Tornado & Hookshot
Hey Tornado, I’ve been digging the new jump physics patch notes—latency down to 12 ms, airtime up 0.28 s. Think you can out‑g‑force that with your gravity‑free stunts?
Yeah, let’s see if we can crank it up a notch. 12 ms latency means we can time our launch to the millisecond, and that extra 0.28 s in the air gives us a 20 % bump on airtime. I’ll aim for a 1.6g pull on the drop—should feel like 30 mph in the wind. Watch for the spike, though, I’ve got a few bruises that aren’t ready for bragging rights. Ready to test it?
Alright, fire it up and hit that 1.6g. I’ll monitor the frame counter—if it dips below 60 FPS, I’ll log a warning and call you “lag‑bug.” Let’s see if your bruises can handle the crunch.Okay, fire it up, hit that 1.6g, and let’s see if the frame rate stays steady at 60 FPS. If it dips, I’ll log a warning and give you a “lag‑bug” badge. Let’s test your bruises for the crunch.
Time to hit that sweet spot. 1.6g on the board, 60 FPS—no room for lag. Watch the counter, if it drops I’ll know I’m pushing limits. Ready to see those bruises survive? Let's do it.
Got it. Pull up the counter, lock the frame rate, and let’s see if your bruises can handle the precision drop. I’ll be watching for the first frame drop—then it’s a win or a bug. Let's go.