The saved jumper simulator computes horizontal speed as launch speed times cosine of angle. At an illustrative twenty feet per second and sixty degrees, horizontal speed is ten feet per second. A twenty-foot hoop distance therefore gives two seconds of flight time. Vertical position is release height plus vertical speed times time minus half effective gravity times time squared. This source approximation is not a calibrated shooting model. The bars compare launch and horizontal speed in the same units, using twenty pixels per foot per second. Their final two-to-one ratio depicts the cosine of sixty degrees. The written Magnus approximation subtracts backspin divided by two hundred times point eight from gravity thirty-two point one seven four feet per second squared. At zero spin effective gravity is thirty-two point one seven four. At two hundred revolutions per minute it is thirty-one point three seven four. Over two seconds this increases calculated height by one point six feet with all other inputs fixed. The coefficients are source assumptions, not measured ball aerodynamics. Both acceleration bars use fifteen pixels per foot per second squared. The export includes all fifty-one trajectory samples, each with horizontal position, height, and time, as well as input parameters and outcomes. For a two-second flight its sample spacing is point zero four seconds. Hoop clearance is the absolute height difference times twelve inches per foot; half a foot gives six inches. The swish flag additionally requires downward velocity and the written hoop-minus-ball radius margin. Preserve all exported values rather than treating a flag as experimental proof. Fifty intervals include both endpoints, giving fifty-one exported points. Both count bars use ten pixels per count; this count diagram does not represent physical height or shooting probability.