# Section 01 Code Review

## Issues Found

### 1. Plan-vs-Reality Discrepancy on _data Storage (Medium, not a fixture bug)
The plan notes say `_data` will be stored as raw string, but single-line balanced values go through `parse_value()` regardless of `_` prefix. Section 02 plan already handles both formats, so no fixture change needed.

### 2. No Smoke Tests Included (Low-Medium)
Plan mentions smoke tests but they belong in Section 06/07. Verification was done manually via Python script (all 5 scenes parse correctly, session loads with 5 scenes + 2 scripts).

### 3. Missing load_steps in Simpler TSCN Files (Negligible)
`empty_player_scene.tscn`, `no_animation_scene.tscn`, `glb_entity.tscn` omit `load_steps`. Parser tolerates this. Minor inconsistency.

### 4. Track Counts Verified Correct
All animation track counts match plan spec exactly.

### 5. Method Track Path Format (Low)
`.:play_footstep` path follows plan spec. May differ from real Godot format but matches expected extraction logic.

### 6. glb_animated_entity.gd Missing Additional .play() Calls (Low)
Only one explicit `.play("NlaTrack_001")` call. Plan suggested more but downstream tests only check ANIM_MAP entries.

### 7. conftest.py Pattern Consistency (Correct)
Exact mirror of existing `sample_root`/`session` pattern.

## Summary
Solid implementation closely following the plan. All required animation patterns present. No high-severity issues.
