Field notes for a reef that only shows half of itself. Everything below describes the single round published on this domain, from hazard behaviour to how records are kept.
One fish, one continuous crossing. The reef scrolls from right to left and the speed rises with the distance covered, not with elapsed time, so slow careful play genuinely extends a run rather than merely delaying it. Vertical position is the only input, which means every decision is about which corridor to occupy and when to leave it.
The run ends when the last breath is gone. There is no win screen and no final level; the objective is the number in the glow counter.
Plain, baited, and triple variants. The triple line is the widest hazard in the game and should be treated as a wall with a gap on either side rather than something to thread.
A trap covers a large square of water and hangs anywhere in the column. Its edges are solid, so the decision to go over or under has to be made well before it arrives.
Rust and violet coral grow from the floor and only occupy the lower part of the screen. They are the cheapest hazard to avoid, but they often appear directly beneath a line, which is where runs usually end.
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