# THE 8+ PROGRAM: every kill to 8 or above on all four scores (the user, 27 Oct 2026 ~01:50)

The user, verbatim: "okey no need to update 62, ur scorings are on right track now, now i want you to audit all animation make it 8 above
for all animation for all metrics. also for making more cinematic, u can use multi camera angle shots at a time like split 9 (its jst a
suggestion dont put evrything like that), and do more cinematic things like that, like pure cinema, also very very well detailed
animations, improve scripts, also make things very brutalistic and gore (based on gore level, at extreme it should be very extreme),
when guns ammo hit them, very very detailed hit effects needed, instead of jst bullet hole circle. now u audit all animations and start
making things above 8, maximize ur token usage and maximize quality, dont be lazy please, focus on this now"

Scoring for page 62 STOPS here. The page stays as the baseline (minigun, ar, beam, fists and whatever else was written).

## THE BAR: every kill ≥ 8 on all four (the same scales as _tools/62_SCORING.md)
- BRUTALITY ≥ 8 at XT: very extreme. Real anatomy: torn skin flaps, muscle, bone, organs, arterial spray, pieces, the dead face. The
  ladder scales down by level: VH heavy, H real wounds, M light, L/VL alive with no gore. "At extreme it should be very extreme."
- CINEMATIC ≥ 8: pure cinema. Purposeful shots, angle changes, close-up inserts, speed ramps, the payoff framed. Use the new CINEMA KIT:
  split screens (2 / 3 / 4 / 9 angles of the same moment), picture-in-picture inserts, bullet-cam, crash zoom, dolly zoom, rack focus,
  freeze-frame stamps, whip pans, match cuts, orbit. INGREDIENTS, NOT RULES: a split screen or any one device goes in about 1-3 kills
  in 10 per weapon, where it serves the moment, never everywhere. Vary the devices across a weapon.
- SCRIPT ≥ 8: a memorable hook, setup → escalation → payoff, specific to the weapon, unique in the ledger.
- ANIMATION DETAIL ≥ 8: very well detailed. Wound and gore anatomy, faces (terror, pain, the dead face), bodies (clothes tearing,
  hands, secondary motion), props, debris and fx detail, set and lighting detail. Flat shapes and plain blobs are below the bar.
- HIT EFFECTS: when rounds hit a body, never a plain circle hole. Use the new BALLISTIC HIT FX: a torn entry with a bruised rim, a blood
  puff, pulsing spurts, a larger exit with a spray cone of mist, tissue and bone flecks, torn cloth, per-calibre behaviour (pistol, SMG,
  rifle, shotgun pellet spread, minigun shredding, sniper blow-out), all scaled by gore level.

## SHARED KITS (phase 1, landing in the next ~2-3 h; every kill uses them)
- A: GORE & WOUND DETAIL v2 (58k_anatomy.js and the kit): a per-level gore table (what each level allows, XT very extreme), detailed
  wound painters (entry, exit, slash, stab, crush, burn, blast, bite, tear), skin flaps, muscle, bone, organs, wet highlights, detailed
  faces (terror, agony, the dead face). Also BALLISTIC HIT FX v2 (58k_hitfx.js): the shell's generic bullet-hole call is replaced, so
  every existing kill gets the new hits.
- E: CINEMA KIT v2 (58k_cinekit.js): split layouts (2/3/4/9) of one scene from independent cameras, PiP inserts, speed-ramp curves,
  bullet-cam, crash zoom, dolly zoom, rack focus / depth blur, freeze stamp, whip-pan and match-cut transitions, orbit, handheld shake
  profiles, per-shot grade. Simple calls, a demo page, perf-budgeted (cached layers, half-rate where the eye can't tell).
- Static detail is drawn once and cached (bake), so the extra detail doesn't wreck perf. Keep perf.cjs on every sheet.

## PER-KILL WORKFLOW (phase 2, starting now; the scripts don't wait for the kits)
1. AUDIT: the kill's four scores as it is now (page 62 where it exists, otherwise your own honest score from its strip).
2. UPGRADE SCRIPT: one block per kill, each target ≥ 8:
   - the hook and beats (SCRIPT);
   - the shot list, including any cinema-kit device (CINEMATIC);
   - the gore ladder per level with the XT wound described precisely (BRUTALITY);
   - the detail plan: wound anatomy, hit fx, faces, props, set (DETAIL).
   Keep what already scores 8+; replace what doesn't. A weak core gets a new core (grep the ledger: absolute uniqueness).
3. SCRIPTS TO THE COORDINATOR in batches of 6 for approval before building.
4. BUILD: six levels, 6 different final pictures, the self-check list (brief §9), playall 0 problems, perf.cjs, all Chrome runs through
   render_slot.sh.
5. VERIFY: a sheet with strip + six finals + the big XT, plus your four honest scores. The coordinator re-scores. Below 8 anywhere means
   it goes back.
6. Order: the worst kills first, per weapon. MINIGUN first of all (the user named it).

