Models 44

GPT-6.1 Terra

by OpenAIReasoningClean
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Running live in a sandboxed frame. Click inside it before using the keyboard.

How it went

Total time
12 min 39 s
Cost
$0.310
Output tokens
61,846
Spent thinking
45,615 tokens
Speed
82 tok/s
Console errors
0
First token after
4.7 s
First visible text after
10 min 39 s
Prompt tokens
493
Code size
49.7 KB
Finish reason
stop
Served by
OpenAI
Model id
openai/gpt-6.1-terra
Reasoning sent
{"effort":"max"}
Max output
128,000 tokens
Generated
Nov 12, 2026

What it was asked

The prompt
Build a polished Snake game in a single HTML file using vanilla JavaScript and a <canvas>. Requirements: - A grid of at least 20×20 cells, centered on the page. - Arrow keys and WASD control the snake. Quick successive key presses must both be honored, but the snake can never reverse onto itself. - Eating food adds 10 points and grows the snake by one cell; new food never spawns on the snake. - Game over when the snake hits a wall or itself, with an overlay showing the score; Space or Enter restarts, P pauses. - Visual polish: smooth movement, a snake with a distinct head and eyes facing its direction, and a small particle burst when eating. - Display the current score and the best score of the session.
System prompt, sent with every prompt
You are generating a self-contained web demo. It will be rendered automatically in a sandboxed iframe and compared side by side with the output of other AI models given the exact same task.

Output rules:
- Reply with exactly ONE fenced code block containing the complete file: ```html (or ```svg when the task asks for an SVG). No text before or after the code block.
- Everything must be inline: CSS in <style>, JavaScript in <script>. No external files, images, fonts or network requests, except the CDN URLs explicitly allowed by the task.
- Do not use localStorage, sessionStorage, cookies, IndexedDB, alert(), confirm(), prompt() or window.open(): they are blocked in the sandbox and will throw.
- The page must look right in a 1280×800 viewport and adapt gracefully down to 375px wide. No horizontal scrollbar.
- Something meaningful must be visible on first paint: a screenshot is taken automatically about 3 seconds after load, without any interaction.
- Everything that makes the demo interesting must be visible within the first seconds: nothing hidden behind a high score, a later level or a long play session.
- Games must start in a self-playing demo mode (a simple AI plays) behind a "Click or press a key to start" message, so the game can be judged in action without playing.
- The iframe only receives keyboard events after the user clicks it: if the demo uses the keyboard, display a clear "Click or press a key to start" message.
- The code must run with zero errors in the console of the latest Chrome.

Code run-1.html · 1527 lines

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Snake — The Arcade Edition</title>
<style>
  :root {
    color-scheme: dark;
    --bg: #0b110e;
    --text: #edf3e8;
    --muted: #8b9d90;
    --dim: #687a6e;
    --line: #2c3b30;
    --lime: #c5f579;
    --orange: #ff9a75;
    --board-size: min(556px, calc(100vh - 214px));
  }

  * { box-sizing: border-box; }
  [hidden] { display: none !important; }

  html, body { margin:  0; min-height: 100%; }
  body {
    min-height: 100vh;
    overflow-x: hidden;
    background:
      radial-gradient(ellipse at 50% 42%, rgba(69, 111, 58, .13), transparent 47%),
      radial-gradient(ellipse at 8% 100%, rgba(44, 80, 52, .09), transparent 35%),
      var(--bg);
    color: var(--text);
    font-family: system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
    -webkit-font-smoothing: antialiased;
  }

  body::before {
    content: "";
    position: fixed;
    inset: 0;
    pointer-events: none;
    background-image:
      linear-gradient(rgba(175, 219, 171, .035) 1px, transparent 1px),
      linear-gradient(90deg, rgba(175, 219, 171, .035) 1px, transparent 1px);
    background-size: 72px 72px;
    mask-image: linear-gradient(to bottom, transparent, #000 35%, transparent);
    opacity: .35;
  }

  button { font: inherit; }
  button:focus-visible {
    outline: 2px solid var(--lime);
    outline-offset: 3px;
  }

  .app {
    position: relative;
    width: min(1144px, calc(100% - 64px));
    margin: 0 auto;
  }

  .mono {
    font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
    text-transform: uppercase;
    letter-spacing: .12em;
  }

  .topbar {
    height: 76px;
    display: flex;
    align-items: center;
    justify-content: space-between;
    border-bottom: 1px solid rgba(139, 169, 143, .17);
  }

  .brand { display: flex; align-items: center; gap: 11px; }
  .brand-mark {
    width: 39px;
    height: 39px;
    display: grid;
    place-items: center;
    border-radius: 11px;
    background: var(--lime);
    box-shadow: 0 0 25px rgba(174, 239, 102, .12);
  }
  .brand-mark svg { width: 34px; height: 34px; }
  .brand-copy { display: flex; flex-direction: column; gap: 3px; }
  .brand-name { font-size: 15px; line-height: 1; font-weight: 850; letter-spacing: .13em; }
  .brand-name span { color: var(--lime); }
  .brand-subtitle {
    color: #7e9183;
    font-size: 8px;
    font-weight: 700;
    letter-spacing: .17em;
  }
  .topbar-right { display: flex; align-items: center; gap: 24px; }
  .header-note { color: #748578; font-size: 9px; }
  .header-chip {
    display: inline-flex;
    align-items: center;
    gap: 8px;
    padding: 9px 11px;
    border: 1px solid #304035;
    border-radius: 100px;
    color: #b3c5b6;
    background: rgba(24, 38, 28, .5);
    font-size: 9px;
    white-space: nowrap;
  }
  .header-chip i {
    width: 6px;
    height: 6px;
    background: var(--lime);
    border-radius: 50%;
    box-shadow: 0 0 9px rgba(197, 245, 121, .7);
  }

  .layout {
    display: grid;
    grid-template-columns: minmax(0, 1fr) minmax(0, var(--board-size)) minmax(0, 1fr);
    gap: 32px;
    align-items: center;
    padding-top: 30px;
  }

  .intro {
    width: 100%;
    max-width: 225px;
    justify-self: start;
  }
  .eyebrow {
    display: flex;
    align-items: center;
    gap: 8px;
    color: #b4d992;
    font-size: 9px;
    font-weight: 700;
    white-space: nowrap;
  }
  .eyebrow .asterisk { color: var(--lime); font-size: 17px; line-height: 1; }
  h1 {
    margin: 17px 0 15px;
    font-size: 41px;
    line-height: 1.04;
    letter-spacing: -.055em;
    font-weight: 780;
  }
  h1 em { color: var(--lime); font-style: normal; }
  .intro-description {
    margin: 0;
    color: #94a599;
    font-size: 13px;
    line-height: 1.7;
  }
  .intro-divider {
    height: 1px;
    margin: 27px 0 22px;
    background: linear-gradient(90deg, #3a4d3e, rgba(58, 77, 62, .1));
  }
  .rail-heading {
    display: flex;
    align-items: center;
    justify-content: space-between;
    color: #b7c5b9;
    font-size: 9px;
    font-weight: 700;
  }
  .rail-heading span:last-child { color: #607267; }
  .instructions { display: grid; gap: 18px; margin-top: 19px; }
  .instruction { display: flex; align-items: center; gap: 13px; }
  .keypad {
    flex: 0 0 60px;
    display: grid;
    grid-template-columns: repeat(3, 18px);
    grid-template-rows: repeat(2, 18px);
    gap: 3px;
  }
  kbd {
    display: inline-grid;
    place-items: center;
    min-width: 18px;
    height: 18px;
    padding: 0 3px;
    border: 1px solid #405147;
    border-radius: 4px;
    background: #1b2a20;
    color: #c5d5c6;
    box-shadow: inset 0 -2px 0 rgba(0, 0, 0, .22);
    font: 10px ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
  }
  .keypad .key-up { grid-column: 2; grid-row: 1; }
  .keypad .key-left { grid-column: 1; grid-row: 2; }
  .keypad .key-down { grid-column: 2; grid-row: 2; }
  .keypad .key-right { grid-column: 3; grid-row: 2; }
  .single-key { width: 60px; flex: 0 0 60px; display: flex; justify-content: center; }
  .single-key kbd { width: 24px; height: 24px; font-size: 11px; }
  .instruction-copy { display: flex; flex-direction: column; gap: 4px; }
  .instruction-copy strong { color: #d5e1d5; font-size: 12px; font-weight: 650; }
  .instruction-copy small { color: #7f9284; font-size: 11px; white-space: nowrap; }
  .restart-hint {
    display: flex;
    align-items: center;
    gap: 5px;
    margin-top: 21px;
    color: #7f9284;
    font-size: 10px;
    white-space: nowrap;
  }
  .restart-hint kbd { height: 18px; padding: 0 5px; font-size: 8px; }
  .rail-note {
    display: flex;
    align-items: center;
    gap: 7px;
    margin-top: 28px;
    color: #5f7565;
    font-size: 8px;
    line-height: 1.4;
  }
  .rail-note span { color: #92bd77; font-size: 14px; }

