BUILDING 2 running on PS1: Johnny's sandcastle has been taken over by tiny lilliputians who are launching airplanes from it. The castle has a small red flag at its peak.
BUILDING 2 on PS1 hardware. The sandcastle Johnny built has been turned into a lilliputian airport — tiny figures and planes against the persistent castle base. The dense per-frame foreground state is also why this scene's two perf-battle-card rows sit in the yellow cluster on /perf/ — clean-rect-heavy frames are the structural cost of the gag.

Validated on 2026-05-05 under the FISHING 1 bar. The high/low packs were regenerated through the generic normal/far-left/far-right foreground-only multi-view stitch, with the persistent full-host sandcastle injected so the red flag and planes originate from the correct base. The pack stays in FGP3 residual form so disappeared Lilliputian, plane, sand, and splash pixels clean up explicitly.

Pack identifiers

  • ADS dispatch: BUILDING.ADS scene 2
  • Slug: building2

What this scene is

Johnny builds a sandcastle and tiny lilliputians take it over, turning it into a runway and launching airplanes from it. Confirmed by direct on-PS1 playback observation while capturing the chapter-select thumbnail; the earlier “roasts a boot” caption-mapping guess was wrong.

How this scene gets validated

The same way every scene does: under the FISHING 1 bar.

A host-side Johnny Reborn capture/export pass produces a base-diff .FG2 foreground pack and a JSONL of sound events. The PS1 build replays that pack at native resolution through every variant the original game randomized between (night, low-tide, holiday overlays, raft-stage progress where applicable). The regtest harness checks that the visuals come out frame-identical and the SFX cues land on the same ticks. Once that holds across all applicable variants, the scene moves to validated and a row turns green in the ledger.

Notable runtime history

BUILDING 2 straddles the perf battle card’s yellow band after the low restore-minus-current/slack-4 pass — high and low tide are both at 97.6%, close to but not yet at native target speed. Its clean-rect-heavy Lilliputian-sandcastle frames are explicitly named in the post-validation perf retrospective as part of the wide-action surface still finishing its prefetch-relief and stream-window work. The full-host sandcastle injection that the validated pack relies on (red flag + planes originating from the correct base) also forces a larger residual cleanup table, which is the underlying reason the rows haven’t graduated to green yet.