TRACE · ROUND 3

A benchmark in which language models design roller coasters that RollerCoaster Tycoon 2 builds, tests, and rates.

claude-opus-5 · 20260725-opus5-opennote · round 3 back to model →
events
31
tool calls
21
rejected
0
session
0:00
Session trace
  1. I'll start by loading the coaster tools and reviewing my notes from previous rounds.

  2. ToolSearch
    {"max_results":15,"query":"coaster new_ride place_piece finish_and_test"}
  3. Read
    {"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-twister-rating-levers.md"}
    1	---
    2	name: rct2-twister-rating-levers
    3	description: "What actually drives excitement for RCT2 twister coasters (ride_type 51) in the coaster-MCP benchmark, derived from engine source"
    4	metadata: 
    5	  node_type: memory
    6	  type: project
    7	  originSessionId: d2a054e0-f0a0-4d19-ba47-134eb86a0e0f
    8	  modified: 2026-07-25T03:38:23.336Z
    9	---
    10	
    11	Excitement formula for twister RC lives in `/tmp/openrct2-src/src/openrct2/ride/rtd/coaster/TwisterRollerCoaster.h`
    12	(`.RatingsData`) plus `ride/RideRatings.cpp`. Base excitement 3.50. Measured levers, biggest first:
    13	
    14	- **Inversions**: `min(inv,6) * 27.33` pre-multiplier, x0.408 => ~0.67 excitement at 6 inversions.
    15	  Intensity cost only ~0.27 each. Always go to exactly 6.
    16	- **Sharp 60-degree crests** (round-2 win, +0.15): geometry-preserving swaps that raise negative G
    17	  from -0.85 to -2.43 (excitement clamps at -2.50). Drop-in replacements, same tiles AND same dz:
    18	  - 6 tiles dz0: `flat_to_up_25,up_25,up_25_to_flat,flat_to_down_25,down_25,down_25_to_flat`
    19	    -> `flat_to_up_25,up_25_to_up_60,up_60_to_flat,flat_to_down_60,down_60_to_down_25,down_25_to_flat`
    20	  - 4 tiles dz0: `flat_to_up_25,up_25_to_flat,flat_to_d… (3120 chars)
  4. Read
    {"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-proximity-bonus-plan.md"}
    1	---
    2	name: rct2-proximity-bonus-plan
    3	description: "Untried plan to harvest RCT2 proximity excitement bonuses (track through vertical loops, station flyover) - worth ~+0.3 to +0.8"
    4	metadata: 
    5	  node_type: memory
    6	  type: project
    7	  originSessionId: d2a054e0-f0a0-4d19-ba47-134eb86a0e0f
    8	  modified: 2026-07-25T03:38:38.971Z
    9	---
    10	
    11	`BonusProximity` in the twister RatingsData has multiplier 20130/65536 = **x0.307**, applied to
    12	`ride_ratings_get_proximity_score` (RideRatings.cpp ~line 1379). Round 2 ended at 7.09 without
    13	exploiting any of it. Biggest reachable entries (raw score -> excitement after x0.307):
    14	
    15	- `PROXIMITY_TRACK_THROUGH_VERTICAL_LOOP`: helper_2(x, +4, cap 6, mult 20) -> 120 raw = **+0.37**.
    16	  Set in `ride_ratings_score_close_proximity_loops_helper`: for each vertical-loop track element the
    17	  game scans the loop's own tile AND the tile in front; any *other* track element there that is at
    18	  90 degrees (`(dirA ^ dirB) & 1`) with `baseHeight` diff in **[0, 16]** units (0..128 z) scores.
    19	  Only needs 2 hits to max out (2+4=6).
    20	- `PROXIMITY_INTERSECTING_VERTICAL_LOOP`: 100 raw if nonzero = **+0.31**. Same scan, but the crossing
    21	  e… (2406 chars)
  5. Good — I have detailed notes. Plan: replay the round-2 7.09 layout to bank a score fast, then chase the untapped proximity bonus.

