Super Mango manualPlay

Mechanics Museum

These small, standalone levels each isolate a mechanism. They are separate from the three-stage campaign and have no progression chain. All commands run from the repository root after make builder.

Level Start command Observe
One-way collision make run-level-debug LEVEL=levels/labs/01_collision.toml Jump-through and landing; the foot point used by the crossing test
Moving support make run-level-debug LEVEL=levels/labs/02_moving_platforms.toml Rail motion and rider displacement
Checkpoints make run-level-debug LEVEL=levels/labs/03_checkpoints.toml Cross a checkpoint, fall in the gap, respawn
Climbing make run-level-debug LEVEL=levels/labs/04_climbing.toml Ladder, rope and vine state changes
Hazard timing make run-level-debug LEVEL=levels/labs/05_hazards.toml Current-frame saw collision, spikes and flame states
Motion and camera make run-level-debug LEVEL=levels/labs/06_camera.toml Acceleration, friction, lookahead and parallax

Inspector

Every command above starts the game with --debug, which turns on the inspector: hitboxes, the player’s foot contact, velocity and state, and the keys to freeze (F2), step one 1/60 s tick (F3) and slow down (F4) the simulation. F5 lists every key in the game, and Controls has the full table, including live tuning (F6, -/=, F7) and recording (F8, F9).

A good habit in each level: freeze just before the moment you care about, then step through it one tick at a time and watch the numbers change.

Run make timing-lab for the lesson behind the fixed step: it integrates a one-second free fall at 30, 60 and 144 Hz render rates and shows that a variable dt lands at a different height on each, while fixed 1/60 s steps give the same result (with the same small integration error) everywhere.

Record and replay

F8 restarts the level and records every step; F9 saves the recording as a TOML file. Export it before you leave the level: choosing Replay, Level Select, Exit or the next level throws the recording away. Play it back with --level <same level> --experiment <file>; the game refuses if the level file has changed since, because the same inputs would no longer give the same run. Controls explains the file format and its limits, and Sandbox School lab 8 walks through it.

Edit safely

Open a lab in the editor and Save As a new level before experimenting. Validation keeps malformed drafts editable but blocks saving/playtesting invalid data. make validate-levels checks campaign and museum content; make smoke boots both. The multi-frame regression scenarios use separate tests/fixtures/runtime/ data, so rearranging a learning example does not change their expected geometry.