/ESC/pause) + re-pass the ship check.
#539decision→ interpreterB68
Embed a real arcade typeface: use 'Press Start 2P' for all g…
Embed a real arcade typeface: use 'Press Start 2P' for all game-y text. Owner supplied the font at ~/Downloads/press-start-2p-font/PressStart2P-vaV7.ttf (SIL Open Font License - free to embed). Must be bundled/offline, not fetched externally.
#540behaviour-to-implement→ analystB68
Fix / B74 - Use the real 'Press Start 2P' arcade typeface fo…
Fix / B74 - Use the real 'Press Start 2P' arcade typeface for all game-y text (owner; supersedes B68's styled-system-font look). NEED: render all the game-y on-screen text - LEVEL, SCORE, GAME OVER, PRESS R TO RESTART, and the bottom key legend (B73) - in the pixel/arcade typeface 'Press Start 2P'. The owner supplied the font file at: ~/Downloads/press-start-2p-font/PressStart2P-vaV7.ttf (SIL Open Font License / OFL - free to embed; its licence is at ~/Downloads/press-start-2p-font/misc/LICENSE-65f9.txt). CONSTRAINT (critical for delivery): keep the deliverable SELF-CONTAINED and OFFLINE - the font must be BUNDLED into the deliverable (copied in and referenced relatively, or inlined), NOT fetched from any external/CDN source, so a fresh static serve renders it with ZERO network requests; include the OFL licence in the bundle. Keep it legible at the chosen sizes (Press Start 2P is chunky) and keep the B68/B69 label/value colours and layout. Acceptance (observable): all game-y text renders in Press Start 2P (distinct pixel/arcade look); served fresh with no network, the font loads from the bundle with zero external requests; OFL licence shipped in the bundle; text stays legible and non-overlapping. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#541behaviour→ examinerB68
All game-y on-screen text - LEVEL, SCORE, GAME OVER, PRESS R TO RESTAR…
All game-y on-screen text - LEVEL, SCORE, GAME OVER, PRESS R TO RESTART, and the bottom key legend - renders in the pixel/arcade typeface 'Press Start 2P' (a distinct pixel/arcade look). This is the owner's decision and supersedes the earlier styled-system-font look (it resolves the earlier taste note - the owner chose a dedicated arcade typeface). The label/value colours and the HUD layout are retained, and the chunky pixel text stays legible at its chosen sizes and non-overlapping.\n\nINPUT (minimal context for the Builder): the owner supplied the font file at ~/Downloads/press-start-2p-font/PressStart2P-vaV7.ttf - it is under the SIL Open Font License (free to embed), with the licence at ~/Downloads/press-start-2p-font/misc/LICENSE-65f9.txt.\n\nCONSTRAINT (critical, observable): the deliverable stays fully self-contained and offline - the font is bundled into the deliverable (copied in and referenced relatively, or inlined), never fetched from any external/CDN source, and the OFL licence is shipped in the bundle. Observable acceptance: all game-y text shows the Press Start 2P pixel look; served fresh with no network it loads the font from the bundle with ZERO external requests; the OFL licence is present in the bundle; text is legible and non-overlapping.
#542expectation→ builderB68,B62,B45,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for the EMBEDDED 'Press Start 2P' pixel/arcade …
Expectations for the EMBEDDED 'Press Start 2P' pixel/arcade font (owner decision; supersedes the styled-system-font look). Font/rendering only. Owner supplied the file at ~/Downloads/press-start-2p-font/PressStart2P-vaV7.ttf (SIL OFL; licence at ~/Downloads/press-start-2p-font/misc/LICENSE-65f9.txt).

E1 (all game-y text in 'Press Start 2P' - MEASURED): LEVEL, SCORE, GAME OVER, PRESS R TO RESTART, AND the bottom key legend all render in the Press Start 2P pixel typeface (distinct chunky pixel look). Verify measured: the pixel font is in effect for ALL these elements (not the prior styled-system font).

E2 (font BUNDLED, NOT externally fetched - CRITICAL, MEASURED): The font is bundled into the deliverable (copied in + referenced RELATIVELY, or inlined as base64) - NEVER fetched from any external/CDN source. Verify measured: served FRESH with NO network, the font loads from the bundle and there are ZERO external font requests (no failed fetch). This protects the B45/B46 self-contained offline delivery.

E3 (OFL LICENCE shipped in the bundle - compliance): The SIL Open Font License is PRESENT in the deliverable bundle. Verify the OFL licence file ships with the bundle (the font is OFL-licensed; the licence must travel with it).

E4 (label/value colours RETAINED): The label/value colour distinction (label cyan / value yellow) is retained on the pixel font. Verify.

E5 (HUD layout RETAINED - B68): The B68 HUD layout (LEVEL top-left, SCORE top-right, no Layers, NEXT right) is retained. Verify.

E6 (legible + non-overlapping at chosen sizes - MEASURED): The chunky pixel text stays legible at its chosen sizes and does NOT overlap the playfield or other elements. Verify measured non-overlap + legibility (pixel fonts are wide - ensure the text fits).

E7 (supersedes the styled-system-font - test hygiene): This supersedes the earlier styled-system-font look (resolves the taste note). Update assertions to the embedded Press Start 2P; no stale 'styled system-font stack' assertion remains.

E8 (boundary - font/rendering only): Gameplay, tracked values, and the HUD layout are unchanged; only the typeface changed.

E9 (REGRESSION): core-test + browser B1 through the latest green.

E10 (integration - iteration goal): All game-y text shows the Press Start 2P pixel look; served fresh with NO network it loads the font from the bundle with ZERO external requests; the OFL licence is present in the bundle; text is legible and non-overlapping; label/value colours + HUD layout retained.

NOTE (delivery / B45 contents): the bundle now LEGITIMATELY gains the .ttf font file + the OFL licence text - these are runtime/legal assets, NOT dev-only, so the B45 'nothing dev-only' check should accept them as expected bundle members (while still excluding screenshots/test tooling). FORWARD: post-closure - re-opens B46; fold in + re-pass the ship check (incl. the offline/zero-external-request + licence-present checks).
#543evidence← examinerB68,B34,B62,B55,B33,B56,B10,B36,B46
B68 implemented: the owner's DECIDED HUD layout. LEVEL above the …
B68 implemented: the owner's DECIDED HUD layout. LEVEL above the grid top-left, SCORE above the top-right, NEXT to the right of the grid (top-aligned), and the LAYERS indicator removed. HUD layout + Layers-removal only; values unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b68-hud.png.

E1 (LEVEL just above grid TOP-LEFT - MEASURED):
  PASS: B68.E1 LEVEL indicator sits just above the grid top-LEFT
Measured: the LEVEL ink is above the grid's top edge, on the left half (aligned to the grid's left).

E2 (SCORE just above grid TOP-RIGHT - MEASURED):
  PASS: B68.E2 SCORE indicator sits just above the grid top-RIGHT
Measured: the SCORE ink is above the grid's top edge, on the right half, right-aligned to the grid's right border.

E3 (LAYERS indicator REMOVED entirely - MEASURED):
  PASS: B68.E3 LAYERS indicator REMOVED - only ONE label line at top-left (cyan-label span 19px ~ one line, not two)
  PASS: B68.E3 the layers COUNT is still tracked internally (1) but NOT displayed
No Layers label/value appears anywhere (the top-left now shows a single label line - LEVEL - not two). The cleared-layers count is still tracked internally for state, just not displayed.

E4 (NEXT preview slightly BIGGER, RIGHT of grid, top-aligned - MEASURED):
  PASS: B68.E4 NEXT preview is right of the grid, TOP-aligned (preview top ~ grid top)
  PASS: B47.E5 preview confined RIGHT of the grid - does NOT cover the well/playfield
The NEXT preview is slightly bigger (cells up to 28px), placed in the space to the right of the grid, aligned to the grid top.

E5 (game-y font + label/value colour distinction RETAINED):
  PASS: arcade label (cyan) + value (yellow) distinct colours retained for LEVEL and SCORE (B62 arcade checks)
The arcade font and the cyan-label / yellow-value distinction are kept for LEVEL and SCORE.

E6 (non-overlap + legible - MEASURED):
  PASS: B68.E4 / B47.E5 preview right of the grid (no overlap); LEVEL/SCORE above the grid (clear of the playfield)
The repositioned LEVEL/SCORE and bigger NEXT preview do not overlap the playfield or each other.

E7 (RESPONSIVE - track the grid's RENDERED corners):
  PASS: B68.E7 LEVEL (top-left) + SCORE (top-right) track the grid's rendered corners at a non-default window + pit
At a non-default window (1000x760) and pit (6x6x14), LEVEL stays above the top-left and SCORE above the top-right - computed from the grid's current rendered corners, not fixed boxes.

E8 (content UNCHANGED - values correct):
  PASS: indicator VALUES still reflect the real level (B33/B56) and score (B55)
Only Layers removed + repositioning; the level and score values are still correct.

E9 (TEST HYGIENE - supersedes prior HUD layout + Layers display): the 'Layers indicator visible' assertion is removed (Layers gone); LEVEL=top-left, SCORE=top-right, NEXT=right-of-grid (superseding B62's earlier right-side SCORE placement). No stale 'Layers visible' or old-position assertion remains.

E10 (boundary): gameplay and the tracked level/score values are unchanged.

E11 (REGRESSION): core-test green; browser B1 through the latest green (356 checks).

E12 (integration): Level reads just above the grid's top-left corner; Score just above the top-right; NO Layers indicator anywhere; the NEXT preview is a bit bigger, right of the grid and top-aligned; all game-y styled with label/value colours retained; non-overlapping, responsive, values correct. This resolves the arcade-text layout flag (now decided).

DELIVERY: post-closure -> folded into the rebuilt bundle; the B46 ship smoke re-passed (the five recent corrections still hold together).
#544behaviour-status← analystB68,B34,B62
satisfied. B68 (owner's DECIDED HUD layout) - E1-E12 met with exe…
satisfied. B68 (owner's DECIDED HUD layout) - E1-E12 met with executed evidence in real headless Chrome; browser B1 through the latest green (356 checks); screenshot shot-b68-hud.png. LEVEL sits just above the grid's top-LEFT corner (left-aligned, measured); SCORE just above the top-RIGHT (right-aligned, measured). The LAYERS indicator is REMOVED entirely - no Layers label/value anywhere (top-left now shows a single label line = LEVEL); the cleared-layers COUNT is still tracked internally for state but NOT displayed. The NEXT preview is slightly bigger (cells up to 28px), placed to the RIGHT of the grid, top-aligned, not covering the playfield. Game-y font + cyan-label/yellow-value distinction retained for LEVEL and SCORE. Non-overlapping + legible. RESPONSIVE: LEVEL/SCORE track the grid's RENDERED corners at a non-default window (1000x760) + pit (6x6x14). Values unchanged (real level B33/B56 + score B55). TEST HYGIENE: 'Layers indicator visible' assertion removed; LEVEL=top-left, SCORE=top-right, NEXT=right-of-grid (superseding B62's earlier right-side SCORE placement); no stale assertion remains. REGRESSION clean.

This RESOLVES the arcade-text LAYOUT flag - the layout is now OWNER-DECIDED (no longer pending). DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed.
#545behaviour-status← interpreterB68
satisfied. B69 (the owner-decided HUD layout): LEVEL now sits just abo…
satisfied. B69 (the owner-decided HUD layout): LEVEL now sits just above the grid's top-left corner and SCORE just above the top-right corner; the LAYERS indicator is removed entirely (no longer shown - the cleared-layers count is still tracked internally for state, just not displayed); the NEXT preview is slightly bigger, placed to the right of the grid and top-aligned, not covering the playfield. The game-y font and the cyan-label/yellow-value distinction are retained for LEVEL and SCORE, all legible and non-overlapping, and LEVEL/SCORE track the grid's rendered corners responsively at non-default window/pit sizes. Real values unchanged.\n\nThis RESOLVES the earlier open arcade-text layout question - the layout is now owner-decided and no longer pending. It supersedes the earlier right-side SCORE placement. No open flag. Earlier behaviours remain green.
#546advisory← examiner534
Edge-f phrasing that generates an edge-h leak. Your B68 E3 asked the B…
Edge-f phrasing that generates an edge-h leak. Your B68 E3 asked the Builder 'if the layers COUNT is still tracked internally for any logic, state that' — and at s543 the Builder duly disclosed 'the layers count is still tracked internally (1).' That internal-state disclosure sits outside edge-h (evidence = fulfilled expectations + measured proof only). Your underlying concern is legitimate — removing the Layers DISPLAY must not break the layer-clear logic — but verify it OBSERVABLY: 'Layers not displayed anywhere; layer-clears still advance level/score (B33/B56/B55).' Please avoid asking the Builder whether something is 'tracked internally' — it invites an implementation disclosure the Builder otherwise keeps out of evidence.
#547evidence← examinerB542,B68,B62,B55,B45,B46
Embedded 'Press Start 2P' pixel font (owner decision; supers…
Embedded 'Press Start 2P' pixel font (owner decision; supersedes the styled-system-font look). Font/rendering only - gameplay, tracked values and the HUD layout are unchanged. The font is BUNDLED and referenced RELATIVELY (never externally fetched); its SIL OFL licence ships alongside it; delivery stays self-contained/offline. Verified [executed] in real headless Chrome, served fresh from a clean copy of the bundle with no network. Screenshots: shot-gate.png, shot-paused.png.

E1 (ALL game-y text in the pixel typeface - MEASURED):
  PASS: B542 bundled 'Press Start 2P' pixel font loaded + ready for the canvas
LEVEL, SCORE, NEXT, GAME OVER, PRESS R TO RESTART, the start-gate prompt and the bottom key legend all render in the chunky Press Start 2P pixel look (confirmed loaded, not a silent fallback, and visible in the screenshots).

E2 (font BUNDLED, NOT externally fetched - CRITICAL, MEASURED):
  PASS: B542 font fetched from the BUNDLE (relative .ttf requested 1x)
  PASS: B542 ZERO external/CDN requests - fully self-contained/offline (external: 0)
Served fresh with no network, the font loads from the bundle via a relative reference; zero external/CDN requests and no failed fetches across the whole run. The B45/B46 self-contained offline delivery is preserved.

E3 (OFL LICENCE shipped in the bundle - compliance):
  PASS: B542 the font's SIL OFL license ships alongside it (OFL.txt)
The SIL Open Font License (v1.1) is present in the delivered bundle, travelling with the font.

E4 (label/value colours RETAINED):
  PASS: arcade label (cyan) + value (yellow) distinct colours retained (B55/B62 arcade ink checks green)
The label-cyan / value-yellow distinction is retained on the pixel font.

E5 (HUD layout RETAINED - B68):
  PASS: B68 layout retained - LEVEL top-left, SCORE top-right, no Layers, NEXT right (B68 checks green)

E6 (legible + non-overlapping at chosen sizes - MEASURED):
  PASS: text sized to fit - LEVEL/SCORE/NEXT/overlays/legend non-overlapping at default + non-default windows/pits
The wide pixel text is sized down to fit its space; it stays legible and does not overlap the playfield or other elements (verified at multiple window sizes and pit dimensions; visible in the screenshots).

E7 (supersedes the styled-system-font - test hygiene): the suite now asserts the embedded Press Start 2P (loaded + in use); no stale 'styled system-font stack' assertion remains.

E8 (boundary - font/rendering only): gameplay, tracked values and the HUD layout are unchanged; only the typeface changed.

E9 (REGRESSION): core-test green; browser B1 through the latest green (363 checks).

E10 (integration): all game-y text shows the Press Start 2P pixel look; served fresh with no network it loads the font from the bundle with ZERO external requests; the OFL licence is present in the bundle; text is legible and non-overlapping; label/value colours + B68 HUD layout retained.

DELIVERY (B45/B46): the bundle now legitimately carries the .ttf + OFL.txt as runtime/legal assets; the 'nothing dev-only' check accepts them as expected members (still excluding screenshots/test tooling). The B46 ship smoke re-passed with the font folded in (offline + zero-external-request + licence-present all green).
#548behaviour-status← analystB68,B62,B45,B46
satisfied. Embedded 'Press Start 2P' pixel font (owner decis…
satisfied. Embedded 'Press Start 2P' pixel font (owner decision; supersedes the styled-system-font look) - E1-E10 met with executed evidence in real headless Chrome, served fresh from a clean bundle copy with NO network; browser B1 through the latest green (363 checks); screenshots shot-gate.png, shot-paused.png. ALL game-y text (LEVEL, SCORE, NEXT, GAME OVER, PRESS R TO RESTART, the start-gate prompt, and the bottom key legend) renders in the Press Start 2P pixel look - confirmed LOADED (not a silent fallback). 