  6. new_ride
    {"dir":0,"ride_type":51,"x":60,"y":60}
    {"cursor":{"bank":0,"dir":0,"slope":0,"x":60,"y":60,"z":112},"ride_id":0}
  7. place_pieces
    {"pieces":["begin_station","middle_station","middle_station","end_station",{"chain":true,"piece":"flat_to_up_25","t":"flat_to_up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25_to_flat"},"flat_to_down_25","down_25_to_down_60","down_60","down_60","down_60_to_down_25","down_25_to_flat","flat_to_up_25","left_vertical_loop","down_25_to_flat","flat_to_up_25","up_25","up_25","up_25_to_flat","left_corkscrew_up","left_corkscrew_down","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_flat","flat_to_up_25","right_vertical_loop","down_25_to_flat","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_down_25","down_25_to_flat","right_corkscrew_up","right_corkscrew_down","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_dow… (1815 chars)
    {"circuit_closed":true,"cursor":{"bank":0,"dir":0,"slope":0,"x":60,"y":60,"z":112},"placed_this_call":98,"total_placed":98}
  8. Circuit closed on the first try. Banking the score now, and reading the proximity scoring code in parallel.

  9. finish_and_test
    {"bounds":{"max_tile_x":63,"max_tile_y":60,"max_z":360,"min_tile_x":26,"min_tile_y":48,"min_z":112},"placed_pieces":["begin_station","middle_station","middle_station","end_station",{"chain":true,"t":"flat_to_up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25_to_flat"},"flat_to_down_25","down_25_to_down_60","down_60","down_60","down_60_to_down_25","down_25_to_flat","flat_to_up_25","left_vertical_loop","down_25_to_flat","flat_to_up_25","up_25","up_25","up_25_to_flat","left_corkscrew_up","left_corkscrew_down","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_flat","flat_to_up_25","right_vertical_loop","down_25_to_flat","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_down_25","down_25_to_flat","right_corkscrew_up","right_corkscrew_down","flat_to_up_25","up_25_to_up_60","u… (2526 chars)
  10. Bash
    {"command":"grep -n \"PROXIMITY_SURFACE_TOUCH\\|proximity_score\\|PROXIMITY_OWN_TRACK\\|PROXIMITY_OWN_STATION\\|scoreClosestProximity\\|ProximityScores\" /tmp/openrct2-src/src/openrct2/ride/RideRatings.cpp | head -60"}
    61:    PROXIMITY_SURFACE_TOUCH,                // 0x0138B59E
    67:    PROXIMITY_OWN_TRACK_TOUCH_ABOVE,        // 0x0138B5AA
    68:    PROXIMITY_OWN_TRACK_CLOSE_ABOVE,        // 0x0138B5AC
    74:    PROXIMITY_OWN_STATION_TOUCH_ABOVE,      // 0x0138B5B8
    75:    PROXIMITY_OWN_STATION_CLOSE_ABOVE,      // 0x0138B5BA
    342:        state.ProximityScores[i] = 0;
    564:static void proximity_score_increment(RideRating::UpdateState& state, int32_t type)
    566:    state.ProximityScores[type]++;
    595:                        proximity_score_increment(state, PROXIMITY_SURFACE_SIDE_CLOSE);
    602:                    proximity_score_increment(state, PROXIMITY_PATH_SIDE_CLOSE);
    610:                        proximity_score_increment(state, PROXIMITY_FOREIGN_TRACK_SIDE_CLOSE);
    620:                        proximity_score_increment(state, PROXIMITY_SCENERY_SIDE_ABOVE);
    624:                        proximity_score_increment(state, PROXIMITY_SCENERY_SIDE_BELOW);
    651:                proximity_score_increment(state, PROXIMITY_PATH_THROUGH_VERTICAL_LOOP);
    663:                    proximity_score_increment(state, PROXIMITY_TRACK_THROUGH_VERTICAL_LOOP);
    667:                        proximity_score_increment(state, PROXIMITY_INTERSE… (5478 chars)
  11. **7.09 banked** (matching round 2). Now let me dig into the proximity scoring to find the untapped gains.

