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. |
| 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. |
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.
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.
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.