  .game-column { width: 100%; min-width: 0; }
  .board-head {
    min-height: 25px;
    margin-bottom: 10px;
    display: flex;
    align-items: center;
    justify-content: space-between;
    gap: 10px;
  }
  .board-name {
    display: flex;
    align-items: center;
    gap: 8px;
    color: #b4c3b6;
    font-size: 9px;
    font-weight: 700;
    white-space: nowrap;
  }
  .board-number {
    width: 21px;
    height: 21px;
    display: grid;
    place-items: center;
    border: 1px solid #405344;
    border-radius: 5px;
    color: var(--lime);
    font-size: 9px;
  }
  .board-actions { display: flex; align-items: center; gap: 12px; }
  .game-status {
    display: flex;
    align-items: center;
    gap: 7px;
    color: #a7d58c;
    font-size: 9px;
    white-space: nowrap;
  }
  .status-dot {
    width: 6px;
    height: 6px;
    border-radius: 50%;
    background: #a7ed7b;
    box-shadow: 0 0 9px rgba(159, 238, 116, .8);
    animation: pulse 1.9s infinite;
  }
  .game-status[data-mode="paused"] { color: #e1ca91; }
  .game-status[data-mode="paused"] .status-dot { background: #e4c77c; box-shadow: 0 0 9px #caa55e; animation: none; }
  .game-status[data-mode="over"] { color: #f1a58a; }
  .game-status[data-mode="over"] .status-dot { background: #fa9878; box-shadow: 0 0 9px #f58f72; animation: none; }
  .pause-button {
    width: 26px;
    height: 26px;
    display: grid;
    place-items: center;
    padding: 0;
    border: 1px solid #3a4c3f;
    border-radius: 6px;
    background: #18241b;
    color: #c1d1c1;
    cursor: pointer;
  }
  .pause-button:hover:not(:disabled) { border-color: #a6d77f; color: var(--lime); }
  .pause-button:disabled { opacity: .48; cursor: default; }
  .pause-button svg { width: 12px; height: 12px; }
  .pause-button .resume-icon { display: none; }
  .pause-button[data-paused="true"] .pause-icon { display: none; }
  .pause-button[data-paused="true"] .resume-icon { display: block; }

  .board-frame {
    position: relative;
    width: 100%;
    padding: 9px;
    border: 1px solid #3a4d3d;
    border-radius: 14px;
    background: linear-gradient(145deg, #1c2c20, #101a14 70%);
    box-shadow: 0 22px 70px rgba(0, 0, 0, .38), inset 0 1px rgba(213, 255, 190, .04);
  }
  .board-frame::before, .board-frame::after {
    content: "";
    position: absolute;
    width: 35px;
    height: 1px;
    background: #b9ef7d;
    opacity: .8;
    z-index: 2;
    pointer-events: none;
  }
  .board-frame::before { top: -1px; left: 22px; }
  .board-frame::after { right: 22px; bottom: -1px; opacity: .38; }
  .canvas-shell {
    position: relative;
    overflow: hidden;
    border: 1px solid #2d4031;
    border-radius: 7px;
    background: #142019;
  }
  .canvas-shell:focus-within { box-shadow: 0 0 0 1px rgba(197, 245, 121, .26); }
  canvas {
    display: block;
    width: 100%;
    height: auto;
    aspect-ratio: 1;
    outline: none;
    touch-action: none;
    user-select: none;
    -webkit-user-select: none;
  }
  .canvas-shell.is-demo canvas { cursor: pointer; }

  .start-prompt {
    position: absolute;
    z-index: 3;
    bottom: 18px;
    left: 50%;
    transform: translateX(-50%);
    display: flex;
    align-items: center;
    gap: 11px;
    width: max-content;
    max-width: calc(100% - 28px);
    padding: 9px 14px 9px 9px;
    border: 1px solid #577152;
    border-radius: 12px;
    background: rgba(13, 23, 16, .95);
    color: var(--text);
    text-align: left;
    box-shadow: 0 10px 32px rgba(0, 0, 0, .4), inset 0 1px rgba(255, 255, 255, .04);
    cursor: pointer;
    transition: border-color .2s, transform .2s, background .2s;
  }
  .start-prompt:hover {
    border-color: var(--lime);
    background: #18291b;
    transform: translateX(-50%) translateY(-2px);
  }
  .play-badge {
    flex: 0 0 36px;
    width: 36px;
    height: 36px;
    display: grid;
    place-items: center;
    border-radius: 8px;
    background: var(--lime);
    color: #1a2a1b;
  }
  .play-badge svg { width: 14px; height: 14px; margin-left: 2px; }
  .prompt-copy { display: flex; flex-direction: column; gap: 4px; }
  .prompt-copy small { color: #a8d18f; font-size: 8px; font-weight: 700; }
  .prompt-copy strong { font-size: 12px; line-height: 1.15; font-weight: 650; white-space: nowrap; }

  .state-overlay {
    position: absolute;
    z-index: 5;
    inset: 0;
    display: flex;
    align-items: center;
    justify-content: center;
    padding: 12px;
    background: rgba(5, 11, 7, .76);
    backdrop-filter: blur(4px);
  }
  .overlay-card {
    width: min(270px, 100%);
    max-height: 100%;
    overflow: auto;
    padding: 21px;
    border: 1px solid #425744;
    border-radius: 15px;
    background: linear-gradient(145deg, #1b2b1f, #121d15);
    box-shadow: 0 20px 50px rgba(0, 0, 0, .45);
    text-align: center;
  }
  .overlay-icon {
    width: 34px;
    height: 34px;
    display: grid;
    place-items: center;
    margin: 0 auto 13px;
    border: 1px solid #547453;
    border-radius: 10px;
    background: #243d27;
    color: var(--lime);
    font-size: 17px;
    font-weight: 800;
  }
  .overlay-kicker { color: var(--lime); font-size: 9px; font-weight: 700; }
  .state-overlay[data-kind="over"] .overlay-kicker { color: #ffa582; }
  .overlay-card h2 { margin: 7px 0 5px; font-size: 25px; line-height: 1.1; letter-spacing: -.04em; }
  .overlay-description { margin: 0; color: #9aac9d; font-size: 12px; line-height: 1.5; }
  .overlay-score {
    display: flex;
    align-items: center;
    justify-content: space-between;
    margin-top: 16px;
    padding: 11px 12px;
    border: 1px solid #344b37;
    border-radius: 9px;
    background: rgba(8, 17, 10, .35);
  }
  .overlay-score span { color: #91a494; font-size: 9px; }
  .overlay-score strong {
    color: var(--lime);
    font: 700 25px/1 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
    letter-spacing: -.06em;
  }
  .overlay-button {
    display: flex;
    width: 100%;
    align-items: center;
    justify-content: center;
    gap: 10px;
    margin-top: 15px;
    padding: 11px 12px;
    border: 0;
    border-radius: 8px;
    background: var(--lime);
    color: #1a2a1b;
    font-size: 12px;
    font-weight: 800;
    cursor: pointer;
  }
  .overlay-button:hover { background: #d5ff94; }
  .overlay-button svg { width: 14px; height: 14px; }
  .overlay-hint { margin: 10px 0 0; color: #7d9180; font-size: 8px; }

  .board-bottom {
    display: flex;
    align-items: center;
    justify-content: space-between;
    gap: 10px;
    margin-top: 11px;
    color: #74887a;
    font-size: 9px;
    line-height: 1.4;
  }
  .board-legend { display: flex; align-items: center; gap: 7px; }
  .legend-dot { width: 6px; height: 6px; border-radius: 50%; background: var(--orange); }

  .score-rail {
    width: 100%;
    max-width: 225px;
    justify-self: end;
  }
  .score-caption {
    display: flex;
    align-items: center;
    justify-content: space-between;
    margin-bottom: 15px;
    color: #b8c7b9;
    font-size: 9px;
    font-weight: 700;
  }
  .score-caption span:last-child { color: #8ab977; font-size: 14px; }
  .score-card {
    min-width: 0;
    padding: 17px 17px 14px;
    border: 1px solid #344539;
    border-radius: 13px;
    background: linear-gradient(145deg, #18251b, #121c15);
  }
  .score-card.current {
    border-color: #4a6548;
    background: linear-gradient(145deg, #203526, #15231a 85%);
    box-shadow: inset 0 1px rgba(226, 255, 205, .045);
  }
  .score-card + .score-card { margin-top: 12px; }
  .score-title {
    display: flex;
    align-items: center;
    justify-content: space-between;
    gap: 6px;
    color: #9daf9e;
    font-size: 9px;
    font-weight: 700;
    white-space: nowrap;
  }
  .score-title svg { width: 17px; height: 17px; color: #8ba48d; flex-shrink: 0; }
  .current .score-title svg { color: var(--lime); }
  .score-number {
    margin: 15px 0 13px;
    color: #e8f0e5;
    font: 700 53px/.95 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
    letter-spacing: -.075em;
    transform-origin: left center;
  }
  .current .score-number { color: var(--lime); }
  .score-number.bump { animation: score-bump .32s ease-out; }
  .score-footer {
    display: flex;
    justify-content: space-between;
    gap: 5px;
    padding-top: 11px;
    border-top: 1px solid rgba(149, 181, 150, .15);
    color: #839788;
    font-size: 8px;
    white-space: nowrap;
  }
  .score-footer span:last-child { color: #a6bba8; }
  .bite-tip {
    display: flex;
    align-items: center;
    gap: 11px;
    margin-top: 12px;
    padding: 12px;
    border: 1px solid #2e4032;
    border-radius: 11px;
    background: rgba(22, 33, 24, .75);
  }
  .fruit-icon {
    width: 37px;
    height: 37px;
    flex: 0 0 37px;
    display: grid;
    place-items: center;
    border: 1px solid #624438;
    border-radius: 9px;
    background: #38271f;
  }
  .fruit-icon svg { width: 23px; height: 23px; }
  .bite-copy { display: flex; flex-direction: column; gap: 4px; }
  .bite-copy strong { color: #eddbc9; font-size: 12px; }
  .bite-copy span { color: #8e9e90; font-size: 10px; }

  .touch-panel { display: none; }
  .page-footer {
    display: flex;
    align-items: center;
    justify-content: space-between;
    gap: 15px;
    margin-top: 24px;
    padding: 15px 0 18px;
    border-top: 1px solid rgba(139, 169, 143, .14);
    color: #687c6d;
    font-size: 8px;
  }
  .page-footer strong { color: #9bb49e; font-weight: 600; }

  @keyframes pulse {
    0%, 100% { opacity: 1; }
    50% { opacity: .45; }
  }
  @keyframes score-bump {
    0%, 100% { transform: scale(1); }
    45% { transform: scale(1.09); }
  }

