WALKSTUF 2 on PS1 at night: Johnny crouches over the raft frame on the right side of the island, building it up.
WALKSTUF 2 on PS1, captured during the v0.8.4-ps1 chapter-select grind. Johnny is at the raft mid-build — one of the raft-stage variant-driving beats that visibly grows the island raft sprite over the course of a long screensaver session. The end of that arc is MARY 5 (Johnny packs the raft and sails off) and SUZY 2 (he drifts in to the home beach), which is why this scene's on-screen progress matters across the whole 6-scene cross-island arc rather than just inside this single replay.

Validated 2026-05-04. Visual + audible signoff on the existing on-disc WALK2.FG2 / WALK2LOW.FG2 packs (no rework needed) — high-tide nighttime route.

Pack identifiers

  • ADS dispatch: WALKSTUF.ADS scene 2
  • Slug: walkstuf2

What this scene is

Johnny works on his raft, building it up — one of the visible-progress beats that drives the raft-stage variant flag. Confirmed by direct on-PS1 playback observation while capturing the chapter-select thumbnail; the earlier “walk transition” caption-mapping was vague (this scene is specifically the raft-build work, not a generic walk loop).

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.