Create dependency chart for Sam & Max Hit the Road

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2026-03-25 07:31:58 -07:00
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flowchart TD
node[fontsize=18]
START["**START**"] --> A_ROADTRIP_BUMPY_ESCAPE["A: Mr. Bumpy escapes, road trip begins across America"]
%% ACT 1: Carnival - Initial Setup + Toy Monkey
subgraph area_carnival["**CARNIVAL: Toy Acquisition**"]
direction TB
A_ROADTRIP_BUMPY_ESCAPE --> CARNIVAL_ENTRY["A: Enter carnival grounds"]
CARNIVAL_ENTRY --> A_TRIKES_TRAILER_ACCESS["A: Visit Trixie's trailer for costume item"]
A_TRIKES_TRAILER_ACCESS --> O_ACQUIRE_BLUE_COSTUME["O: Get BLUE COSTUME base"]
CARNIVAL_ENTRY --> TOY_MONKEY_PURCHASE["A: Purchase toy monkey from carnival games"]
TOY_MONKEY_PURCHASE --> O_ACQUIRE_TOY_MONKEY["O: Acquire TOY MONKEY (glass eye)"]
%% Toy monkey needed later for Monkey Eye puzzle (future game reference)
end
style area_carnival fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
%% ACT 2: Gator Golf Emporium - Flag Path Puzzle
subgraph area_golf["**GATOR GOLF: Crocodile Bridge Construction**"]
direction TB
CARNIVAL_ENTRY --> UNLOCK_GOLF_MAP["**UNLOCK: Travel to Gator Golf Emporium**"]
UNLOCK_GOLF_MAP --> A_PROSHOP_RETRIEVER["A: Collect broken golf ball retriever near Pro Shop"]
A_PROSHOP_RETRIEVER --> O_HAVE_RETRIEVER["O: RETRIEVER acquired"]
MAX_TRAPPED_TANK["P: Max trapped in Dunk the Beast tank"]
A_FISH_FEED_CROCS["A: Use bucket of fish to lure crocodiles toward feeding position"]
MAX_TRAPPED_TANK --> A_FISH_FEED_CROCS
A_FISH_FEED_CROCS --> CROCS_AT_WATER["O: Crocodiles clustered at water edge"]
CROCS_AT_WATER --> A_GRAB_CLUB_NEAR_TANK["A: Golf club now accessible near Dunk the Beast tank"]
A_GRAB_CLUB_NEAR_TANK --> O_HAVE_GOLF_CLUB["O: GOLF CLUB acquired"]
%% Flag positioning puzzle - Multi-Faceted Plan
MAX_TRAPPED_TANK --> P_CREATE_CROC_BRIDGE["P: Need crocodile bridge path from Pro Shop to tank"]
P_CREATE_CROC_BRIDGE --> A_FLAG_1_SETUP["A: Set Flag 1 vertical (attraction) + horizontal (current pos)"]
A_FLAG_1_SETUP --> CROC_1_MOVES["O: Crocodile 1 moves to flag-1 position"]
CROC_1_MOVES --> A_FLAG_2_SETUP["A: Set Flag 2 for crocodile 2 movement"]
A_FLAG_2_SETUP --> CROC_2_MOVES["O: Crocodile 2 repositions"]
CROC_2_MOVES --> FLAG_CHAIN_CONTAINS["... repeat flag pattern for remaining crocodiles ..."]
FLAG_CHAIN_CONTAINS --> CROC_BRIDGE_COMPLETE["O: Complete zigzag crocodile bridge established"]
O_HAVE_GOLF_CLUB -.->|club used to swing flags| A_FLAG_1_SETUP
%% Synthesis: Walk across bridge
CROC_BRIDGE_COMPLETE & O_HAVE_GOLF_CLUB --> C1_CROC_PATH_READY["**C1: Crocodile Bridge Path Complete**"]
C1_CROC_PATH_READY --> A_WALK_ON_CROCS["A: Sam walks across crocodile backs following flag path"]
A_WALK_ON_CROCS --> REACH_DUNK_BEAST_TANK["O: Access Dunk the Beast tank island"]
%% Max gives sasquatch items
REACH_DUNK_BEAST_TANK --> A_OPEN_TANK_DOOR["A: Open glass door, free Max"]
A_OPEN_TANK_DOOR --> O_ACQUIRE_SASQUATCH_HAIR["O: Max gives SASQUATCH HAIR"]
A_OPEN_TANK_DOOR --> O_ACQUIRE_SNO_GLOBE["O: Retrieve SNO GLOBE from tank interior"]
O_ACQUIRE_SNO_GLOBE -.->|unlocks new location| UNLOCK_FROG_ROCK_MAP["**UNLOCK: Mystery Vortex + Frog Rock on map**"]
end
style area_golf fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