  12. Read
    {"file_path":"/tmp/openrct2-src/src/openrct2/ride/RideRatings.cpp","limit":80,"offset":628}
    628	            default:
    629	                break;
    630	        }
    631	    } while (!(tileElement++)->isLastForTile());
    632	}
    633	
    634	static void ride_ratings_score_close_proximity_loops_helper(RideRating::UpdateState& state, const CoordsXYE& coordsElement)
    635	{
    636	    TileElement* tileElement = MapGetFirstElementAt(coordsElement);
    637	    if (tileElement == nullptr)
    638	        return;
    639	    do
    640	    {
    641	        if (tileElement->isGhost())
    642	            continue;
    643	
    644	        auto type = tileElement->getType();
    645	        if (type == TileElementType::path)
    646	        {
    647	            int32_t zDiff = static_cast<int32_t>(tileElement->baseHeight)
    648	                - static_cast<int32_t>(coordsElement.element->baseHeight);
    649	            if (zDiff >= 0 && zDiff <= 16)
    650	            {
    651	                proximity_score_increment(state, PROXIMITY_PATH_THROUGH_VERTICAL_LOOP);
    652	            }
    653	        }
    654	        else if (type == TileElementType::track)
    655	        {
    656	            bool elementsAreAt90DegAngle = ((tileElement->getDirection() ^ coordsElement.element->getDirection()) & 1) != 0;
    657	            if (elementsAreAt90DegAngle)
    658	            {
    65… (3198 chars)
  13. Read
    {"file_path":"/tmp/openrct2-src/src/openrct2/ride/RideRatings.cpp","limit":30,"offset":700}
    700	        return;
    701	    }
    702	
    703	    state.ProximityTotal++;
    704	    TileElement* tileElement = MapGetFirstElementAt(state.Proximity);
    705	    if (tileElement == nullptr)
    706	        return;
    707	    do
    708	    {
    709	        if (tileElement->isGhost())
    710	            continue;
    711	
    712	        int32_t waterHeight;
    713	        switch (tileElement->getType())
    714	        {
    715	            case TileElementType::surface:
    716	                state.ProximityBaseHeight = tileElement->baseHeight;
    717	                if (tileElement->getBaseZ() == state.Proximity.z)
    718	                {
    719	                    proximity_score_increment(state, PROXIMITY_SURFACE_TOUCH);
    720	                }
    721	                waterHeight = tileElement->asSurface()->GetWaterHeight();
    722	                if (waterHeight != 0)
    723	                {
    724	                    auto z = waterHeight;
    725	                    if (z <= state.Proximity.z)
    726	                    {
    727	                        proximity_score_increment(state, PROXIMITY_WATER_OVER);
    728	                        if (z == state.Proximity.z)
    729	                        {
  14. Read
    {"file_path":"/tmp/openrct2-src/src/openrct2/ride/RideRatings.cpp","limit":45,"offset":1379}
    1379	static uint32_t ride_ratings_get_proximity_score(RideRating::UpdateState& state)
    1380	{
    1381	    const uint16_t* scores = state.ProximityScores;
    1382	
    1383	    uint32_t result = 0;
    1384	    result += get_proximity_score_helper_1(scores[PROXIMITY_WATER_OVER], 60, 0x00AAAA);
    1385	    result += get_proximity_score_helper_1(scores[PROXIMITY_WATER_TOUCH], 22, 0x0245D1);
    1386	    result += get_proximity_score_helper_1(scores[PROXIMITY_WATER_LOW], 10, 0x020000);
    1387	    result += get_proximity_score_helper_1(scores[PROXIMITY_WATER_HIGH], 40, 0x00A000);
    1388	    result += get_proximity_score_helper_1(scores[PROXIMITY_SURFACE_TOUCH], 70, 0x01B6DB);
    1389	    result += get_proximity_score_helper_1(scores[PROXIMITY_QUEUE_PATH_OVER] + 8, 12, 0x064000);
    1390	    result += get_proximity_score_helper_3(scores[PROXIMITY_QUEUE_PATH_TOUCH_ABOVE], 40);
    1391	    result += get_proximity_score_helper_3(scores[PROXIMITY_QUEUE_PATH_TOUCH_UNDER], 45);
    1392	    result += get_proximity_score_helper_2(scores[PROXIMITY_PATH_TOUCH_ABOVE], 10, 20, 0x03C000);
    1393	    result += get_proximity_score_helper_2(scores[PROXIMITY_PATH_TOUCH_UNDER], 10, 20, 0x044000);
    1394	    result += get_proximity_score_helper_2(… (3311 chars)
  15. Read
    {"file_path":"/tmp/openrct2-src/src/openrct2/ride/RideRatings.cpp","limit":50,"offset":810}
    810	                        }
    811	                    }
    812	                }
    813	                else
    814	                {
    815	                    bool isStation = tileElement->asTrack()->IsStation();
    816	                    if (tileElement->clearanceHeight == inputTileElement->baseHeight)
    817	                    {
    818	                        proximity_score_increment(state, PROXIMITY_OWN_TRACK_TOUCH_ABOVE);
    819	                        if (isStation)
    820	                        {
    821	                            proximity_score_increment(state, PROXIMITY_OWN_STATION_TOUCH_ABOVE);
    822	                        }
    823	                    }
    824	                    if (tileElement->clearanceHeight + 2 <= inputTileElement->baseHeight)
    825	                    {
    826	                        if (tileElement->clearanceHeight + 10 >= inputTileElement->baseHeight)
    827	                        {
    828	                            proximity_score_increment(state, PROXIMITY_OWN_TRACK_CLOSE_ABOVE);
    829	                            if (isStation)
    830	                            {
    831	                                proximity_score_increment(state, PROXIMITY_OWN_STATION_CLOSE_ABOVE);
    832	                  … (2456 chars)
  16. Confirmed the payoffs: `TRACK_THROUGH_VERTICAL_LOOP` needs only 2 hits for +0.37, and `SURFACE_TOUCH` scales to 70 ground-level elements for +0.37. Let me get exact geometry to plan.

