# CINEMATIC ROLLOUT (coordinator, 27 Oct ~15:50) — READ FULLY BEFORE ANY WORK

## The bar
The user approved minigun **SAMPLE D · CLINCH v2** (`minigun.cine-d`, `58k_w_minigun_cine_d.js`) as THE LEVEL: "yea this level is good, now we want animation like this level action choreographed, and different different styles, and scripts and camera movements, we have up to 30 sec".
Play it first, study its choreography doc (`_tools/conv/cine_d_choreo.md`) and the shared pieces in `K58.CINE2` (performer with world-planted feet, hit springs, contact shadows, keyLight, limbPiece, stump, tumble, EZ; slow / snap / fast / flash / grain / grade / lb / track / whip / bed). Also read `8PLUS_PROGRAM.md` (DIRECTION CHANGE section + LESSONS 1-3) and `58k_TRAPS.md`.

## The user's decisions (27 Oct)
1. **About 2/3 of each weapon's FILMS + SKINS become new cinematic action sequences** at CLINCH level.
2. **Existing kills:** the serious, brutal ★ kills (8+ on all four, not gag-based) STAY in rotation as the minority. Gag/comic kills are RETIRED behind a switch (never deleted). Comedy lives only in the L/VL ladder rungs.
3. **Mid-round kills stay ≤ 3 s** but get the new bar: detail, a smooth slow-mo punch, brutality, LESSONS 1-3. No 30-second mids.
4. **Rollout in waves across weapons:** wave 1 is 2 cinematic kills per weapon; the user approves the style per weapon, then we fill the rest.

## The rules for every cinematic kill (all from the user)
- **Real action choreography:** stickman fight craft with dodges, rolls, slides, counters, disarms, strikes, grabs; weight, anticipation, contact, recovery; feet planted, no sliding; faces acting (fear, pain, horror; never goofy grins or googly eyes).
- **Camera:** many motivated shots on eased spring cameras, a lens drift, shake coupled to impacts and recoil, a grade per shot, grain and letterbox moments.
- **Speed:** NATURAL real-time pacing. Never compress to fit. Length is whatever the action needs, **up to 30 s** (typically 18-25 s). Smooth REAL slow-mo only on key beats (sub-frame sampling, motion trails, debris/blood/brass hanging, pitched-down sound, then a loud snap back). Fast motion only as a deliberate beat.
- **Map-independent:** `needs` = FLOOR + open space only. No one map's props or areas. Verify on the page MAP SWITCHER on all 18 arenas (The Deep may skip/adapt per brief §3).
- **Gold-ink casts by BOTH fighters** (`s.castInk` / `castProp`): 2-4 motivated fight moves per kill (cover, a blade, a post, a slab, a shield, a chakram, a step...). Never decoration; never a gold copy of a real map's architecture.
- **Brutality:** EXPLODING LIMBS (dismemberment mid-action) PLUS the body opening at the climax; LESSONS 1-3 detail (torn stumps, never discs; dead face upright; nothing floating; no patterns; the wound out-reads props).
- **Build anything needed:** new rigs, IK, cloth/secondary sims, gore painters, particles, camera rigs, sound layering. Reusable pieces go in `K58.CINE2` (extend it; don't fork) and get a TRAPS note.
- **Uniqueness:** the story, the key move and the payoff are unique against the LEDGER and REALMS. Styles may repeat across weapons; ideas may not. Ideas are ingredients, not rules: don't copy CLINCH's beats.
- Perf p95 ≤ 16.7 ms. The six-level ladder: XT first; build the lower five after the coordinator passes the XT. Gold FARIS BASHA plate visible.

