In theory, it shouldn't be possible for an enemy to capture while the lizard is attaching.
If the enemy approaches and the player is set "Is Busy", they can only stand and wait for you to stop being busy. You go Busy at the start of the lizard capture, then unBusy at the end. I have noticed that depending on GPU, sometimes things happen out of sequence. When the levels are generating and it says what it is doing, each message should play as that thing is done, but on faster GPUs it completes a later item in the chain before a previous one. I think this might be whats happening here, and it's going to unBusy before the camera can finish. Just in case I've also added a second delay at the end before switching off Busy.
I've moved the busy flags to the very first and very last thing in the lizard chain, so that might fix it, but I've been unable to get it to happen for me, so I can't test it.
I'll get a bugfix update out within a week. I can't do it straight away because there's some unfinished work that needs done first.