  @media (max-width: 1050px) {
    .app { width: min(560px, calc(100% - 32px)); }
    .topbar { height: 64px; }
    .header-note { display: none; }
    .layout {
      display: flex;
      flex-direction: column;
      align-items: stretch;
      gap: 0;
      padding-top: 18px;
    }
    .intro { order: 0; max-width: none; }
    .intro h1 { margin: 7px 0 5px; font-size: 30px; line-height: 1.08; }
    .desktop-break { display: none; }
    .intro-description { font-size: 12px; line-height: 1.45; }
    .controls-block { display: none; }
    .score-rail {
      order: 1;
      display: grid;
      grid-template-columns: repeat(2, minmax(0, 1fr));
      gap: 10px;
      max-width: none;
      margin: 16px 0;
    }
    .score-caption, .bite-tip { display: none; }
    .score-card, .score-card.current { padding: 10px 13px; border-radius: 10px; }
    .score-card + .score-card { margin-top: 0; }
    .score-title { font-size: 8px; }
    .score-title svg { width: 15px; height: 15px; }
    .score-number { margin: 6px 0 0; font-size: 32px; line-height: 1; }
    .score-footer { display: none; }
    .game-column { order: 2; max-width: 560px; align-self: center; }
    .board-head { margin-bottom: 8px; }
    .board-frame { padding: 7px; border-radius: 12px; }
    .board-bottom { margin-top: 9px; }
    .touch-panel {
      display: flex;
      align-items: center;
      justify-content: space-between;
      gap: 12px;
      margin-top: 13px;
    }
    .touch-copy { display: flex; flex-direction: column; gap: 4px; min-width: 0; }
    .touch-copy small { color: #91b38d; font-size: 8px; font-weight: 700; }
    .touch-copy strong { color: #d6e2d4; font-size: 12px; }
    .touch-copy span { color: #7e9183; font-size: 10px; }
    .touch-pad {
      flex: 0 0 auto;
      display: grid;
      grid-template-columns: repeat(3, 33px);
      grid-template-rows: repeat(2, 30px);
      gap: 4px;
    }
    .touch-pad button {
      padding: 0;
      border: 1px solid #405447;
      border-radius: 6px;
      background: #1b2a20;
      color: #d0e0cf;
      font-size: 16px;
      line-height: 1;
      box-shadow: inset 0 -2px rgba(0, 0, 0, .24);
      cursor: pointer;
      touch-action: manipulation;
    }
    .touch-pad button:active { background: #36543a; color: var(--lime); transform: translateY(1px); }
    .touch-up { grid-column: 2; grid-row: 1; }
    .touch-left { grid-column: 1; grid-row: 2; }
    .touch-down { grid-column: 2; grid-row: 2; }
    .touch-right { grid-column: 3; grid-row: 2; }
    .page-footer { margin-top: 17px; padding: 13px 0 16px; }
  }

  @media (max-width: 440px) {
    .app { width: calc(100% - 28px); }
    .brand-mark { width: 35px; height: 35px; border-radius: 10px; }
    .brand-mark svg { width: 31px; height: 31px; }
    .brand-name { font-size: 14px; }
    .brand-subtitle { font-size: 7px; }
    .header-chip { padding: 8px 9px; font-size: 8px; }
    .intro h1 { font-size: 29px; }
    .start-prompt { bottom: 12px; }
    .play-badge { width: 32px; height: 32px; flex-basis: 32px; }
    .prompt-copy strong { font-size: 11px; }
    .overlay-card { padding: 17px; }
    .overlay-icon { margin-bottom: 9px; }
    .overlay-score { margin-top: 12px; }
    .overlay-button { margin-top: 12px; }
    .page-footer { font-size: 7px; }
  }

  @media (prefers-reduced-motion: reduce) {
    .status-dot, .score-number.bump { animation: none; }
    .start-prompt { transition: none; }
  }
</style>
</head>
<body>
<div class="app">
  <header class="topbar">
    <div class="brand" aria-label="Snake, the arcade edition">
      <div class="brand-mark" aria-hidden="true">
        <svg viewBox="0 0 40 40" fill="none">
          <path d="M28 10H17.5a5.5 5.5 0 0 0 0 11H22a5.5 5.5 0 0 1 0 11H12" stroke="#1B2D1D" stroke-width="4.5" stroke-linecap="round" stroke-linejoin="round"/>
          <circle cx="28" cy="10" r="4.3" fill="#1B2D1D"/>
          <circle cx="29.3" cy="8.9" r="1" fill="#C5F579"/>
        </svg>
      </div>
      <div class="brand-copy">
        <div class="brand-name">SNAKE<span>.</span></div>
        <div class="brand-subtitle mono">THE ARCADE EDITION</div>
      </div>
    </div>
    <div class="topbar-right">
      <span class="header-note mono">A LITTLE GAME FOR YOUR DOWNTIME</span>
      <span class="header-chip mono"><i></i> CLASSIC MODE</span>
    </div>
  </header>

  <main class="layout">
    <aside class="intro">
      <div class="eyebrow mono"><span class="asterisk">✳</span> THE CLASSIC, REIMAGINED</div>
      <h1>Just one<br class="desktop-break"> more <em>bite.</em></h1>
      <p class="intro-description">Eat, grow, repeat. Try not to get in your own way.</p>

      <div class="controls-block">
        <div class="intro-divider"></div>
        <div class="rail-heading mono"><span>THE CONTROLS</span><span>01 — 03</span></div>
        <div class="instructions">
          <div class="instruction">
            <div class="keypad" aria-hidden="true">
              <kbd class="key-up">↑</kbd><kbd class="key-left">←</kbd>
              <kbd class="key-down">↓</kbd><kbd class="key-right">→</kbd>
            </div>
            <div class="instruction-copy"><strong>Find your way</strong><small>Arrow keys or WASD</small></div>
          </div>
          <div class="instruction">
            <div class="single-key" aria-hidden="true"><kbd>P</kbd></div>
            <div class="instruction-copy"><strong>Take a breather</strong><small>Pause or resume</small></div>
          </div>
        </div>
        <div class="restart-hint"><kbd>SPACE</kbd><span>/</span><kbd>ENTER</kbd><span>to restart</span></div>
        <div class="rail-note mono"><span>✳</span> ONE BITE AT A TIME</div>
      </div>
    </aside>

    <section class="game-column" aria-label="Snake game">
      <div class="board-head">
        <div class="board-name mono"><span class="board-number">01</span> THE PLAYFIELD</div>
        <div class="board-actions">
          <div class="game-status mono" id="gameStatus" data-mode="demo">
            <span class="status-dot"></span><span id="statusText">DEMO PLAYING</span>
          </div>
          <button class="pause-button" id="pauseButton" type="button" title="Pause (P)" aria-label="Pause game" disabled>
            <svg class="pause-icon" viewBox="0 0 16 16" fill="currentColor" aria-hidden="true"><rect x="3" y="2.5" width="3.5" height="11" rx="1"/><rect x="9.5" y="2.5" width="3.5" height="11" rx="1"/></svg>
            <svg class="resume-icon" viewBox="0 0 16 16" fill="currentColor" aria-hidden="true"><path d="M4.5 2.5v11L13 8z"/></svg>
          </button>
        </div>
      </div>

      <div class="board-frame">
        <div class="canvas-shell is-demo" id="canvasShell">
          <canvas id="gameCanvas" width="720" height="720" tabindex="0" aria-label="A 24 by 24 Snake game. Use arrow keys or WASD to steer. Press P to pause.">
            Snake game: use arrow keys or WASD to steer.
          </canvas>

          <button class="start-prompt" id="startButton" type="button">
            <span class="play-badge" aria-hidden="true">
              <svg viewBox="0 0 16 16" fill="currentColor"><path d="M4 2.3v11.4L13 8z"/></svg>
            </span>
            <span class="prompt-copy">
              <small class="mono">DEMO MODE IS ON</small>
              <strong>Click or press a key to start</strong>
            </span>
          </button>

          <div class="state-overlay" id="stateOverlay" data-kind="paused" role="dialog" aria-modal="true" aria-labelledby="overlayTitle" hidden>
            <div class="overlay-card">
              <div class="overlay-icon" id="overlayIcon" aria-hidden="true">Ⅱ</div>
              <div class="overlay-kicker mono" id="overlayKicker">PAUSED</div>
              <h2 id="overlayTitle">Take a breather.</h2>
              <p class="overlay-description" id="overlayDescription">Your snake will be right here.</p>
              <div class="overlay-score" id="overlayScore" hidden>
                <span class="mono">YOUR SCORE</span>
                <strong id="finalScore">000</strong>
              </div>
              <button class="overlay-button" id="overlayButton" type="button">
                <span id="overlayButtonText">Resume game</span>
                <svg viewBox="0 0 16 16" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true"><path d="M3 8h10M9 4l4 4-4 4"/></svg>
              </button>
              <p class="overlay-hint mono" id="overlayHint">OR PRESS P TO RESUME</p>
            </div>
          </div>
        </div>
      </div>

      <div class="board-bottom mono">
        <span>24 × 24 GRID</span>
        <span class="board-legend"><i class="legend-dot"></i> COLLECT THE FRUIT</span>
      </div>

      <div class="touch-panel">
        <div class="touch-copy">
          <small class="mono">TOUCH CONTROLS</small>
          <strong>Swipe or tap to steer</strong>
          <span>Tap pause above for a break.</span>
        </div>
        <div class="touch-pad" aria-label="Touch direction controls">
          <button class="touch-up" data-turn="up" type="button" aria-label="Move up">↑</button>
          <button class="touch-left" data-turn="left" type="button" aria-label="Move left">←</button>
          <button class="touch-down" data-turn="down" type="button" aria-label="Move down">↓</button>
          <button class="touch-right" data-turn="right" type="button" aria-label="Move right">→</button>
        </div>
      </div>
    </section>

