Battlefield switch and both native shortcut gates - 2026-10-25
Status: VERIFIED for the selected original Mission2 Mario route, switch press,
both gates opening and grounded passage. Full Koopa race/Star and full port remain open.

Native QA executable SHA256:
3afa1501704fbd481c27bef44ebb329949169543e63fad7316c392d75d2296a6

The earlier low-ground road was legitimately blocked by closed gate collision.
Read-only queries in the loaded original course confirm the tunnel roof, ground
and open rear entrance. The route must enter from the opposite side first. The
private route now combines the accepted Mario tilting-bridge crossing, an
ordinary western ledge jump, upper-plateau travel and rear-tunnel approach.
The first approach cleared the ledge but stopped in the original flower-warp
trigger. A KCL-derived bypass keeps the trigger active and walks around it.
No original actor/player movement, collision, material, position, state, event,
timer, reward or save code changed. No live progression was forced.

Current native build check: Ninja has no work to do. Seven focused clock/input/
session/history/stage/collision CTests pass. The accepted 18000-presentation-tick
muted runtime uses original title/FileA/castle/painting/Mission2 and an isolated
existing one-Star Mario prerequisite save. Original controls perform all actions:
- 56 sampled grounded contacts on the original tilting bridge, with exact
  playerY==groundY, then the accepted far-bank exit.
- Western ledge source7280; original jump; grounded 1000-high landing7466.
- Rear tunnel reached without any teleport-state episode in the accepted run.
- Original switch11/uid118 depresses to scale819/displacement about48 units,
  activates event0 at sampled tick11075 and retains its permanent pressed state.
  111 sampled grounded switch contacts have exact playerY==groundY.
- Both original gate40 actors observe the event and transition state0 ->1 ->2.
  Moving first sampled11085; both fully open11215. Their original opposite
  rotations are -16128 and+16128 angle units; colliders remain enabled.
- Mario walks through the open doorway at11706..11782, no jump, with15 sampled
  grounded contacts on the static floor and normal control throughout.
- 1238 subsequent Wait samples; final Mario alive, grounded, outside the gates,
  with normal control. Exit0, native mixer errors0, muted device nonzero samples0.
  Isolated slot1 and minigame files remain byte-identical to their seed.

Screens11000 (switch and closed gates) and12000 (Mario beyond the open gates)
were inspected and shown in chat. This is automated input acceptance, not a
physical-controller hardware check. The approach encounters ordinary enemies;
it is not a no-damage route qualification.

Private evidence:
work/battlefield-gate-opening-acceptance-20261025.json
work/check-battlefield-gate-opening-20261025.py
work/run-battlefield-rear-switch-20261024.ps1 -WarpBypass -PassGate
case native-muted-audio-walk-battlefield-rear-switch-warp-bypass-r2-20261025-20261021.
The private topology probe has3601 ground queries and24 line probes; its separate
5200-tick run also exits0/mixererrors0/muted0 with original Mission2 confirmed.
All raw geometry/queries, logs, images, audio, saves, generated assets and full
executables remain local. No F replacement, source push or release in this task.

Follow-up re-entry check now passes: original Exit Course and painting flow load
fresh closed/event-off switch and gates; normal input presses the switch again
and Mario walks through. See native-battlefield-gate-reentry-verified-
2026-10-25.txt. Next qualify Koopa's player race result/Star: the previously
blocked physical road can be tested after the player legitimately opens the
shortcut first.
Do not force gate events, bypass closed colliders, change original physics or
assume a Star award. Koopa win/loss, reward collection, save/reload/no duplicate,
other characters/missions/gate variants and the full PC-port roadmap remain open.