## OWNERS (each upgrades their own weapons; a new owner reads the brief and the ledger first)
- MINIGUN agent: minigun (first priority).
- A: pistol, revolver, handcannon, golden, after the kits.
- B: ar, burst (sniper + bouncer moved to NEW-4 abec8947a46f7e234, 27 Oct 05:20).
- C: sawedoff, pump.
- E: beam, shrink, gravflip, cluster, after the cinema kit.
- F: hammer, spear, pan, speedsabre, knife.
- I: fists, rpg, gl.
- O: flamer.
- NEW-1: smg, laser, thammer. NEW-2: scythe, tkglove, tpdagger. NEW-3: ice, glue, portalgun.

## LESSONS FROM THE FIRST BUILT KILLS (coordinator, 27 Oct ~03:00): why kills land at 6-7, not 8
- WOUND DOMINANCE (BRUTALITY): at XT the wound must DOMINATE the picture, not be a mark on an intact body. It fills a large share of the
  frame and shows layers (torn skin edge, muscle with fibres, bone, a wet dark cavity, blood flowing to a pool). For crush or blunt kills,
  DENT THE SILHOUETTE: the head or body outline pushed in, features displaced (nose bent flat, cheekbone shards through split skin, teeth
  out, jaw off-line). For exits, break the outline open with meat spilling out of the gap.
- FRAME THE PAYOFF (CINEMATIC): the XT camera shows the wound AND the dead face AND the story's prop together. Never a close on the
  head only with the wound cut off at the frame edge.
- NO FLAT BODIES (DETAIL): every dead body gets scene light and shade (a rim light from the set's light source along the top edge, a cast
  shadow on the floor or pool), clothing that tears at the wounds, blood soaking UP the cloth with a gradient edge, and wet highlights.
  Eyes out or damaged are real eyes (bloodshot, wet, deflated, a stringy optic nerve), never a perfect white ball with a coloured iris.
- HONEST SELF-SCORES: the coordinator has re-scored several "8" brutalities at 6. Score what a stranger sees at phone size, not what the
  script intends.

## LESSONS 2 (coordinator, 27 Oct ~03:20): from the second round of re-sheets
- HFX v2 APPROVED (A, 03:18). Every b.wounds hit now gets torn-meat entries and exits, the outline torn open at exits, teardrop spray,
  shotgun-by-range, and dedupe. OWNERS: any kill that paints its OWN circle holes in a draw layer (0 b.wounds pushed, e.g.
  pump.six-pellets, minigun.the-hose) does not inherit it. Swap those for HFX.hit / HFX.paint. Grep your lanes for arc() bullet holes.
- BLOOD v2 is COMING (E, the base renderer in 40k_gore.js): tapered runs, irregular lit pools, splats that sit on surfaces, teardrop
  drops. Do NOT hand-fix "ketchup pipe" runs or flat ellipse pools in your lanes; the shared pass lifts them all. Your job is where the
  blood comes FROM (the wound) and that the pool is in the final frame.
- READS AS SOMETHING ELSE = below 8. A wound that reads as a clam shell, a red ball, a target, a barcode, a POW starburst, lozenges
  or a flower fails, however good the idea. Check every XT at 160 px body height: name what a stranger would call each red shape.
- CRUSH CAVES need bone and depth: a dark wet centre, jagged white bone at the rim (cheekbone, orbit, temple plate), teeth or eye
  spilled out of it, a crack running away across the intact skull. Radial lines inside a red half-disc are not a cave.
- UPSIDE-DOWN FACES don't read. If the body lies inverted, roll the camera so the dead face is upright to the viewer in the final.
- FROZEN, BURNT and DRIED bodies still need a readable FACE at XT: the face around 35-40% of frame height, a glazed or damaged eye
  (never a healthy cartoon eye), the open mouth with teeth.
- SHEET TOOLS: the big "FINAL (XT)" panel must be frame f, never the post-film HUD frame (ROUND OVER covering the body).
- RIM / SHADE KIT BUG (found in two kits, 27 Oct ~03:55): rim-light and shade strokes drawn after the body pass show as translucent
  pale bands ACROSS other limbs and the head (a "ghost" limb). Clip each limb's rim and shade to that limb's own silhouette and draw
  it in the limb's z-order, never over the head or a nearer limb. Check every XT for see-through limbs.
- HEAD EXITS BREAK THE HEAD OUTLINE (coordinator, 27 Oct ~05:50): a head blow-out drawn INSIDE an intact black head ring reads as a
  badge or sticker at phone size, however detailed. At XT the head ring is torn open across the exit (no ink over the wound), plates
  lift OUTSIDE the silhouette, brain spills out past the outline onto the floor, and the exit is about 40% of the head's diameter.
- KNOCKED-OFF HEADGEAR (coordinator, 27 Oct ~10:20): Fida's cat-ear headband pieces lying loose read as two orange/pink UI TRIANGLES
  (arrows) at phone size; it happened on three pages. Headgear off at XT goes either clearly ON the floor as a recognisable object
  (the band and both ears together, flat, shaded) or out of frame. Never as loose triangles.