    <aside class="score-rail" aria-label="Scoreboard">
      <div class="score-caption mono"><span>YOUR NUMBERS</span><span>✳</span></div>
      <div class="score-card current">
        <div class="score-title mono">
          <span>CURRENT SCORE</span>
          <svg viewBox="0 0 20 20" fill="none" aria-hidden="true"><path d="M10 2.2l1.7 5.7 5.8 2.1-5.8 2-1.7 5.8-1.8-5.8-5.7-2 5.7-2.1L10 2.2Z" stroke="currentColor" stroke-width="1.3" stroke-linejoin="round"/></svg>
        </div>
        <div class="score-number" id="currentScore">000</div>
        <div class="score-footer mono"><span id="runLabel">DEMO RUN</span><span id="bitesLabel">00 BITES</span></div>
      </div>
      <div class="score-card best">
        <div class="score-title mono">
          <span>BEST SCORE</span>
          <svg viewBox="0 0 20 20" fill="none" aria-hidden="true"><path d="M6 3h8v3.4c0 2.6-1.7 4.6-4 4.6S6 9 6 6.4V3Zm0 1H3v1.1c0 2.2 1.2 3.5 3.3 3.7M14 4h3v1.1c0 2.2-1.2 3.5-3.3 3.7M10 11v3.5M7 17h6M8 14.5h4" stroke="currentColor" stroke-width="1.35" stroke-linecap="round" stroke-linejoin="round"/></svg>
        </div>
        <div class="score-number" id="bestScore">000</div>
        <div class="score-footer mono"><span id="bestCaption">DEMO ONLY</span><span>↗</span></div>
      </div>
      <div class="bite-tip">
        <div class="fruit-icon" aria-hidden="true">
          <svg viewBox="0 0 24 24" fill="none">
            <path d="M12 8.5c-2.5-1.8-6.4-.2-6.4 3.4 0 3.4 2.3 6.5 4.3 6.5.9 0 1.4-.4 2.1-.4s1.2.4 2.1.4c2 0 4.3-3.1 4.3-6.5 0-3.6-3.9-5.2-6.4-3.4Z" fill="#FF9873"/>
            <path d="M12 8.4c.1-2 1.1-3.5 2.4-4.2" stroke="#C4E895" stroke-width="1.5" stroke-linecap="round"/>
            <path d="M12.7 6.5c.7-1.8 2.3-2.5 4-2.1-.4 1.7-1.9 2.6-4 2.1Z" fill="#B9E388"/>
            <path d="M8 11c.2-.8.7-1.3 1.3-1.5" stroke="#FFD5BE" stroke-width="1.1" stroke-linecap="round"/>
          </svg>
        </div>
        <div class="bite-copy"><strong>+10 points</strong><span>for every fruit you eat</span></div>
      </div>
    </aside>
  </main>

  <footer class="page-footer mono">
    <span>MADE FOR A LITTLE DOWNTIME</span>
    <span><strong>NO ACCOUNTS.</strong> JUST SNAKE. &nbsp;✳</span>
  </footer>
</div>

<script>
(() => {
  "use strict";

  const GRID = 24;
  const CELL = 30;
  const SIZE = GRID * CELL;
  const DEMO_TICK = 135;
  const PLAY_TICK = 155;
  const TAU = Math.PI * 2;

  const canvas = document.getElementById("gameCanvas");
  const ctx = canvas.getContext("2d");
  const ratio = Math.min(window.devicePixelRatio || 1, 2);
  canvas.width = Math.round(SIZE * ratio);
  canvas.height = Math.round(SIZE * ratio);
  ctx.setTransform(ratio, 0, 0, ratio, 0, 0);

  const backdrop = document.createElement("canvas");
  backdrop.width = Math.round(SIZE * ratio);
  backdrop.height = Math.round(SIZE * ratio);
  const bg = backdrop.getContext("2d");
  bg.setTransform(ratio, 0, 0, ratio, 0, 0);

  const bgGradient = bg.createLinearGradient(0, 0, SIZE, SIZE);
  bgGradient.addColorStop(0, "#17271d");
  bgGradient.addColorStop(.55, "#132119");
  bgGradient.addColorStop(1, "#101c16");
  bg.fillStyle = bgGradient;
  bg.fillRect(0, 0, SIZE, SIZE);

  bg.fillStyle = "rgba(180, 230, 170, 0.014)";
  for (let y = 0; y < GRID; y++) {
    for (let x = 0; x < GRID; x++) {
      if ((x + y) % 2 === 0) bg.fillRect(x * CELL, y * CELL, CELL, CELL);
    }
  }
  bg.beginPath();
  for (let i = 0; i <= GRID; i++) {
    const p = i * CELL;
    bg.moveTo(p, 0);
    bg.lineTo(p, SIZE);
    bg.moveTo(0, p);
    bg.lineTo(SIZE, p);
  }
  bg.lineWidth = 1;
  bg.strokeStyle = "rgba(181, 219, 177, 0.075)";
  bg.stroke();
  bg.fillStyle = "rgba(193, 231, 180, 0.17)";
  for (let y = 4; y < GRID; y += 4) {
    for (let x = 4; x < GRID; x += 4) {
      bg.fillRect(x * CELL - 1, y * CELL - 1, 2, 2);
    }
  }
  const vignette = bg.createRadialGradient(SIZE * .5, SIZE * .45, SIZE * .17, SIZE * .5, SIZE * .5, SIZE * .75);
  vignette.addColorStop(0, "rgba(0,0,0,0)");
  vignette.addColorStop(1, "rgba(0,0,0,.22)");
  bg.fillStyle = vignette;
  bg.fillRect(0, 0, SIZE, SIZE);

  const scoreEl = document.getElementById("currentScore");
  const bestEl = document.getElementById("bestScore");
  const bitesEl = document.getElementById("bitesLabel");
  const runLabel = document.getElementById("runLabel");
  const bestCaption = document.getElementById("bestCaption");
  const status = document.getElementById("gameStatus");
  const statusText = document.getElementById("statusText");
  const canvasShell = document.getElementById("canvasShell");
  const startButton = document.getElementById("startButton");
  const pauseButton = document.getElementById("pauseButton");
  const overlay = document.getElementById("stateOverlay");
  const overlayIcon = document.getElementById("overlayIcon");
  const overlayKicker = document.getElementById("overlayKicker");
  const overlayTitle = document.getElementById("overlayTitle");
  const overlayDescription = document.getElementById("overlayDescription");
  const overlayScore = document.getElementById("overlayScore");
  const finalScore = document.getElementById("finalScore");
  const overlayButton = document.getElementById("overlayButton");
  const overlayButtonText = document.getElementById("overlayButtonText");
  const overlayHint = document.getElementById("overlayHint");

  const UP = { x: 0, y: -1 };
  const DOWN = { x: 0, y: 1 };
  const LEFT = { x: -1, y: 0 };
  const RIGHT = { x: 1, y: 0 };
  const DIRECTIONS = [RIGHT, DOWN, LEFT, UP];
  const keyDirections = {
    arrowup: UP, w: UP,
    arrowdown: DOWN, s: DOWN,
    arrowleft: LEFT, a: LEFT,
    arrowright: RIGHT, d: RIGHT
  };
  const touchDirections = { up: UP, down: DOWN, left: LEFT, right: RIGHT };

  const demoFoods = [
    { x: 17, y: 8 }, { x: 12, y: 6 }, { x: 8, y: 10 },
    { x: 6, y: 16 }, { x: 14, y: 18 }, { x: 19, y: 14 },
    { x: 17, y: 5 }, { x: 9, y: 3 }, { x: 4, y: 8 },
    { x: 8, y: 17 }, { x: 18, y: 19 }, { x: 20, y: 11 }
  ];

  let mode = "demo";
  let snake = [];
  let previousSnake = [];
  let direction = RIGHT;
  let previousDirection = RIGHT;
  let turnQueue = [];
  let food = null;
  let score = 0;
  let sessionBest = 0;
  let demoBest = 0;
  let demoFoodIndex = 0;
  let particles = [];
  let rings = [];
  let accumulator = 0;
  let lastFrame = 0;
  let pointerStart = null;

  const copyCell = cell => ({ x: cell.x, y: cell.y });
  const cellIndex = (x, y) => y * GRID + x;
  const isReverse = (a, b) => a.x === -b.x && a.y === -b.y;
  const isSame = (a, b) => a.x === b.x && a.y === b.y;
  const formatScore = value => String(value).padStart(3, "0");
  const tickLength = () => mode === "demo" ? DEMO_TICK : PLAY_TICK;

  function focusCanvas() {
    canvas.focus({ preventScroll: true });
  }

  function refreshScores(animate) {
    scoreEl.textContent = formatScore(score);
    bestEl.textContent = formatScore(mode === "demo" ? demoBest : sessionBest);
    const bites = score / 10;
    bitesEl.textContent = String(bites).padStart(2, "0") + (bites === 1 ? " BITE" : " BITES");
    runLabel.textContent = mode === "demo" ? "DEMO RUN" : "THIS RUN";
    bestCaption.textContent = mode === "demo" ? "DEMO ONLY" : "THIS SESSION";
    if (animate) {
      scoreEl.classList.remove("bump");
      void scoreEl.offsetWidth;
      scoreEl.classList.add("bump");
    }
  }

  function syncState() {
    const labels = {
      demo: "DEMO PLAYING",
      playing: "IN PLAY",
      paused: "PAUSED",
      over: "GAME OVER",
      won: "BOARD CLEARED"
    };
    statusText.textContent = labels[mode];
    status.dataset.mode = mode;
    canvasShell.classList.toggle("is-demo", mode === "demo");
    pauseButton.disabled = mode !== "playing" && mode !== "paused";
    pauseButton.dataset.paused = mode === "paused" ? "true" : "false";
    pauseButton.setAttribute("aria-label", mode === "paused" ? "Resume game" : "Pause game");
    pauseButton.title = mode === "paused" ? "Resume (P)" : "Pause (P)";
  }

  function setupRun(isDemo) {
    mode = isDemo ? "demo" : "playing";
    snake = Array.from({ length: 6 }, (_, i) => ({ x: 8 - i, y: 11 }));
    previousSnake = snake.map(copyCell);
    direction = RIGHT;
    previousDirection = RIGHT;
    turnQueue = [];
    food = { x: 14, y: 11 };
    score = 0;
    demoFoodIndex = 0;
    particles = [];
    rings = [];
    accumulator = 0;
    lastFrame = performance.now();
    startButton.hidden = !isDemo;
    overlay.hidden = true;
    scoreEl.classList.remove("bump");
    refreshScores(false);
    syncState();
    if (!isDemo) focusCanvas();
  }

