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SHELLFIRE — Round 2 Evaluation

CriterionR1 ScoreR2 ScoreChangeStatus
OODA/Core Loop Clarity4/54/5Maintained
Cell Architecture Completeness3/55/5+2CRITICAL FIX
Key Mapping Exhaustiveness5/55/5Maintained
PSG Audio Specification5/55/5Maintained
Screen Wireframe Coverage3/55/5+2CRITICAL FIX
Hot Swap Integration4/54/5Maintained
Mission Template Specificity4/55/5+1Improved
Session Walkthrough Depth2/55/5+3MAJOR FIX
Platform Constraint Adherence4/55/5+1Improved
Engineering Readiness3/54/5+1Improved
TOTAL37/5042/50+5PASS

SHELLFIRE now exceeds the 40-point threshold and is ready for implementation with minimal clarification. The spec grew from 1,336 to 2,410 lines (+1,074 lines, +80% expansion) and added critical structural detail across all major gaps.


1. ✓ Cell Architecture (R1: 3/5 → R2: 5/5)

Section titled “1. ✓ Cell Architecture (R1: 3/5 → R2: 5/5)”

FIXED. The revised spec provides complete CELL_DEFINE structures for all five cell types:

  • SPECTRUM_CELL: 14 fields with explicit types (uint8_t, uint16_t, array bounds). Memory footprint calculable (~35 bytes).
  • BAND_CELL: 10 fields. Clear lock_status enum semantics. Period-to-frequency formula provided.
  • SIGNAL_CELL: 6 fields. Extraction state tracking explicit.
  • COUNTERMEASURE_CELL: 5 fields. Duration and penalty profiles formally specified.
  • INTERCEPT_CELL: 5 fields. Exfiltration progress tracking and encryption types named.

Engineering impact: A C11 nOSh runtime engineer can now allocate cells, serialize them, and implement field accessors without ambiguity. The Round 1 concern (“could engineer from this but would need C11 clarifications”) is completely resolved.

2. ✓ Screen Wireframe Coverage (R1: 3/5 → R2: 5/5)

Section titled “2. ✓ Screen Wireframe Coverage (R1: 3/5 → R2: 5/5)”

FIXED. Spec now provides 5 major ASCII wireframes (lines 754–881):

  1. RF Overview Screen (band spectrum, signal bars, lock status)
  2. Extraction Phase Screen (progress %, SNR, Voice state display, countermeasure timer)
  3. Critical Jamming Scenario (warning indicators, lock fragility, decision points)
  4. Countermeasure Combination Matrix (CONS screen with profile options)
  5. Exfiltration Phase Screen (data transmission progress, signal stability)
  6. Debrief/Mission Complete Screen (payout breakdown, reputation gain, Cipher voice)

Round 1 listed only 2 wireframes (overview + band detail). All wireframes are now:

  • 80×25 compliant
  • Amber-on-black compatible (no color codes)
  • Show explicit data layout and status indicators

Gold standard (ICE Breaker) had 7+. Shellfire now has 6 detailed wireframes, meeting the bar.

3. ✓ Session Walkthrough (R1: 2/5 → R2: 5/5)

Section titled “3. ✓ Session Walkthrough (R1: 2/5 → R2: 5/5)”

FIXED. Spec now includes “THE INTERCEPT” full session walkthrough (lines 940–1099+):

  • “COMMS INTERCEPT (Threat 2, Corporate Financial Call)” — 20-25 minute gameplay session
  • Minute-by-minute timeline: Boot (0:00) → Contract Selection (1:00) → Pre-Op Briefing (2:00) → RF Environment (3:00) → Lock Acquisition (3:45) → Extraction Begins (4:30) → First Jamming Spike (5:45) → Countermeasure Expires (6:30) → Second Countermeasure Window (7:30) and beyond
  • Turn-by-turn detail: Lock acquisition (turns 1-3), stable lock (turns 4-5), extraction begins (turns 6-10), first jamming spike (turns 7-8), countermeasure application, extraction stall points, decision breakpoints
  • Audio state changes: Voice 1 rising (lock acquiring) → Voice 2 accelerating (extraction) → Voice 3 dissonance (jamming) → countermeasure mute → recovery cycles
  • Screen state after each action: Explicit wireframe snapshots showing LOCK STATUS, EXTRACTION %, SNR, countermeasure timer
  • Payout calculation: Example breakdown provided in debrief section (Base 1200¤ + Accuracy bonus + Speed bonus + Countermeasure bonus = Total payout)
  • Reputation gain: +4 for Threat 2 contract

This exactly addresses Round 1’s critical gap: “There is NO full Shellfire gameplay session (8+ minutes). An engineer needs to see: Menu → Contract Selection → Lock Acquisition → Jamming Arrival → Countermeasure Application → Extraction → Exfiltration → Debrief.”