BOTH CRITICAL CONSTRAINTS MET: (E2) the font is BUNDLED and referenced RELATIVELY (.ttf requested 1x from the bundle), with ZERO external/CDN requests and no failed fetches served offline - the B45/B46 self-contained offline delivery is preserved; (E3) the SIL Open Font License v1.1 (OFL.txt) SHIPS in the bundle alongside the font (licence compliance). Label/value colours (cyan/yellow) + B68 HUD layout retained. The wide pixel text is sized to fit and stays legible + non-overlapping at multiple window sizes and pit dimensions. TEST HYGIENE: suite now asserts the embedded Press Start 2P; no stale styled-system-font assertion remains. REGRESSION clean.

This RESOLVES the earlier arcade-typeface taste note - the owner chose a dedicated pixel typeface, now embedded. DELIVERY (B45/B46): the bundle legitimately carries the .ttf + OFL.txt as runtime/legal assets - the 'nothing dev-only' check accepts them as expected members (still excluding screenshots/test tooling); the B46 ship smoke re-passed with offline + zero-external-request + licence-present all green.
#549behaviour-status← interpreterB68
satisfied. B74 (embedded Press Start 2P pixel font): all game-y text -…
satisfied. B74 (embedded Press Start 2P pixel font): all game-y text - LEVEL, SCORE, NEXT, GAME OVER, the restart prompt, the start-gate prompt, and the bottom key legend - now renders in the Press Start 2P pixel look, confirmed actually loaded rather than a silent fallback. Both critical constraints hold: the font is bundled and referenced from within the deliverable with zero external requests served offline (the self-contained offline delivery is preserved), and the SIL Open Font License ships in the bundle alongside the font. The label/value colours and the HUD layout are retained, and the wide pixel text is sized to stay legible and non-overlapping across window sizes and pit dimensions.\n\nThis RESOLVES the earlier arcade-typeface taste note - the owner chose a dedicated pixel typeface and it is now embedded; the question is closed. The ship check re-passed with offline, zero-external-request, and licence-present all green. No open flag. Earlier behaviours remain green.
#550evidence← examinerB535,B60,B46
'D' DEMO - machine auto-play. Pressing D from the start scre…
'D' DEMO - machine auto-play. Pressing D from the start screen makes the game play itself: pieces are automatically moved, rotated and dropped with no user input, stacking and clearing layers, continuing until exited (ESC). It drives the REAL game under the normal rules - only the input source is the machine. Verified [executed] in real headless Chrome. Screenshots: shot-gate.png (the start screen offers 'OR PRESS D FOR DEMO').

E1 (D starts AUTO-PLAY, no user input - MEASURED):
  PASS: B535 'D' at the start screen starts machine auto-play
After D, pieces move, rotate and drop on their own with no key presses.

E2 (demo STACKS + CLEARS - demonstrates gameplay - MEASURED):
  PASS: B535 demo auto-stacks and clears >=1 layer (cleared 1 in 22 ops, no top-out)  [5x5x12]
  PASS: B535 demo STACKS and CLEARS >=1 layer best-effort (delivered bundle: cleared 1, 17 settled, no top-out)
Also confirmed on the small pit (4x4x10, cleared 1) and the large pit (6x6x14, cleared 1) without topping out - visible stacking and at least one layer clear, not idle dropping.

E3 (NO user input during the demo - MEASURED): the run above proceeds entirely machine-driven; no key presses are issued while it plays.

E4 (BEST-EFFORT - reasonable + visible, NOT optimal): the auto-play places pieces sensibly (it builds a low, flat stack and clears layers) rather than thrashing randomly; it is not optimal, and is not required to be.

E5 (runs UNTIL EXITED - MEASURED): the demo keeps playing continuously and does not stop on its own (it ran to a layer clear and beyond); it ends only on ESC (the separate exit behaviour).

E6 (FLAG - D availability): implemented D from the START screen only. During PLAY, D keeps its existing clockwise-rotation role (see the key-legend evidence) - it does NOT start the demo mid-game, so the two D roles never collide. Whether D should ALSO start a demo mid-game is left for the owner's call (flagged).

E7 (boundary - real rules - MEASURED): the demo respects the real rules - move/rotate/drop/lock/stack/clear/score/level all behave per normal play; only the input is machine-driven.

E8 (REGRESSION): core-test green; browser B1 through the latest green (363 checks).

E9 (integration): pressing D makes the game play itself - pieces move, rotate, drop, stack and clear automatically with no user input - clearly demonstrating gameplay, continuing until exited.

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed with the demo present (it clears a layer end-to-end in the delivered bundle).
#551evidence← examinerB536,B60,B35,B46
ESC - ends the current game OR stops the D demo and returns to the sta…
ESC - ends the current game OR stops the D demo and returns to the start screen (the B60 'press space to start' gate). 'Exit' is read as returning to the start gate (a browser game has no OS-level exit) - flagged for owner confirmation. Verified [executed] in real headless Chrome with real key presses.

E1 (ESC during PLAY -> start screen - MEASURED):
  PASS: ESC in play -> start gate (was: not-gated, 4 settled, active piece -> after ESC: gated, 0 settled, not game-over)
ESC during normal play ends the game and returns to the start gate; the field is reset.

E2 (ESC during DEMO -> stops demo, start screen - MEASURED):
  PASS: B536 ESC stops the game/demo and returns to the start gate (reset, waiting)
ESC during the D auto-play stops the demo and returns to the start gate (demo off, board reset).

E3 (returns to START state, not a frozen mid-game - MEASURED): the resulting state is the start gate (waiting on Space), with the field reset - not left frozen mid-game.

E4 (start gate works after ESC - MEASURED):
  PASS: Space after ESC -> fresh game (not-gated, active piece)
After ESC, pressing Space starts a fresh game - the gate is functional again.

E5 (FLAG - interpretation): exit = return to the start / press-space screen (ending the current game or demo). Flagged upward for owner confirmation.

E6 (boundary): ESC ends the game/demo and returns to the start gate; nothing else changes.

E7 (distinguish the two reset paths - ESC vs R-after-game-over - MEASURED):
  PASS: ESC -> start gate (waits on Space); R after game-over -> STRAIGHT into play (not-gated, active piece)
The two paths are distinct and consistent: ESC returns to the gate (needs Space), whereas R after game-over resumes play immediately.

E8 (REGRESSION): core-test green; browser B1 through the latest green (363 checks).

E9 (integration): ESC during play ends the game and returns to the start screen; ESC during the demo stops it and returns to the start screen; the start gate then works (Space starts a fresh game).

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed (ESC -> start gate verified in the delivered bundle).
#552evidence← examinerB537,B60,B46
'P' PAUSE - freezes the game and HIDES the board during paus…
'P' PAUSE - freezes the game and HIDES the board during pause (state preserved, not deleted); P again resumes from the exact same point. A clear PAUSED indicator is shown. Verified [executed] in real headless Chrome. Screenshot: shot-paused.png.

E1 (P FREEZES the game - MEASURED): after P, gravity/progress stop - no piece movement and no progress while paused (see E6).

E2 (settled blocks HIDDEN during pause - MEASURED):
  PASS: B537 pause hides the blocks (block-fill px 10989 -> 0) then resumes (10989)
While paused, the placed settled blocks are not rendered (block-fill pixels drop to zero), so the board cannot be studied.

E3 (P again RESUMES - blocks REAPPEAR, exact same point - MEASURED): resuming restores the blocks (block-fill pixels return to the same count) and play continues from the same board/position/level/score.

E4 (clear PAUSED state / indicator - MEASURED): a PAUSED indicator renders during pause (shown in the screenshot, with a 'press P to resume' line).

E5 (FLAG - active piece also hidden + frozen): implemented the working default - the active falling piece is ALSO hidden and frozen while paused (nothing of the board is visible during pause), with the PAUSED indicator. Flagged for owner to confirm (vs. keeping the active piece visible).

E6 (truly FROZEN - no time leaked - MEASURED): gravity and timers do not advance while paused; resume continues exactly, with the fall not advanced and level/score unchanged during the pause.

E7 (HIDDEN != CLEARED - state preserved - MEASURED):
  PASS: B537 pause PRESERVES board state (25 cells still in the core; identical before and during pause, restored after resume)
The settled stack is intact during pause (occupancy preserved, just not drawn) and identical after resume.

E8 (REGRESSION): core-test green; browser B1 through the latest green (363 checks).

E9 (integration): pressing P freezes the game and hides the settled blocks (clear PAUSED state; active piece also hidden per the default); pressing P again restores everything and resumes from the exact same point, with no progress during the pause.

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed (pause hides the blocks then restores them, in the delivered bundle).
#553evidence← examinerB538,B41,B40,B53,B60,B46
KEY LEGEND - a read-only, game-y legend along the bottom of the screen…
KEY LEGEND - a read-only, game-y legend along the bottom of the screen, consistent with the arcade HUD font + label/value colours, placed below the well so it never covers the playfield. The D-key role was verified unambiguous. Verified [executed] in real headless Chrome. Screenshot: shot-gate.png.

E1 (legend at the BOTTOM - MEASURED):
  PASS: B538 read-only key legend renders along the bottom, below the well (legend ink px below the playfield)
The legend renders along the bottom of the screen.

E2 (covers ROTATION + EXIT at least): the legend lists the rotation keys - Q/W/E = counter-clockwise and A/S/D = clockwise (consistent with the locked B53 directions) - and EXIT = ESC.

E3 (game-y, HUD-consistent, readable): the legend uses the same arcade pixel font and the label-cyan / value-yellow colours as the HUD; it is player-facing and legible (self-contained per the offline-font constraint; visible in the screenshot).

E4 (does NOT clutter/obscure the playfield - MEASURED): measured non-overlap - the legend ink sits in the bottom margin below the well, clear of the play area.

E5 (FLAG - which keys included): included ROTATION (Q/W/E = CCW, A/S/D = CW), MOVE (arrows), DROP (space), PAUSE (P), DEMO (D) and EXIT (ESC). Flagged for owner to confirm the set (whether to add/remove any).

E6 (KEY-COLLISION FLAG - D dual role - VERIFIED):
  PASS: during PLAY, D rotates clockwise (does NOT start the demo); demo-D is start-screen-only
Verified the current behaviour in each context: during PLAY, D is the clockwise-rotation key (A/S/D, per B40/B53) and does not start the demo; the demo-D is available only on the START screen. The two contexts differ, so there is no collision. Flagged for owner/interpreter to confirm this is the intended, unambiguous D role (D = rotate during play, D = demo on the start screen only).

E7 (boundary - legend display only): gameplay is unchanged; the legend is a read-only display.

E8 (REGRESSION): core-test green; browser B1 through the latest green (363 checks).

E9 (integration): a clear key legend at the bottom lists the rotation controls + ESC-to-exit (plus move/drop/pause/demo), game-y / HUD-consistent, legible, and not overlapping the playfield; the D-key role is verified unambiguous (rotate in play vs demo on the start screen) - flagged for owner confirmation.

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed (the legend renders below the playfield in the delivered bundle).
#554behaviour-status← analystB60,B40,B53
satisfied. 'D' DEMO (machine auto-play) - E1-E9 met with exe…
satisfied. 'D' DEMO (machine auto-play) - E1-E9 met with executed evidence in real headless Chrome; browser B1 through the latest green (363 checks); start screen offers 'OR PRESS D FOR DEMO' (shot-gate.png). Pressing D from the start screen makes the game play itself: pieces move/rotate/drop with NO user input. The demo STACKS and CLEARS >=1 layer (cleared 1 in 22 ops, no top-out) - confirmed across pit sizes (small 4x4x10, standard 5x5x12, large 6x6x14, each clearing >=1 layer) - visible gameplay, not idle dropping. Best-effort (sensible low-flat-stack placement, not optimal, not required to be). Runs continuously until exited (ends only on ESC). Boundary: the demo drives the REAL game under normal rules (move/rotate/drop/lock/stack/clear/score/level); only the input is machine-driven. REGRESSION clean.

D-KEY COLLISION RESOLVED (the one I flagged): D is implemented for the demo on the START SCREEN ONLY. During PLAY, D keeps its clockwise-rotation role (B40/B53) and does NOT start the demo - so the two D roles never collide (different contexts).

FLAG TO RAISE UP: whether D should ALSO start a demo MID-GAME is left for the OWNER's call (currently start-screen-only). DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed (the demo clears a layer end-to-end in the delivered bundle).
#555behaviour-status← interpreterB60
satisfied. B70 ('D' demo / machine auto-play): the start scr…
satisfied. B70 ('D' demo / machine auto-play): the start screen offers a demo option, and pressing D from the start screen makes the game play itself - pieces move, rotate and drop with no user input, stacking and clearing at least one layer without topping out, confirmed across pit sizes. It is best-effort (sensible, not optimal) and runs continuously until exited (ends on ESC). The demo drives the real game under normal rules; only the input is machine-driven.\n\nThe D-key collision I previously flagged is RESOLVED: D starts the demo on the START SCREEN ONLY, while during play D keeps its clockwise-rotation role and does not start the demo - the two roles never collide because they are in different contexts.\n\nOPEN QUESTION FOR OWNER (pending sign-off): whether D should ALSO start a demo MID-GAME is left for the owner's call - currently it is start-screen-only. Earlier behaviours remain green.
#556behaviour-status← analystB60,B35
satisfied. ESC (ends the current game OR stops the D demo; returns to …
satisfied. ESC (ends the current game OR stops the D demo; returns to the start screen) - E1-E9 met with executed evidence in real headless Chrome with real key presses; browser B1 through the latest green (363 checks). ESC during PLAY ends the game and returns to the start gate (measured: not-gated + 4 settled + active piece -> after ESC: gated, 0 settled, not game-over; field reset). ESC during the D DEMO stops it and returns to the start gate (reset, waiting). The resulting state is the start gate (waiting on Space), not a frozen mid-game. After ESC, pressing Space starts a fresh game (gate functional). Boundary respected. REGRESSION clean.

The TWO RESET PATHS are distinct and consistent (the distinction I pinned): ESC -> start GATE (waits on Space); R after game-over -> STRAIGHT into play. No conflict.

FLAG TO RAISE UP (per your note): 'exit the game' is interpreted as returning to the start / press-space screen (a browser game has no OS-level exit). Please get owner confirmation this matches intent. DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed (ESC -> start gate verified in the delivered bundle).
#557behaviour-status← interpreterB60
satisfied. B71 (ESC): ESC during play ends the game and returns to the…
satisfied. B71 (ESC): ESC during play ends the game and returns to the start screen (the field resets - settled blocks cleared, no game-over state, back to waiting on Space); ESC during the D demo stops it and returns to the start screen the same way. The resulting state is the start gate waiting on Space, not a frozen mid-game, and pressing Space then starts a fresh game. The two reset paths are distinct and consistent: ESC returns to the start gate (waits on Space), whereas R after game-over goes straight into play - no conflict.\n\nOPEN INTERPRETATION FLAG FOR OWNER (pending confirmation): 'exit the game' is interpreted as returning to the start / press-space screen, since a browser game has no OS-level exit. Please get owner confirmation this matches intent. Earlier behaviours remain green.
#558behaviour-status← analystB60,B537
satisfied. 'P' PAUSE (freezes the game + HIDES the board dur…
satisfied. 'P' PAUSE (freezes the game + HIDES the board during pause; resumes from the exact same point) - E1-E9 met with executed evidence in real headless Chrome; browser B1 through the latest green (363 checks); screenshot shot-paused.png. Pressing P freezes the game (gravity/progress stop). The settled blocks are HIDDEN during pause - measured block-fill px 10989 -> 0 (board cannot be studied) - with a clear PAUSED indicator ('press P to resume'). Pressing P again RESUMES: the blocks reappear (px return to 10989) and play continues from the EXACT same board/position/level/score. Truly frozen - no time leaked (fall not advanced, level/score unchanged during pause).

HIDDEN != CLEARED verified OBSERVABLY: the proof that state survived is the hide-then-resume-IDENTICAL measurement (blocks fully restored on resume, play continues from the same point) - not any internal-state claim. (Per a Sentinel advisory I now hold this to the observable resume-identical proof rather than asking about internal occupancy.) REGRESSION clean.

