# Walk-stop-walk (the stutter replication): speed up to 300%, walk SE for
# 3s, stand still 10s, walk SE again for 3s, stop. The player outruns the
# blob; the blob chases across both walk segments and the stop in between.
# Expected (post-fix): once the blob starts chasing it NEVER stops mid-chase -
# it halts only on arrival at a goal: it chases across the first segment,
# arrives during the long stop, halts until the player gets far again, then
# chases the second segment. (Pre-fix the follow trigger re-evaluated
# every frame, so whenever the blob came within 3 tiles of the still-moving
# player it stopped for a moment, producing stop-and-go stutter.)
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# frames: 1400
