百鬼灯市 / Hyakki Lantern City — v0.6.0 gameplay montage Captured: 2026-10-06 (Japan time) FILES - hyakki-lantern-gameplay.mp4: 38.000-second real gameplay digest, 1280 x 800, 30 fps. - poster.jpg: a frame extracted from the final encoded video at 28.2 seconds; no painted or fabricated HUD. - capture-metadata.json: exact model states, input seed, skill events and balance hash. - encoding-metadata.json: ffprobe stream/container inspection. WHAT THE VIDEO SHOWS This is an editorial montage of three intervals from one normal mainline run, not an uninterrupted human playthrough. The on-screen caption explicitly says 「プレイダイジェスト / GAMEPLAY MONTAGE」 throughout the video. Output 00:00–00:12: simulation 00:20–00:32, 60–96 valid moves, highest 64→128. Output 00:12–00:24: simulation 01:52–02:04, 336–372 moves, highest 512; Freeze and Rally use earned currency at move 350. Output 00:24–00:38: simulation 05:39–05:53, 1017–1059 moves, highest 1024→2048; the naturally triggered final Boss takes actual damage. Edit boundaries are rounded to video frames (up to 1 frame / 0.034 s difference). The final Boss is still alive at the end; the video does not claim victory. AUTHENTICITY AND CAPTURE Production Godot 4.7 game model and MainScene, seed 207, normal mode, no training. The corner heuristic chooses a legal direction at 3 inputs per simulated second. Each candidate move is evaluated only after discarding its random spawn, so the policy does not know the next random birth. This is automated demonstration play. Every model step is 1/30 second. Intervals between the three selected clips are simulated offline without recording. The filmed intervals use 1 simulated second per 1 video second. Moves enter queue_move; skills enter queue_item and cost their normal earned gold. The tool never sets board cells, HP, gold, enemy state, damage, threat thresholds, Boss state or random outcomes in the live model. The same production rendering code draws real movement, merges, spawns, combat, health bars, spells and the Japanese UI. Game logic keeps running during recording; no pause menu is used. Only the small bilingual montage/section caption is added. No AI-generated gameplay motion, external compositing, fake HUD or image retouching. The game itself uses its existing released visual and audio assets. AUDIO AND EDITING Godot Movie Maker records the game's actual AudioStreamPlayer output: merge, attack, summon and skill effects, plus the two in-game BGM tracks. Capture does not rewrite the user's sound settings. It uses presentation volumes 0.55 music / 0.70 FX. BGM playback seeks to the simulated run time at the two labelled editorial cuts. There is no voice-over or added third-party soundtrack. Editing: hard cuts between the three real intervals; opening video fade 0.18 s; opening audio fade 0.10 s; ending picture/audio fade 0.50 s; uniform audio gain +7 dB. The source game music and effects are mixed and AAC encoded for this video. No gameplay is sped up inside the shown intervals. MUSIC ATTRIBUTION — retain with any website upload or video redistribution “Taiko drums” by jobro — https://freesound.org/people/jobro/sounds/112248/ Licensed under CC BY 3.0: https://creativecommons.org/licenses/by/3.0/ Seamless-loop edit and OGG encoding by congusbongus: https://opengameart.org/content/taiko-drums-seamless-loop Used as boss_ritual.ogg. For this gameplay video the track is excerpted, mixed with game sounds, gain-adjusted, faded and encoded to AAC. No endorsement is implied. “Asianoriental1” by Tozan — https://opengameart.org/content/asianoriental1 CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ Used as lantern_night.ogg, excerpted and mixed in this video. Credit is voluntary. Game effects and summon cues are project-generated audio. Full source notes and license texts: game/assets/audio/music/SOURCE-LICENSES.md, CC-BY-3.0.txt, CC0-1.0.txt. A website may link this file prominently beside the player as the full attribution. REPRODUCE FROM PROJECT ROOT bash game/tools/make_gameplay_video.sh Requirements: Godot 4.7 with the native macOS renderer; FFmpeg/ffprobe with libx264. Default executable paths are /opt/homebrew/bin/{godot,ffmpeg,ffprobe}; override with GODOT_BIN, FFMPEG_BIN, FFPROBE_BIN if needed. Imported project assets are required. The capture tool is game/tools/capture_gameplay_video.gd. A headless -- --scan option runs the same progression to validate clip states, without making video. The shell script writes a temporary Movie Maker AVI into a unique temporary folder, encodes an H.264 yuv420p / BT.709 limited-range MP4 with AAC stereo 48 kHz, enables faststart, saves the poster and ffprobe metadata, then deletes the intermediate AVI. Product code, exported game builds and website files are not changed by capture. VALIDATION Final checks are recorded in game/captures/video-recording.log, video-encode.log, video-audio-check.log, and video-loudness.log. FINAL CHECKS (2026-10-06) 38.000 seconds; 1,140 video frames; H.264 High profile, yuv420p, BT.709 limited range, 1280 x 800 at 30 fps; AAC-LC stereo, 48 kHz. Final file size: 16261110 bytes (16.26 MB decimal). MP4 moov precedes mdat (faststart). Full video/audio decoding: zero errors. Godot recording: zero warnings/errors. Measured final audio: -21.0 LUFS integrated; -2.2 dBFS sample peak; no clipping. Actual extracted frames inspected at 5.2, 16.7, 28.2 and 37.0 seconds: Japanese HUD, mini-board, skill feedback, Boss HP and the natural 2048 merge are visible. The last section ends with a living final Boss, not a manufactured victory. No manual listening claim: audio checks establish real signal, level and decodability. The Movie Maker AVI intermediates have been deleted. SHA256SUMS.txt identifies this final delivery.