Historical archive: authentic 2026-11-02-r2 film (9:33). The current shorter film is linked below. Original video bytes and provenance are preserved.

Watch the current film

Feature tour with native game sound

This film is the authentic2026-11-02-r2 recording. Dollar transfer amounts and framed centred menu help were added afterward; see the2026-11-03 current screenshots.

2026-11-02-r2 · 9:33 · 71 chapters · H264 video / stereo AAC. Back to the homepage.

Download MP4 (76.5 MB) · Exact movie/ROM hashes and provenance · Opened desktop/mobile playback evidence · Opened game and website evidence

Actual moving recordings from the released unmodified ROM and its own sound driver. Chapter cuts load authenticated private states from several sessions. English explanations sit outside the native game image. The five-beep clock fixture, accelerated shootout and completed Mini save are labelled in the film. Quiet menus retain their real quiet audio.

Coverage: every published game-feature section is tracked below. The film shows choices and representative play; it does not demonstrate every hidden branch, probability or storage failure. The exact124-check report provides separate programmatic evidence. Physical controllers and human preferences remain manual.

Chapters — click to play

  1. Verified release 2026-11-02-r2 | Actual game footage and stereo sound

  2. Codex gpt 6.1 sol on high | Native startup and credits preserved

  3. Edmonton default; Full84 / Light31 / Mini7 independent seasons

  4. Every other club once; one-game playoff rounds

  5. Only the other seven teams in the selected division

  6. Hard default; automatic lines; overtime follows chosen period length

  7. Icing On; Transfers On/Off sits immediately below Icing

  8. Low height / Normal speed / Assisted targeting

  9. Optional directional aim; separate targeting cone controls

  10. Assisted targeting cone can be narrowed independently

  11. Select the pass speed that suits your play

  12. 50 percent by default; also 100 percent or Off

  13. Alt Goalies On by default; option help explains pickup delay

  14. Earned up to +/-10 percent stats; Easy remains independent

  15. Choose KMH or MPH; the panel shows one selected unit

  16. On by default; Off restores the original glass behavior

  17. Human controllers per side; saved seasons stay separate

  18. Actual four-pad adapter input; AI fills unclaimed skaters

  19. Human controllers per side; saved seasons stay separate

  20. Actual four-pad adapter input; AI fills unclaimed skaters

  21. Human controllers per side; saved seasons stay separate

  22. Actual four-pad adapter input; AI fills unclaimed skaters

  23. Human controllers per side; saved seasons stay separate

  24. Actual four-pad adapter input; AI fills unclaimed skaters

  25. Best overall players; valid positions and unique identities

  26. Best overall players; valid positions and unique identities

  27. Best overall players; valid positions and unique identities

  28. Best overall players; valid positions and unique identities

  29. P1 home; opponent entirely controlled by the computer

  30. Computer opponent in motion; ordinary club uniforms are preserved

  31. Native overall and actual selected players; team overall82 /82

  32. Every club starts with16042; price = base overall squared

  33. Roster ordered by overall; sales enter the Free Agents pool

  34. Sold players remain available here; they are not swapped to another club

  35. Purchase refused until space is available

  36. Required goalkeeper cannot be sold; money stays unchanged

  37. Base overall99 costs9801; remaining funds shown in the menu

  38. Base overall79 costs6241;16042 covers both upper bounds

  39. Unaffordable purchase is refused without moving the player

  40. MacKinnon and Geekie now belong to Edmonton; sorted by overall

  41. Current players and temporary hot/cold match ratings, not base prices

  42. Original native presentation uses current club/player data

  43. Draisaitl can join Scoring Line1 while McDavid remains centre

  44. Real native line controls and clear page-specific help

  45. Native player cards use actual current player identities

  46. Navigate the actual roster and inspect attributes

  47. P1 blue / P2 red / P3 neon green / P4 yellow; red goal retained

  48. Pass-button switching and keeper outlets; exact input checks in QA

  49. Pass Charge On uses the shared white / orange / red gauge

  50. The same charge gauge measures shots; chosen speed unit below

