# Mesa complete command witness

`fixtures/mesa-straight-complete.json` is a complete run using the current default surf profile and Mesa's documented map overrides. It starts stationary and grounded in the real start zone. The final verification reconstructs this state from the spawn coordinates; it does not inject velocity, contact state, or intermediate positions.

The unchanged `GameSession` processes all commands, movement, authored push volumes, reset volumes, and timing triggers. The run fires only these events:

| Event | Command tick |
| --- | ---: |
| Start | 144 |
| Checkpoint 1 | 1435 |
| Checkpoint 2 | 2072 |
| Checkpoint 3 | 2519 |
| Finish | 3653 |

The simulated time after start-zone exit is **52.63500759744885 seconds**. There are **1,302 airborne ramp-contact ticks**. Peak horizontal speed is **3,570.9044372625117 units/s**; Mesa's 3,500 limit applies per component, so this vector magnitude is permitted.

`scripts/validate-classics.ts` independently checks the legal initial state, complete ordered trigger sequence, normal input fields and magnitudes, absence of resets or assists, and final completion. It then replays all 3,653 commands at 30, 60, 144, and 240 FPS. Every tick's serialized player state, movement result, contacts, events, and timer agrees exactly across those schedules. No tolerance is applied to schedule comparison. The detailed result is `fixtures/mesa-straight-command-validation.json`.

Replay SHA-256: `a10daf80b98a3c263986a5ec952edd9125bd97e8056f9851797d04053ff7284b`.

## How the commands were developed

The route starts with the independently prepared legal command prefix in `fixtures/mesa-clear-ceiling-v1.json`. `scripts/plan-mesa-edge.ts` explored wider ordinary strafe lines around the last reset brush. Its preserved result is `fixtures/mesa-late-straight-v1.json`. `scripts/plan-mesa-straight-descent.ts` then generated ordinary view-angle and strafe commands from tick 2840 through the descending section, bottom push, and final ramp.

The successful final ramp line aims near X=100 on the positive-X ramp face, then holds the strafe key into the ramp at yaw 96 degrees from Y=3000 to Y=4500. This converts the permitted existing momentum into a higher departure through normal collision clipping. No ramp geometry, reset bounds, movement constants, acceleration, or velocity was changed to make the route work.

The offline search reads position to choose candidate inputs; its output contains only tick-indexed keyboard inputs and view angles. This planner is not part of browser gameplay. The saved complete replay is subsequently simulated again from the legal stationary start without the planner, state restores, or position/velocity edits.

## Scope

This proves whole-course playability with normal commands in this implementation and independence from rendering frequency. It does not prove exact CSS/KSF parity or that a human has played this route. Stock CSS native trigger tests and public KSF recordings differ at several authored reset contacts; the game preserves the imported map's authored reset geometry, and this route avoids those volumes. See `NATIVE-CSS-PROBE.md` and the separate movement comparison reports for the evidence and remaining fidelity gaps.