  function startGame() {
    setupRun(false);
  }

  function togglePause() {
    if (mode === "playing") {
      mode = "paused";
      overlay.dataset.kind = "paused";
      overlayIcon.textContent = "Ⅱ";
      overlayKicker.textContent = "PAUSED";
      overlayTitle.textContent = "Take a breather.";
      overlayDescription.textContent = "Your snake will be right here.";
      overlayScore.hidden = true;
      overlayButtonText.textContent = "Resume game";
      overlayHint.textContent = "OR PRESS P TO RESUME";
      overlay.hidden = false;
      syncState();
      overlayButton.focus({ preventScroll: true });
    } else if (mode === "paused") {
      mode = "playing";
      overlay.hidden = true;
      lastFrame = performance.now();
      syncState();
      focusCanvas();
    }
  }

  function finishGame(reason) {
    const won = reason === "win";
    mode = won ? "won" : "over";
    overlay.dataset.kind = won ? "won" : "over";
    overlayIcon.textContent = won ? "✳" : "✦";
    overlayKicker.textContent = won ? "BOARD CLEARED" : "GAME OVER";
    overlayTitle.textContent = won ? "Incredible!" : "Nice run.";
    overlayDescription.textContent = won
      ? "You filled every single cell."
      : reason === "wall"
        ? "The wall got you this time."
        : "That tail sneaks up on you.";
    finalScore.textContent = formatScore(score);
    overlayScore.hidden = false;
    overlayButtonText.textContent = "Play again";
    overlayHint.textContent = "OR PRESS SPACE / ENTER";
    overlay.hidden = false;
    refreshScores(false);
    syncState();
    overlayButton.focus({ preventScroll: true });
  }

  function enqueueTurn(next) {
    const reference = turnQueue.length ? turnQueue[turnQueue.length - 1] : direction;
    if (isSame(next, reference) || isReverse(next, reference)) return;
    if (turnQueue.length < 16) turnQueue.push(next);
  }

  function pickFood() {
    const occupied = new Uint8Array(GRID * GRID);
    for (const part of snake) occupied[cellIndex(part.x, part.y)] = 1;

    if (mode === "demo") {
      while (demoFoodIndex < demoFoods.length) {
        const candidate = demoFoods[demoFoodIndex++];
        if (!occupied[cellIndex(candidate.x, candidate.y)]) return copyCell(candidate);
      }
    }

    const free = [];
    for (let i = 0; i < occupied.length; i++) {
      if (!occupied[i]) free.push(i);
    }
    if (!free.length) return null;
    const chosen = free[Math.floor(Math.random() * free.length)];
    return { x: chosen % GRID, y: Math.floor(chosen / GRID) };
  }

  function reachableArea(x, y, blocked) {
    const seen = new Uint8Array(GRID * GRID);
    const queue = new Int16Array(GRID * GRID);
    let read = 0;
    let write = 0;
    const start = cellIndex(x, y);
    queue[write++] = start;
    seen[start] = 1;
    while (read < write) {
      const current = queue[read++];
      const cx = current % GRID;
      const cy = Math.floor(current / GRID);
      for (const d of DIRECTIONS) {
        const nx = cx + d.x;
        const ny = cy + d.y;
        if (nx < 0 || nx >= GRID || ny < 0 || ny >= GRID) continue;
        const next = cellIndex(nx, ny);
        if (blocked[next] || seen[next]) continue;
        seen[next] = 1;
        queue[write++] = next;
      }
    }
    return write;
  }

  function chooseDemoTurn() {
    const head = snake[0];
    const start = cellIndex(head.x, head.y);
    const target = cellIndex(food.x, food.y);
    const blocked = new Uint8Array(GRID * GRID);
    for (let i = 1; i < snake.length; i++) {
      blocked[cellIndex(snake[i].x, snake[i].y)] = 1;
    }

    const seen = new Uint8Array(GRID * GRID);
    const firstTurn = new Int8Array(GRID * GRID);
    const queue = new Int16Array(GRID * GRID);
    let read = 0;
    let write = 0;
    queue[write++] = start;
    seen[start] = 1;

    while (read < write) {
      const current = queue[read++];
      const cx = current % GRID;
      const cy = Math.floor(current / GRID);
      for (let i = 0; i < DIRECTIONS.length; i++) {
        const d = DIRECTIONS[i];
        if (current === start && isReverse(d, direction)) continue;
        const nx = cx + d.x;
        const ny = cy + d.y;
        if (nx < 0 || nx >= GRID || ny < 0 || ny >= GRID) continue;
        const next = cellIndex(nx, ny);
        if (blocked[next] || seen[next]) continue;
        seen[next] = 1;
        firstTurn[next] = current === start ? i : firstTurn[current];
        if (next === target) return DIRECTIONS[firstTurn[next]];
        queue[write++] = next;
      }
    }

    const movingBody = new Uint8Array(GRID * GRID);
    for (let i = 0; i < snake.length - 1; i++) {
      movingBody[cellIndex(snake[i].x, snake[i].y)] = 1;
    }
    let safest = null;
    let largestArea = -1;
    const options = [direction, ...DIRECTIONS.filter(d => !isSame(d, direction))];
    for (const d of options) {
      if (isReverse(d, direction)) continue;
      const nx = head.x + d.x;
      const ny = head.y + d.y;
      if (nx < 0 || nx >= GRID || ny < 0 || ny >= GRID) continue;
      if (movingBody[cellIndex(nx, ny)]) continue;
      const area = reachableArea(nx, ny, movingBody);
      if (area > largestArea) {
        largestArea = area;
        safest = d;
      }
    }
    return safest || direction;
  }

  function makeBurst(cell) {
    const x = (cell.x + .5) * CELL;
    const y = (cell.y + .5) * CELL;
    const colors = ["#ff9a75", "#ffca85", "#e2f7a7", "#fff1d4"];
    rings.push({ x, y, age: 0, life: 570 });
    for (let i = 0; i < 15; i++) {
      const angle = TAU * i / 15 + Math.random() * .35;
      const speed = 65 + Math.random() * 95;
      particles.push({
        x, y,
        vx: Math.cos(angle) * speed,
        vy: Math.sin(angle) * speed,
        age: 0,
        life: 650 + Math.random() * 330,
        size: 1.8 + Math.random() * 2.6,
        color: colors[i % colors.length],
        square: i % 3 === 0
      });
    }
  }

  function advance() {
    let nextDirection = mode === "demo"
      ? chooseDemoTurn()
      : turnQueue.length ? turnQueue.shift() : direction;
    if (isReverse(nextDirection, direction)) nextDirection = direction;

    const head = snake[0];
    const next = { x: head.x + nextDirection.x, y: head.y + nextDirection.y };
    const eating = food && next.x === food.x && next.y === food.y;
    const hitWall = next.x < 0 || next.x >= GRID || next.y < 0 || next.y >= GRID;
    const checkedLength = snake.length - (eating ? 0 : 1);
    let hitSelf = false;
    for (let i = 0; i < checkedLength; i++) {
      if (snake[i].x === next.x && snake[i].y === next.y) {
        hitSelf = true;
        break;
      }
    }

    if (hitWall || hitSelf) {
      if (mode === "demo") setupRun(true);
      else finishGame(hitWall ? "wall" : "self");
      return;
    }

    previousSnake = snake.map(copyCell);
    previousDirection = direction;
    direction = nextDirection;
    snake.unshift(next);

    if (eating) {
      score += 10;
      if (mode === "demo") demoBest = Math.max(demoBest, score);
      else sessionBest = Math.max(sessionBest, score);
      makeBurst(food);
      food = pickFood();
      refreshScores(true);
      if (!food) {
        if (mode === "demo") setupRun(true);
        else finishGame("win");
      }
    } else {
      snake.pop();
    }
  }

  function updateEffects(delta) {
    const seconds = delta / 1000;
    const drag = Math.pow(.38, seconds);
    for (const p of particles) {
      p.age += delta;
      p.x += p.vx * seconds;
      p.y += p.vy * seconds;
      p.vx *= drag;
      p.vy = p.vy * drag + 38 * seconds;
    }
    for (const ring of rings) ring.age += delta;
    particles = particles.filter(p => p.age < p.life);
    rings = rings.filter(r => r.age < r.life);
  }

  function roundedRectPath(context, x, y, width, height, radius) {
    const r = Math.min(radius, width / 2, height / 2);
    context.beginPath();
    context.moveTo(x + r, y);
    context.arcTo(x + width, y, x + width, y + height, r);
    context.arcTo(x + width, y + height, x, y + height, r);
    context.arcTo(x, y + height, x, y, r);
    context.arcTo(x, y, x + width, y, r);
    context.closePath();
  }

  function drawFood(time) {
    if (!food) return;
    const x = (food.x + .5) * CELL;
    const y = (food.y + .5) * CELL;
    const pulse = Math.sin(time / 300);
    ctx.save();
    ctx.translate(x, y);

    const halo = ctx.createRadialGradient(0, 0, 0, 0, 0, CELL * .7);
    halo.addColorStop(0, "rgba(255, 137, 94, .24)");
    halo.addColorStop(1, "rgba(255, 137, 94, 0)");
    ctx.fillStyle = halo;
    ctx.beginPath();
    ctx.arc(0, 0, CELL * .7, 0, TAU);
    ctx.fill();

    ctx.beginPath();
    ctx.arc(0, 0, CELL * (.46 + pulse * .025), 0, TAU);
    ctx.strokeStyle = "rgba(255, 165, 125, .33)";
    ctx.lineWidth = 1.2;
    ctx.stroke();

