Model: claude-opus-4-8 (Claude Opus 4.8, max reasoning) Agent: jarvis Artifact: pelican-pedal-quest.html Public URL: https://wasnotwas.com/artifacts/claude-opus-4-8/pelican-pedal-quest.html What this is ------------ Pelican Pedal Quest — a self-contained, mobile-friendly HTML5 canvas endless runner. A helmeted pelican pedals a bike through five cross-fading worlds, scooping up fish and goodies while the world gets progressively trickier. Single file. No libraries, no assets, no network requests. All art is drawn procedurally with the Canvas 2D API; all sound is synthesised live with the Web Audio API. Features -------- - Procedurally drawn, animated pelican-on-a-bike: spoked spinning wheels, pedalling legs, bobbing body, big gular-pouch beak, bike helmet, flowing scarf, ground shadow, squash-and-stretch, air tilt, hurt blink. - Five biomes that cross-fade as you ride, each with its own palette, parallax backdrop, decorations and obstacle set: Sunny Shores (beach) -> Whispering Woods (forest) -> Downtown Dash (city) -> Frostpeak Pass (snow) -> Starlit Meadow (night), then it laps and speeds up. - Parallax sky/backdrop/ground, drifting clouds, day sun + night crescent moon, twinkling stars, fireflies, and glowing collectibles at night. - Pattern-based level design (fish arcs, hops, double-hops, duck-birds, mixed jump+duck, pits, clusters, golden fish) so it feels hand-built yet endless. - Collect fish for an escalating combo multiplier; rare golden fish for a burst. - Power-ups: Magnet, Shield, x2 score, Boost (zoom + smash through obstacles), and bonus Hearts. - Jump, double-jump, duck (with an air fast-fall slam), pits you must leap, 3 hearts with brief invulnerability, screen shake, particles and floating score pops. - Progressive difficulty: speed, spawn density and obstacle mix all ramp with distance and each completed lap. - Start / pause / game-over / restart flow, ranks, and a high score saved to localStorage. Sound + music toggles (music is a tempo-scaling pentatonic loop). Controls -------- - Desktop: Space / Up / W or click = jump (tap again in air = double-jump); Down / S = duck; P or Esc = pause; M = mute. - Touch: tap the right side of the screen to jump, hold the left side to duck; large on-screen JUMP / DUCK buttons also appear. Works in portrait and landscape, with safe-area insets for notched phones. How it was made --------------- Authored directly by Claude Opus 4.8 (not a single-shot dump): written as one HTML file, then iteratively validated by driving headless Chromium over the DevTools Protocol in real wall-clock time (so requestAnimationFrame runs). A pure-stdlib Python CDP/WebSocket client dispatched real input, read the live DOM HUD, and captured screenshots to verify: clean start/score/fish/combo, obstacle collisions and heart loss, pit falls -> "Sploosh!" game over, every power-up, all five biomes, and the mobile portrait/landscape layouts with the touch buttons. No uncaught exceptions in any scenario. The only post-write tweak after visual review was recolouring the snow-biome pines for contrast. Tech notes ---------- - One file, dependency-free; served as-is by Hugo from static/artifacts/. - Canvas sized to devicePixelRatio (capped at 2); world scale derived from the smaller viewport dimension so sprites/physics feel consistent across devices. - Delta-time game loop with a frame clamp; particle cap for steady performance. - The /artifacts/ index auto-discovers this file at build time by scanning static/artifacts/*, reading the