First recorded game win, and the rungs flatten
Fourth recorded session, verdict "better": he beat opponent one — the first game won in any recorded session — and reached opponent two, which took him apart with gaps of 1.66-2.13m (60Hz, accurate) while he swung at closest approach every time. The gradient is real; the step was a wall, because a rung moves three dials at once. Per-rung increments softened: matchSpeedPer .12->.08, matchWidePer .4->.25, matchOppPacePer .05->.035. Opponent one untouched — the bases stay, only the slope flattens. The contact chain is now verified end to end by recorded play: legs (matchAssist) -> destination (assistK in intercept + the anyHit short-ball chase) -> reach (matchReach). Each link was a separate defect found by a separate recorded session. 49 tests, seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -390,7 +390,9 @@ export const TUNE = {
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// the broken recovery (the player never walked back to centre, so every
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// wide return looked like opponent strength) — with real footwork restored
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// it starts gentler and the ladder still climbs
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matchSpeedPer: 0.12, // ...growing this much per opponent felled
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matchSpeedPer: 0.08, // ...growing this much per opponent felled. Softened once: each rung moves
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// THREE dials at once (speed, flub, width, pace), and the recorder showed
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// opponent two as a wall — he beat one and lost every gap to two by ~0.3 m
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matchFlub: 0.08, // the match's own whiff base — the duel's 0.2 gives away a fifth of all
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// returns, which across a game is an opponent that beats itself
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matchFlubKeep: 0.82, // ...and it keeps only this much per rung — the ladder now that hp is flat
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@@ -402,11 +404,11 @@ export const TUNE = {
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// is the game's job. Held keys still override
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matchOppPace: 0.78, // scale on the opponent's return SPEED for opponent one (~21 m/s instead
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// of ~27) — the flight time auto-run needs. THE reachability dial
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matchOppPacePer: 0.05,// ...climbing back per rung, capped at full pace
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matchOppPacePer: 0.035,// ...climbing back per rung, capped at full pace (softened with speedPer)
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matchWideBase: 2.1, // m either side of centre the FIRST opponent's returns may land — the width an
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// auto-run player can actually cover. Its scatter painted lines from game one
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// ("still a LOT of unreachable balls"); now line-painting is the late ladder
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matchWidePer: 0.4, // ...earning this much more width per opponent felled
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matchWidePer: 0.25, // ...earning this much more width per opponent felled (softened with speedPer)
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matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
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// The timing windows, DRAWN (the match's whole ask: "what is the possible tap window, what is the
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// sweet spot"). Numbers shared with the mechanics they visualise, so the picture cannot lie:
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