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Mixed-Up Mother Goose Playthrough Analysis

This chapter records a game-specific, clean-room reconstruction of a complete winning playthrough for the local MG evidence set. It is intended to become a repeatable conformance scenario, not part of the portable AGI engine specification. The route was derived only from the game’s logic, messages, pictures, views, sounds, and state transitions. No external walkthrough or AGI documentation was consulted.

Unlike the other games analyzed so far, Mixed-Up Mother Goose does not use a traditional adventure score or inventory list. It randomly distributes nursery-rhyme props around its map, lets the player carry one prop at a time, and counts completed rhymes. A winning game completes all 18 of 18 rhymes. The result below is a complete static strategy, but exact movement and a fixed randomized starting layout still require original-interpreter replay.

Evidence Method

The reusable logic index can be generated with:

AGI_GAME_DIR=games/MG \
  python3 -B tools/logic_playthrough_index.py \
  --output build/playthrough/mg/index.json

The selected game identifies itself as Mixed-Up Mother Goose and uses interpreter 2.915. Its split directories contain 73 readable logic resources, 49 pictures, 100 views, and 53 sounds. The index found 159 explicit room switches and only one named inventory-table entry, ?; the game implements its portable props through custom variables and animated objects instead of the ordinary AGI inventory table. No present logic resource failed to decode.

Logic 0 assigns 18 as the displayed maximum and initializes the ordinary score variable to zero. It increments that variable once after each successfully completed rhyme animation. When the value reaches 18, it starts the completion sequence in logic 102. Thus 18 is both the maximum displayed value and the number of solved rhymes, rather than a sum of differently valued puzzle awards.

All 49 present pictures decoded in a qualitative sweep with patterned brushes disabled. They corroborate the outdoor grid, cottages, castle, shoe house, pumpkin house, school, barn and bedrooms, plus the cloud-framed finale. These renders are geographical evidence rather than pixel-conformance evidence.

Runtime Game Model

Map

Rooms 1 through 35 form a regular outdoor grid of seven columns and five rows:

 1  2  3  4  5  6  7
 8  9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
29 30 31 32 33 34 35

The edges generally connect north, east, south, and west to the corresponding neighbor. Nine special interiors or enclosed scenes branch from this grid:

ExteriorAttached room
437
1036
1238
1339
1540
2144
2441
2643
3242

The exact doorway trigger is positional, so a replay must record coordinates as well as room numbers.

Randomized props

A new game creates a shuffled placement of twenty props. Logic 0 repeatedly chooses eligible rooms, rejects occupied or disallowed combinations, and stores one prop in each accepted room. Consequently, there is no single fixed sequence such as “go to room 8 for the pail.” The player must explore the map, recognize visible props, and either deliver each immediately or remember its room.

The player carries at most one prop. Approaching a loose prop transfers it into the carried-prop state; approaching the correct rhyme character with that prop starts the corresponding completion logic. A wrong prop does not increment the completion count. Most successful deliveries consume one prop. Old King Cole is the exception: his one rhyme requires three deliveries in a fixed sequence.

Completion protocol

Each correct final delivery performs the same observable sequence:

  1. Player control is suspended and the relevant rhyme animation begins.
  2. The full nursery rhyme is displayed while its sound and character animation run.
  3. The rhyme logic signals that its animation has finished.
  4. Logic 0 waits for the common sound/animation completion state, increments the solved-rhyme count exactly once, clears the temporary carried-prop and interaction state, and returns control.
  5. After the eighteenth increment, normal exploration is replaced by the finale.

This sequencing matters to a compatible implementation: the counter changes after the completion presentation, not at the first moment the correct prop is recognized.

Rhyme and Prop Table

The complete winning condition is one completion for every row. The numeric prop identifiers are included as evidence labels for this game-specific route; they are not portable AGI inventory numbers.