    const apple = ctx.createLinearGradient(-CELL * .25, -CELL * .25, CELL * .25, CELL * .3);
    apple.addColorStop(0, "#ffbb8d");
    apple.addColorStop(.5, "#ff946d");
    apple.addColorStop(1, "#e96d51");
    ctx.fillStyle = apple;
    ctx.shadowColor = "rgba(255, 131, 91, .5)";
    ctx.shadowBlur = 14;
    ctx.beginPath();
    ctx.moveTo(0, -CELL * .20);
    ctx.bezierCurveTo(-CELL * .16, -CELL * .32, -CELL * .34, -CELL * .22, -CELL * .32, -CELL * .02);
    ctx.bezierCurveTo(-CELL * .31, CELL * .18, -CELL * .19, CELL * .32, -CELL * .09, CELL * .30);
    ctx.bezierCurveTo(-CELL * .04, CELL * .29, -CELL * .02, CELL * .27, 0, CELL * .28);
    ctx.bezierCurveTo(CELL * .02, CELL * .27, CELL * .04, CELL * .29, CELL * .09, CELL * .30);
    ctx.bezierCurveTo(CELL * .19, CELL * .32, CELL * .31, CELL * .18, CELL * .32, -CELL * .02);
    ctx.bezierCurveTo(CELL * .34, -CELL * .22, CELL * .16, -CELL * .32, 0, -CELL * .20);
    ctx.closePath();
    ctx.fill();
    ctx.shadowBlur = 0;

    ctx.strokeStyle = "#b5d77d";
    ctx.lineWidth = 2;
    ctx.lineCap = "round";
    ctx.beginPath();
    ctx.moveTo(0, -CELL * .19);
    ctx.quadraticCurveTo(CELL * .02, -CELL * .31, CELL * .08, -CELL * .38);
    ctx.stroke();
    ctx.fillStyle = "#c6e894";
    ctx.beginPath();
    ctx.ellipse(CELL * .14, -CELL * .34, CELL * .12, CELL * .06, -.55, 0, TAU);
    ctx.fill();
    ctx.fillStyle = "rgba(255, 236, 211, .7)";
    ctx.beginPath();
    ctx.ellipse(-CELL * .15, -CELL * .09, CELL * .045, CELL * .09, .4, 0, TAU);
    ctx.fill();
    ctx.restore();
  }

  function traceBody(points) {
    const tail = points[points.length - 1];
    ctx.beginPath();
    ctx.moveTo(tail.x, tail.y);
    for (let i = points.length - 2; i >= 0; i--) ctx.lineTo(points[i].x, points[i].y);
  }

  function drawSnake(alpha) {
    const points = snake.map((part, i) => {
      const previous = previousSnake[i] || previousSnake[previousSnake.length - 1] || part;
      return {
        x: (previous.x + (part.x - previous.x) * alpha + .5) * CELL,
        y: (previous.y + (part.y - previous.y) * alpha + .5) * CELL
      };
    });
    const head = points[0];
    const tail = points[points.length - 1];

    ctx.save();
    ctx.lineCap = "round";
    ctx.lineJoin = "round";
    ctx.shadowColor = "rgba(142, 235, 105, .22)";
    ctx.shadowBlur = 18;
    ctx.strokeStyle = "#315c38";
    ctx.lineWidth = CELL * .88;
    traceBody(points);
    ctx.stroke();
    ctx.shadowBlur = 0;

    const bodyGradient = ctx.createLinearGradient(tail.x, tail.y, head.x + .01, head.y + .01);
    bodyGradient.addColorStop(0, "#4eaa61");
    bodyGradient.addColorStop(.55, "#7bd16a");
    bodyGradient.addColorStop(1, "#b5ef7a");
    ctx.strokeStyle = bodyGradient;
    ctx.lineWidth = CELL * .72;
    traceBody(points);
    ctx.stroke();

    ctx.save();
    ctx.translate(0, -CELL * .13);
    ctx.strokeStyle = "rgba(238, 255, 204, .17)";
    ctx.lineWidth = CELL * .075;
    traceBody(points);
    ctx.stroke();
    ctx.restore();

    ctx.fillStyle = "rgba(238, 255, 207, .17)";
    for (let i = 2; i < points.length - 1; i += 2) {
      ctx.beginPath();
      ctx.ellipse(points[i].x, points[i].y - CELL * .13, CELL * .09, CELL * .045, 0, 0, TAU);
      ctx.fill();
    }
    ctx.restore();

    const oldAngle = Math.atan2(previousDirection.y, previousDirection.x);
    const newAngle = Math.atan2(direction.y, direction.x);
    const angleDifference = Math.atan2(Math.sin(newAngle - oldAngle), Math.cos(newAngle - oldAngle));

    ctx.save();
    ctx.translate(head.x, head.y);
    ctx.rotate(oldAngle + angleDifference * alpha);
    const headGradient = ctx.createLinearGradient(-CELL * .45, -CELL * .1, CELL * .48, CELL * .1);
    headGradient.addColorStop(0, "#9bdf70");
    headGradient.addColorStop(1, "#d5ff96");
    ctx.fillStyle = headGradient;
    ctx.shadowColor = "rgba(174, 251, 120, .3)";
    ctx.shadowBlur = 14;
    roundedRectPath(ctx, -CELL * .45, -CELL * .41, CELL * .94, CELL * .82, CELL * .29);
    ctx.fill();
    ctx.shadowBlur = 0;
    ctx.strokeStyle = "rgba(235, 255, 207, .48)";
    ctx.lineWidth = 1.3;
    ctx.stroke();

    for (const side of [-1, 1]) {
      const eyeX = CELL * .16;
      const eyeY = side * CELL * .19;
      ctx.fillStyle = "#233d28";
      ctx.beginPath();
      ctx.ellipse(eyeX, eyeY, CELL * .075, CELL * .085, 0, 0, TAU);
      ctx.fill();
      ctx.fillStyle = "rgba(250, 255, 233, .95)";
      ctx.beginPath();
      ctx.arc(eyeX + CELL * .02, eyeY - CELL * .025, CELL * .022, 0, TAU);
      ctx.fill();
    }
    ctx.restore();
  }

  function drawEffects() {
    ctx.save();
    for (const ring of rings) {
      const progress = ring.age / ring.life;
      ctx.beginPath();
      ctx.arc(ring.x, ring.y, CELL * (.24 + progress * .9), 0, TAU);
      ctx.strokeStyle = `rgba(255, 173, 125, ${.6 * (1 - progress)})`;
      ctx.lineWidth = 1.8;
      ctx.stroke();
    }
    for (const p of particles) {
      ctx.globalAlpha = Math.pow(1 - p.age / p.life, 1.3);
      ctx.fillStyle = p.color;
      if (p.square) {
        ctx.fillRect(p.x - p.size / 2, p.y - p.size / 2, p.size, p.size);
      } else {
        ctx.beginPath();
        ctx.arc(p.x, p.y, p.size / 2, 0, TAU);
        ctx.fill();
      }
    }
    ctx.restore();
  }

  function draw(time) {
    ctx.drawImage(backdrop, 0, 0, SIZE, SIZE);
    drawFood(time);
    const alpha = mode === "over" || mode === "won"
      ? 1
      : Math.max(0, Math.min(1, accumulator / tickLength()));
    drawSnake(alpha);
    drawEffects();
  }

  function frame(time) {
    const delta = Math.max(0, Math.min(50, time - lastFrame));
    lastFrame = time;
    if (mode === "demo" || mode === "playing") {
      accumulator += delta;
      let duration = tickLength();
      while (accumulator >= duration) {
        accumulator -= duration;
        advance();
        if (mode !== "demo" && mode !== "playing") {
          accumulator = 0;
          break;
        }
        duration = tickLength();
      }
      if (mode === "demo" || mode === "playing") updateEffects(delta);
    }
    draw(time);
    requestAnimationFrame(frame);
  }

  window.addEventListener("keydown", event => {
    const key = event.key.toLowerCase();
    const isSpace = key === " " || key === "space" || key === "spacebar" || event.code === "Space";
    if (keyDirections[key] || key === "p" || key === "enter" || isSpace) event.preventDefault();
    if (event.repeat) return;

    if (mode === "demo") {
      startGame();
      if (keyDirections[key]) enqueueTurn(keyDirections[key]);
      return;
    }
    if (mode === "over" || mode === "won") {
      if (key === "enter" || isSpace) startGame();
      return;
    }
    if (key === "p") {
      togglePause();
      return;
    }
    if (mode === "paused") {
      if (key === "enter" || isSpace) togglePause();
      return;
    }
    if (mode === "playing" && keyDirections[key]) enqueueTurn(keyDirections[key]);
  });

  startButton.addEventListener("click", () => {
    if (mode === "demo") startGame();
  });
  document.addEventListener("click", () => {
    if (mode === "demo") startGame();
  });
  pauseButton.addEventListener("click", togglePause);
  overlayButton.addEventListener("click", () => {
    if (mode === "paused") togglePause();
    else if (mode === "over" || mode === "won") startGame();
  });

  canvas.addEventListener("pointerdown", event => {
    if (event.pointerType === "mouse" && event.button !== 0) return;
    event.preventDefault();
    pointerStart = { x: event.clientX, y: event.clientY, id: event.pointerId };
    if (mode === "demo") startGame();
    else if (mode === "playing") focusCanvas();
  });
  window.addEventListener("pointerup", event => {
    if (!pointerStart || pointerStart.id !== event.pointerId) return;
    const dx = event.clientX - pointerStart.x;
    const dy = event.clientY - pointerStart.y;
    pointerStart = null;
    if (mode !== "playing" || Math.max(Math.abs(dx), Math.abs(dy)) < 18) return;
    if (Math.abs(dx) > Math.abs(dy)) enqueueTurn(dx > 0 ? RIGHT : LEFT);
    else enqueueTurn(dy > 0 ? DOWN : UP);
  });
  window.addEventListener("pointercancel", event => {
    if (pointerStart && pointerStart.id === event.pointerId) pointerStart = null;
  });

  document.querySelectorAll("[data-turn]").forEach(button => {
    button.addEventListener("click", () => {
      if (mode === "demo") startGame();
      if (mode === "playing") enqueueTurn(touchDirections[button.dataset.turn]);
    });
  });

  setupRun(true);
  draw(performance.now());
  requestAnimationFrame(frame);
})();
</script>
</body>
</html>
Reasoning trace (45,615 tokens)
**Planning a polished game**

