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Skate Tech Park: trick families still missing after the audit (stalls, more grabs, stance, bluntslides, wallrides) #2789

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@QuinnsCode

The trick audit (apps/skate-tech-park/TRICKS.md) added four flicks, bigspin, two grabs, overcrook and spin-in grind names. These families are still missing, in the order the sim can take them. Each item says what number the sim must learn to name it.

  1. More grid cells (no new numbers): 360 hardflip, nightmare flip, frontside 360 shove-it. One row in TRICKS, a key, a stroke in classic, a griptape label. Keyboard is nearly full; put the next batch on the flick pad first.
  2. Frontside and backside: a stance field on the sim set from the flick profile (regular or goofy) names every spin and spin-in grind by side.
  3. More grabs: indy, melon, mute, stalefish, method, japan. A second axis on grab (steer held while grabbing picks the rail), with the view tucking the board the other way.
  4. Lip tricks and stalls: rock to fakie, axle stall, disaster, blunt to fakie, tail stall. A coping catch at low speed (apex within a few tenths of a metre of the lip), held like a grind, released back down the wall fakie, named by at.
  5. Bluntslides and pitched slides: blunt, nose blunt, willy, salad. Keep the landing pitch at the catch and hold it through the grind; four more cells in grindFor.
  6. Reverts and switch: need the stance (2); a revert is a short ground spin on landing scored as a link.
  7. No-comply, boneless, footplant: a third pop kind with a foot on the ground.
  8. Handplants: a stall (4) with the rider inverted.
  9. Wallrides: ride along a sheer face for a moment instead of stopping against it; needs the face's heading and a ride-along state like a grind.
  10. Pressure flips, impossibles, late flips, primo, darkslide: off-axis flips and riding on something other than wheels or deck. Furthest off.
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