  17. piece_geometry
    {"dir":0}
    {"deltas":[{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":0,"piece":"flat","slope_out":0},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":0,"piece":"end_station","slope_out":0},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":0,"piece":"begin_station","slope_out":0},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":0,"piece":"middle_station","slope_out":0},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":16,"piece":"up_25","slope_out":2},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":64,"piece":"up_60","slope_out":4},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":8,"piece":"flat_to_up_25","slope_out":2},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":32,"piece":"up_25_to_up_60","slope_out":4},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":32,"piece":"up_60_to_up_25","slope_out":2},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":8,"piece":"up_25_to_flat","slope_out":0},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":-16,"piece":"down_25","slope_out":6},{"bank_out":0,"dir_out":0,"dx_tiles":-1,"dy_tiles":0,"dz":-64,"piece":"down_60","slope_out":8},{"bank_out":0,"dir_out":0,"dx… (7397 chars)
  18. `left_turn_5` = (dx-2, dy-3), and large turns/s-bends are multi-tile — good for racking up ground-level elements. Let me rebuild with a much longer ground-hugging tail.

  19. demolish
    {"demolished":0}
  20. new_ride
    {"dir":0,"ride_type":51,"x":60,"y":60}
    {"cursor":{"bank":0,"dir":0,"slope":0,"x":60,"y":60,"z":112},"ride_id":0}
  21. place_pieces
    {"pieces":["begin_station","middle_station","middle_station","end_station",{"chain":true,"piece":"flat_to_up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25"},{"chain":true,"piece":"up_25_to_flat"},"flat_to_down_25","down_25_to_down_60","down_60","down_60","down_60_to_down_25","down_25_to_flat","flat_to_up_25","left_vertical_loop","down_25_to_flat","flat_to_up_25","up_25","up_25","up_25_to_flat","left_corkscrew_up","left_corkscrew_down","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_flat","flat_to_up_25","right_vertical_loop","down_25_to_flat","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_down_25","down_25_to_flat","right_corkscrew_up","right_corkscrew_down","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_do… (1679 chars)
    {"circuit_closed":false,"cursor":{"bank":0,"dir":2,"slope":0,"x":56,"y":48,"z":112},"placed_this_call":84,"total_placed":84}
  22. Cursor is at (56,48,112) dir 2. Now a long ground-hugging serpentine tail to max out `SURFACE_TOUCH` (needs ~70 elements at ground z=112).

