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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.
11 00:20 / 00:35 / 00:50: a raised cannon on the right sends a ball toward a locked key box on the left while the cats position beneath it. The ball is relayed across character bodies and is lost on floor contact. Removed the invented raised-basket pickup puzzle. Added the caged key, raised cannon, character-only ball bounce, floor-contact retry and airborne delivery objective. Projectile speed and bounce are tuned approximations.
13 00:08 / 00:22 / 00:39: two cats are joined by an elastic wire above a large solid center shape; one hangs from the left edge to fetch the key, the segmented right hatch clears, and the route continues through the underpass into the narrow inner corridor. Rebuilt the platforms as the observed center mass, left wall, underpass and inner corridor. Added a Stage 13 tether constraint and keyed segmented hatch. Elastic strength and scaled dimensions are tuned approximations.
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.

Stage 8 correction — September 10

Stage 8 video: inspected 00:06, 00:13, 00:17, 00:27 and 00:31. Cats remain below a sealed chamber. Weight on two exterior platforms changes the angle of three staggered ramps. A ball rolls along them and presses the lower-right switch. At 00:31 a key is available beside the center exit. Removed the invented hoop, ball pickup, collapsing ramp, chamber entrance and climbing lift. Added a dedicated tilt-course simulation and reconstructed geometry. Tests trace the ball across all three ramps and verify weight response and key release. Acceleration, tilt-response time and missed-ball reset delay are tuned rather than extracted exact constants.

Stages 14 and 17 correction — September 11

Validation: regression tests cover one watcher among 2/10 players, all four stopped arrows, persistent idle facing, resumed movement, solid ghost boundaries, input-driven steering through the pipe and a complete stage 14 clear. Stage 17 tests verify landings on small stones/stairs, open floor gaps and checkpoint recovery. Both stages were visually checked in the browser. This is not a complete stage 17 multiplayer clear proof.

Stage 17 follow-up: the user clarified that the top-center gamepad requires matching inputs from both players to control a single character. Added a shared-control mode, five distinct input votes, controller highlighting, one-body checkpoint/key/exit handling, and matching-input regression tests. For crews larger than two, all selected controllers must agree. Up is mapped to jump and Down/Use to interaction in this platformer adaptation.