  51. Actual critical flight and trail; Crit On/Off remains optional

  52. Clean REPLAY title; original lower-left panel remains intact

  53. Matching frame above the clock; the lower-left panel stays stable

  54. Caption, countdown and clock keep separate areas

  55. Live bars sit below their own team names in the right score box

  56. Actual signed values and natural gameplay; no result forcing

  57. No bars or earned stat scaling; shot display still works

  58. DECLARED CLOCK-ONLY FIXTURE: clock starts at41; players and score untouched

  59. Native period actions and consistent controls

  60. Real match totals and clear Back / Select controls

  61. Current identities, including transferred players

  62. Native reports use current match data

  63. Penalty ownership is tested separately for all human pads

  64. Full / Light / Mini have independent persistent progress

  65. Native season leaders and current player identities

  66. DECLARED CLOCK-EXPIRY FIXTURE; native attempts and real game sound

  67. DECLARED COMPLETED MINI SAVE; result history is a test fixture

  68. Native playoff bracket; Full best-of-seven, Light/Mini single-game

  69. Natural four-controller match; full native Stars panel

  70. USB hardware, play feel and audio preference need people; see coverage index

  71. Human team100 / CPU20 / full human energy; stat contracts verified separately

Feature-by-feature coverage and unshown cases

FeatureMovie evidenceShown scope / concrete limit
Preseason transfers and native match presentationSHOWNTransfer screens, actual sale/buy, refusal guards, sorted roster and native presentation. Atomic persistence and every journal cut remain separate QA.
Quickgame — four human matchupsSHOWNAll four human distributions and separate actual matches. Physical USB hardware remains manual.
Replay, menu background and player markersSHOWNPreserved startup, supplied menu texture, star colours and clean native replay.
Allstar — humans or CPUSHOWNFour human choices, CPU choice, real black/red match and native presentation. Full ranking/unique identities are checked in QA.
Momentum, shot gauge and powerplay HUDSHOWNLive HUD/On/Off. Exact stat mathematics and event/stoppage guards are separately tested.
Painted faceoff dots — always OnSHOWNPermanent painted faceoff dots and actual faceoffs; unusual incident history cannot be reconstructed by the movie.
Optional Hard AI shot planCHOICE SHOWN; QA FOR POLICYOn menu and native Hard/CPU play shown; each shot-choice branch is not isolated.
Overtime shootout rules — always OnFLOW SHOWN; QA FOR EDGE CASESNative attempts from a labelled clock-expiry fixture. Not every bench-rotation or illegal-progress case is performed.
Optional goalkeeper reach and reboundsCHOICE SHOWN; QA FOR MODELOn menu and keeper gameplay shown; reach/rebound differences are not isolated side-by-side.
Optional pickup delay after a passCHOICE SHOWN; QA FOR DELAYMenu and actual passing shown; the precise pickup-lock interval is not isolated.
Hold the pass, release to playSHOWNActual held pass reaches a red gauge and releases, with native audio.
Easy assistance and clear player colorsSHOWN; QA FOR NUMERIC STATSEasy selected through native buttons and played; star colours visible. Exact100/20/full-energy contracts require the QA report.
Choose penalty frequency separatelyCHOICES SHOWN; QA FOR FREQUENCY50/100/Off menu choices; no statistical frequency claim from this short movie.
Choose directional passing and receiver coneCHOICES SHOWN; QA FOR SOLVERAssisted/Directional/cone choices and passing. All eight directions/receiver-boundary cases are in QA.
Share automatic puck pickupsGAMEPLAY CONTEXT; NOT ISOLATEDRandom human ownership of unclaimed pickups is not established by this short sequence.
Choose pass speed separatelyCHOICE SHOWN; QA FOR SPEEDSlow option shown; exact independent pass-speed comparison is not isolated.
Choose lower pass heightCHOICE SHOWN; QA FOR HEIGHTLow default and passing shown; airborne-height boundary cases are not isolated.
Pass to a teammate who can receiveQA; NOT SHOWNNo isolated grounded-receiver rejection appears in this film.
Shootouts start automaticallyFLOW SHOWN; QA FOR EDGE CASESAutomatic native attempt flow shown; all puck-loss/backtracking/miss cases remain separate tests.
Goal nets tolerate light contactQA; NOT ISOLATEDNormal net gameplay appears; the exact50percent contact threshold is not demonstrated.
Pass with your manually selected keeperINPUT CONTEXT; QA FOR EDGE CASEY/pass inputs are recorded; this short clip does not isolate every manual-keeper outlet case.