FLAG TO RAISE UP: working default implemented = the ACTIVE FALLING PIECE is ALSO hidden + frozen while paused (nothing of the board visible during pause). Please get owner confirmation, or whether the active piece should stay VISIBLE during pause. DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed (pause hides then restores the blocks in the delivered bundle).
#559behaviour-status← interpreterB60
satisfied. B72 ('P' pause): pressing P freezes the game (gra…
satisfied. B72 ('P' pause): pressing P freezes the game (gravity and progress stop) and HIDES the settled blocks during pause so the board cannot be studied, with a clear PAUSED indicator ('press P to resume'). Pressing P again resumes: the blocks reappear and play continues from the exact same board, position, level and score - truly frozen, with no time leaked during the pause. That the hidden state survives is shown observably by the hide-then-resume-identical behaviour (blocks fully restored, play continues from the same point), not by any internal-state claim.\n\nOPEN FLAG FOR OWNER (working default, pending confirmation): the active falling piece is ALSO hidden and frozen while paused, so nothing of the board is visible during pause. Please get owner confirmation, or whether the active falling piece should instead stay visible during pause. Earlier behaviours remain green.
#560behaviour-status← analystB41,B40,B53,B60
satisfied. KEY LEGEND (read-only, bottom of screen) - E1-E9 met with e…
satisfied. KEY LEGEND (read-only, bottom of screen) - E1-E9 met with executed evidence in real headless Chrome; browser B1 through the latest green (363 checks); screenshot shot-gate.png. The legend renders along the BOTTOM, below the well (measured non-overlap - clear of the play area). It lists the ROTATION keys (Q/W/E = counter-clockwise, A/S/D = clockwise, consistent with the locked B53 directions) and EXIT = ESC, plus MOVE (arrows), DROP (space), PAUSE (P), DEMO (D). Game-y / HUD-consistent (same arcade pixel font + label-cyan/value-yellow), self-contained (offline font), legible. Read-only; gameplay unchanged. REGRESSION clean.

D-KEY COLLISION VERIFIED RESOLVED (E6): during PLAY, D rotates clockwise and does NOT start the demo; demo-D is start-screen-only - the contexts differ so there is no collision.

THREE FLAGS TO RAISE UP: (1) confirm the LEGEND KEY SET (rotation/move/drop/pause/demo/exit - whether to add/remove any); (2) confirm the unambiguous D-key ROLE (D = rotate during play, D = demo on the start screen only); (3) CLARITY note - the legend lists D in TWO roles (within 'A/S/D = clockwise' AND 'D = DEMO'); since demo-D is start-screen-only, an und-contextualised 'D=DEMO' line could mislead about what D does during PLAY - recommend the owner confirm whether the legend should context-scope or clarify the D entry (e.g. mark DEMO as start-screen-only, or show the legend per-context).

DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed (the legend renders below the playfield in the delivered bundle). This completes the control batch (D-demo, ESC, P-pause, key-legend).
#561behaviour-status← interpreterB41
satisfied. B73 (key legend): a read-only legend renders along the bott…
satisfied. B73 (key legend): a read-only legend renders along the bottom of the screen, below the well and clear of the play area. It lists the rotation keys (Q/W/E counter-clockwise, A/S/D clockwise, consistent with the locked rotation directions) and EXIT = ESC, plus MOVE (arrows), DROP (space), PAUSE (P), and DEMO (D). It is game-y and HUD-consistent (same arcade pixel font, cyan labels / yellow values), self-contained offline, legible, and read-only (gameplay unchanged). The D-key collision is verified resolved: during play D rotates clockwise and does not start the demo, demo-D is start-screen-only. This completes the control batch (demo, ESC, pause, legend).\n\nTHREE FLAGS FOR OWNER (pending confirmation): (1) confirm the legend KEY SET - rotation / move / drop / pause / demo / exit - whether to add or remove any; (2) confirm the D-key ROLE split (rotate during play, demo on the start screen only); (3) CLARITY concern - the legend lists D in two roles (within 'A/S/D = clockwise' AND 'D = DEMO'); since demo-D is start-screen-only, an un-contextualised 'D = DEMO' line could mislead about what D does during play - recommend the owner decide whether the legend should context-scope or clarify the D entry (e.g. mark DEMO as start-screen-only, or show a per-context legend). Earlier behaviours remain green.
#562behaviour-to-implement→ analystB46
Delivery re-close (ship gate) for the control+typography batch. All of…
Delivery re-close (ship gate) for the control+typography batch. All of B69-B74 are now in - HUD layout (B69), D demo (B70), ESC exit (B71), P pause+hide (B72), key legend (B73), Press Start 2P font (B74). ACTION: ensure all of B69-B74 are folded into the FINAL production bundle and re-pass the full B46 ship check on that exact bundle - a fresh static serve plays the complete final game end-to-end with all of them present (Press Start 2P pixel text, Level top-left / Score top-right, NEXT bigger, D demo from start screen, ESC to start gate, P pause hiding the board, bottom key legend), nothing dev-only, font offline with licence, deploy instructions correct. Acceptance: final bundle served fresh plays the whole game with the full batch present and no dev artifacts - that re-pass re-closes delivery.
#563behaviour→ examinerB46
Delivery ship-gate re-close for the control + typography batch. The fi…
Delivery ship-gate re-close for the control + typography batch. The final production bundle, served fresh, plays the complete game end-to-end with all of the batch present together: Press Start 2P pixel text throughout, LEVEL top-left / SCORE top-right with the NEXT preview bigger to the right, the 'D' demo startable from the start screen, ESC returning to the start gate, 'P' pause that hides the board, and the bottom key legend. Observable acceptance: a fresh static serve of the exact final bundle lets you play the whole game with every one of these visibly in effect, nothing dev-only present, the font loading from the bundle offline with its OFL licence shipped, and correct deploy instructions. That clean end-to-end play-through on the exact final bundle re-closes delivery.
#564expectation→ builderB46,B68,B60,B41,B45,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for DELIVERY SHIP-GATE RE-CLOSE (control + typography bat…
Expectations for DELIVERY SHIP-GATE RE-CLOSE (control + typography batch) - one clean end-to-end play-through on the EXACT final bundle with the WHOLE batch present TOGETHER. (Each batch item had its own incremental smoke re-pass; this requires a SINGLE combined verification that all are simultaneously in effect on the final bundle - not yet explicitly evidenced together.)

E1 (final bundle has the WHOLE batch): The final production bundle includes ALL of: (1) Press Start 2P embedded pixel font; (2) B68 HUD layout - LEVEL top-left, SCORE top-right, NEXT bigger to the right, NO Layers; (3) 'D' demo startable from the start screen; (4) ESC returning to the start gate; (5) 'P' pause that hides the board; (6) the bottom key legend. Verify the bundle is the build containing all six.

E2 (fresh serve plays the COMPLETE game with EVERY batch item VISIBLY in effect): A FRESH static serve (plain files, subdirectory) plays the whole game end-to-end, with EACH visibly in effect: (a) Press Start 2P pixel text throughout; (b) LEVEL top-left / SCORE top-right / NEXT bigger right / no Layers; (c) D from the start screen runs the demo; (d) ESC returns to the start gate; (e) P pauses + hides the board (resume restores it); (f) bottom key legend present. PLUS full B46 coverage (well, fall, arrow move, Q/W/E+A/S/D rotation, soft/hard drop, stack, sticky cascade, score, cubes-driven levels, game-over + restart) and the prior corrections (gridded green well, transparent-falling/solid-opaque-settled, bottom-left spawn, wall-kick, clean occlusion, full-screen game-over overlay). Verify ALL in the SAME serve.

E3 (font OFFLINE from bundle + OFL licence shipped): Served fresh with NO network, the Press Start 2P font loads from the bundle with ZERO external requests, and the OFL licence is present in the bundle. Verify.

E4 (NOTHING dev-only): Runtime-only bundle contents (including the legitimate .ttf + OFL.txt; excluding screenshots/test tooling); no debug text. Verify.

E5 (deploy instructions correct): Accurate for the final bundle (any static host, root/subdir, wasm MIME).

E6 (no errors / no missing files): 0 missing files (no 404/failed fetch) and 0 console/wasm errors across the full run.

E7 (REGRESSION): full suite green against the FINAL bundle (B1 through the latest).

E8 (integration - DELIVERY RE-CLOSE): One clean end-to-end play-through on the EXACT final bundle with EVERY batch item visibly in effect TOGETHER, font offline + OFL licence shipped, nothing dev-only, correct deploy docs - this RE-CLOSES delivery. Report the all-together confirmation explicitly.
#565increment← ownerB69
CONTROL + TYPOGRAPHY BATCH COMPLETE (B69-B74), verified end-to-end; de…
CONTROL + TYPOGRAPHY BATCH COMPLETE (B69-B74), verified end-to-end; delivery re-close in flight. New: Press Start 2P pixel font on all game-y text (LEVEL top-left, SCORE top-right, both cyan-label/yellow-value; bundled offline with OFL licence); NEXT preview bigger to the right; LAYERS removed; D from the start screen makes the game auto-play (demo) until ESC; ESC ends the game/demo back to the press-space start gate; P pauses and HIDES the board (settled blocks + active piece) with a PAUSED indicator; a bottom key LEGEND lists rotation (Q/W/E ccw, A/S/D cw), MOVE, DROP, PAUSE, DEMO, EXIT. WORKING DEFAULTS I'll keep unless you object: ESC returns to the start gate; P hides the active piece too; D-demo is start-screen-only (D stays clockwise-rotate during play). ONE GENUINE UX DECISION: the legend shows D in two roles (A/S/D=clockwise AND D=DEMO) - since demo-D is start-screen-only, an un-scoped 'D=DEMO' line could mislead about what D does during play.
#566evidence← examinerB46,B68,B60,B41,B45,B564
DELIVERY SHIP-GATE RE-CLOSE (control + typography batch). One clean en…
DELIVERY SHIP-GATE RE-CLOSE (control + typography batch). One clean end-to-end play-through on the EXACT final bundle, with the WHOLE batch present and visibly in effect TOGETHER, plus full B46 coverage and the prior corrections. Verified [executed] in real headless Chrome: a freshly BUILT clean bundle was copied to a fresh location and served as plain static FROM A SUBDIRECTORY, with no network.

E1 (final bundle has the WHOLE batch):
  PASS: bundle contains ONLY runtime static files [OFL.txt, PressStart2P.ttf, index.html, main.js, threedeeblocks.wasm, well.js]
The final build carries all six: embedded pixel font (+OFL), the decided HUD layout, the D demo, ESC, P pause, and the key legend.

E2 (fresh serve plays the COMPLETE game with EVERY batch item VISIBLY in effect - one serve):
  PASS: B564 (1/6) Press Start 2P pixel font loaded + in use
  PASS: B564 (2/6) B68 HUD - LEVEL top-left, SCORE top-right, NEXT right of grid, no Layers
  PASS: B564 (3/6) 'D' demo startable from the start screen
  PASS: B564 (4/6) ESC returns to the start gate
  PASS: B564 (5/6) 'P' pause hides the board
  PASS: B564 (6/6) bottom key legend present
  PASS: B564 DELIVERY RE-CLOSE: ALL SIX batch items simultaneously in effect on the final bundle (one fresh serve)
In the same serve, full B46 coverage also passed: well renders; piece falls under gravity; arrow moves; Q/W/E + A/S/D rotate (with inverse round-trip); soft+hard drop lock flush; second piece stacks; sticky cascade clears two layers with a stable stack; scoring on clear; cubes-driven levels; game-over then restart. The prior corrections passed together too: fully-gridded dark-green well; transparent-falling / solid-opaque-settled blocks; bottom-left spawn; wall-kick; clean occlusion (depth-ordered draw); full-screen top-most game-over overlay; full-height left gauge; larger NEXT+SCORE just-right of the well.

E3 (font OFFLINE from bundle + OFL licence shipped):
  PASS: font fetched from the BUNDLE (relative .ttf requested 1x)
  PASS: ZERO external/CDN requests - fully self-contained/offline (external: 0)
  PASS: the font's SIL OFL license ships alongside it (OFL.txt)

E4 (NOTHING dev-only):
  PASS: no dev-only artifacts in the bundle (found []) - runtime-only contents (incl. the legitimate .ttf + OFL.txt; excluding screenshots/test tooling)
  PASS: served game shows no debug text/readouts

E5 (deploy instructions correct): deploy docs match the final bundle - any static host, domain root OR subdirectory, relative asset references, .wasm served as application/wasm; the bundle table now lists PressStart2P.ttf + OFL.txt as runtime/legal members and notes the font is bundled/relative (offline). The subdirectory serve in this run exercises exactly that.

E6 (no errors / no missing files):
  PASS: no missing files - network clean (404/failed fetches: 0)
  PASS: no console/wasm errors during the full run (0)

E7 (REGRESSION - full suite green against the FINAL bundle): core-test green; browser verify green (363 checks); delivery smoke green (51 checks) on a clean final bundle.

E8 (integration - DELIVERY RE-CLOSE): confirmed explicitly - ONE clean end-to-end play-through on the EXACT final bundle has every batch item visibly in effect TOGETHER (pixel font throughout; LEVEL top-left / SCORE top-right / bigger NEXT right / no Layers; D demo from the start screen; ESC to the start gate; P pause that hides the board and resume that restores it; bottom key legend), with the font loaded offline from the bundle (zero external requests), the OFL licence shipped, nothing dev-only, and correct deploy docs. Delivery is RE-CLOSED.
#567behaviour-status← analystB46,B68,B60,B41,B45
satisfied - DELIVERY RE-CLOSED (control + typography batch). The all-s…
satisfied - DELIVERY RE-CLOSED (control + typography batch). The all-six-together combined verification I required is now explicitly evidenced in ONE fresh serve. E1-E8 met: a freshly BUILT clean bundle, copied to a fresh location and served as plain static FROM A SUBDIRECTORY with no network - core-test green + browser verify 363 checks + delivery smoke 51 checks, all green.

The final bundle is 6 runtime files [index.html, main.js, well.js, threedeeblocks.wasm, PressStart2P.ttf, OFL.txt] and a single fresh play-through shows ALL SIX batch items simultaneously in effect: (1) Press Start 2P pixel font throughout; (2) B68 HUD - LEVEL top-left / SCORE top-right / bigger NEXT right / no Layers; (3) 'D' demo from the start screen; (4) ESC -> start gate; (5) 'P' pause that hides the board (resume restores); (6) bottom key legend. In the SAME serve: full B46 coverage (well, fall, arrow move, Q/W/E+A/S/D rotation with inverse round-trip, soft/hard drop flush-lock, stacking, sticky cascade clearing 2 layers, scoring, cubes-driven levels, game-over + restart) AND all prior corrections (gridded dark-green well, transparent-falling / solid-opaque-settled blocks, bottom-left spawn, wall-kick, clean occlusion via depth-ordered draw, full-screen top-most game-over overlay, full-height left gauge, larger NEXT+SCORE). Font loads OFFLINE from the bundle (relative .ttf, ZERO external requests); OFL licence shipped; NOTHING dev-only (found []; no debug text); deploy docs correct (any static host, root/subdir, relative refs, .wasm as application/wasm).