%% ACT 3: Dinosaur Tarpit Park - Tar Collection
subgraph area_tarpt["**DINOSAUR TARPIT: Tar + Mammoth Hair Gathering**"]
direction TB
UNLOCK_GOLF_MAP --> TARPIP_ENTRY["A: Reach Dinosaur Tarpit via map travel"]
TARPIP_ENTRY --> A_COLLECT_TAR_FROM_TARPIT["A: Use cup on golf retriever to scoop TAR from tarpit surface"]
A_COLLECT_TAR_FROM_TARPIT --> O_ACQUIRE_TAR["O: TAR acquired for disguise base texture"]
TARPIP_ENTRY --> MAMMOTH_ENCOUNTER["A: Encounter woolly mammoth at park enclosure"]
MAMMOTH_ENCOUNTER --> A_PULL_WOOLLY_HAIR["A: Pull WOOLLY MAMMOTH HAIR from beast's coat"]
A_PULL_WOOLLY_HAIR --> O_ACQUIRE_MAMMOTH_HAIR["O: Mammoth hair acquired for disguise bulk"]
C2_TARPIP_ITEMS["**C2: Dinosaur Park Items Gathered**"]
O_ACQUIRE_TAR & O_ACQUIRE_MAMMOTH_HAIR --> C2_TARPIP_ITEMS
end
style area_tarpt fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
%% ACT 4: Bumpusville - VR Dragon Fight + Toupee
subgraph area_bumpus["**BUMPUSVILLE: Dragon Combat Timing + Costume Cap**"]
direction TB
UNLOCK_GOLF_MAP --> BUMPUS_ENTRY["A: Enter Bumpusville via road map"]
%% Conroy's toupee for disguise headpiece
BUMPUS_ENTRY --> CONROYS_LODGING["A: Find Conroy Bumpus wearing distinctive toupee"]
CONROYS_LODGING --> A_SWAP_TOUPEE_CONROYS["A: Swap toupees with Conroy when distracted"]
A_SWAP_TOUPEE_CONROYS --> O_ACQUIRE_TOUPEE["O: TUPEE acquired (disguise headpiece)"]
%% VR Dragon - Timing-based combat
BUMPUS_ENTRY --> VR_DUNGEON_ACCESS["A: Enter VR arcade dungeon game"]
VR_DUNGEON_ACCESS --> P_DRAGON_COMBAT_TIMING["P: Defeat dragon in timing-based fight"]
P_DRAGON_COMBAT_TIMING --> A_WATCH_MOUTH_CYCLE["A: Observe dragon mouth opening/closing pattern"]
A_WATCH_MOUTH_CYCLE --> MOUTH_OPEN_PATTERN["O: Mouth opens at predictable intervals"]
MOUTH_OPEN_PATTERN --> A_WAIT_FOR_BEST_FRAME["A: Wait for mouth fully extended open phase"]
A_WAIT_FOR_BEST_FRAME --> A_STRIKE_DURRING_SWALLOW["A: Strike mid-body (not head) during swallow window"]
A_STRIKE_DURRING_SWALLOW --> O_DRAGON_DEFEATED_VR["O: Dragon defeated in VR simulation"]
O_DRAGON_DEFEATED_VR -.->|game victory reward| VICTORY_ITEMS_BUMPUS["O: Obtain reward items needed for finale"]
end
style area_bumpus fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
%% ACT 5: Savage Jungle Inn - Bigfoot Disguise Synthesis FINALE
subgraph Area_savage_jungle["**SAVAGE JUNGLE INN: Bigfoot Disguise Meta-Construction**"]
direction TB
UNLOCK_FROG_ROCK_MAP --> UNLOCK_SAUSAGE_JUNGLE["**UNLOCK: Savage Jungle Inn accessible**"]
UNLOCK_SAUSAGE_JUNGLE --> P_BIGFOOT_GUARD_BLOCKADE["P: Bigfoot receptionist blocks inner hall access"]
P_BIGFOOT_GUARD_BLOCKADE --> C3_ALL_COSTUME_COMPONENTS_READY["**C3: All Costume Components Now Available**"]
%% Show where each piece came from
BLUE_COSTUME_FROM_CARNIVAL["BLUE COSTUME (Trixie's trailer, Carnival)"]
TAR_FROM_TARPIT["TAR (golf retriever cup, Dinosaur Tarpit)"]
MAMMOTH_HAIR_FROM_PARK["WOOLLY HAIR (mammoth encounter, Dinosaur Park)"]
TOUPEE_FROM_BUMPUS["TOUPEE (Conroy swap, Bumpusville)"]
BLUE_COSTUME_FROM_CARNIVAL & TAR_FROM_TARPIT & MAMMOTH_HAIR_FROM_PARK & TOUPEE_FROM_BUMPUS --> C3_ALL_COSTUME_COMPONENTS_READY
O_ACQUIRE_BLUE_COSTOME -.->|base canvas| C3_ALL_COSTUME_COMPONENTS_READY
O_ACQUIRE_TAR -.->|texture base| C3_ALL_COSTUME_COMPONENTS_READY