## LESSONS 3 (coordinator, 27 Oct ~12:00) — the repeat misreads of this morning
- STUMPS AND SECTIONS ARE NEVER DISCS OR RINGS. A concentric ring (red / pale / dark core) reads as a target, rose, badge, button or candy. Torn irregular outline, skin flaps, the bone OFF-CENTRE and broken, meat bulging unevenly, a pump or drip linking it to the pool. Same for bullet holes: torn uneven edges, no neat rings.
- EYES: no spokes (citrus/gear), no double rings (spectacles), no big round pupil-in-white at XT (googly / surprised). Dead = half lid, bloodshot white, small drifted or rolled pupil, a few short veins.
- FACES UPRIGHT IN FRAME (eyes level). A head lying on its side or rolled 90° reads as a stack of shapes (traffic light / robot). Roll it upright or let it settle chin-up.
- COSTUME IN THE PAYOFF: party cone hats, headband ribbons and helmets come OFF at XT/VH (they read comic or hide the face).
- EVEN SPACING = PATTERN. Rows of identical holes, rings, wrinkles or teeth read as beads, bamboo, grills, bunting. Vary size, spacing, angle; merge some.
- NOTHING FLOATS IN FRAME f: brain bits, gibs, chips must have landed or be gone. Check the frame-f render yourself in a close crop before sending; stale renders cost a round.
- DON'T LET A PROP OUT-READ THE WOUND (the battery, the bell, the gun): the wound and the dead face stay dominant.

## DIRECTION CHANGE 27 Oct ~14:00 — CINEMATIC ACTION SEQUENCES (the user)
The user: "we have too much funny animations, but very low real horrific, cinematic animations ... what i really wanted is cinematic action sequences, with a lot of camera movements ... very very well scripted ... also some of them in death realm too ... not all of them like this, but we need the majority." Reference they like: smg.the-x (THE X).
THE STANDARD for a cinematic kill (the new majority):
- CHOREOGRAPHY: a real stickman fight. Approach, attacks and misses, dodges (roll, slide, duck, vault, backflip, wall-run), parries, counters, disarms, the environment used (cover shredded, rails, walls, props), both bodies always moving with weight and intent. Either a two-way duel (the victim fights well, attacks, dodges and counters; Faris answers and wins) or Faris-dominant (the victim tries everything, Faris controls). The kill is the climax of the exchange, not a gag.
- CAMERA: constantly motivated movement. Tracking dollies along the action, whip pans between fighters, cranes up and down, orbits on the key exchange, handheld in chaos, push-ins on decisions, low heroic angles, over-the-shoulder, cut on action; 6-10 distinct shots per kill.
- SPEED EDITING (velocity ramps): normal → SLOW-MO on the key beats only (a dodge under a burst, the counter landing, the killing hit) → snap back or FAST-motion through travel → normal. Slow-mo SFX: pitch-down whoosh, muffled world, heartbeat, then the hit snaps back loud. Not everything slow; the ramps punctuate.
- GRADE AND FILTERS: per-shot grade shifts, desaturation in slow-mo, bloom and chromatic aberration on impacts, film grain, letterbox moments, a strong colour scheme per kill.
- BRUTALITY comes out of the action: the final blow is brutal and fully detailed (LESSONS 1-3: dead faces upright, no discs, no patterns, nothing floating, the wound dominant).
- TONE: serious, horrific, action-movie. Comedy only at L/VL (non-lethal ladder) and in a minority of kills.
- LIMITS: trigger to final ≤ 15 s; perf p95 ≤ 16.7 ms; the gold FARIS BASHA plate; the six-level ladder; uniqueness vs the ledger and 58k_REALMS.md; some kills in a NEW death realm.
STATUS: 4 MINIGUN SAMPLES first (MINIGUN agent 2, N1 2), shown to the user before any wider rollout. All other agents paused until the user approves the direction.
- (27 Oct ~15:30, the user on the rebuilt SUPPRESSION) "feels like u intentionally fast forwarded the speed to satisfy the 15 sec requirement ... u can go upto 30 sec if necessary, only if necessary ... dont depend too much on the map or specific element in map ... create animation that works on all maps ... exploding limbs make things nicer than opening the body internal only, do both if needed". RULES: cinematic kills run at natural real-time pacing (no compression); length up to 20/25/30 s only when the action needs it; needs = FLOOR + open space only (no map props or one area's features), verified on the map switcher on all 18 arenas (The Deep may skip or adapt); dismemberment plus body opening.
- (27 Oct ~15:40, the user) "u have that golden ink element generation capability for both killer and victim, use that for additional elements building, so that we can customize animation a lot". RULE: in cinematic kills BOTH Faris and the victim may cast elements from the hand with gold ink (s.castInk / RIF.castProp in 58k_arrive.js / 58k_w_ar.js): cover, a wall to vault or run along, a pillar to pin to, a shield, a blade, a rail, a platform to leap from. It keeps kills map-independent while giving the choreography set pieces. Each cast must be motivated in the fight (a defensive wall thrown up, an escape platform, a counter weapon), never decoration; never a gold copy of a real map's architecture.