I'm working to create a complete HTML game with inline CSS and JS, focusing on design and functionality. I've got time and resources to make it visually appealing and robust. It should fit a 1280x800 screenshot down to 375 and start with a demo behind a "Click or press a key to start" message. The grid will be at least 20x20, and controls will use WASD, ensuring smooth movement and a polished UI. I need to decide on a creative direction for a dark arcade feel with bright neon elements.**Designing a game layout**

I’m considering a central layout that includes a top navigation header, hero section, and sidebars. The ideal game board will be centered horizontally at approximately 560x560 within a 1280x800 screen without scrolling. We should create an app size of about 1180x760, with the main board at 568x568. For mobile, at 375 wide, the responsive design will accommodate the score, game board at 343x343, and controls without scrollbars. I envision a dark background with a subtle gradient, featuring a clean header with a logo and system information.**Refining brand and layout**

I'm thinking about branding the game with "SNAKE / ARCADE" at the top, along with the tagline "A LITTLE GAME OF BIG APPETITES" and incorporating sound effects. It's important to avoid any dead interactive controls. I might also show a mini status display. The brand text could be "NEON SERPENT" or "SNAKE" along with "ARCADE CLUB." For the game layout, I envision a central board framed in a square, with the grid centered on the page—560 for the board, 220 for each sidebar, and a gap of 36.**Designing game overlay**

I’m considering the label for the game frame; it should say "THE PLAYFIELD" on the left and "● LIVE / DEMO" on the right. There’s a decorative element on top that could indicate the level. The demo mode should display a snake moving and food within three seconds. It’s essential to ensure the demo starts automatically, but the overlay message needs to be clear yet not obstructive, maybe as a semi-opaque card at the bottom of the board for visibility.**Finalizing game overlay**

The instructions specify that the overlay needs to be placed behind a "Click or press a key to start" message, ensuring visibility of the game board behind it. I could position a small card at the bottom middle or center, while the sample snake moves above. It might be effective to design a white-translucent dark overlay that says "DEMO MODE" along with the click message. Just need to ensure it doesn't obscure the board's action while remaining around 68px tall and 280px wide.**Planning canvas and movement mechanics**

I'm working on a canvas that’s 100% width, with a natural width of 720 and a 24x24 grid. I want to create an alternating dark radial background and add grid lines with a specific opacity. I’m also considering dots at grid intersections—though that's resource-intensive. 

It's critical to implement smooth movement for the game mechanics, allowing quick key presses, including checking direction queues without reversals. I'll need to manage growth with an array representing the body and ensure that movement is smooth during the game.**Managing player input and movement**

I need to avoid allowing movement to "reverse onto itself." If directions are perpendicular and processed across successive game ticks, that should be safe. The challenge arises with event queues; they can accept inputs long before the tick. 

I think I should limit the queue—maybe to 4 events—to prevent late inputs while ensuring quick successive presses are honored. I wonder if I should set an upper cap of 4 or 8? It's a balance to maintain smooth gameplay.**Designing game controls**

I’m working on implementing a pointer handler for the game board, starting with a clearly clickable button that invites users to "Click or press a key to start." The overlay will ensure that pointer events are managed properly so only the button is accessible. Since mobile users won't have keyboard access, I'll need to include touch controls, such as an on-screen directional pad or swipe functionality. I want to ensure a responsive design that allows smooth interactions whether on desktop or mobile. I need to balance accessibility and usability carefully!**Crafting the game interface**

I'm setting the canvas to have touch-action set to "none" to ensure swipes are recognized without scrolling issues on mobile. For desktop, I'll use clicks. I'll include a board overlay with a button and directional controls visible below for mobile users at smaller screen widths. It might be nice to make arrow-pad buttons interactive on both desktop and mobile. For the design, I'm thinking of a deep green arcade aesthetic with an ivory font and vibrant coral accents for the food. I'll also use inline SVG icons for a polished look!**Designing a snake body**

I’m thinking about how the points travel along a segment, and when the head turns, the line might appear diagonal to the previous segment. I want it to look smooth and pleasing. It would be interesting to draw the body with smooth curves using midpoints and quadratic curves. I envision a thick stroke for the body along with colored inner segments and dots with a rounded square or circular head. I’ll need to ensure the head properly faces its new direction during movement as well.**Choosing colors and design details**

I’m considering different colors for the snake, like a lime green (#b6f75c) for some parts and a slightly darker body color (#82d962). The eyes would be represented as dark dots. I like the idea of using a gradient from dark green at the tail to light lime at the head, with a winding path that features a linear gradient. I might indicate segments with small circles at the joints and use rounded line joins for a more organic look. The head could be a distinct round rectangle with highlights.**Designing self-playing AI**

I'm thinking about a demo involving 15 foods, aiming for the best score, which is 150, compared to the user's score. I wonder if I should separate the demo display, labeling it "DEMO • SCORE" for clarity. During the demo, I could track scores conditionally with both the best session score and demo best. 

The self-playing AI should be robust; it will use a 24x24 board and follow rules to find food while avoiding its own body and walls.**Optimizing the BFS pathfinding**

I'm thinking about how to implement BFS to navigate cells, avoiding the snake's body except for its tail. The AI should find a path from the head to the food while preventing self-collision. I should order the BFS neighbors based on direction and prioritize safety when no path is present, using a flood fill concept including the tail. If there's no safe move, the demo could just reset and keep playing in a loop. 

The AI’s movements should be limited to cardinal directions and avoid reversing.**Implementing BFS for direction selection**

I'm considering how to determine the next step for the snake using BFS with permissible cardinal directions. I can set up an Int16 array and a queue for the 24x24 grid space. The BFS will start at the head, marking the snake's body as occupied. I wonder if I should prioritize directions toward the food while allowing a reverse only at the first step. 

At each tick, the AI will replan its path, reconstructing the first direction from an array.**Planning snake game updates**

I'm focusing on the first movement of the snake and ensuring that it doesn't reverse direction. For safety, if the target is blocked, the food should always be open. I'm using BFS to choose a path while avoiding the snake's body, which works well in smaller sizes. If the snake gets trapped, I need a way to maximize the available area. When a demo occurs with no safe choices, I might automatically reset. I also need to determine how user input will control the snake's movement.**Setting up the snake game**

I'm planning an easy start for the game with a 24x24 board. The snake's initial head position is at (9, 11), and the food is at (16, 11)—that's 7 cells away. Should I give the player some reaction time? At a tick rate of 145 ms, the snake reaches the food in about 1.05 seconds, then the wall after another second. I think a consistent speed of 140 to 150 ms would work well. For the demo, I want it to look like the snake is in an ideal location.**Considering food placement in the game**

I'm thinking about how using AI to randomize food placement can make the snake's movement unpredictable, which is exciting! However, that could complicate the screenshot composition. I wonder if it would be better to use a deterministic seed for the initial demo and then manually place or seed subsequent food. That way, I could create a consistent experience while still keeping things interesting in later rounds. It’s a balancing act, but I’m intrigued by the possibilities!**Planning a fruit demo**

I’m thinking about setting up a fruit sequence demo that shows a particle burst. I realize that at 3 seconds, the burst isn’t guaranteed, but eating should happen automatically every second. It’s important to ensure that everything interesting is visible early on, and the demo should be honest, reflecting the actual AI simulation. I’ll also need to manage spawning food effectively, checking for valid spaces and gracefully skipping occupied ones while keeping track of the best scores throughout the session.**Setting up demo UI**

I'm considering how to design the demo UI for the best experience before a human starts playing. I think I can use `activeBest = mode === 'demo' ? demoBest : best` to adjust the scoring effectively when the mode changes. I should ensure that when switching to demo mode, it remains clear there’s no returning to the previous state, and game over should lead to a restart. I want to display a scoreboard with clear labels like `DEMO SCORE` and `SESSION BEST`, keeping the scoring requirements in mind.**Designing game visual elements**

I'm working on the visual elements for a demo card, distinguishing between "DEMO RUN" and "YOUR RUN." The main badge will read "DEMO PLAYING," and I like the idea of using a full square canvas with a grid for the board. I want to incorporate a bright orange fruit with a leaf, maybe as an apple. For the snake, a contrasting lime color will provide nice visibility. I have to consider proportions for both the fruit and snake in their grid cells while adding dynamic pulsing effects.**Creating particle effects for eating**

I'm considering a particle burst effect when eating food. To achieve this, I'll draw a list of particles per frame, assigning them coordinates, velocities, and a lifetime of 400-650 milliseconds. The colors will be amber, coral, and green, and the shapes will be tiny circles and star-like squares. When food is eaten, I plan to spawn 10-16 particles at the food's center. I'll also include animation for velocity, drag, and gravity, along with a fading effect, depending on the game's pause state. I'll ensure the score pop-up has a cool animation too!**Analyzing game updates**

I'm considering how classic update interpolation works here. At initialization, the snake’s previous position stays the same, but after the first tick, it updates to the next position. The initial display shows the old position for a bit before interpolating, which is a small lag, but I find it acceptable. When the snake eats, food disappears and new particles appear at the head. For collision updates, I want to ensure the overlay shows the last valid snake state during game over without any jumps.**Setting up game over screen**

I'm focusing on the game over trigger when the mode is set to 'over'. The score is already correctly displayed, including the best score. Now, I need to create the UI overlay for the game over screen, which should be a dark, glass-like card positioned at the center of the display. This layout will emphasize the game over state and provide a clear view of the final scores. It's all about making it visually striking!**Setting up overlays**

I'm considering how to maintain different overlays like `#demoOverlay`, `#gameOverOverlay`, and `#pauseOverlay`. I'll use a CSS hidden class to manage visibility. The demo overlay will be positioned at the bottom center, having pointer-events only on the start button. I need a visually appealing design, possibly with a dark charcoal background and a gold or green border shadow. It’s important to ensure the overlays don’t cover too much of the main board and are responsive for mobile devices.**Implementing dynamic text functionality**

I'm thinking about adding dynamic text for various game states. For the pause state, I'll show "PAUSED" and a message like "Take a breather," along with a button to "Resume game." When it's game over, it should display "GAME OVER" and the score prominently, along with an invitation to "Press SPACE or ENTER to play again." 