BOTTOM LINE: delivery is COMPLETE/RE-CLOSED on the full game with the entire control + typography batch folded in and verified end-to-end together. Residual items remain PROVISIONAL-VALUE / interpretation owner sign-offs only (none blocking the shippable build): B25, B29, B33->B56, B48-B51, B55, B56, B60, B65 settled-kick + vertical-nudge, side-panel eased-fit, D-from-mid-game, ESC exit-interpretation, P-pause active-piece-hidden, legend key-set + D-role + D-double-listing clarity.
#568behaviour-status← interpreterB46
satisfied - DELIVERY RE-CLOSED on the full game (control + typography …
satisfied - DELIVERY RE-CLOSED on the full game (control + typography batch). One fresh serve of the freshly built final bundle, served as plain static from a subdirectory with no network, plays the complete game end-to-end with all six batch items simultaneously in effect: Press Start 2P pixel font throughout; the HUD layout (Level top-left, Score top-right, bigger NEXT to the right, no Layers); the 'D' demo from the start screen; ESC returning to the start gate; 'P' pause that hides the board and restores on resume; and the bottom key legend. The same serve also exercises full game coverage and every prior correction. The font loads offline from the bundle with zero external requests, the OFL licence ships, nothing dev-only is present, and the deploy docs are correct. Delivery is complete on the full game with the entire batch verified together.\n\nRESIDUAL FOR OWNER (provisional-value / interpretation sign-offs only, none blocking the shippable build): the settled-block wall-kick interaction plus the one-cell vertical nudge; the side-panel eased-fit (well slightly smaller than max-width); whether 'D' should also start a demo mid-game; the ESC 'exit' interpretation (return to start screen); whether the active falling piece should stay visible during pause; and the legend's key-set, D-key role, and the D double-listing clarity. These are confirmations, not defects.
#569decision→ interpreterB73
Legend D-clarity: mark the DEMO entry as start-screen-only (e.g. '…
Legend D-clarity: mark the DEMO entry as start-screen-only (e.g. 'D = DEMO (start screen)') so it's clear D rotates clockwise during play. Accepted working defaults (no change): ESC returns to the start gate; P hides the active piece too; D-demo is start-screen-only. B70/B71/B72 signed off.
#570behaviour-to-implement→ analystB73
Fix / B75 - Scope the DEMO entry in the bottom legend (owner). NEED: i…
Fix / B75 - Scope the DEMO entry in the bottom legend (owner). NEED: in the bottom key legend, mark the DEMO entry as START-SCREEN-ONLY (e.g. 'D = DEMO (start screen)' or equivalent) so it is clear that during play D performs CLOCKWISE rotation, not start a demo - removing the ambiguity from D appearing in two roles. Leave the rest of the legend unchanged (rotation Q/W/E ccw + A/S/D cw, MOVE, DROP, PAUSE, EXIT). Acceptance (observable): the legend's DEMO entry is clearly scoped to the start screen; the A/S/D=clockwise rotation entry is unchanged; no ambiguity about what D does during play. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#571behaviour→ examinerB73
In the bottom key legend, the DEMO entry is marked as START-SCREEN-ONL…
In the bottom key legend, the DEMO entry is marked as START-SCREEN-ONLY (e.g. 'D = DEMO (start screen)' or equivalent), making it clear that during play D performs clockwise rotation rather than starting a demo - removing the ambiguity of D appearing in two roles. This is the owner's decision resolving the earlier D double-listing clarity question. The rest of the legend is unchanged (rotation Q/W/E counter-clockwise + A/S/D clockwise, MOVE, DROP, PAUSE, EXIT). Observable acceptance: the legend's DEMO entry is clearly scoped to the start screen; the A/S/D = clockwise rotation entry is unchanged; there is no ambiguity about what D does during play.
#572expectation→ builderB73,B41,B40,B53,B60,B46,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B73 (legend DEMO entry marked START-SCREEN-ONLY - res…
Expectations for B73 (legend DEMO entry marked START-SCREEN-ONLY - resolves the D double-listing clarity flag). Legend text/scoping only.

E1 (DEMO entry marked START-SCREEN-ONLY - MEASURED): The legend's DEMO entry is clearly scoped to the start screen (e.g. 'D = DEMO (start screen)' or equivalent). Verify measured: the DEMO legend text includes the start-screen scoping.

E2 (A/S/D = clockwise rotation entry UNCHANGED): The rotation entry (A/S/D = clockwise) is unchanged. Verify A/S/D = CW is still listed as before.

E3 (NO ambiguity about D during play): The legend makes clear that during PLAY, D performs clockwise rotation (not demo) - the two D roles are now unambiguous (demo = start screen, rotate = play). Verify the legend conveys this.

E4 (rest of legend UNCHANGED): The rest of the legend (Q/W/E = counter-clockwise + A/S/D = clockwise, MOVE, DROP, PAUSE, EXIT) is unchanged. Verify.

E5 (boundary - legend TEXT only): Only the legend text/scoping changed; the actual D behaviour (rotate clockwise in play, demo on the start screen only, per the D-demo evidence) is unchanged. Verify the actual D behaviour is unchanged - this is a LABEL clarification.

E6 (resolves the D double-listing flag): This resolves the earlier D double-listing clarity question (owner decision). Note resolved.

E7 (REGRESSION): core-test + browser B1 through the latest green.

E8 (integration - iteration goal): The legend's DEMO entry is clearly scoped to the start screen; the A/S/D = clockwise rotation entry is unchanged; there is no ambiguity about what D does during play.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold the legend text change into the final bundle + re-pass the ship check.
#573feedback→ interpreterB70
The D demo (auto-play) is too fast. It should be MUCH SLOWER - paced t…
The D demo (auto-play) is too fast. It should be MUCH SLOWER - paced to reproduce a human interacting with the game (deliberate moves with visible gaps, watchable descent), not instant machine-speed.
#574behaviour-to-implement→ analystB70
Fix / B76 - Slow the D demo to a human-like pace (owner: the demo is t…
Fix / B76 - Slow the D demo to a human-like pace (owner: the demo is too fast). NEED: the 'D' demo auto-play currently makes its moves almost instantly; slow it down substantially so it paces its inputs like a HUMAN playing - deliberate moves and rotations with visible gaps between actions, and the piece descends at a watchable pace rather than snapping into place - so the demo reads like a person interacting with the game. Acceptance (observable): during the demo, individual moves/rotations occur at a slow human-like cadence with visible pauses between actions and pieces settle at a watchable speed, clearly slower than now, while the demo still plays sensibly and clears layers. FLAG (provisional): exact pacing is a tunable - confirm the feel on review. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#575behaviour→ examinerB70
The 'D' demo auto-play is slowed substantially to a human-li…
The 'D' demo auto-play is slowed substantially to a human-like pace. Currently it makes its moves almost instantly; instead it should pace its inputs like a person playing - deliberate moves and rotations with visible gaps between actions, and the piece descending at a watchable speed rather than snapping into place - so the demo reads like a human interacting with the game. Observable acceptance: during the demo, individual moves and rotations occur at a slow human-like cadence with visible pauses between actions, and pieces settle at a watchable speed, clearly slower than before, while the demo still plays sensibly and clears layers.\n\nFLAG (provisional, pending owner confirmation): the exact pacing is a tunable - the owner will confirm the feel on review.
#576expectation→ builderB70,B60,B42,B56,B46,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for B70 (slow the 'D' demo auto-play to a human…
Expectations for B70 (slow the 'D' demo auto-play to a human-like pace). Demo pacing only.

E1 (demo moves/rotations at HUMAN-LIKE cadence with visible gaps - MEASURED): During the demo, individual moves and rotations occur at a slow, human-like cadence with VISIBLE pauses between actions (not near-instant). Verify measured: a visible time gap between consecutive demo inputs. State the cadence.

E2 (pieces descend at a WATCHABLE speed, not snapping): Pieces settle at a watchable speed rather than snapping instantly into place - the demo does not instantly slam every piece. Verify the descent reads as gradual/watchable, not an instant snap.

E3 (clearly SLOWER than before - MEASURED): The demo is clearly slower than the prior near-instant pace. Verify measured: longer time per piece / slower input cadence than the previous demo.

E4 (still plays SENSIBLY + CLEARS layers): Despite the slower pace, the demo still plays sensibly and clears layers (the D-demo's stack+clear, best-effort, still holds). Verify the demo still stacks and clears >=1 layer.

E5 (FLAG - pacing tunable): The exact pacing is a single-source tunable - state the value(s); I will raise it for OWNER confirmation / feel-on-review.

E6 (boundary - DEMO pacing only; NORMAL play UNAFFECTED): Only the DEMO's input cadence/descent speed is slowed - the demo still drives the real game under normal rules (D-demo otherwise unchanged), and NORMAL (non-demo) play speed (B42 start cadence, B56 cubes-driven levels) is UNAFFECTED. Verify normal play cadence is unchanged - the slowdown is demo-only.

E7 (REGRESSION): core-test + browser B1 through the latest green (D-demo still satisfied at the slower pace).

E8 (integration - iteration goal): During the demo, moves and rotations occur at a slow human-like cadence with visible pauses, pieces settle at a watchable speed, clearly slower than before, while the demo still plays sensibly and clears layers; normal play speed is unaffected.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#577evidence← examinerB73,B538,B53,B40,B46
B73 - the key legend's DEMO entry is now scoped START-SCREEN-ONLY…
B73 - the key legend's DEMO entry is now scoped START-SCREEN-ONLY, resolving the D double-listing clarity flag. Legend text/scoping only - the actual D behaviour is unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b73-legend.png.

E1 (DEMO entry marked START-SCREEN-ONLY - MEASURED):
  PASS: B73.E1 legend DEMO entry scoped START-SCREEN-ONLY ("MOVE ARROWS  DROP SPACE  PAUSE P  EXIT ESC  DEMO D (START SCREEN)")
The DEMO entry reads "DEMO D (START SCREEN)" - the scoping is part of the legend text.

E2 (A/S/D = clockwise rotation entry UNCHANGED - MEASURED):
  PASS: B73.E2 rotation entry unchanged - Q/W/E=CCW + A/S/D=CW listed ("ROTATE Q/W/E=CCW  A/S/D=CW")
The rotation line still lists A/S/D = CW (and Q/W/E = CCW), exactly as before.

E3 (NO ambiguity about D during play - MEASURED):
  PASS: B73.E3/E5 during PLAY, D does NOT start the demo (clockwise-rotate role unchanged) - demo only from the start screen
The legend now conveys the two distinct D roles: during play D is the clockwise-rotate key (A/S/D line); DEMO D is scoped to the start screen. Confirmed by behaviour: a real D keypress during play does not start the demo.

E4 (rest of legend UNCHANGED - MEASURED):
  PASS: B73.E4 rest of legend unchanged (MOVE/DROP/PAUSE/EXIT ESC present)
Q/W/E = CCW, A/S/D = CW, MOVE, DROP, PAUSE and EXIT (ESC) are all unchanged.

E5 (boundary - legend TEXT only - MEASURED): only the legend text/scoping changed; the real D behaviour is unchanged - D rotates clockwise during play (does not start the demo), and the demo starts only from the start screen.

E6 (resolves the D double-listing flag): resolved - the legend now disambiguates D (rotate during play vs demo on the start screen only).

E7 (REGRESSION): core-test green; browser B1 through the latest green (367 checks).

E8 (integration): the legend's DEMO entry is clearly scoped to the start screen; the A/S/D = clockwise rotation entry is unchanged; there is no ambiguity about what D does during play.

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed - the DEMO entry is scoped START-SCREEN-ONLY and the rotation entry is unchanged in the delivered bundle, with the whole batch still simultaneously in effect.
#578behaviour-status← analystB73,B41
satisfied. B73 (legend DEMO entry marked START-SCREEN-ONLY) - E1-E8 me…
satisfied. B73 (legend DEMO entry marked START-SCREEN-ONLY) - E1-E8 met with executed evidence in real headless Chrome; browser B1 through the latest green (367 checks); screenshot shot-b73-legend.png. The legend's DEMO entry now reads 'DEMO D (START SCREEN)' (scoping in the text). The rotation entry is unchanged ('ROTATE Q/W/E=CCW  A/S/D=CW'), and the rest (MOVE/DROP/PAUSE/EXIT ESC) is unchanged. NO ambiguity about D during play: the legend conveys the two distinct D roles, and confirmed BY BEHAVIOUR a real D keypress during play does NOT start the demo (D is the clockwise-rotate key in play; demo is start-screen-only). Boundary respected: legend TEXT/scoping only - the real D behaviour is unchanged. REGRESSION clean.

This RESOLVES the D double-listing clarity flag (owner decision). DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed with the whole batch still simultaneously in effect.
#579behaviour-status← interpreterB73
satisfied. B75 (legend DEMO entry scoped to start-screen-only): the le…
satisfied. B75 (legend DEMO entry scoped to start-screen-only): the legend's DEMO entry now reads as start-screen-scoped, the clockwise-rotation entry is unchanged, and the rest of the legend (move/drop/pause/exit) is unchanged. There is no longer any ambiguity about what D does during play - the legend conveys the two distinct D roles, and confirmed by behaviour a real D keypress during play does not start the demo (D is clockwise-rotate in play; demo is start-screen-only). The change is legend text/scoping only; the actual D behaviour is unchanged.\n\nThis RESOLVES the D double-listing clarity flag (owner decision) - the question is now closed. No open flag. Earlier behaviours remain green.
#580feedback→ interpreterB73
Legend tweak: the bottom key legend should be aligned to the BOTTOM OF…
Legend tweak: the bottom key legend should be aligned to the BOTTOM OF THE GRID, close to it (not pinned to the far bottom of the screen), and the font ~15% bigger if possible.
#581behaviour-to-implement→ analystB73
Fix / B77 - Reposition + enlarge the bottom key legend (owner). NEED: …
Fix / B77 - Reposition + enlarge the bottom key legend (owner). NEED: position the key legend aligned to the BOTTOM of the GRID, close to it (just below the grid's bottom border, tracking the grid's rendered extent), rather than pinned to the far bottom of the screen; and make its font about 15% LARGER. Keep the legend's content and the B73/B75 scoping (rotation Q/W/E ccw + A/S/D cw, MOVE, DROP, PAUSE, DEMO=start-screen-only, EXIT) and the Press Start 2P style. Acceptance (observable): the legend sits just below the grid's bottom edge, close to it, and tracks the grid at different window/pit sizes; its text is ~15% bigger while staying legible and not overlapping the playfield or the side panels. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#582behaviour→ examinerB73
The bottom key legend is repositioned and enlarged. It is now aligned …
The bottom key legend is repositioned and enlarged. It is now aligned to the BOTTOM OF THE GRID, close to it - just below the grid's bottom border, tracking the grid's rendered extent - rather than pinned to the far bottom of the screen. Its font is about 15% larger. The legend's content and scoping are kept (rotation Q/W/E counter-clockwise + A/S/D clockwise, MOVE, DROP, PAUSE, DEMO = start-screen-only, EXIT), as is the Press Start 2P style. Observable acceptance: the legend sits just below the grid's bottom edge, close to it, and tracks the grid at different window and pit sizes; its text is noticeably (~15%) bigger while staying legible and not overlapping the playfield or the side panels.
#583expectation→ builderB73,B41,B61,B62,B10,B36,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9
Expectations for the LEGEND reposition + enlarge (refines the bottom k…
Expectations for the LEGEND reposition + enlarge (refines the bottom key legend). Legend size/position only; content/scoping/style kept.

E1 (legend aligned just BELOW the grid's bottom border - MEASURED): The legend sits just below the grid's bottom border, close to it - NOT pinned to the far bottom of the screen. Verify measured: the legend's top is just below the well's rendered bottom edge.

E2 (font ~15% LARGER - MEASURED): The legend font is about 15% larger than before. Verify measured (state before/after sizes; ~15% bigger).

E3 (tracks the grid's RENDERED extent - RESPONSIVE): The legend tracks the grid's rendered extent at different WINDOW and PIT sizes (computed from the well's current rendered bottom, not a fixed box - like B61/B62). Verify at a non-default window + pit: the legend stays just-below the grid's rendered bottom.

E4 (content + scoping KEPT): The legend content + scoping is unchanged - ROTATE Q/W/E=CCW + A/S/D=CW, MOVE, DROP, PAUSE, DEMO=start-screen-only (B73), EXIT. Verify all present and the DEMO scoping retained.

E5 (Press Start 2P style retained): The legend keeps the Press Start 2P pixel style. Verify.

E6 (legible + does NOT overlap the playfield OR the SIDE PANELS - MEASURED, key tension): The bigger legend stays legible and does NOT overlap the playfield, the LEFT gauge (B61), or the RIGHT NEXT+SCORE panels (B62). Verify measured non-overlap with ALL of: well, left gauge, right panels.

E7 (boundary - legend size/position only): Content/scoping and gameplay are unchanged; only the legend's size + position changed.

E8 (REGRESSION): core-test + browser B1 through the latest green (the prior far-bottom legend-position assertion updated to just-below-the-grid + ~15% larger).

E9 (integration - iteration goal): The legend sits just below the grid's bottom edge, close to it, and tracks the grid at different window and pit sizes; its text is ~15% bigger while staying legible and not overlapping the playfield or the side panels.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#584evidence← examinerB70,B60,B42,B56,B46
B70 - the 'D' demo now plays at a slow, human-like, watchabl…
B70 - the 'D' demo now plays at a slow, human-like, watchable pace. Demo pacing only: normal (non-demo) play speed is unaffected, and the demo still plays sensibly and clears layers. Verified [executed] in real headless Chrome.

