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Gameplay reference audit

Source: Lucas game’s Pico Park Classic playlist, provided by the user. The playlist contains duplicates and a battle clip; src/references.js maps stages 1–20 to their first matching video. The toolbar links directly to the selected stage’s walkthrough. Times below are video times, including title cards, rather than the in-game clock.

Corrections implemented from observed gameplay

Stage Video evidence Revision
1 00:19 / 00:30: full-height barriers change horizontal position, remain solid, and show decreasing push requirements. Replaced proximity disappearance with horizontal group pushing and a remaining-pushers display. Both barriers remain physical objects. Tested a complete clear using movement inputs.
2 00:04 / 00:10 / 00:16: a floor gap and segmented bridge; the right switch extends the bridge left. Removed the invented elevator. Added a latched, horizontally extending bridge, floor gap and elevated key.
5 00:15 / 00:35: upward left lift marked 2, downward middle lift, a thin moving vertical barrier and a right stepping platform. Corrected lift directions, kept the left requirement at two cats, added the moving barrier and adjusted the right platform route.
9 00:09 / 00:29 / 00:43: objective reads 0.00 < total < 0.80; stopped values 0.24 and 0.41 produce a successful displayed sum of about 0.66 (rounding). Replaced the invented five-second target with a positive combined time below 0.80 seconds. The sum is rendered. Keyboard use toggles stop/restart; exact original physical-button behavior is not replicated.
18 00:17 / 00:40: spring on the left ledge, tiny island in the gap, fan facing left on a vertically moving deck. Removed the horizontal ferry and upward wind. Added spring, small island, moving fan deck and horizontal wind. Wind magnitude and exact path timing are tuned approximations.
19 Around 01:31: multiple falling pieces share a well containing settled blocks; remaining row counter shows 3. Replaced outline matching with a shared grid, simultaneous pieces, rotation, horizontal movement, hard drops, settled collision, line clearing and top-out. Ten lines unlock the door. Exact shape sequence, input mapping and well width scaling remain adaptations.
20 00:28 / 01:07 / 01:26: the large block is pushed left; the small upper block falls to the middle floor and is repositioned. Replaced both disappearing gates with weighted, gravity-driven pushable crates. Existing stop-light timing remains approximate.

Observed mismatches not yet resolved

These observations are deliberately not labeled completed fidelity work:

Validation

npm test includes an input-driven stage 1 clear, opposing/single-player barrier resistance, bridge extension, summed-clock acceptance/rejection, downward lift travel, horizontal wind, shared-grid collisions, rotation, hard drop, line removal and top-out. All shipped stages are simulated with 2 and 10 players for numerical stability. Browser checks verify shared-board rendering and rotate/drop input. This is not an all-stage multiplayer completion proof.