Mini: seven rivals, seven gamesSHOWN; QA FOR SCHEDULEMini7 menu shown; entire division schedule is programmatically verified.
Your player, your penalty shotQA; NOT SHOWNAll P1-P4 awarded-penalty-shot ownership cases are not staged in this film.
Buffered one-timers meet the stickQA; NOT ISOLATEDActual shooting shown; exact buffered stick-contact boundary is not isolated.
Mini stays in your divisionSHOWN; QA FOR SCHEDULEMini7 against Seattle shown; all clubs/division memberships are tested separately.
Matching overtime length and fair momentumCONTEXT; QA FOR RULESPeriod setting/Momentum/SO shown. Each selected overtime length and whistle guard is separately checked.
Icing starts OnSHOWNIcing On default appears directly above Transfers.
The keeper returns to CPU control on a catchGAMEPLAY CONTEXT; QA FOR CONTROLKeeper gameplay shown; automatic catch-control handoff is not isolated.
Icing On/Off and Edmonton by defaultSHOWNEdmonton and Icing On defaults.
Keeper pass requests reach the outlet before timeoutGAMEPLAY CONTEXT; QA FOR DEADLINEKeeper input context shown; full deadline/timeout boundaries are not isolated.
Keepers recover from the lateral-carry fakeQA; NOT ISOLATEDNo deliberate lateral-carry exploit/recovery comparison is staged.
Crit lock, immediate B switching and the complete Stars panelPART SHOWN; QA FOR LOCK/SWITCHActual switching inputs and full Stars panel shown; after-match Crit lock and every nearest-candidate case are not visually established.
Hard cross-ice passing and smarter shot openingsGAMEPLAY CONTEXT; NO WIN-RATE CLAIMNative Hard context only. Historical38/50 is not a fresh current-ROM strength measurement.
Crit Shots now shows On / OffSHOWNCrit On/Off text and actual critical-shot context.
Crit Shots: On / OffSHOWN; QA FOR LOCKCrit menu and critical flight/trail shown. Independent Easy-Off and played-season locking are in QA.
Hard CPU coaching and stabilityGAMEPLAY CONTEXT; QA FOR COACHINGNative match shown; coach keeper/line choices are not isolated in a comparison.
Hard: press, pass and shootGAMEPLAY CONTEXT; QA FOR POLICYNative CPU play shown; all planned cross-ice catch/finisher conditions are not isolated.
Hard defenders meet the puck carrier earlierGAMEPLAY CONTEXT; QA FOR GEOMETRYNative play shown; exact defensive arrival/braking geometry is not established by the film.
Shot charge: white, orange, redSHOWNActual charged pass/shot and measured selected-unit shot speed.
Keep your team, choose automatic replaysSHOWN; QA FOR SAVE SAFETYNative selected team, auto-replay choice, replay and intermission shown; rewind/save corruption boundaries remain separate QA.
Hard: attacking support and better pass choicesGAMEPLAY CONTEXT; QA FOR POLICYNative CPU play; individual support/keeper-opening branches are not isolated.
Hard AI covers the far-side threatGAMEPLAY CONTEXT; QA FOR POLICYNative CPU play; off-puck far-side coverage is not a controlled comparison here.
1 Co-op passing to your teammateGAMEPLAY CONTEXT; QA FOR ROUTINGActual four-pad play and pass; every named co-op recipient is not isolated.
2 Goalie passes are never blindGAMEPLAY CONTEXT; QA FOR AIMNative keeper context; no blind-pass negative fixture in the movie.
3 Shots from the blue line can scoreSHOOTING SHOWN; BONUS NOT ISOLATEDActual shooting; blue-line bonus/probability and all-pad equivalence are tested, not measured in this clip.
4 Off-screen arrow points the right waySHOWNNative off-screen arrows appear during real play.
5 Fighting: just Off and On, and it sticksCHOICE SHOWN; FIGHT NOT SHOWNOff default visible. A complete fight and persistence comparison are not recorded.
6 All 32 rosters, October 21, 2026PART SHOWN; QA FOR ALL32Actual names/cards/lines shown; all832 club roster entries are not read aloud or individually displayed.
7 A full seasonSHOWN; QA FOR LIFECYCLESeason formats/reports/browser/playoffs shown. Completed Mini uses labelled saved fixture. Full84 played-season lifecycle and reset-journal cuts are not filmed.
8 Y takes your goalieINPUT CONTEXT; QA FOR OWNERSHIPActual Y/pass inputs recorded; exact ownership assertions are in QA.

ROM SHA256 c68333a8422b6e3754350ef2abd646951d85f6e2c2cd0f987dff1f184aa53b17
Movie SHA256 65e2383e0ad365ff1fedac6789539562229ec4211cc887ce96f09c3a9d80031b.

Correction dated2026-11-03: QG-V01 was already repaired in the recorded r2 ROM. Fresh tests show the deciding goal in the compact Stars score; the earlier unresolved label was stale. Allstar retains ANA/BOS logo shells and rink art; black/red jerseys are intentional. No new Hard win-rate proof. Bodin delivery remains pending connection.