Table of Contents

v6.7.20: Snap-aim Jump rework

Deployed player-facing update. Reviewed October 5, 2026. At 15:11 PDT, Room 1 ran v6.7.20 and Rooms 2–4 ran its cumulative v6.7.21 bridge. This is a dated observation, not a live rollout feed; use Live lobbies.

Player changes

Dated catalog analysis

Reanalysis used the active Standard catalog, not the separate expanding research database. It analyzed 92,896 usable cached charts; missing/invalid/non-native or identity-failing inputs were excluded. No live database promotion was performed.

For the analyzed 4.5–5.5★ band, at most 240 played seconds, at least 10,000 global passes and the eight-year age filter, before the runtime cap:

Tier Before v6.7.20
Strong Jump 18 2,249
Relaxed-only fallback 201 3,175

All 13 available reference difficulties qualified as strong Jump. These are dated eligible-difficulty counts, not guaranteed current pool sizes, expert-labelled accuracy estimates or distinct song counts.

Preferences and later operator tuning

Jump's default soft bucket is under 90 seconds, with an 80% bucket choice when both groups exist, and a 1.5× perceived-AR 9–10 weight. Longer/lower-AR maps remain possible. DT uses actual playing length and perceived AR.

The separate October 5 operator duration policy sets the normal room preference to 90–135 seconds with a 240-second cap; Jump retains its own under-90-second exception. Settings are persistent outside code releases.

Release history · Jump guide · Selection rules