That .cap is using v0.99.72, you should be able to open it with that. Sorry for the confusion.
Anyway, you could try a For Each loop on your wall objects, and add up all their X and Y velocities (make sure to change them to a positive number first, like abs(wall[physics].VelocityX), etc.). Then when the loop is done, if the total of all their velocities is, say, less than 1 or 2 then you know they're pretty much settled. Of course you should only start checking for this after you confirm a hit.
As for setting states for your game, you could try putting your events into groups. All of your control events in one group, all of your collision events in another, etc. Then when you "win" you disable the control and collision groups and activate the "win" group which has all of your winning events in it. Same for "game over." You can disable groups by default in the event sheet editor and activate/deactivate them at runtime using System actions.