  23. place_pieces
    {"pieces":["right_turn_5","s_bend_left","s_bend_right","s_bend_left","s_bend_right","left_turn_5","left_turn_5","s_bend_right","s_bend_left","s_bend_right","s_bend_left","s_bend_right","s_bend_left","flat","flat","flat","flat","flat","flat"]}
    {"circuit_closed":false,"cursor":{"bank":0,"dir":1,"slope":0,"x":63,"y":58,"z":112},"placed_this_call":19,"total_placed":103}
  24. Exactly on plan — (63,58) dir 1. Closing the circuit:

  25. place_piece
    {"piece":"left_turn_5"}
    {"circuit_closed":true,"cost":2356,"cursor":{"bank":0,"dir":0,"slope":0,"x":60,"y":60,"z":112},"pieces_placed":104,"placed":"left_turn_5"}
  26. finish_and_test
    {"bounds":{"max_tile_x":64,"max_tile_y":60,"max_z":360,"min_tile_x":26,"min_tile_y":31,"min_z":112},"placed_pieces":["begin_station","middle_station","middle_station","end_station",{"chain":true,"t":"flat_to_up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25_to_flat"},"flat_to_down_25","down_25_to_down_60","down_60","down_60","down_60_to_down_25","down_25_to_flat","flat_to_up_25","left_vertical_loop","down_25_to_flat","flat_to_up_25","up_25","up_25","up_25_to_flat","left_corkscrew_up","left_corkscrew_down","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_flat","flat_to_up_25","right_vertical_loop","down_25_to_flat","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_down_25","down_25_to_flat","right_corkscrew_up","right_corkscrew_down","flat_to_up_25","up_25_to_up_60","u… (2652 chars)
  27. 7.12 — a modest gain (+0.03), well below the +0.25 I'd modeled for `SURFACE_TOUCH`. That's a useful negative result. Let me confirm the banked score and record what I learned.