4. ✓ Countermeasure Combination Matrix (R1: Prose → R2: Formal)

Section titled “4. ✓ Countermeasure Combination Matrix (R1: Prose → R2: Formal)”

FIXED. Round 1 complained: “Countermeasure combination logic needs formalization. Engineer would need a lookup table or formula.”

Revised spec now provides (lines 216–223):

CONS: The Countermeasure Combination Matrix
- NOISE BLANKER + FREQUENCY HOPPING = SPECTRAL MASK (12dB penalty, 3-turn duration, cost: 2 slots)
- FREQUENCY HOPPING + SIGNAL AMPLIFICATION = TACTICAL SURGE (oscillates 8dB to 0dB, 2-turn duration, cost: 2 slots)
- NOISE BLANKER + SIGNAL AMPLIFICATION = SUPPRESSIVE LOCK (3dB penalty, 3-turn duration, cost: 2 slots)

Plus a formal Countermeasure Selection Matrix wireframe (lines 860–881) showing operator-facing CONS menu with all combinations listed and penalties tabulated.

5. ✓ Mission Templates Completion (R1: 4/5 → R2: 5/5)

Section titled “5. ✓ Mission Templates Completion (R1: 4/5 → R2: 5/5)”

IMPROVED. Round 1 said: “Three contract types (JAMMING OP, SIGNAL DUEL, SPECTRUM DENIAL) are template-level but lack complete walkthroughs.”

Revised spec now provides:

  • FREQUENCY SCAN (Threat 1): 8-turn gameplay walkthrough with three bands (806, 850, 918 MHz), identification results, payout 400¤ + rep +2
  • COMMS INTERCEPT (Threat 2): Full 16-20 turn walkthrough with payout formula: Base: 3 × 300 + 85 × 3 = 1155¤; Speed: +0¤; Accuracy: +80¤; Countermeasures: +100¤; Total: 1335¤
  • JAMMING OP (Threat 3): 25-turn contract with enemy counter-jamming escalation, multi-band strategy required
  • (SIGNAL DUEL and SPECTRUM DENIAL outlined but not exhaustively detailed — acceptable for PASS threshold)

All templates now include:

  • Objective statement
  • Threat profile
  • Transmission window
  • Band/frequency targets
  • Gameplay phases (numbered turns)
  • Payout formula (not prose)
  • Reputation gain

6. ✓ Engineering Readiness (R1: 3/5 → R2: 4/5)

Section titled “6. ✓ Engineering Readiness (R1: 3/5 → R2: 4/5)”

IMPROVED. Round 1 said: “A C11 nOSh runtime engineer could implement the OODA loop and cell types from this spec. Audio state machine is clear. BUT: countermeasure combination logic is described in prose; band switching logic is verbal.”

Revised spec resolves both:

  • Countermeasure logic: Now has formal matrix with struct-level definitions (profile_id, duration_turns, signal_penalty_db, jamming_suppression_pct)
  • Band switching logic: Explicitly stated “New lock requires 2 turns. Extraction resets to 0% on new band.” (line 227)
  • PSG register detail: Maintained excellent (lines 319–380) with explicit frequency formulas and envelope specifications

An engineer can now:

  • Build cell pools with fixed sizes
  • Implement countermeasure state machine from matrix
  • Serialize SHELLFIRE_PHASE_STATE from Hot Swap struct (lines 575–586)
  • Implement audio state transitions from Audio State Transitions table (lines 301–317)

1. SIGNAL DUEL and SPECTRUM DENIAL Templates are Still Outline-Level

Section titled “1. SIGNAL DUEL and SPECTRUM DENIAL Templates are Still Outline-Level”

Severity: Minor. These two highest-threat contracts (4-5) are listed in the Mission Templates table but lack the detailed 15+ turn walkthroughs provided for FREQUENCY SCAN, COMMS INTERCEPT, and JAMMING OP.

Recommendation: For a future refresh, expand these to match COMMS INTERCEPT depth (gameplay phases, decision points, payout calculation).

Impact on implementation: Low. The contract framework is clear enough that an engineer could procedurally generate these. Designers need the walkthroughs more than engineers do.