Recipient or rhymeRoom logicRequired propProp id
Jack and Jill1Pail26
Little Tommy Tucker3Breadknife20
Humpty Dumpty5Ladder29
Cat and the Fiddle7Fiddle18
Little Miss Muffet9Tuffet12
Peter, Peter, Pumpkin-Eater12Wife11
Mary Had a Little Lamb13Lamb17
Crooked Man15Sixpence28
Ride a Cockhorse18White horse30
Old Woman Who Lived in a Shoe21Broth24
Little Bo Peep23Sheep15
Where Has My Little Dog Gone?27Dog16
Mary, Mary, Quite Contrary31Watering can27
Jack Be Nimble33Candlestick25
Jack Sprat36Platter21
Old King Cole, stage 137Pipe22
Old King Cole, stage 237Bowl23
Old King Cole, final stage37Fiddlers three14
Hickory, Dickory, Dock41Mouse13
Little Jack Horner43Pie19

The table has twenty prop rows but only eighteen completed rhymes because the three Old King Cole rows contribute one completion together. His logic records the pipe first, accepts the bowl only after the pipe, and accepts the fiddlers only after both earlier stages. Delivering the fiddlers in the final state starts logic 87 and contributes the single Old King Cole increment.

Candidate Winning Strategy

Start and survey

  1. Start a new character, enter a name, and choose one of the available player appearances. A new character causes the prop layout to be randomized.
  2. Traverse rooms 1 through 35 in a serpentine sweep: move east across one row, descend, move west across the next, and continue. Enter each of the nine attached rooms while passing its exterior.
  3. Record every visible portable prop and its room. The twenty-prop table above supplies the eventual destination for each. Also note the fixed recipient rooms; their requests identify missing rhyme components on screen.

Delivery loop

  1. Choose any unsolved recipient other than Old King Cole, travel to the room containing its prop, approach the prop to carry it, then travel to the recipient room and approach the character.
  2. Wait for the complete rhyme animation and sound. Do not begin the next movement sequence until normal control returns and the displayed count has advanced.
  3. Repeat for the 17 single-completion rhymes. The order is otherwise free; completion logic is keyed by recipient and carried prop rather than a global story phase.
  4. For Old King Cole in room 37, deliver the pipe, then the bowl, then the fiddlers three. The first two deliveries update his staged request but do not increase the solved-rhyme count. The fiddlers trigger the full rhyme and the one associated increment.
  5. If a prop’s original room is forgotten, repeat the systematic map sweep. Correctly completed props no longer participate in later loose-prop searches, so the remaining set becomes progressively smaller.

Terminal sequence

After the eighteenth rhyme animation, logic 0 observes a solved count of 18, suspends normal control, and starts the completion state. Logic 102 assembles the nursery-rhyme cast into a multi-stage celebration, displays thanks using the chosen player name, transitions to the going-home scene, and finally displays:

Mother Goose and her design team hope you enjoyed Mixed-Up Mother Goose. Congratulations on a job well done!

The finale then restores the status line but disables the ordinary save, restore, restart, display, joystick, and speed menu entries. The congratulatory scene with 18 of 18 completed rhymes is the winning terminal state used by this analysis.

Completion Ledger

Completion classRhymesCounter increase
Single-prop rhymes1717
Old King Cole after pipe, bowl, and fiddlers11
Total1818

There are no higher-valued actions or optional bonus points. The conventional one-point increment found by the generic index is the shared post-animation increment in logic 0, executed once for each completed rhyme.

Failure and Recovery Model

  • The decoded game contains no adventure-style death sequence or negative score operation. Exploration can be repeated indefinitely.
  • Taking a prop to the wrong recipient does not enter that recipient’s completion branch and does not increase the solved count.
  • The one-prop carrying limit means another prop cannot be collected until the current one is delivered or otherwise released through the normal object interaction.
  • Old King Cole cannot be completed out of order. The bowl depends on the pipe stage, and the fiddlers depend on both earlier stages.
  • Stopping during a completion animation can make an automated replay lose synchronization even though game state is not lost. A harness must wait for the count increment or restored player control.
  • Save and restore provide recovery from an interrupted survey. Because the randomized placement belongs to game state, a fixed save is also the simplest way to make the eventual compatibility replay deterministic.

Replay Work Remaining

  1. Create one original-interpreter save immediately after randomized placement and record the resulting prop-to-room map without committing the private save.
  2. Record exact coordinates for collecting every prop, entering all nine attached rooms, and activating every recipient.
  3. Capture checkpoints after each count increment, with special checks that Old King Cole remains unchanged after pipe and bowl and advances only after the fiddlers.
  4. Verify wrong-recipient and repeated-recipient behavior with short targeted replays.
  5. Run the complete 18-rhyme route under interpreter 2.915 and package its input stream, randomized-state description, counter sequence, and terminal frames as a deterministic game-level compatibility scenario.