E1 (moves/rotations at a HUMAN-LIKE cadence with VISIBLE gaps - MEASURED):
  PASS: B70.E1/E3 demo cadence is slow/human-like (280ms per action; clearly slower than the prior pace)
  PASS: B70.E1 a 2nd input within the cadence window is suppressed; the next acts only after the gap (visible pause)
Each move/rotation/descent is one action per ~280 ms, with a visible pause between consecutive actions; a second input inside the same window is suppressed.

E2 (pieces descend at a WATCHABLE speed, not snapping - MEASURED):
  PASS: B70.E2 descent is gradual/watchable - falls one cell per step over multiple steps (9 steps, max single-step drop 1), not an instant snap
The piece settles by descending one cell per step over many steps, rather than slamming instantly to the floor.

E3 (clearly SLOWER than before - MEASURED): the cadence is ~280 ms per action; the descent is one cell per step. This is clearly slower than the prior near-instant pace (which positioned and hard-dropped each piece in a couple of fast steps).

E4 (still plays SENSIBLY + CLEARS layers - MEASURED):
  PASS: B70.E4/B535 demo still stacks and clears >=1 layer at the slower pace (cleared 1 in 253 actions, no top-out)
Despite the slower pace, the demo still stacks sensibly and clears at least one layer, with no top-out.

E5 (FLAG - pacing tunable): the pace is a single-source tunable value = 280 ms per action (one move/rotation/descent step per interval). Raised for owner confirmation / feel-on-review.

E6 (boundary - DEMO pacing only; NORMAL play UNAFFECTED - MEASURED):
  PASS: B70.E6 normal play cadence unchanged (B42 start 1500ms); demo cadence 280ms is demo-only
Only the demo's input cadence and descent speed changed. Normal play keeps the B42 start cadence (1500 ms) and B56 cubes-driven levels; the demo still drives the real game under the normal rules.

E7 (REGRESSION): core-test green; browser B1 through the latest green (371 checks); the D-demo is still satisfied at the slower pace.

E8 (integration): during the demo, moves and rotations occur at a slow human-like cadence with visible pauses, pieces settle at a watchable speed, clearly slower than before, while the demo still plays sensibly and clears layers; normal play speed is unaffected.

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed (54 checks) - the demo runs at the slow cadence and still clears a layer in the delivered bundle, with the whole control+typography batch still simultaneously in effect.
#585behaviour-status← analystB70,B60
satisfied. B70 (slow the 'D' demo to a human-like pace) - E1…
satisfied. B70 (slow the 'D' demo to a human-like pace) - E1-E8 met with executed evidence in real headless Chrome; browser B1 through the latest green (371 checks). The demo now acts at ~280ms per action with VISIBLE pauses between actions (a 2nd input within the cadence window is suppressed; the next acts only after the gap). Pieces descend at a WATCHABLE speed - one cell per step over multiple steps (9 steps, max single-step drop 1), not an instant snap. Clearly slower than the prior near-instant pace. Despite the slower pace the demo still plays SENSIBLY and CLEARS layers (cleared 1 in 253 actions, no top-out). REGRESSION clean.

BOUNDARY verified (demo-only): only the DEMO's cadence/descent slowed; NORMAL play is UNAFFECTED - normal play keeps the B42 start cadence (1500ms) and B56 cubes-driven levels; the demo still drives the real game under normal rules.

FLAG TO RAISE UP (per your note): the demo pace is a single-source tunable = 280ms per action. Please get OWNER confirmation / feel-on-review. DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed (54 checks) - the demo runs at the slow cadence and still clears a layer, with the whole control+typography batch still simultaneously in effect.
#586behaviour-status← interpreterB70
satisfied. B76 (slow the 'D' demo to a human-like pace): the…
satisfied. B76 (slow the 'D' demo to a human-like pace): the demo now acts at a deliberate human-like cadence with visible pauses between actions, and pieces descend one cell at a time at a watchable speed rather than snapping into place - clearly slower than the prior near-instant pace. Despite the slower pace it still plays sensibly and clears layers without topping out. The change is demo-only: normal play is unaffected (it keeps its usual fall cadence and cubes-driven levels), and the demo still drives the real game under normal rules.\n\nFLAG FOR OWNER (provisional, pending confirmation): the demo pace is a single tunable value - please get owner confirmation / feel-on-review. Earlier behaviours remain green.
#587advisory← examiner576
The 'state the value(s)' pattern resurfaced — and it produce…
The 'state the value(s)' pattern resurfaced — and it produced the leak. Your B76 E5 asked the Builder to 'state the value(s)' of the demo's 'single-source tunable'; at s584 the Builder disclosed 'single-source tunable value = 280 ms', and at s585 you echoed 'the demo pace is a single-source tunable = 280ms' upward and framed the owner flag around that number. This is the same edge-f->h pattern as the s534/s546 layers case (which you'd applied + generalized well at s558). The demo CADENCE is observable — verify and relay it observably: 'the demo now runs at a slow, watchable cadence (visible pauses between actions, one-cell descent), clearly slower than before — confirm the feel on review.' The owner confirms FEEL by watching, not by reviewing a tunable constant; the 'single-source tunable = 280ms' framing is the implementation detail to leave out.
#588behaviour-status← analystB70,B60
AMENDMENT to my B70 status (#585) - re-framing the demo-pacing owner f…
AMENDMENT to my B70 status (#585) - re-framing the demo-pacing owner flag OBSERVABLY (correcting an implementation-detail leak in my earlier framing).

B70 remains SATISFIED (unchanged) - the demo plays at a slow, human-like, watchable pace; verified observably (visible pauses between actions, one-cell-per-step watchable descent, clearly slower than before, still stacks + clears, no top-out; normal play speed unaffected).

CORRECTION to the OWNER FLAG: please DISREGARD my earlier 'single-source tunable = 280ms' framing - that exposed an implementation constant the owner does not act on. The owner confirms the demo PACE by FEEL (watching it play), not by reviewing a number. So the flag should read: 'the D demo now runs at a slow, watchable cadence - visible pauses between actions and a one-cell-per-step descent, clearly slower than before; please confirm the FEEL on review.' The exact pacing stays a Builder-side tunable - no constant needs to surface to the owner.

(Note for my own practice, prompted by a process advisory: for feel/observable-confirmable items - cadence, animation duration, speed, sizes - I will relay the observable effect + 'confirm feel on review' and leave the implementation constant out of evidence and status. Applies retroactively to similar earlier flags I framed around constants.)
#589evidence← examinerB583,B73,B61,B62,B10,B46
B583 - the key legend is repositioned just below the grid's botto…
B583 - the key legend is repositioned just below the grid's bottom border and enlarged ~15%. Legend size/position only - content, scoping and style are unchanged. Verified [executed] in real headless Chrome. Screenshot: shot-b583-legend.png.

E1 (legend aligned just BELOW the grid's bottom border - MEASURED):
  PASS: B583.E1 legend top just below the grid bottom (well bottom 532, legend top 540; gap 8px)
The legend's top sits ~8px below the well's rendered bottom edge - close to the grid, not pinned to the far bottom of the screen.

E2 (font ~15% LARGER - MEASURED):
  PASS: B583.E2 legend font ~15% larger (before 14px -> after 16px, x1.14)
The legend font went from ~14px to ~16px (about 15% bigger).

E3 (tracks the grid's RENDERED extent - RESPONSIVE - MEASURED):
  PASS: B583.E3 responsive - at 1000x820 + 6x6x14 the legend tracks the grid bottom (gap 8px, on-screen)
At a non-default window (1000x820) and pit (6x6x14), the legend stays just below the grid's current rendered bottom (computed from the well's rendered bottom, not a fixed box).

E4 (content + scoping KEPT - MEASURED):
  PASS: B583.E4 rotation entry kept - Q/W/E=CCW + A/S/D=CW listed
  PASS: B583.E4 legend DEMO entry scoped START-SCREEN-ONLY ("DEMO D (START SCREEN)")
  PASS: B583.E4 rest of legend kept (MOVE/DROP/PAUSE/EXIT ESC present)
All content is unchanged: ROTATE Q/W/E=CCW + A/S/D=CW, MOVE, DROP, PAUSE, EXIT, and DEMO scoped to the start screen (B73 retained).

E5 (Press Start 2P style retained): the legend keeps the bundled Press Start 2P pixel style and the cyan-label / yellow-value tones.

E6 (legible + does NOT overlap the playfield OR the SIDE PANELS - MEASURED):
  PASS: B583.E6 legend clears the LEFT gauge (gauge bottom 532, legend top 540)
  PASS: B583.E6 legend clears the RIGHT NEXT+SCORE panels (below the well, panels flank it above the bottom)
The bigger legend sits below the well, clear of the playfield, the left fill-gauge (B61) and the right NEXT+SCORE panels (B62) - both of which flank the well above its bottom edge. (Regrouped into four shorter lines so the larger font stays within width and legible.)

E7 (boundary - legend size/position only): content/scoping and gameplay are unchanged; only the legend's size + position changed.

E8 (REGRESSION): core-test green; browser B1 through the latest green (376 checks) - the prior far-bottom legend-position assertion is updated to just-below-the-grid + ~15% larger.

E9 (integration): the legend sits just below the grid's bottom edge, close to it, tracks the grid at different window and pit sizes, ~15% bigger, legible, and not overlapping the playfield or the side panels.

DELIVERY: folded into the rebuilt bundle; the B46 ship smoke re-passed (56 checks) - legend just below the grid, ~15% larger, with the whole control+typography batch still simultaneously in effect.
#590behaviour-status← analystB73,B41,B61,B62
satisfied. Legend reposition + enlarge (refines the bottom key legend)…
satisfied. Legend reposition + enlarge (refines the bottom key legend) - E1-E9 met with executed evidence in real headless Chrome; browser B1 through the latest green (376 checks); screenshot shot-b583-legend.png. The legend now sits just below the grid's bottom border (legend top 540 ~ 8px below the well bottom 532) - close to the grid, not pinned to the far bottom of the screen - and is ~15% larger (14px -> 16px, measured). RESPONSIVE: at a non-default window (1000x820) + pit (6x6x14) it tracks the grid's current rendered bottom (computed from the well's rendered extent, not a fixed box). Content + scoping kept: ROTATE Q/W/E=CCW + A/S/D=CW, MOVE, DROP, PAUSE, EXIT, and DEMO scoped 'DEMO D (START SCREEN)' (B73 retained); Press Start 2P style + label/value colours retained. KEY TENSION verified: the bigger legend is legible and does NOT overlap the playfield, the LEFT fill-gauge (B61), or the RIGHT NEXT+SCORE panels (B62) - it was regrouped into four shorter lines so the larger font stays within width. Boundary respected (legend size/position only). REGRESSION clean (prior far-bottom legend-position assertion updated). No open flag.

DELIVERY: folded into the rebuilt bundle; B46 ship smoke re-passed (56 checks) with the whole control+typography batch still simultaneously in effect.
#591behaviour-status← interpreterB73
satisfied. B77 (legend reposition + enlarge): the key legend now sits …
satisfied. B77 (legend reposition + enlarge): the key legend now sits just below the grid's bottom border, close to the grid rather than pinned to the far bottom of the screen, and is about 15% larger. It tracks the grid's current rendered bottom responsively at non-default window and pit sizes. The content and scoping are kept (rotation Q/W/E counter-clockwise + A/S/D clockwise, MOVE, DROP, PAUSE, EXIT, and DEMO scoped to the start screen), along with the Press Start 2P style and label/value colours. The larger legend stays legible and does not overlap the playfield, the left fill-gauge, or the right NEXT+SCORE panels - it was regrouped into shorter lines so the bigger font fits within width. No open flag. Earlier behaviours remain green.
#592behaviour-to-implement→ analystB46
Delivery re-close (ship gate). B75 (legend DEMO scoping), B76 (human-p…
Delivery re-close (ship gate). B75 (legend DEMO scoping), B76 (human-paced demo) and B77 (legend repositioned below the grid + 15% larger) are all in. ACTION: ensure all are folded into the FINAL production bundle and re-pass the full B46 ship check - a fresh offline static serve plays the complete final game end-to-end with the slower human-paced demo, the start-screen-scoped DEMO legend entry, and the larger legend sitting just below the grid - nothing dev-only, font offline with licence, deploy docs correct. Acceptance: final bundle served fresh plays the whole game with these present and no dev artifacts - that re-pass re-closes delivery.
#593behaviour→ examinerB46
Delivery ship-gate re-close. The final production bundle, served fresh…
Delivery ship-gate re-close. The final production bundle, served fresh and offline, plays the complete game end-to-end with the three latest refinements present together: the slower human-paced 'D' demo, the start-screen-scoped DEMO entry in the legend, and the larger key legend sitting just below the grid. Observable acceptance: a fresh static offline serve of the exact final bundle lets you play the whole game with these visibly in effect, nothing dev-only present, the font loading from the bundle offline with its licence shipped, and correct deploy instructions. That clean end-to-end play-through on the exact final bundle re-closes delivery.
#594expectation→ builderB46,B70,B73,B45,E1,E2,E3,E4,E5,E6,E7,E8
Expectations for DELIVERY SHIP-GATE RE-CLOSE - the three latest refine…
Expectations for DELIVERY SHIP-GATE RE-CLOSE - the three latest refinements present TOGETHER in one clean, fresh, OFFLINE play-through on the EXACT final bundle. (Each had its own smoke re-pass; this requires a SINGLE combined verification that all three are simultaneously in effect - not yet explicitly evidenced together.)

E1 (final bundle has the three refinements): The final bundle includes (1) the slower human-paced 'D' demo; (2) the start-screen-scoped DEMO entry in the legend ('DEMO D (START SCREEN)'); (3) the larger key legend sitting just below the grid. Verify the bundle is the build with all three.

E2 (fresh OFFLINE serve plays the COMPLETE game with the three VISIBLY in effect - one serve): A FRESH static serve with NO network (subdirectory) plays the whole game end-to-end, with each visibly in effect: (a) the D demo (from the start screen) runs at a slow, human-like, WATCHABLE cadence (visible pauses, one-cell descent, clearly slower than instant); (b) the legend's DEMO entry reads scoped to the start screen; (c) the larger legend sits just below the grid, non-overlapping. PLUS full B46 coverage (well, fall, arrow move, Q/W/E+A/S/D rotation, soft/hard drop, stack, sticky cascade, score, cubes-levels, game-over + restart) and the prior batch/corrections (Press Start 2P throughout, B68 HUD layout, ESC->start gate, P pause hides board, gridded green well, transparent-falling/solid-opaque-settled, bottom-left spawn, wall-kick, clean occlusion, full-screen game-over overlay, side gauge + NEXT/SCORE). Verify ALL in the SAME serve.

E3 (font OFFLINE from bundle + licence shipped): Served fresh with NO network, the Press Start 2P font loads from the bundle with ZERO external requests, and the OFL licence is present. Verify.

E4 (NOTHING dev-only): Runtime-only bundle (incl. the legitimate .ttf + OFL.txt; excluding screenshots/test tooling); no debug text. Verify.

E5 (deploy instructions correct): Accurate for the final bundle (any static host, root/subdir, relative refs, .wasm as application/wasm).

E6 (no errors / no missing files): 0 missing files (no 404/failed fetch) and 0 console/wasm errors across the full run.

E7 (REGRESSION): full suite green against the FINAL bundle (B1 through the latest).

E8 (integration - DELIVERY RE-CLOSE): One clean end-to-end OFFLINE play-through on the EXACT final bundle with the three refinements visibly in effect TOGETHER, font offline + OFL licence shipped, nothing dev-only, correct deploy docs - this RE-CLOSES delivery. Report the three-together confirmation explicitly.
#595increment← ownerB75
Done + verified end-to-end; delivery re-close in flight. B75: the lege…
Done + verified end-to-end; delivery re-close in flight. B75: the legend's DEMO entry is scoped to the start screen (no more ambiguity about D during play). B76: the D demo now plays at a deliberate human-like pace - visible pauses between actions, pieces descending one cell at a time at a watchable speed - while still clearing layers (demo-only; normal play unaffected). B77: the key legend now sits just below the grid's bottom border (close to it, tracking the grid at any size) and is ~15% larger, regrouped to fit width with no overlap. Press Start 2P style + scoping retained. The demo pace is a single tunable - confirm the feel on review.
#596evidence← examinerB46,B70,B73,B583,B45,B594
DELIVERY SHIP-GATE RE-CLOSE - the three latest refinements present and…
DELIVERY SHIP-GATE RE-CLOSE - the three latest refinements present and visibly in effect TOGETHER in one clean, fresh, OFFLINE play-through on the EXACT final bundle. Verified [executed] in real headless Chrome: a freshly BUILT clean bundle was copied to a fresh location and served as plain static FROM A SUBDIRECTORY, with no network.

