PIKACHU'S BEACH 2 — VERSION 14.3 · BULLET TIME

PLAY / INSTALL ON YOUR PHONE
https://tinyurl.com/pikachusbeach2
Open in Safari, tap the Poke Ball, then Share > Add to Home Screen.
Wait for Offline ready before disconnecting. YouTube music needs internet.
The existing QR code and short link open this same updated installation.

RUN THIS DOWNLOADED COPY ON A COMPUTER
Extract this ZIP. Inside the extracted Pikachus-Beach-2-v14.3 directory run:
  python3 -m http.server 8000
Then open http://localhost:8000 in your browser.
Use python instead of python3 if that is your Python command.
Opening index.html directly is unsupported because it uses JavaScript modules.

WHAT'S NEW
- X performs a kickflip; Y performs a heelflip in the opposite direction.
- Controls and game mechanics now includes a numbered controller diagram,
  a complete button map and illustrated guide to all six power-ups.
- Bullet Time: collect up to five charges, tap the center stone Pikachu for nine
  seconds of 21% vertical motion and 1.65x zoom. Normal trick rotation, extra
  kickflips, a 22-second post-effect cooldown, and pickups every 22 seconds.
- Restored photographic stone controller: no analog stick; D-pad enlarged
  15%, shifted 15 CSS pixels left, and aligned vertically to the X/B row.
  All button presses animate locally. Gold bullet inventory and pickups retain
  their original colors with transparent backgrounds.
- The center Pikachu glows with inventory and pulses when tapped. A nine-second
  timer below it highlights the last three seconds and hides at expiry.
- Full-screen play now fills all space above the stone bridge. The top ocean
  band is removed. Original pixel proportions and the complete horizontal
  playfield are preserved, with additional sky/seabed in the taller view.
- A smaller Ecco swims below the controller. Minimize is now in the bottom
  ocean strip, preserving the controller thumb position and stone bridge.
- A/B both control jump height; X kickflips and Y heelflips. D-pad flips remain.
- Fixed B’s duplicate crescent edge by removing a legacy five-pixel span margin.
- Removed the old mint/white button press ring. All stone controls sink
  or rock inward, including all four D-pad directions and the triangle.
- A/B/X/Y click on every press, including when an action cannot start.
  Multiple fingers and keyboard holds have independent visual feedback.
- Thin rounded stone frames surround the console and game display.
- The original boot Ecco sprite swims through the expanded lower ocean.
  Local sprite animation pauses when hidden and is still in reduced motion.
- Your original stone-tablet artwork is now an interactive controller.
  A and B = hold-to-jump; X = kickflip; Y = heelflip.
- D-pad provides Up = jump, Left = front flip, Right = back flip,
  Down = kickflip. Each button has locally animated press/tilt feedback.
- X kickflips and Y heelflips the board in opposite directions once, twice during a battery boost.
  The board catches before landing even after an early A/B release.
  A completed kickflip or heelflip adds 100 points on a clean landing; wipeouts bank none.
- Batteries now last 40 active seconds, freezing with pause/intermissions.
- The triangle opens Resume, New Run and How to Ride.
- Full-screen ocean mode fills portrait phone width with the controller.
  The display sits 0.8 CSS inches above it. A slow Runway ocean GIF fills the
  rest of the screen, with just a minimize control. A matching stone bridge
  with engraved waves and a shell fills the unchanged gap below the display.
  Reduced motion uses a still.
- A / B / Up / Space preserves variable jump height: hold to rise, release to fall.
  Tapping scenery never jumps. Multiple fingers/keys release independently.
- Zoras and body collision bounds are 25% smaller. Boost-aware approach and
  longer spacing leave time to react, land, and jump again during bursts.
- Prevent accidental text highlighting, image dragging and long-press callouts
  across the game, while retaining selection and paste in editable fields.
- Raw Pikachu art stays hidden from the first frame; only the clean outline
  is displayed. Removed the small boot lightning stroke across the eye.
- Fixed Safari service-worker redirect responses and repeat install-page loads.
- Clean Pikachu face outline and no labels beneath Peach/Daisy.
- Lavender Town starts at the main-screen transition using the already
  unlocked player, loops continuously and resumes after interruptions.
  Music off remains respected; YouTube music still needs internet.
- Lavender Town continues seamlessly from menus into surfing and the secret
  mini-game. Game sound effects are about 5 dB louder.
- Unlock Marill with the existing character-selection sequence, then tap
  Pichu, Pikachu, Raichu once more to open SHORELINE JUMP ROPE immediately.
  A saved replay row appears below music only after this unlock.
  The old timer and title-tap shortcut have been removed.
- Peach on the left, Daisy on the right, turning a wet rope for Pikachu.
- Lightweight pre-rendered 3D character sprites with locally animated arms;
  no WebGL models or video decoding. Wave wash and water splashes, no fire.
- Left and right JUMP buttons / Space / Up. Three hearts, endless
  play, pause/resume, replay and a saved best count of successful clears.
- A funky splash celebration every 10 clears. Speed increases smoothly by
  200% across the first 50 clears (1x to 3x), then stays at 3x.
- Cinematic Pikachu and surfboard float and lean with the ocean; a moving
  gold electrical outline surrounds the character.
- Ocean intro can be skipped after three seconds. At 12 idle seconds Pikachu
  says Pika, Pika Pika! At 33 seconds a thunder performance fills the screen.
  Voice/effects honor Sound off. Intro pauses while the page is hidden.
- Original Zapdos, the later three birds and Ecco finale remain.
- Larger Japanese labels, optional player lock, zoom gesture guards retained.
- Original surfboard icon, existing game progress and short-link destination
  remain compatible. Offline files now include the new sprites and sounds.
- All existing diagnostic suites plus shoreline, controls, viewport,
  cinematic animation, audio lifecycle and install checks passed.

SURFING
- Hold Space / Up to rise, release to descend; A / B = jump; Left / Right = flip; X / Down = kickflip; Y = heelflip; P / Escape = pause.
- Standard surfers must land upright; Marill retains safe landings.
- Game speed is 15% faster with wave/jump alignment preserved.
- Mushroom gives +20% travel speed for 60 seconds; battery doubles speed
  and flips for 40 seconds. Together they give 2.4x travel speed.
- Secret characters, levels, records, pickups and the original surfing modes
  are preserved. Back up your scores in Field notes.

COMPATIBILITY
- Art is rendered locally in Canvas 2D with a 30fps character drawing cap.
- Physical iPhone performance/haptics have not been device-tested.
- iOS can clear browser storage. Home Screen/offline availability depends on
  browser storage; wait for Offline ready and keep a score backup.