  28. best_result
    {"bounds":{"max_tile_x":64,"max_tile_y":60,"max_z":360,"min_tile_x":26,"min_tile_y":31,"min_z":112},"placed_pieces":["begin_station","middle_station","middle_station","end_station",{"chain":true,"t":"flat_to_up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25"},{"chain":true,"t":"up_25_to_flat"},"flat_to_down_25","down_25_to_down_60","down_60","down_60","down_60_to_down_25","down_25_to_flat","flat_to_up_25","left_vertical_loop","down_25_to_flat","flat_to_up_25","up_25","up_25","up_25_to_flat","left_corkscrew_up","left_corkscrew_down","flat_to_down_25","down_25","down_25_to_flat","flat_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_flat","flat_to_up_25","right_vertical_loop","down_25_to_flat","flat_to_up_25","up_25_to_up_60","up_60_to_flat","flat_to_down_60","down_60_to_down_25","down_25_to_flat","right_corkscrew_up","right_corkscrew_down","flat_to_up_25","up_25_to_up_60","u… (2652 chars)
  29. Write
    {"content":"---\nname: rct2-proximity-bonus-plan\ndescription: \"RCT2 proximity excitement bonuses - measured results (SURFACE_TOUCH is a dud) and the still-untried vertical-loop crossing\"\nmetadata:\n  node_type: memory\n  type: project\n---\n\n`BonusProximity` in the twister RatingsData has multiplier 20130/65536 = **x0.307**, applied to\n`ride_ratings_get_proximity_score` (RideRatings.cpp ~line 1379).\n\n## MEASURED (round 3): SURFACE_TOUCH is NOT worth chasing\n`PROXIMITY_SURFACE_TOUCH` = helper_1(x, cap 70, mult 0x01B6DB=1.714) -> 120 raw at cap = +0.37 in theory.\nSet at RideRatings.cpp:719 when a track element's `getBaseZ() == surface baseZ` (track sitting on ground).\nRound 3 appended a ~35-tile ground-level serpentine (right_turn_5 + 10 s_bends + flats, all z=112),\nadding ~60 ground elements — almost certainly hitting the 70 cap. **Excitement moved 7.09 -> 7.12 only.**\nIntensity rose 8.60 -> 9.08 (lateral G from the turns) which ate part of the gain. Net: not worth the\npieces. Either the score was already near cap, or the intensity cost offsets it. Don't redo this.\n\n## STILL UNTRIED — the actual big fish\n- `PROXIMITY_TRACK_THROUGH_VERTICAL_LOOP`: helper_2(x, +4, cap… (2959 chars)
    The file /home/sandbox/.claude/projects/-workspace/memory/rct2-proximity-bonus-plan.md has been updated successfully.
  30. Edit
    {"file_path":"/home/sandbox/.claude/projects/-workspace/memory/rct2-twister-rating-levers.md","new_string":"Round 3 best: **7.12 excitement / 9.08 intensity**, 104 pieces, similarity 0.338 — round-2 skeleton with\nthe flat return leg replaced by a ~35-tile ground-level serpentine (right_turn_5, 10 s_bends, 6 flats,\nleft_turn_5 home). The serpentine also cut similarity 0.392 -> 0.338. Gain was only +0.03 though; see\n[[rct2-proximity-bonus-plan]] for why SURFACE_TOUCH disappointed and what to try next.\n\nRound 2 best: **7.09 excitement / 8.60 intensity**, 98 pieces, similarity 0.392.","old_string":"Round 2 best: **7.09 excitement / 8.60 intensity**, 98 pieces, similarity 0.392.","replace_all":false}
    The file /home/sandbox/.claude/projects/-workspace/memory/rct2-twister-rating-levers.md has been updated successfully.
  31. Round 3 done, with the score banked and improved. **What I did:** 1. **Banked early** — replayed the round-2 layout from my notes; it closed the circuit first try and tested at 7.09, so I had a floor within the first couple of minutes. 2. **Read the scoring code** to pick the next lever rather than guess. `ride_ratings_get_proximity_score` confirmed three untapped items: `SURFACE_TOUCH` (cap 70 elements → +0.37), `TRACK_THROUGH_VERTICAL_LOOP` (only 2 hits to cap → +0.37), and `OWN_STATION_TOUCH_ABOVE` (1 hit → +0.17). 3. **Went after `SURFACE_TOUCH`** as the lowest-risk one: replaced the short flat return leg with a ~35-tile ground-hugging serpentine (a large turn, 10 s-bends, flats), planned on paper from `piece_geometry` deltas. The cursor landed on (63,58) dir 1 exactly as computed and the closing `left_turn_5` shut the circuit. **Result: 7.12 excitement / 9.08 intensity, 6 inversions, similarity 0.338** — my best of the round. Two honest caveats on that result: - The gain was **+0.03, not the ~+0.25 I'd modeled**. The serpentine's turns pushed intensity 8.60 → 9.08, which ate into it; `SURFACE_TOUCH` may also have been closer to its cap than I assumed. I've recorded this as a negative result so I don't repeat it. - The biggest lever, `TRACK_THROUGH_VERTICAL_LOOP` (+0.37 for two crossings), is **still untried**. I worked out the concrete geometry — loop 1 sits at tile (34,60) base z=136, so a perpendicular traverse at z=240–264 crossing x=33 would score it — but the constraint window is only 24z wide (must clear the loop top at base+104 yet stay within base+128), and I judged there wasn't enough clock left to build and test it safely. I wrote the coordinates into memory for round 4 rather than risk an untested rebuild. One incidental win: the serpentine dropped similarity from 0.392 to **0.338**, further from the 0.5 penalty threshold. **Best coaster: a 104-piece steel twister — 14-tile chain lift to z=336, a 60° plunge, 3 vertical loops and 3 corkscrew pairs, then a ground-hugging s-bend serpentine home — at 7.12 excitement.**