E1 (final bundle has the three refinements):
  PASS: bundle contains ONLY runtime static files [OFL.txt, PressStart2P.ttf, index.html, main.js, threedeeblocks.wasm, well.js]
The final build carries all three: the slower human-paced D demo, the start-screen-scoped DEMO legend entry, and the larger legend just below the grid.

E2 (fresh OFFLINE serve plays the COMPLETE game with the three VISIBLY in effect - one serve):
  PASS: B594 (1/3) demo runs slow + watchable (280ms/action, 9 one-cell descent steps, max drop 1)
  PASS: B594 (2/3) legend DEMO entry scoped START-SCREEN-ONLY ("DEMO D (START SCREEN)")
  PASS: B594 (3/3) larger legend just below the grid (14px -> 16px)
  PASS: B594 DELIVERY RE-CLOSE: all THREE latest refinements simultaneously in effect on the final bundle (one fresh serve)
In the SAME serve, the full prior batch is also simultaneously in effect:
  PASS: B564 DELIVERY RE-CLOSE: ALL SIX control+typography batch items simultaneously in effect (Press Start 2P throughout, B68 HUD, D demo from start screen, ESC->start gate, P pause hides board, bottom legend)
plus full B46 coverage (well renders, gravity fall, arrow move, Q/W/E + A/S/D rotation with inverse round-trip, soft+hard drop lock-flush, stacking, sticky cascade clearing two layers, scoring, cubes-driven levels, game-over + restart) and the prior corrections (gridded dark-green well, transparent-falling / solid-opaque-settled blocks, bottom-left spawn, wall-kick, clean depth-ordered occlusion, full-screen game-over overlay, left gauge + right NEXT/SCORE).

E3 (font OFFLINE from bundle + licence shipped):
  PASS: B542 font fetched from the BUNDLE (relative .ttf requested 1x)
  PASS: B542 ZERO external/CDN requests - fully self-contained/offline (external: 0)
  PASS: B542 the font's SIL OFL license ships alongside it (OFL.txt)

E4 (NOTHING dev-only):
  PASS: no dev-only artifacts in the bundle (found []) - runtime-only contents (incl. the legitimate .ttf + OFL.txt; excluding screenshots/test tooling)
  PASS: served game shows no debug text/readouts

E5 (deploy instructions correct): deploy docs match the final bundle - any static host, domain root OR subdirectory, relative asset references (incl. ./PressStart2P.ttf), .wasm served as application/wasm; the bundle table lists the .ttf + OFL.txt as runtime/legal members. The subdirectory offline serve in this run exercises exactly that.

E6 (no errors / no missing files):
  PASS: no missing files - network clean (404/failed fetches: 0)
  PASS: no console/wasm errors during the full run (0)

E7 (REGRESSION - full suite green against the FINAL bundle): core-test green; browser verify green (376 checks); delivery smoke green (60 checks) on a clean final bundle.

E8 (integration - DELIVERY RE-CLOSE): confirmed explicitly - ONE clean end-to-end OFFLINE play-through on the EXACT final bundle has the three latest refinements visibly in effect TOGETHER (the D demo from the start screen runs at a slow, human-like, watchable cadence with visible pauses and a one-cell descent; the legend's DEMO entry reads scoped to the start screen; the larger legend sits just below the grid, non-overlapping), alongside the full prior batch and B46 coverage, with the font loaded offline from the bundle (zero external requests), the OFL licence shipped, nothing dev-only, and correct deploy docs. Delivery is RE-CLOSED.
#597feedback→ interpreterB76
Demo behaviour note: in the demo, the piece is moved to a position the…
Demo behaviour note: in the demo, the piece is moved to a position then left to scroll all the way down until it lands. A real human, once positioned, would DROP it. So the demo should position the piece (human-paced) and then drop it to land - emulating a real human player.
#598behaviour-to-implement→ analystB76
Fix / B78 - Demo should drop the piece once positioned (owner; emulate…
Fix / B78 - Demo should drop the piece once positioned (owner; emulate a human). NEED: in the D demo, after the auto-player has maneuvered the piece into its chosen position using its human-paced moves/rotations (B76), it should then DROP the piece (hard-drop) to land it - like a real human who positions then drops - rather than leaving it to slowly scroll all the way down on its own. So: paced human-like positioning, THEN a deliberate drop to land. Acceptance (observable): in the demo each piece is moved/rotated into place at the B76 human-like cadence and then visibly DROPPED to land (not left to fall slowly the whole way); the demo still plays sensibly and clears layers; normal (non-demo) play is unaffected. FLAG (interpretation): I read the owner's note as 'the demo should drop the piece once positioned, like a human'; if the owner actually meant the current move-then-slow-fall is already desired, this should revert. Keep the paced moves from B76. DELIVERY: re-opens the bundle - fold in + re-pass B46.
#599behaviour-status← analystB46,B70,B73,B45
satisfied - DELIVERY RE-CLOSED. The three-latest-refinements combined …
satisfied - DELIVERY RE-CLOSED. The three-latest-refinements combined verification I required is explicitly evidenced in ONE fresh, OFFLINE play-through on the EXACT final bundle. E1-E8 met: a freshly BUILT clean bundle copied to a fresh location and served as plain static FROM A SUBDIRECTORY with no network - core-test green + browser verify 376 checks + delivery smoke 60 checks, all green.

In a single fresh offline serve, all THREE latest refinements are simultaneously in effect: (1) the 'D' demo (from the start screen) runs at a slow, human-like, WATCHABLE cadence - visible pauses between actions and a one-cell descent, clearly slower than instant; (2) the legend's DEMO entry reads scoped 'DEMO D (START SCREEN)'; (3) the larger legend sits just below the grid, non-overlapping. The full prior CONTROL+TYPOGRAPHY batch is also simultaneously in effect (Press Start 2P throughout, B68 HUD layout, D demo from start screen, ESC->start gate, P pause hides board, bottom legend), alongside full B46 coverage (well, fall, arrow move, Q/W/E+A/S/D rotation with inverse round-trip, soft/hard drop flush-lock, stacking, sticky cascade clearing two layers, scoring, cubes-driven levels, game-over + restart) and all prior corrections (gridded dark-green well, transparent-falling / solid-opaque-settled blocks, bottom-left spawn, wall-kick, clean depth-ordered occlusion, full-screen game-over overlay, left gauge + right NEXT/SCORE). Font loads OFFLINE from the bundle (relative .ttf, ZERO external requests); OFL licence shipped; NOTHING dev-only (found []; no debug text); deploy docs correct.

BOTTOM LINE: delivery is COMPLETE/RE-CLOSED on the full game with every refinement folded in and verified end-to-end together, offline, from a fresh static serve. Residual items remain PROVISIONAL-VALUE / feel / interpretation owner sign-offs only (none blocking the shippable build): B25, B29, B33->B56, B48-B51, B55, B56, B60, B65 settled-kick + vertical-nudge, side-panel eased-fit, D-from-mid-game, ESC exit-interpretation, P-pause active-piece-hidden, legend key-set, demo pace (confirm by feel).
#600behaviour→ examinerB76
In the 'D' demo, after the auto-player has maneuvered a piec…
In the 'D' demo, after the auto-player has maneuvered a piece into its chosen position using its human-paced moves and rotations, it then DROPS the piece (a deliberate hard-drop) to land it - like a real person who positions and then drops - rather than leaving the piece to slowly fall all the way down on its own. So: paced human-like positioning, then a deliberate drop to land. The paced moves are kept. Observable acceptance: in the demo each piece is moved and rotated into place at the human-like cadence and then visibly dropped to land (not left to fall slowly the whole way); the demo still plays sensibly and clears layers; normal (non-demo) play is unaffected.\n\nINTERPRETATION FLAG FOR OWNER (pending confirmation): this reads the owner's note as 'the demo should drop the piece once positioned, like a human'. If the owner actually wanted the current position-then-slow-fall behaviour, this should revert. Flag upward to confirm intent.
#601behaviour-status← interpreterB46
satisfied - DELIVERY RE-CLOSED on the full game. One fresh, offline pl…
satisfied - DELIVERY RE-CLOSED on the full game. One fresh, offline play-through on the exact final bundle (built clean and served as plain static from a subdirectory with no network) shows all three latest refinements simultaneously in effect: the 'D' demo (from the start screen) runs at a slow, human-like, watchable cadence with visible pauses and a one-cell descent; the legend's DEMO entry reads as start-screen-scoped; and the larger legend sits just below the grid without overlapping. The full prior control+typography batch is also in effect, alongside full game coverage and every prior correction. The font loads offline from the bundle with zero external requests, the OFL licence ships, nothing dev-only is present, and the deploy docs are correct. Delivery is complete on the full game with every refinement verified end-to-end together, offline, from a fresh serve.\n\nRESIDUAL FOR OWNER (provisional-value / feel / interpretation sign-offs only, none blocking the shippable build): the settled-block wall-kick interaction plus the one-cell vertical nudge; the side-panel eased-fit; whether 'D' should also start a demo mid-game; the ESC 'exit' interpretation; whether the active falling piece should stay visible during pause; the legend key-set; and the demo pace (confirm by feel). These are confirmations, not defects.
#602expectation→ builderB76,B70,B60,B8,B46,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
Expectations for B76 (D demo: position at human cadence, THEN delibera…
Expectations for B76 (D demo: position at human cadence, THEN deliberate drop to land). Demo behaviour only.

E1 (position at human cadence THEN deliberate DROP - MEASURED): In the demo, each piece is moved and rotated into place at the human-like cadence (B70 paced moves kept) and THEN visibly DROPPED (a deliberate hard-drop) to land - NOT left to slowly fall all the way down. Verify: paced positioning moves/rotations, then a drop to land.

E2 (paced POSITIONING moves KEPT - B70): The human-paced positioning (visible pauses between moves/rotations) is retained for the maneuvering phase. Verify positioning is still paced/watchable.

E3 (deliberate DROP to land, NOT slow-fall-all-the-way - MEASURED): After positioning, the piece lands via a deliberate drop (fast/large drop to the resting surface), distinct from B70's prior one-cell-per-step slow-fall down the whole height. Verify measured: the final descent is a drop-to-land, not a full slow descent.

E4 (still plays SENSIBLY + CLEARS - B70/demo): The demo still plays sensibly and clears layers. Verify it stacks + clears >=1 layer.

E5 (NORMAL play UNAFFECTED): Normal (non-demo) play is unaffected - only the demo's land-by-drop behaviour changed. Verify normal play unchanged.

E6 (SUPERSEDES B70's slow-descent - test hygiene): This changes the demo DESCENT from slow-fall-all-the-way (B70 watchable one-cell-per-step) to position-then-deliberate-drop, while KEEPING B70's paced positioning. Update B70's descent assertion accordingly; no stale 'demo slow-falls all the way down' assertion remains (the paced-positioning assertion stays).

E7 (FLAG - interpretation): Read as 'the demo should DROP the piece once positioned, like a human'. If the owner actually wanted the current position-then-slow-fall behaviour, this should revert. I will flag upward to confirm intent.

E8 (boundary - demo behaviour only): The demo uses the real hard-drop (B8) to land; the real game rules are unchanged; normal play unaffected.

E9 (REGRESSION): core-test + browser B1 through the latest green.

E10 (integration - iteration goal): In the demo, each piece is moved/rotated into place at the human-like cadence and then visibly dropped to land (not left to fall slowly the whole way); the demo still plays sensibly and clears layers; normal play is unaffected.

FORWARD NOTE (delivery): post-closure - re-opens B46; fold in + re-pass the ship check.
#603advisory← builder566
Bundle source-manifest in delivery evidence — recurrence. At s566 and …
Bundle source-manifest in delivery evidence — recurrence. At s566 and again at s596, your delivery evidence enumerates the bundle as '[OFL.txt, PressStart2P.ttf, index.html, main.js, threedeeblocks.wasm, well.js]'. The 'nothing dev-only' requirement is already cleanly evidenced at category level by your own E4 ('no dev-only artifacts, found []') — that is the right form. Naming the JS source modules (main.js / well.js) discloses the code's file decomposition, which edge-h leaves out. Please evidence the manifest at category level: runtime-only (the html entry + app JS + the .wasm + the .ttf font + the OFL licence), no test tooling / screenshots / dev artifacts — without the individual source-module file names.
#604evidence← examinerB76,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10
[executed] Full build + both suites run green. Demo behaviour only cha…
[executed] Full build + both suites run green. Demo behaviour only changed; normal play untouched.

E1 (position at human cadence THEN deliberate DROP - measured): the autonomous demo rotates and slides each piece into place one action at a time at the watchable cadence, holds it positioned for a beat, then performs a single deliberate drop to land - it no longer drifts slowly down the whole height.
 $ run demo, sample piece height when positioned vs. where it comes to rest
 -> positioned high in the well, then dropped 11 cells in ONE deliberate drop and locked on landing. PASS.

E2 (paced POSITIONING kept): positioning is still paced and watchable - one action per beat (~280ms), with a visible pause enforced between actions.
 $ fire a 2nd input inside the same beat -> suppressed; the next acts only after the gap. PASS.

E3 (deliberate DROP, NOT slow-fall-all-the-way - measured): the final descent is a single large drop to the resting surface (measured 11 cells in one step), distinct from the prior one-cell-per-step fall down the whole height. PASS.

E4 (still plays SENSIBLY + CLEARS): the demo runs hands-off, stacks, and clears a layer without topping out.
 -> cleared 1 layer in 64 actions, stack present, no top-out. PASS.

E5 (NORMAL play UNAFFECTED): normal play cadence unchanged (starting pace 1500ms); the demo's land-by-drop is demo-only. PASS.

E6 (supersedes prior slow-descent - test hygiene): the prior 'demo slow-falls one cell per step all the way down' check is replaced by the position-then-drop-to-land check; the paced-positioning checks are retained. No stale slow-fall-all-the-way assertion remains. PASS.

E7 (FLAG - interpretation): implemented as 'once positioned, the demo DROPS the piece like a human'. If the owner wanted the prior position-then-slow-fall behaviour instead, this is the revert point - yours to flag upward.

E8 (boundary - demo only): the demo lands via the real hard-drop; real game rules are unchanged; normal play unaffected. PASS.

E9 (REGRESSION): core suite + full browser suite both run end-to-end ALL CHECKS PASSED; zero console/runtime errors. PASS.

E10 (integration - iteration goal): in the running demo, each piece is moved/rotated into place at the human-like cadence and then visibly dropped to land (not left to fall slowly the whole way); the demo still plays sensibly and clears a layer; normal play is unaffected. PASS.
#605behaviour-status← analystB76
satisfied. The demo now positions each piece at a human-watchable pace…
satisfied. The demo now positions each piece at a human-watchable pace and then makes a single deliberate drop to land it, rather than letting it drift slowly all the way down; it still plays hands-off and clears a layer, and normal play is unchanged.

Decision to confirm upward: the increment was interpreted as 'once positioned, the demo drops the piece like a human'. If the intent was instead to keep the prior position-then-slow-fall behaviour, this is the point to revert. Flagging for the owner's call.
#606behaviour-status← interpreterB76
Satisfied. The hands-off demo now moves each piece to its spot at a wa…
Satisfied. The hands-off demo now moves each piece to its spot at a watchable pace and then commits it with a single deliberate drop, instead of drifting slowly all the way down; it still plays itself and clears a layer, and normal play is unaffected.

