# Photopia (Adam Cadre, online Release 1.30, serial 120416, Z-machine V5) # VERIFIED COMPLETE SOLVE: won=True (win text), died=False # # Reproduce with the RNG-pinned replay harness (free, no API): # cd ~/src/zwalker # python3 scripts/replay_solve.py games/zcode/photopia.z5 walkthroughs/photopia_verified_win.txt --seeds 4 # => photopia_verified_win.txt: VERIFIED 2/None at seed 1 | 110 cmds | died=False | won=True # (the "2" is not a score: Photopia is scoreless, and the status-line # global the score reader falls back on holds scene-dependent noise; the # win is decided purely by the WIN_TEXT directive below) # # Photopia is Adam Cadre's landmark 1998 puzzle-light narrative, told as a # chain of color-keyed vignettes that alternate between Alley Mackaye's real # life and the bedtime stories she invents. This is the stripped-down z5 # build (1.30) made for online play. # # Ending: the last playable scene is Alley's nursery - her father mounts the # Photopia screen over the crib, you push the white button twice to reach # the drifting-circles mode, and "turn off light" closes the story ("Good # night, Alley... You turn out the light."). One final keypress then shows # the closing screen - Cadre saves the title card for the end: the word # PHOTOPIA over "by Adam Cadre" - and the interpreter halts cleanly. That # title card is empirically the last text the binary ever prints, so the # game is scoreless and this walkthrough carries it as the WIN_TEXT # directive. # # Route notes: the vignettes are separated by keypress prompts (the color # banner screens each swallow two keypresses - one to reach the banner, one # to dismiss it into the next scene; real-life scenes take one). Through the # GameWalker pathway each keypress consumes one filler command ("z"). The # conversation menus ("talk to alley") are ordinary line input: reply with # the option number. Beats covered: the drunk-driving prologue, Wendy's red # planet salvage (the seed pod), the swimming pool CPR rescue, the sunken # spaceship and undersea castle, the hospital blackout, the golden beach dig # (tiny treasure chest), the front-yard Space Camp talk, growing wings over # the crystal labyrinth, asking Alley to the dance, the second car ride and # the crash, feeding the stone-forest wolf (dirt + seed pod + a gold coin's # worth of rain), the purple dream of the queen, and finally Alley's nursery: # push the white button twice, then turn out the light. # # Why a pinned seed: the route wins at every RNG seed tried (1-8) - # Photopia has no combat or random hazards, and the red-planet walk # (5 x north to the greenhouse, 5 x south back) and the six-turn darkness # scene paced out here held constant across the sweep. A transcript hash # sweep found exactly one RNG-dependent output on the whole route: Rob's # random drunken antic in the prologue car ride (checking the mirror / # wipers instead of turn signal / fiddling with the radio, varying with # seed). Pinning seed 1 fixes that line ("Man, I am one handsome dude") # and makes the replay bit-reproducible under the standard harness. # #% WIN_TEXT: PHOTOPIA\s+by Adam Cadre # # Generated by direct machine-play route entry (GameWalker pathway); # replay-verified by scripts/replay_solve.py. # # -- opening: decline instructions, prologue keypress -- no z # -- crimson: in the car with Rob (crash lands on the second wait) -- z z # RED banner (two keypresses) z z # -- red planet: fetch the seed pod container -- n n n n n get undamaged container s s s s s up # splash transition keypress z # -- home office / pool rescue -- exit exit get in pool tilt her head back breathe into her mouth press her chest # SEA-BLUE banner (two keypresses) z z # -- airlock / undersea castle -- press blue button n s s s get pickaxe get shovel n n n up # dark transition keypress z # -- in the dark (hospital) -- listen z z z z listen # GOLD banner (two keypresses) z z # -- golden beach -- stand get seed pod get shovel get coin n dig get chest n nw # garage scene keypress (real-life scene, no banner) z # -- garage / front yard: Space Camp -- exit talk to alley 3 talk to alley 1 talk to alley 1 # SKY-BLUE banner (two keypresses) z z # -- crystal labyrinth: grow wings -- take off spacesuit up up w # gym scene keypress z # -- Queensport Middle School gym -- turn off spotlight talk to alley 4 # car scene keypress z # -- driving down Bartlett Hill Road -- z z z z z z z # GREEN banner (two keypresses) z z # -- the stone forest: feed the wolf -- x trees z z open chest get dirt drop dirt plant seed pod give coin to man # bedroom scene keypress z # -- Wendy's bedroom: Alley babysitting -- talk to alley 3 # PURPLE banner keypress z # -- purple dream (self-playing, one keypress per beat) -- z z z z z z z # -- Wendy's parents come home, Alley leaves -- z z z # -- Alley's nursery: the Photopia -- push white button push white button turn off light # final keypress: the title card - PHOTOPIA by Adam Cadre - then the # interpreter halts. This is the ending. z