# Maze revision — playable

The three open furniture rooms have been replaced by original 27 × 15 corridor mazes. Narrow lanes, loops and junctions make route choices matter. The latest combat refinement removes the collectible trail. Classroom starts with six Sour Apples, Hallway with eight and Library with ten. Defeat them all to ring the bell and unlock the exit. Reflective locker runs and corner walkable bank-shot corners introduce tactical chalk routes.

Movement now uses whole squares. A quick direction press commits one square with a short, smooth slide. Holding repeats. A turn tapped mid-slide queues the next square; holding an early turn continues along the lane until the junction opens. Releasing completes the current square and stops at its center. Pause clears the pending turn, while preserving the slide already in progress. Apples follow the same grid's corridor center lines.

All pickups, including chalk, share a maximum of three at a time. The first appears after four seconds, then spawn opportunities recur every six seconds. Uncollected bonuses last sixteen seconds, fading in for 0.8 seconds and out over their final two. Collected golden apples award points once per level; other bonus types cycle. Chalk alternates with the other bonuses and refills eight shots. There are no fixed pickup stations.

The approved A / Chalkboard Classic raster assets are reused. Continuous wall edges use crops from the existing wooden HUD frame. Walkable floor textures now render in light neutral gray against dark walls. The teacher's upward offset is removed, and its complete 48 × 48 frame is centered in the grid cell; all sixteen animation poses fit inside it. Render settings and crop coordinates are recorded in the manifest. The latest screenshots are in `public/assets/source/previews/*-corners-v5.png`; earlier captures remain preserved.

Validation: 54 automated tests pass, covering connected narrow routes, escape loops, physical clearance, every walkable bank corner, whole-square taps, queued turns, pause/respawn, enemy pursuit and the timed bonus lifecycle. Chromium checks confirm a quick tap travels exactly one 48-pixel square in all three levels and the first bonus fades in on schedule.

Latest refinement: all seven angled boards now occupy existing walkable L-shaped corridor turns with at least two squares of approach on each side. Removed carved-out wall pockets. Only chalk collides with boards; teacher movement and apple pathfinding cross them. The teacher cycles walk A → feet together → walk B → feet together based on distance traveled, making held movement visibly stride and freezing the pose when paused. All sixteen raster poses still fit within their grid cell.