I'll ensure that during gameplay, SPACE or ENTER won't perform any action, but they should work to restart the game when in the game over or win state. In the demo mode, any key should trigger the start, while excluding modifiers like F5 or Tab.**Simplifying event handling**

I need to manage user interactions with the board, particularly button taps and swipes. I’m considering capturing `pointerdown` on the board. It might make more sense to use `pointerup` for starting the game instead of `pointerdown`, since the initial click could be on an overlay, leading to multiple calls to `startGame`. 

To simplify things, I’ll have `canvas.addEventListener('pointerdown',...)` and track the pointer movement, allowing swipes during gameplay. It's important to configure the listeners correctly!**Considering CSS layout adjustments**

I'm thinking about how to reorder elements using CSS grid for different devices. For desktop, I want columns set up in a certain way, with specified gaps. For mobile, I might use flexbox in a column direction for better stacking. It’s possible to hide desktop controls on mobile if they’re included in the intro. The layout for scores needs to avoid vertical bloat by keeping cards compact. I'll target a responsive width of 375 pixels for clarity.**Designing a game board**

I'm working on a game board design with specific color choices: background in dark shades, ivory text, muted colors, and a distinct salmon accent. The canvas will have a wooden background and visible edges from the grid. I’m considering a 24x24 playable area, incorporating CSS features like rounded borders and styled corners. There will be tags for metadata and clear instructions at the top and bottom of the board. Let’s make sure everything is visually appealing!**Determining frame size for layout**

I need to focus on the frame size with CSS dimensions. I'm looking at minimum heights and widths for various elements, like setting the app's width to a maximum of 1152px and using a grid layout for the game. I want to center components like the board and ensure that side rails are equal. I'll also consider margins and gaps to achieve proper vertical alignment for everything, including the footer and top bar. Overall, it seems like I'm calculating the layout in a very structured way!**Designing board layout with headings**

I’m considering a prominent board heading, like "GAME 01 / CLASSIC SNAKE." For desktop layouts, I want to ensure the board fits based on viewport height with a variable width. It seems important to set CSS grid properties to control overflows and create dynamic column widths. At certain breakpoints, I can collapse sidebars and reorganize elements to maintain a clean layout, especially on smaller screens. I'll use media queries to make these adjustments effectively!**Considering movement directions**

I'm focusing on using fixed directions: right, down, left, and up. It seems I want to apply a breadth-first search (BFS) algorithm to navigate through whatever problem I'm tackling. I'm wondering how these fixed directions will help me explore options effectively. I’m thinking about the implications of using BFS—does it guarantee that I’ll cover all possibilities? I guess that’s something I’ll need to consider as I proceed!**Considering accessibility improvements**

I need to consider several accessibility elements for my project. I’ll avoid external fonts and use inline SVGs instead. For the canvas, I’ll make sure to include fallback text and an aria-label. The scoreboard should have `aria-live="polite"` since frequent updates could overwhelm screen readers. The demo button must be accessible with proper labels. I also want to provide clear pause key instructions and ensure to accommodate users who prefer reduced motion by adjusting animations in CSS.**Evaluating game dynamics**

I'm considering how the game mechanics work and the effect of movements on player experience. The win state is triggered after eating, which sets a won mode. The overlay dims, and movement feels smooth due to interpolation, though there might be some issues with the tick update loop rendering one tick behind based on positioning. 

I'm also noting potential differences in head and body interpolation, especially during turns. For example, a snake's shape can change at corners, affecting gradients, which I need to ensure are finite during their creation.**Considering game usability**

I’m thinking about how to make the game mobile-friendly. For mobile, maybe I should implement "tap arrows" and also include a real Pause button since having no on-screen buttons could be an issue. 

I might design a clickable "PAUSE" icon for the desktop scoreboard instead of just decorative text. I’ll need to figure out a simple way to allow users to pause the game during play, maybe by disabling the demo button to prevent any confusion.**Analyzing snake movement**

I’m evaluating the snake's movements, focusing on left/up as the shortest target direction. The snake moves left to the coordinates (12, 8) and then up to (12, 6) at tick 19. The next food location is (8, 10), but navigating there involves potential overlaps with the snake's body. At tick 22, the snake head is at (9, 6) while targeting food at (8, 10). The movement and positioning are intriguing, creating a satisfying visual during the game.**Formatting visuals for demo**

I’m thinking about the layout for my demo. The max width for the scale button is 375, and I’m using font size 11. I want to create a layered effect, starting with the background, then adding the food aura, ripples, snake, and finally the particles. I’ll make sure the particles appear after the snake to provide depth. I also want to ensure that at t=0, the food and snake are both visible.**Examining UI rendering**

I'm concerned about ensuring the screenshot shows "meaningful on first paint." The JavaScript executes immediately, but the canvas starts off blank before the first requestAnimationFrame, which usually takes around 16ms. So, I want to verify that something visible can be seen before that 3-second mark. I'll have the CSS canvas background set up and ensure that the initial draw happens. Good news — there are no issues with initializing `lastTime` or the rendering process!**Adjusting CSS for mobile layout**

I’m looking at how the CSS mobile media query for `max-width: 1050px` affects large tablets with a viewport width up to 800. It should adapt to avoid horizontal scrolling. I could set a maximum app width of 620px while allowing the board size to remain unrestricted. For the game column, I might set its maximum width to prevent issues at wide viewports. I think I should align the score rail and intro in the center too, keeping the layout user-friendly.**Evaluating board canvas size**

I’m examining the board canvas size at a maximum width of 375 pixels, and it turns out the canvas is 329 pixels. That seems good since it allows enough space for the content without making things feel cramped. I’ll keep this in mind as I continue to adjust the layout and design for both mobile and other screen sizes to ensure everything looks great and functions smoothly.**Updating logical model**

I'm working on a logical model update regarding head interpolation. I noticed that food disappears before the snake's head reaches it, which could be smoother with predictive interpolation. A common algorithm involves representing current positions correctly and applying decisions at tick arrival. However, I've realized that early visual effects can create inconsistencies, especially during pauses or resets. I'm considering improving architecture to simulate logical movements more effectively and perhaps trigger food events slightly earlier to enhance overall fluidity.**Refining direction queue handling**

I need to make sure the direction queue is consumed at the start of each interval. This means I should precompute the next position of the snake right away and find a way to detect when that movement completes. It’s a bit more complex than expected, especially for managing the snake's starting path instantly. I want to ensure everything flows smoothly and that I handle these movements as efficiently as possible.**Refining layout design**

I'm working on the alternative update for the first loop with `advance` before the first frame, and it seems like `alpha` needs to start at zero. I think effects should be smooth during the body turn when the head rotates gradually. I also need to provide a decorative grid shape and some side notes. One issue I'm noticing is that the app isn't quite centered on the page; on mobile, it looks centered, but on desktop, y-center is around 417 versus the viewport at 400. The requirement is for a grid of at least 20×20 cells, centered on the page.**Refining demo mechanics**

Collision triggers reset, which means the overlay won't show. Using a seeded demo fruit array keeps it random for the player. There's a potential issue with the AI getting stuck after predetermined finishes, so auto-reset is necessary. I want to implement a score bump effect when eating. For that, I'm using a specific class manipulation strategy to ensure visibility. Updating scores is timed well, especially with formatting nuances. I’m considering dynamic updates for footer text based on the mode.**Displaying run type**

I’m thinking about how to reflect the current run type, showing "DEMO RUN" when in demo mode and "THIS RUN" otherwise. The state in pause mode indicates it's still the current run. I want to lay out the JavaScript functions a bit clearer, like how `formatScore` aligns scores and `refreshScores` handles updates. Setting up the run distinguishes between demo and playing mode, ensuring the demo prompt is appropriately hidden or shown. Finally, ensuring focus on the canvas works smoothly without errors is a priority.**Reviewing design elements**

I'm experimenting with various styling elements for a project. I need to consider the point size and potential tests for the canvas. The scoreboard might not need the `aria-live` attribute too frequently, perhaps just using `aria-live=polite` for demo purposes. I've set some calculations for width and responsiveness using CSS media queries, ensuring dimensions work well across different screens. Also, I’m reviewing the stacking of z-indices to make sure everything displays correctly. Let's take it from there!**Optimizing mobile layout**

I’m setting up the mobile styles for the project. The font size for `.intro p` is 12, which fits around 50 characters. I've hidden the `.controls-block`, which also includes a divider and instructional note. For mobile, I adjusted the score rail margins and set the `score-card` top margin to override for better spacing. I'm also ensuring the prompt and touch panel controls are appropriately sized, plus I want to make sure the start button text is visible and accessible!**Analyzing CSS Implementation for Touch Pad**

I'm looking at the CSS setup for the touch pad, particularly how certain buttons should be positioned in the grid, and how they’ll be displayed or hidden on desktops. The scoring seems crucial for users; comparing current and best scores could create confusion if not handled correctly. I’m considering showing demo scores separately, indicating "DEMO BEST" versus "YOUR BEST." This distinction could help clarify the experience and ensure users understand their scores throughout the session. It might address logical inconsistencies!**Enhancing Demo Visibility**

I’m thinking about how to effectively display the demo best scores so that users can clearly see their performance during the demo. It’s vital that this information is presented in a way that users can understand their true session performance. Clarifying this experience might help prevent confusion and enhance user satisfaction. Ensuring a straightforward comparison between demo scores and actual scores can make for a more engaging and insightful experience overall!**Crafting food code**

I'm thinking about food and trying to keep everything subtle yet good. It's essential to produce code while staying within a budget of around 35,000 tokens. This will require careful crafting to ensure everything fits well together. I want to make sure it’s done right and meets the necessary criteria. Let's focus on this together and make sure it turns out just how I envision!