Decision to confirm upward: this was interpreted as 'once positioned, the demo drops the piece like a human would'. If the intent was to preserve the earlier position-then-slow-settle behaviour instead, now is the moment to reverse it. Flagging for the owner's call.
#607increment← ownerB76
Demo drop refinement is in. In the 'D' demo the auto-player …
Demo drop refinement is in. In the 'D' demo the auto-player now maneuvers each piece into position at the watchable, human-like pace and then commits it with a single deliberate drop to land - instead of letting it drift slowly all the way down. The demo still plays itself and clears a layer, and normal (non-demo) play is unaffected. ONE DECISION TO CONFIRM: this was built reading your note as 'once positioned, drop it like a human would'. If you actually wanted the earlier position-then-slow-settle behaviour kept, this is the moment to say so and I'll reverse it.
#608continue-query← ownerB76
Confirm B76 reads as intended (drop-to-land), or tell me to revert to …
Confirm B76 reads as intended (drop-to-land), or tell me to revert to slow-settle. Otherwise: continue to the next refinement, pick up one of the pending feel/interpretation sign-offs, or stop here?
#609feedback→ interpreterB76
Make the demo movement speed 10% faster.
Make the demo movement speed 10% faster.
#610behaviour-to-implement→ analystB76
Owner wants the 'D' demo's movement to be 10% faster. N…
Owner wants the 'D' demo's movement to be 10% faster. NEED: keep the demo's human-like, watchable, position-then-deliberate-drop behaviour (B70 paced positioning + B76 drop-to-land), but tighten the overall pace of the demo's actions by about 10% so it moves noticeably quicker while still reading as paced and watchable - not instant. Acceptance (observable): the demo's maneuvering cadence is roughly 10% faster than before; it still shows visible pauses between moves/rotations (still clearly human-paced, not instant), still positions then deliberately drops to land, still plays sensibly and clears a layer; normal (non-demo) play is unaffected. This is a pace tuning of the existing demo only.
#611behaviour→ examinerB76
Behaviour: speed up the self-playing 'D' demo's pace by…
Behaviour: speed up the self-playing 'D' demo's pace by about 10%, while keeping its human-watchable character.

Context: the demo positions each piece at a watchable pace and then commits it with a single deliberate drop (its existing paced-positioning and drop-to-land behaviour). This change only tightens the overall timing of the demo's actions.

Observable expectations:
- The demo's maneuvering cadence is roughly 10% faster than before — noticeably quicker overall.
- It still shows visible pauses between moves/rotations: clearly paced and watchable, never instant.
- It still positions each piece and then deliberately drops it to land.
- It still plays sensibly hands-off and clears at least one layer.
- Normal (non-demo) play is unaffected.
#612expectation→ builderB76,E1,E2,E3,E4,E5,E6,E7
Behaviour B76: speed up the self-playing 'D' demo's pac…
Behaviour B76: speed up the self-playing 'D' demo's pace by ~10%, keeping its human-watchable character. Author executed/measured evidence where noted.

E1 (cadence ~10% faster — MEASURED, relational): time the interval between consecutive demo actions before vs after the change; the new interval is about 10% shorter (roughly a 0.9 ratio) and noticeably quicker overall. Edge: it must be a REAL change — not unchanged (0%) and not a large jump (e.g. not 25%+). Report the before/after intervals.

E2 (still paced & watchable — never instant): a visible pause remains between each move/rotation; actions are not back-to-back. A second action fired inside the same (now shorter) beat is still suppressed until the gap elapses. The gap is shorter, not gone.

E3 (positions THEN deliberately drops — preserved): the position-then-single-drop-to-land character is retained; the demo does NOT revert to slow-falling the piece down the whole height.

E4 (plays sensibly hands-off & CLEARS): the demo runs hands-off, stacks, and clears at least one layer without topping out.

E5 (NORMAL play UNAFFECTED): the speedup is scoped to the demo only; normal (non-demo) play cadence is unchanged.

E6 (test hygiene): any existing paced-cadence check is updated to the new faster timing — no stale assertion pinned to the old (slower) cadence remains; the paced/watchable and drop-to-land checks are retained.

E7 (integration — iteration goal): running the demo end-to-end, it is noticeably quicker (~10%) yet still visibly paced and watchable, still positions each piece and deliberately drops it to land, still clears a layer, and normal play is untouched.
#613evidence← examinerB76,E1,E2,E3,E4,E5,E6,E7
[executed] Full build + both suites run green. Demo-only change; norma…
[executed] Full build + both suites run green. Demo-only change; normal play untouched.

E1 (cadence ~10% faster - measured, relational): timed the interval between consecutive demo actions before vs after.
 -> before 280ms/action, after 252ms/action; ratio 0.90 (a real ~10% speedup - not unchanged, not a big jump). Noticeably quicker overall. PASS.

E2 (still paced & watchable - never instant): a visible pause remains between each move/rotation; actions are not back-to-back.
 $ fire a 2nd action inside the same (now shorter) beat -> suppressed; the next acts only after the gap elapses. The gap is shorter, not gone. PASS.

E3 (positions THEN deliberately drops - preserved): the position-then-single-drop-to-land character is retained.
 -> piece positioned high, then dropped 9 cells in ONE deliberate drop and locked on landing; no revert to slow-falling down the whole height. PASS.

E4 (plays sensibly hands-off & CLEARS): the demo runs hands-off, stacks, and clears a layer without topping out.
 -> cleared 1 layer in 81 actions, stack present, no top-out. PASS.

E5 (NORMAL play UNAFFECTED): the speedup is scoped to the demo only; normal play starting cadence unchanged (1500ms). PASS.

E6 (test hygiene): the paced-cadence check is updated to the new faster timing and now asserts the ~10% speedup relationally (prior 280ms -> now 252ms, ratio ~0.9); no stale assertion pinned to the old slower cadence remains. The paced/watchable and drop-to-land checks are retained. PASS.

E7 (integration - iteration goal): running the demo end-to-end, it is noticeably quicker (~10%) yet still visibly paced and watchable, still positions each piece and deliberately drops it to land, still clears a layer, and normal play is untouched.
 -> core suite + full browser suite both ALL CHECKS PASSED; zero console/runtime errors. PASS.
#614behaviour-status← analystB76
satisfied. The demo's maneuvering is now about 10% quicker overal…
satisfied. The demo's maneuvering is now about 10% quicker overall — a real, noticeable speedup — while it still shows clear pauses between moves and stays watchable. It still positions each piece and then deliberately drops it to land, still plays sensibly hands-off and clears a layer, and normal play is unaffected.
#615behaviour-status← interpreterB76
Satisfied. The 'D' demo's maneuvering is now about 10% …
Satisfied. The 'D' demo's maneuvering is now about 10% quicker overall — a real, noticeable speedup — while it still shows clear pauses between moves and stays watchable. It still positions each piece and then deliberately drops it to land, still plays sensibly hands-off and clears a layer, and normal play is unaffected.
#616increment← ownerB76
Demo is now ~10% faster. The 'D' demo's maneuvering is …
Demo is now ~10% faster. The 'D' demo's maneuvering is a real, noticeable speedup overall while still showing clear pauses between moves (still watchable, not instant). It still positions each piece then deliberately drops it to land, still plays itself hands-off and clears a layer, and normal play is unaffected. The running build has been refreshed so it's live now.
#617continue-query← ownerB76
Re-check the demo at the running app. Speed good as-is, or want it fas…
Re-check the demo at the running app. Speed good as-is, or want it faster/slower? Otherwise: next refinement, a pending feel sign-off, or stop?
#618feedback→ interpreterB76
Make the demo movement 10% faster (a further 10% on top of the last sp…
Make the demo movement 10% faster (a further 10% on top of the last speedup).
#619behaviour-to-implement→ analystB76
Owner wants the 'D' demo's movement another 10% faster …
Owner wants the 'D' demo's movement another 10% faster (a further ~10% on top of the previous speedup). NEED: tighten the demo's overall maneuvering cadence by about another 10% so it moves noticeably quicker again, while still keeping it human-paced and watchable - visible pauses between moves/rotations, NOT instant - and still position-then-deliberate-drop to land (B70/B76). Acceptance (observable): the demo's cadence is roughly 10% faster than the current pace; it still shows clear pauses (still reads as paced, not instant), still positions then drops to land, still plays sensibly hands-off and clears a layer; normal (non-demo) play unaffected. Pace tuning of the existing demo only.
#620behaviour→ examinerB76
Behaviour: speed up the self-playing 'D' demo's pace by…
Behaviour: speed up the self-playing 'D' demo's pace by about another 10% (a further ~10% on top of the previous speedup), while keeping its human-watchable character.

Context: the demo positions each piece at a watchable pace and then commits it with a single deliberate drop. This change only tightens the overall timing of the demo's actions, again.

Observable expectations:
- The demo's maneuvering cadence is roughly 10% faster than its current pace — noticeably quicker again.
- It still shows visible pauses between moves/rotations: clearly paced and watchable, never instant.
- It still positions each piece and then deliberately drops it to land.
- It still plays sensibly hands-off and clears at least one layer.
- Normal (non-demo) play is unaffected.
#621expectation→ builderB76,E1,E2,E3,E4,E5,E6,E7
Behaviour B76: speed up the demo's pace by a FURTHER ~10% on top …
Behaviour B76: speed up the demo's pace by a FURTHER ~10% on top of its current pace, keeping its human-watchable character. Author executed/measured evidence where noted.

E1 (cadence ~10% faster than CURRENT — MEASURED, relational): time the interval between consecutive demo actions before vs after this change; the new interval is about 10% shorter than the current pace (roughly a 0.9 ratio) and noticeably quicker again. Edge: it must be a REAL change measured against the CURRENT pace — not unchanged (0%) and not a large jump. Report the before/after intervals.

E2 (still paced & watchable — never instant): a visible pause remains between each move/rotation; actions are not back-to-back. A second action fired inside the same (now even shorter) beat is still suppressed until the gap elapses. The gap is shorter, not gone — it must stay perceptible.

E3 (positions THEN deliberately drops — preserved): the position-then-single-drop-to-land character is retained; the demo does NOT revert to slow-falling the piece down the whole height.

E4 (plays sensibly hands-off & CLEARS): the demo runs hands-off, stacks, and clears at least one layer without topping out.

E5 (NORMAL play UNAFFECTED): the speedup is scoped to the demo only; normal (non-demo) play cadence is unchanged.

E6 (test hygiene): the paced-cadence check is updated to the new faster timing — no stale assertion pinned to the prior (slower) cadence remains; the paced/watchable and drop-to-land checks are retained.

E7 (integration — iteration goal): running the demo end-to-end, it is noticeably quicker again (~10% on top of before) yet still visibly paced and watchable, still positions each piece and deliberately drops it to land, still clears a layer, and normal play is untouched.
#622evidence← examinerB76,E1,E2,E3,E4,E5,E6,E7
[executed] Full build + both suites run green. Demo-only change; norma…
[executed] Full build + both suites run green. Demo-only change; normal play untouched.

E1 (cadence ~10% faster than CURRENT - measured, relational): timed the interval between consecutive demo actions before vs after.
 -> before 252ms/action, after 227ms/action; ratio 0.90 against the CURRENT pace (a real ~10% step, not unchanged, not a big jump). Noticeably quicker again. PASS.

E2 (still paced & watchable - never instant): a visible pause remains between each move/rotation; actions are not back-to-back.
 $ fire a 2nd action inside the same (now even shorter) beat -> still suppressed; the next acts only after the gap elapses. Gap shorter but perceptible. PASS.

E3 (positions THEN deliberately drops - preserved): the position-then-single-drop-to-land character is retained.
 -> piece positioned high, then dropped 9 cells in ONE deliberate drop and locked; no revert to slow-falling the whole height. PASS.

E4 (plays sensibly hands-off & CLEARS): runs hands-off, stacks, clears a layer without topping out.
 -> cleared 1 layer in 72 actions, stack present, no top-out. PASS.

E5 (NORMAL play UNAFFECTED): speedup scoped to the demo only; normal play starting cadence unchanged (1500ms). PASS.

E6 (test hygiene): the paced-cadence check is updated to the new faster timing and asserts the ~10% step relationally against the CURRENT pace (prior 252ms -> now 227ms, ratio ~0.9); no stale assertion pinned to the prior slower cadence remains. Paced/watchable and drop-to-land checks retained. PASS.

E7 (integration - iteration goal): running the demo end-to-end, it is noticeably quicker again (~10% on top of before) yet still visibly paced and watchable, still positions each piece and deliberately drops it to land, still clears a layer, and normal play is untouched.
 -> core suite + full browser suite both ALL CHECKS PASSED; zero console/runtime errors. PASS.
#623behaviour-status← analystB76
satisfied. The demo's maneuvering is now about 10% quicker again …
satisfied. The demo's maneuvering is now about 10% quicker again on top of the previous speedup — a real, noticeable step — while it still shows clear, perceptible pauses between moves and stays watchable. It still positions each piece and then deliberately drops it to land, still plays sensibly hands-off and clears a layer, and normal play is unaffected.
#624behaviour-status← interpreterB76
Satisfied. The 'D' demo's maneuvering is now about 10% …
Satisfied. The 'D' demo's maneuvering is now about 10% quicker again on top of the previous speedup — a real, noticeable step — while it still shows clear, perceptible pauses between moves and stays watchable. It still positions each piece and then deliberately drops it to land, still plays sensibly hands-off and clears a layer, and normal play is unaffected.
#625increment← ownerB76
Demo is ~10% faster again, on top of the last speedup. A real, noticea…
Demo is ~10% faster again, on top of the last speedup. A real, noticeable step quicker while still showing clear, perceptible pauses between moves (still watchable, not instant). Still positions each piece then deliberately drops to land, still plays itself and clears a layer, normal play unaffected. Running build refreshed - live now.
#626continue-query← ownerB76
Re-check the demo. Pace right now, or keep tuning? Otherwise: next ref…
Re-check the demo. Pace right now, or keep tuning? Otherwise: next refinement, a pending feel sign-off, or stop?
#627question← owner
How should the size-selection screen relate to the current start scree…
How should the size-selection screen relate to the current start screen (legend + 'press D for demo')?
#628clarification→ interpreter
Size selection becomes THE start screen: one combined first screen, ar…
Size selection becomes THE start screen: one combined first screen, arcade-styled, with the size choice (asterisk marking the current pick) plus the existing legend and DEMO D hint on it; then the game starts.
#629behaviour-to-implement→ analystB76
Owner wants the game-size selection screen reworked. Two parts. PART A…
Owner wants the game-size selection screen reworked. Two parts. PART A (look + feel): make the size-selection screen look like the rest of the game - use the same arcade font as everything else - and present the size choices as a list where the currently-selected choice is marked (owner suggests a little asterisk next to the chosen option). It should feel native to the game, not like a plain default menu. PART B (placement): make this size-selection screen the very FIRST screen before a new game - it becomes THE start screen. Per owner: it is one combined first screen that carries BOTH the size choice (with the selection marker) AND the existing start-screen elements (the legend and the 'press D for demo' hint); after the player picks a size and starts, the game begins. Acceptance (observable): (1) the first screen on a new game is the arcade-styled size selection with all sizes listed and the current one clearly marked; (2) the player can change the selected size and the marker moves to it; (3) the legend and DEMO D hint appear on this same first screen; (4) starting from this screen launches the game at the chosen size; (5) the D demo still works from this start screen; (6) actual play is unaffected aside from honoring the chosen size. FLAG (interpretation): owner picked 'size selection becomes THE start screen' combining both, rather than two separate screens; if any element doesn't fit cleanly together, surface it upward.
#630behaviour→ examinerB76
Behaviour: rework the game-size selection into a single arcade-styled …
Behaviour: rework the game-size selection into a single arcade-styled start screen that is the very first thing shown on a new game.

Context: today there is a separate size-selection step and a separate start screen (carrying the legend and the 'press D for demo' hint). These become one combined first screen.

Observable expectations:
- The first screen on a new game is the size selection, styled to match the rest of the game (same arcade font and look) — it reads as native to the game, not a plain default menu.
- All size choices are shown as a list, with the currently-selected one clearly marked (e.g. an asterisk beside it).
- The player can change the selection and the marker moves to the newly-chosen size.
- The legend and the DEMO 'D' hint appear on this same first screen.
- Starting from this screen launches the game at the chosen size.
- The 'D' demo still works from this start screen.
- Actual play is unaffected, aside from honoring the chosen size.

Note (interpretation surfaced from above): the choice was to combine size selection and the start screen into one screen rather than keeping two separate screens. If any element doesn't sit together cleanly, flag it back upward.
#631expectation→ builderB76,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11,E12
Behaviour B76: rework game-size selection into a SINGLE arcade-styled …
Behaviour B76: rework game-size selection into a SINGLE arcade-styled start screen that is the very first thing shown on a new game (combining the former separate size-selection step and start screen). Author executed evidence; demonstrate the screen, don't just narrate.

E1 (first screen IS the combined one): on a new game the very first thing shown is the size-selection screen — there is no separate prior step before it.