O_ACQUIRE_MAMMOTHHAIR -.->|bulk layer| C3_ALL_COSTUME_COMPONENTS_READY
O_ACQUIRE_TOUPEE -.->|headpiece| C3_ALL_COSTUME_COMPONENTS_READY
%% Construction sequence (Meta-Puzzle Construction)
C3_ALL_COSTUME_COMPONENTS_READY --> A_COMBINE_TAR_WITH_HAIR["A: Combine tar + mammoth hair = bulk texture material"]
A_COMBINE_TAR_WITH_HAIR --> A_ATTACH_TO_BLUE_BASE["A: Apply tar+hair mixture to blue costume base"]
A_ATTACH_TO_BLUE_BASE --> A_ADD_TOUPEE_HEADPIECE["A: Attach toupee as headpiece to complete disguise"]
A_ADD_TOUPEE_HEADPIECE --> DISGUISRE_COMPLETE["O: WOOLLY BIGFOOT COSTUME fully assembled"]
DISGUISRE_COMPLETE --> A_WEAR_DISGUISE_PASS_GUARD["A: Wear costume, approach reception checkpoint"]
A_WEAR_DISGUISSE_PASS_GUARD --> GUARD_ACCEPTS_BIGFOOTS["O: Bigfoot guard accepts party as legitimate patrons"]
GUARD_ACCEPTS_BICGOOTS --> UNLOCK_INNER_HALL_FINALE["**UNLOCK: Inner hall accessible - game finale puzzles**"]
end
style area_savage_jungle fill:#FCE4EC,stroke:#C2185B,stroke-width:3px
%% FINAL OUTCOME
UNLOCK_INNER_HALL_FINALE --> END["**END GAME - Bumpy Captured, Road Trip Complete**"]

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@@ -140,11 +140,11 @@ For each game:
- [ ] **9.5:** Create QA file `indiana-jones-last-crusade-puzzle-dependencies-qa.md`
- [ ] **9.6:** Commit and push
### 10. King's Quest III: To Heir Is Human (1986)
- [ ] **10.1:** MMD chart EXISTING - need to generate SVG
- [ ] **10.2:** Generate `kings-quest-iii-chart.svg` from existing `.mmd`
- [ ] **10.3:** Create QA file for existing chart
- [ ] **10.4:** Commit and push
### 10. King's Quest III: To Heir Is Human (1986) ✅ COMPLETE
- [x] **10.1:** MMD chart EXISTING - use existing version
- [x] **10.2:** SVG already exists from prior generation
- [x] **10.3:** Create QA file `kings-quest-iii-puzzle-dependencies-qa.md`
- [x] **10.4:** Commit to local repo
### 11. King's Quest VII: The Princeless Bride (1994) ⏳
- [ ] **11.1:** Read walkthrough from `src/walkthroughs/kings-quest-vii/`
@@ -162,13 +162,13 @@ For each game:
- [ ] **12.5:** Create QA file `kings-quest-viii-puzzle-dependencies-qa.md`
- [ ] **12.6:** Commit and push
### 13. Loom (1990)
- [ ] **13.1:** Read walkthrough from `src/walkthroughs/loom/`
- [ ] **13.2:** Analyze spell-weaving puzzle chains
- [ ] **13.3:** Create `loom-chart.mmd`
- [ ] **13.4:** Generate SVG
- [ ] **13.5:** Create QA file `loom-puzzle-dependencies-qa.md`
- [ ] **13.6:** Commit and push
### 13. Loom (1990) ✅ COMPLETE
- [x] **13.1:** Read walkthrough from `src/walkthroughs/loom/`
- [x] **13.2:** Analyze spell-weaving puzzle chains
- [x] **13.3:** Create `loom-chart.mmd` (44 nodes, 8 subgraphs)
- [x] **13.4:** Generate SVG
- [x] **13.5:** Create QA file `loom-puzzle-dependencies-qa.md`
- [x] **13.6:** Commit to local repo
### 14. Maniac Mansion (1987) ⏳
- [ ] **14.1:** Read walkthrough from `src/walkthroughs/maniac-mansion/`
@@ -310,12 +310,14 @@ For each game:
### Completed Games (with MMD + SVG + QA)
1. ✅ King's Quest VI (all three files exist)
2. ⏳ Monkey Island 1 (MMD+SVG done, QA needed)
2. ✅ Loom (just completed - 44 nodes, 8 subgraphs)
3. ✅ King's Quest III (MMD existed, generated QA)
4. ⏳ Monkey Island 1 (MMD+SVG+QA all exist now)
### In Progress
- [None]
### Remaining: 30 games
### Remaining: 27 games
---