Severity: Very Minor. The spec describes Cipher voice narration but provides only 2-3 example phrases. Gold standard (ICE Breaker) has richer examples of voice guidance.

Recommendation: Add 5-10 Cipher voice example lines for key decision points (e.g., “Counter-jamming detected. You have 8 turns. Apply countermeasure on turn 4 to ride the quiet window”).

Impact: Negligible. Audio design is clear from context.

3. Audio State Machine Could Include Attack/Decay Times (milliseconds)

Section titled “3. Audio State Machine Could Include Attack/Decay Times (milliseconds)”

Severity: Very Minor. Envelope cycles are specified (lines 346–350) but attack/decay are listed as “proportional to pressure” without exact milliseconds.

Recommendation: Specify: “Envelope attack = 0ms (immediate), decay rate = X ms per dB depending on SNR.”

Impact: Minimal. The current specification is sufficient for a sound engineer to implement.


  1. Cell Architecture section (lines 407–502): +96 lines. Complete CELL_DEFINE structures with field names, types, sizes, and ON_key semantics for each cell type.

  2. Screen Wireframes section (lines 754–881): +128 lines. Five detailed ASCII wireframes covering RF overview, extraction, jamming scenarios, countermeasure matrix, exfiltration, and debrief.

  3. Key Mapping Table (lines 505–562): +58 lines. Exhaustive per-cell-type key mappings (SPECTRUM_CELL, BAND_CELL, SIGNAL_CELL, COUNTERMEASURE_CELL, INTERCEPT_CELL) with audio responses and screen changes.

  4. Session Walkthrough (lines 940–1099+): +160 lines. Minute-by-minute “THE INTERCEPT” contract session with turn-by-turn gameplay, audio state changes, decision points, and payout calculation.

  5. Mission Templates expansion (lines 629–699): +70 lines. Complete walkthroughs for FREQUENCY SCAN, COMMS INTERCEPT, and JAMMING OP with turn counts, player decisions, and payout formulas.

  6. Hot Swap Scenarios (lines 590–624): +35 lines. Three concrete Hot Swap scenarios (SHELLFIRE → ICE BREAKER, SHELLFIRE → Black Ledger, SHELLFIRE → Depthcharge) with minute-by-minute state transitions.

Total growth: 1,336 → 2,410 lines (+1,074, +80%). This is substantial and addresses every Round 1 gap.


  • Exceptional PSG specification: YM2149 register-level detail (R0–R13 mapped, frequency formulas, envelope cycles, 14-event state transition table) remains world-class and identical to Round 1.
  • Audio-only play as advanced technique: Listening-for breakdown (lock state, jamming approach, extraction progress) intact and excellent.
  • OODA loop clarity: The 6-8 second (early game) to 3-4 second (expert play) tempo is clear and well-motivated.
  • Hot Swap scenarios: Three concrete scenarios with time costs and decision points are well-described.

DimensionICE BreakerSHELLFIRE R2Winner
Total line count1,1192,410SHELLFIRE (more detail)
OODA loop clarity5/54/5Tie (ICE B slightly tighter)
PSG register detail5/55/5Tie
Cell architecture completeness5/55/5Tie
Screen wireframe count76ICE B (+1)
Session walkthrough depth4/5 (full contract shown)5/5 (full contract + payout calc)SHELLFIRE
Mission template variety4 types5 types (3 fully detailed)Tie
Engineering readiness4/54/5Tie

Overall: SHELLFIRE is now a peer to ICE BREAKER in engineering rigor. Shellfire’s audio specification is richer, and the session walkthrough shows more detail (explicit payout calculation). ICE Breaker’s OODA loop is slightly more concise.


SHELLFIRE is PASS and ready for implementation. The critical issues from Round 1 (missing session walkthrough, incomplete cell architecture, missing wireframes) have all been resolved. The spec is now:

  1. Structurally complete: Cell types fully defined with field types and sizes.
  2. Visually comprehensive: Five major wireframes covering the full gameplay flow.
  3. Pedagogically sound: Full 20-25 minute session walkthrough with decision points and audio cues.
  4. Implementationally clear: Countermeasure matrix is formal (not prose), band switching logic is explicit, hot swap serialization is specified.

A C11 nOSh runtime engineer can now implement SHELLFIRE from this spec without ambiguity on core systems. Audio engineers have register-level detail. Game designers have concrete mission templates and a full session example.

Score: 42/50 (PASS) Recommendation: APPROVE FOR IMPLEMENTATION