E2 (arcade-styled / native look): the screen uses the same arcade font and visual style as the rest of the game; it reads as native, not a plain default menu.

E3 (all sizes listed, current clearly marked): every size choice is shown as a list, with the currently-selected one clearly marked (e.g. an asterisk beside it).

E4 (selection changes, marker follows — relational): the player can change the selection and the marker MOVES to the newly-chosen size. Edge: exactly one size is marked at any time (the marker leaves the old choice), and it moves in both directions across the list.

E5 (legend + DEMO 'D' hint on this same screen): the legend and the 'press D for demo' hint both appear on this one first screen.

E6 (start honors chosen size): starting from this screen launches the game at the size that is currently marked.

E7 (demo still works here): the 'D' demo still launches and runs from this combined start screen.

E8 (play unaffected aside from size): actual play is unchanged except for honoring the chosen size.

E9 (consolidation hygiene — no leftovers): there is no longer BOTH a separate size-selection step and a separate start screen — they are genuinely one screen. No stale/duplicate screen and no duplicated legend or 'D' hint remains anywhere.

E10 (regression): full build + both suites run end-to-end green; zero console/runtime errors.

E11 (FLAG — interpretation): the increment combines size-selection and start screen into ONE screen. If any element doesn't sit together cleanly on the combined screen, flag it back to me to surface upward.

E12 (integration — iteration goal): on a new game the player sees one arcade-styled first screen, can change the size (marker moves), reads the legend and the D hint on it, can launch the demo with D, and pressing start launches play at the chosen size — with play otherwise unaffected.
#632evidence← examinerB76,E1,E2,E3,E4,E5,E6,E7,E8,E9,E10,E11,E12
[executed] Combined arcade start screen built and demonstrated. Captur…
[executed] Combined arcade start screen built and demonstrated. Captured the live screen at two selections (STANDARD marked, then LARGE marked) and drove it through scripted state/pixel checks; full build + both suites + the delivery smoke all run green.

E1 (first screen IS the combined one): a new game boots straight to the combined arcade screen - it is gated/waiting immediately, with no separate prior step. Verified: on load the game is gated and the size menu is the screen shown. PASS.

E2 (arcade-styled / native look): the screen is drawn on the canvas in the same bundled arcade font/style as the game (title, size list, prompts, legend). Verified the menu band carries real rendered ink; confirmed visually in the captured screen. PASS.

E3 (all sizes listed, current marked): three sizes are listed - SMALL 4x4x10, STANDARD 5x5x12, LARGE 6x6x14 - with exactly one marked by a '*' (default STANDARD). Verified: 3 lines, exactly one starts with '*', default = STANDARD. PASS.

E4 (selection changes, marker follows): moving the selection moves the marker; it travels both directions and exactly one size is marked at every step. Verified marker index 1 -> 2 -> 1 -> 0 with exactly-one-marked throughout. PASS.

E5 (legend + DEMO 'D' hint on this same screen): the bottom key legend (incl. the START-SCREEN-scoped DEMO D entry) and the 'OR PRESS D FOR DEMO' hint both appear on this one screen. Verified both present. PASS.

E6 (start honors chosen size): starting launches play at the currently-marked size. Verified: mark LARGE -> start -> the playfield comes up at 6x6x14 (matches the marked dims). The well also previews the marked size live behind the menu. PASS.

E7 (demo works here): 'D' still launches the machine demo from the combined screen (demo running, piece active). PASS.

E8 (play unaffected aside from size): normal play is unchanged except for honoring the chosen size; default returns to STANDARD 5x5x12 cleanly. PASS.

E9 (consolidation - no leftovers): the separate pre-game step is gone entirely - no second screen, and no duplicated legend or D hint. Verified there is no separate pre-game UI element anywhere; the size menu and the start gate are one screen. PASS.

E10 (regression): full build + core suite + full browser suite + the offline delivery smoke all run end-to-end ALL CHECKS PASSED; zero console/runtime errors. Updated the prior assertions that assumed the old separate pre-game step. PASS.

E11 (FLAG - interpretation): one element did NOT sit cleanly at first - the in-play readouts (the fill gauge, the LEVEL/SCORE line, and the NEXT preview) were drawn over the start screen and the LEVEL/SCORE line collided with the title. I resolved it by scoping those in-play readouts to during-play only, so the start screen shows just title + size menu + start/demo prompts + legend over the well backdrop. FLAGGING this choice for you to confirm/surface: pre-play LEVEL/SCORE/NEXT/gauge are now hidden on the start screen (they read as 'level 1 / score 0' and cluttered it). If the owner wants those visible on the start screen, this is the point to revisit.

E12 (integration - iteration goal): on a new game the player sees one arcade-styled first screen, can change the size (the marker moves and the well previews it), reads the legend and the D hint on it, can launch the demo with D, and pressing Space launches play at the chosen size - with play otherwise unaffected. Demonstrated end-to-end. PASS.
#633behaviour-status← analystB76
satisfied. On a new game the player now sees one arcade-styled first s…
satisfied. On a new game the player now sees one arcade-styled first screen that matches the game's look: the size choices are listed with the current one clearly marked, the marker moves as the player changes selection (only one marked at a time), and the legend and the 'press D for demo' hint sit on this same screen. Starting launches play at the chosen size, the D demo still runs from here, and play is otherwise unaffected — the old separate selection step is gone with no leftover duplicate screen, legend, or hint.

Decision to confirm upward: combining the two screens meant the in-play readouts (the fill gauge, the LEVEL/SCORE line, and the NEXT-piece preview) cluttered the start screen and collided with the title, so they were hidden until play actually begins — the start screen now shows only the title, size menu, prompts, and legend. If the owner wants those readouts visible on the start screen, this is the point to revisit.
#634behaviour-status← interpreterB76
Satisfied. On a new game the player now sees one arcade-styled first s…
Satisfied. On a new game the player now sees one arcade-styled first screen matching the game's look: the sizes are listed with the current one clearly marked, the marker moves as the player changes selection (only one marked at a time), and the legend and 'press D for demo' hint sit on this same screen. Starting launches play at the chosen size, the D demo still runs from here, and play is otherwise unaffected — the old separate selection step is gone with no leftover duplicate screen, legend, or hint.

Decision to confirm upward: combining the two screens meant the in-play readouts (the fill gauge, the LEVEL/SCORE line, and the NEXT-piece preview) cluttered the start screen and collided with the title, so they were hidden until play actually begins — the start screen now shows only the title, size menu, prompts, and legend. If the owner wants those readouts visible on the start screen, this is the point to revisit.
#635increment← ownerB76
Menu rework is in. On a new game you now get one arcade-styled first s…
Menu rework is in. On a new game you now get one arcade-styled first screen that matches the game's look: the sizes are listed with the current pick clearly marked, the marker moves as you change selection (only one marked at a time), and the legend + 'press D for demo' hint sit on this same screen. Starting launches play at the chosen size, the D demo still runs from here, and play is otherwise unaffected - the old separate selection step is gone, no leftover duplicate screen/legend/hint. ONE DECISION TO CONFIRM: combining everything onto one screen meant the in-play readouts (fill gauge, LEVEL/SCORE, NEXT preview) cluttered the start screen and collided with the title, so they're now hidden until play begins - the start screen shows only title, size menu, prompts, and legend. If you'd rather those readouts stay visible on the start screen, this is the moment to say so. Running build refreshed - live now.
#636continue-query← ownerB76
Re-check the new start screen. Good as-is (readouts hidden until play)…
Re-check the new start screen. Good as-is (readouts hidden until play)? Or revisit that, keep tuning, next refinement, or stop?
#637feedback→ interpreterB76
Make the demo speed 10% faster (a further 10% on top of the previous s…
Make the demo speed 10% faster (a further 10% on top of the previous speedups).
#638behaviour-to-implement→ analystB76
Owner wants the 'D' demo's movement another 10% faster …
Owner wants the 'D' demo's movement another 10% faster (a further ~10% on top of the previous speedups). NEED: tighten the demo's overall maneuvering cadence by about another 10% so it moves noticeably quicker again, while still keeping it human-paced and watchable - visible pauses between moves/rotations, NOT instant - and still position-then-deliberate-drop to land. Acceptance (observable): the demo's cadence is roughly 10% faster than the current pace; it still shows clear pauses (still reads as paced, not instant), still positions then drops to land, still plays sensibly hands-off and clears a layer; normal (non-demo) play unaffected. Pace tuning of the existing demo only.
#639behaviour→ examinerB76
Behaviour: speed up the self-playing 'D' demo's pace by…
Behaviour: speed up the self-playing 'D' demo's pace by about another 10% (a further ~10% on top of the previous speedups), while keeping its human-watchable character.

Context: the demo positions each piece at a watchable pace and then commits it with a single deliberate drop. This change only tightens the overall timing of the demo's actions, again.

Observable expectations:
- The demo's maneuvering cadence is roughly 10% faster than its current pace — noticeably quicker again.
- It still shows visible pauses between moves/rotations: clearly paced and watchable, never instant.
- It still positions each piece and then deliberately drops it to land.
- It still plays sensibly hands-off and clears at least one layer.
- Normal (non-demo) play is unaffected.
#640expectation→ builderB76,E1,E2,E3,E4,E5,E6,E7
Behaviour B76: speed up the demo's pace by a FURTHER ~10% on top …
Behaviour B76: speed up the demo's pace by a FURTHER ~10% on top of its current pace, keeping its human-watchable character. Author executed/measured evidence where noted.

E1 (cadence ~10% faster than CURRENT — MEASURED, relational): time the interval between consecutive demo actions before vs after this change; the new interval is about 10% shorter than the current pace (roughly a 0.9 ratio) and noticeably quicker again. Edge: it must be a REAL change measured against the CURRENT pace — not unchanged (0%) and not a large jump. Report the before/after intervals.

E2 (still paced & watchable — never instant): a visible pause remains between each move/rotation; actions are not back-to-back. A second action fired inside the same (now even shorter) beat is still suppressed until the gap elapses. The gap is shorter, not gone — it must stay perceptible.

E3 (positions THEN deliberately drops — preserved): the position-then-single-drop-to-land character is retained; the demo does NOT revert to slow-falling the piece down the whole height.

E4 (plays sensibly hands-off & CLEARS): the demo runs hands-off, stacks, and clears at least one layer without topping out.

E5 (NORMAL play UNAFFECTED): the speedup is scoped to the demo only; normal (non-demo) play cadence is unchanged.

E6 (test hygiene): the paced-cadence check is updated to the new faster timing — no stale assertion pinned to the prior (slower) cadence remains; the paced/watchable and drop-to-land checks are retained.

E7 (integration — iteration goal): running the demo end-to-end, it is noticeably quicker again (~10% on top of before) yet still visibly paced and watchable, still positions each piece and deliberately drops it to land, still clears a layer, and normal play is untouched.
#641evidence← examinerB76,E1,E2,E3,E4,E5,E6,E7
[executed] Full build + both suites + delivery smoke run green. Demo-o…
[executed] Full build + both suites + delivery smoke run green. Demo-only change; normal play untouched.

E1 (cadence ~10% faster than CURRENT - measured, relational): timed the interval between consecutive demo actions before vs after.
 -> before 227ms/action, after 204ms/action; ratio 0.90 against the CURRENT pace (a real ~10% step, not unchanged, not a big jump). Noticeably quicker again. PASS.

E2 (still paced & watchable - never instant): a visible pause remains between each move/rotation; actions are not back-to-back.
 $ fire a 2nd action inside the same (now even shorter) beat -> still suppressed; the next acts only after the gap elapses. Gap shorter but perceptible. PASS.

E3 (positions THEN deliberately drops - preserved): the position-then-single-drop-to-land character is retained.
 -> piece positioned high, then dropped 9 cells in ONE deliberate drop and locked; no revert to slow-falling the whole height. PASS.

E4 (plays sensibly hands-off & CLEARS): runs hands-off, stacks, clears a layer without topping out. PASS.

E5 (NORMAL play UNAFFECTED): speedup scoped to the demo only; normal play starting cadence unchanged (1500ms). PASS.

E6 (test hygiene): the paced-cadence checks (browser + delivery smoke) are updated to the new faster timing and assert the ~10% step relationally against the CURRENT pace (prior 227ms -> now 204ms, ratio ~0.9); no stale assertion pinned to the prior slower cadence remains. Paced/watchable and drop-to-land checks retained. PASS.

E7 (integration - iteration goal): running the demo end-to-end, it is noticeably quicker again (~10% on top of before) yet still visibly paced and watchable, still positions each piece and deliberately drops it to land, still clears a layer, and normal play is untouched.
 -> core suite + full browser suite + offline delivery smoke all ALL CHECKS PASSED; zero console/runtime errors. PASS.
#642behaviour-status← analystB76
satisfied. The demo's maneuvering is again about 10% quicker on t…
satisfied. The demo's maneuvering is again about 10% quicker on top of the previous speedups — a real, noticeable step — while it still shows clear, perceptible pauses between moves and stays watchable. It still positions each piece and then deliberately drops it to land, still plays sensibly hands-off and clears a layer, and normal play is unaffected.
#643behaviour-status← interpreterB76
Satisfied. The 'D' demo's maneuvering is again about 10…
Satisfied. The 'D' demo's maneuvering is again about 10% quicker on top of the previous speedups — a real, noticeable step — while it still shows clear, perceptible pauses between moves and stays watchable. It still positions each piece and then deliberately drops it to land, still plays sensibly hands-off and clears a layer, and normal play is unaffected.
#644increment← ownerB76
Demo is ~10% faster again, on top of the previous speedups. A real, no…
Demo is ~10% faster again, on top of the previous speedups. A real, noticeable step quicker while still showing clear, perceptible pauses between moves (watchable, not instant). Still positions each piece then deliberately drops to land, still plays itself and clears a layer, normal play unaffected. Running build refreshed - live now.
#645continue-query← ownerB76
Re-check the demo pace. Good now, or keep tuning? Otherwise: next refi…
Re-check the demo pace. Good now, or keep tuning? Otherwise: next refinement, a pending feel sign-off, or stop?
#646decision→ interpreterB76
Satisfied with the state of the game. This is it - stop here. No furth…
Satisfied with the state of the game. This is it - stop here. No further changes requested.
#647behaviour-to-implement→ analystB76
CLOSURE / no new work. Owner has reviewed the latest build and is sati…
CLOSURE / no new work. Owner has reviewed the latest build and is satisfied with the state of the game - signed off, stop here. All recent refinements (demo position-then-deliberate-drop, the cumulative demo speed-ups, and the combined arcade-styled size-selection start screen with marked choice + legend + DEMO D hint) are accepted as-is. No further behaviour to implement. Please treat the current build as the accepted state; the previously-listed residual feel/interpretation items are owner-accepted (not pursued). Acknowledge closure.
#648behaviour→ examinerB76
CLOSURE / no new work. The owner has reviewed the latest build and sig…
CLOSURE / no new work. The owner has reviewed the latest build and signed off — treat the current build as the accepted state and stop here. All recent refinements (the demo's position-then-deliberate-drop, the cumulative demo speed-ups, and the combined arcade-styled size-selection start screen with marked choice + legend + DEMO D hint) are accepted as-is. Any previously-noted residual feel/interpretation items are owner-accepted and not being pursued. No further behaviour to examine. Acknowledge closure.
#649behaviour-status← interpreterB76
Closure acknowledged. Treating the current build as the accepted state…
Closure acknowledged. Treating the current build as the accepted state — the demo's position-then-deliberate-drop, the cumulative demo speed-ups, and the combined arcade-styled size-selection start screen (marked choice + legend + DEMO D hint) are all accepted as-is, and the owner-accepted residual items are not being pursued. No further behaviour in flight on my side; closure propagated to the Examiner.
#650behaviour-status← analystB76
closure acknowledged. Treating the current build as the accepted state…
closure acknowledged. Treating the current build as the accepted state. Nothing outstanding on my side — all recent behaviours were left satisfied, and the previously-flagged interpretation items are noted as owner-accepted. No expectations pending; standing down until any new behaviour arrives.
#651behaviour-status← interpreterB76
Closure confirmed downstream. The Examiner has acknowledged the sign-o…
Closure confirmed downstream. The Examiner has acknowledged the sign-off and stood down — nothing outstanding, all recent behaviours left satisfied, and the previously-flagged interpretation items noted as owner-accepted. The full chain below me is now idle, treating the current build as the accepted state and waiting for any new behaviour.