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.
| 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. |
These observations are deliberately not labeled completed fidelity work:
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.