## LESSONS 4 — THE USER'S RATING NOTES, GLOBAL (27 Oct ~19:20, from the GOOD / OK BUT / REPLACE pass; "i wont repeat this, its in all")
1. **NO FACES AFTER THE KILL.** "the mouth and eyes things is bad for a stickman, especially after kill, u can use it before kill if needed" / "the mouth after kill is so bad". After death: no drawn eyes or mouth (a plain stickman head; blood and wounds are fine). Before the kill, faces only if needed, and kept minimal. This overrides the old "dead face upright with half-lid eyes" rule. Needs ONE shared switch through every face painter (K.FACES d58*/xx/dazed, B8.deadEye, mgHorror/mgHalfLid, FL.burntFace, per-kill painters).
2. **BULLET HITS ARE REAL WOUNDS, NOT CIRCLES.** "the bullet hitting is just simple a circle, instead it should be wound or something realistic". Torn, irregular entry wounds with spray and a run (HFX entries everywhere; no ring or disc marks).
3. **FINALS ARE OVER-ZOOMED.** "most of our animations are a bit over zoomed at the end, u can zoom out a little". End frames step back: the whole body and the setting read, not a tight crop.
4. **OPENED BODIES MUST NOT LOOK FAT.** "the internal organ splitting look so bad, like it feels like stickman got fat". Organs and spills stay INSIDE the thin stickman silhouette or fall out of it to the floor. Never a bulging torso wider than the body line.
5. **MAP-REAL ELEMENTS WHEN USED.** "WALL RUN should work on every map that has a wall, and run on the wall, not on air". A kill that uses a wall uses the map's real WALL element (s.el), on every map that has one.
6. **EXPLODING GORE OVER INTERNALS, KEEP IT STICKMAN.** (THE X) "the head after shoot should just explode, we don't want this too much work, we should reduce internal-showing animations, instead do exploding gore: body, head, limbs etc simple, keep things stickman as possible." (X-RAY CHAIN) "internal spoiled it, not the x-ray skeleton, the bone breaking; intestine, brain etc are nice." So: heads pop and burst, limbs and bodies blow apart in simple stickman pieces with blood. Brain and intestine spills are fine in moderation; the bulky detailed torso internals (which make the body look fat or messy, like NOWHERE's "under the head body internals" or BRICK BY BRICK) go.
7. **ONLY MAP-INDEPENDENT KILLS.** (MOONLIGHT, LONG EXPOSURE) "if it won't work on every map just replace, we are only making things that work everywhere (underwater can be an exception)". A map-tied kill = REPLACE.
8. NO BONES (user inbox #58, 27 Oct): no bone nubs, rib ends or white bone tips anywhere; torn ends are flesh/dark with blood only.

## LESSONS 5 · CONTEXT AWARENESS (the user, 27 Oct ~20:20, THREE MAGS judged "so bad quality ... no realism ... messy ... the knife looking so bad ... very unrealistic gold ink casting ... the killer already holding gun with one hand, but still another hand pops ... be fully aware of the context in each frame")
1. Two hands always accounted for; free a hand before any cast or strike; never a third or glowing arm.
2. Casts are physical, from a free hand, with a motivated gesture and real build time.
3. Prop continuity: one place per prop; it lands and stays; consistent ammo state.
4. Weapons drawn well (a knife reads as a knife).
5. Environment awareness: the real floor, edges, light, walls.
6. Realism over busyness: cause → effect, weight, clean staging.
7. A frame-by-frame continuity audit (every 0.1 s) is required before sending; the coordinator reviews full-size frames.
Details: CINE_ROLLOUT.md "CONTEXT AWARENESS".