## STYLE BIBLE (pick the one your script is assigned; each kill must FEEL different)
| style | what it is |
|---|---|
| DUEL | two skilled fighters trade a real exchange; the victim is dangerous; Faris wins on craft |
| THE HUNT | Faris-dominant: the victim flees and tries everything; Faris controls space |
| AMBUSH | the victim strikes first (from gold-cast concealment or a feint); Faris survives, turns it |
| CHASE | a running fight across distance: parkour over and off gold casts, firing on the move |
| LONG TAKE | one unbroken camera move (a "oner") through the whole fight; no cuts, only camera choreography |
| DEATH REALM | the fight crosses into a NEW realm mid-sequence (register it in 58k_REALMS.md); the climax there; return |
| STANDOFF | stillness and tension (a western stare, breath, sweat), then a few explosive seconds |
| BULLET TIME | the weapon's speed shown in extended smooth slow-mo choreography, dodges threading projectiles |
| DISARM | weapon-vs-weapon technique: disarms, turnabouts, the victim's own weapon used against them |
| LAST STAND | the wounded victim keeps fighting, losing pieces, rising pathos to the end |
| SIEGE | the victim builds a fortress of gold casts; Faris breaks through it layer by layer |
| ONE VS MANY | 2-3 victims (where the def allows) coordinate against Faris; he takes them apart in sequence |

## WAVE 1 ASSIGNMENTS (2 cinematic kills each; replace the WEAKEST gag kills of your weapon)
| agent | weapon | style 1 | style 2 |
|---|---|---|---|
| MINIGUN a3ac1dfb391787d5d | minigun | finish CLINCH's lower 5 levels, then SIEGE | LAST STAND |
| N1 a8467981ee03da1bd | SMG | finish SUPPRESSION v2 first, then LONG TAKE | CHASE |
| A a6a2242227c8daaf7 | pistol | STANDOFF | DISARM |
| B aec968d0de5da06f0 | assault rifle | AMBUSH | BULLET TIME |
| C aac18caeaa58c940d | sawed-off | DUEL | DEATH REALM |
| E a9bdfae9fb3e5af72 | beam | THE HUNT | DEATH REALM |
| F ac0d3fd7a148f072a | sledgehammer | LAST STAND | DUEL |
| I ae52af647f540618d | fists | CHASE | ONE VS MANY |
| N3 a07fefca9ed6adb16 | ice gun | AMBUSH | LONG TAKE |
| O a46fa6168b6c0c287 | flamethrower | SIEGE | STANDOFF |
After 18:00 (cap 12): N2 a4853a187048b719b scythe (DUEL + DEATH REALM), NEW-4 abec8947a46f7e234 sniper (STANDOFF + THE HUNT).

## THE PROCESS (per agent)
1. **AUDIT** your weapon's films + skins in one table in `_tools/conv/cine_audit_<weapon>.md`: KEEP (serious ★ / strong brutal) vs REBUILD (gag, comic, weak); aim for ~2/3 REBUILD. Pick the 2 weakest gag kills as your wave-1 rebuild slots (same keys, rebuilt from scratch). Send me the table + your 2 picks.
2. **CHOREOGRAPHY DOC** per kill (`_tools/conv/cine_<key>_choreo.md`): story + style, a 0.1 s beat sheet for both bodies, the shots, the slow-mo beats, the casts, the limbs + the opening, the XT, sound. Send me a beat summary; WAIT for my OK.
3. **BUILD** XT first; 3 self-review passes against this file; the 18-arena check.
4. **SEND:** the 40-frame strip, full-size slow-mo frames, the big XT, a 6-arena contact sheet, perf, playall.
5. After my pass: the lower 5 levels, the ledger line, and the retired-kill tag for gags you replaced elsewhere (flag spec below).

## RETIRED KILLS
- A (shared shell owner) adds `def.retired = true` support plus a page switch "SHOW RETIRED" (default OFF; retired kills hidden from menus and rotation, still playable when shown). Until it lands, list retired keys in your audit file.
- Rebuilt slots keep their key (the new kill replaces the old one); only kills dropped from rotation get `retired`.

## LIMITS
- Office hours 09:00-18:00: max 10 agents; after 18:00, max 12. No helpers or forks. Render in short background chunks (one Chrome via render_slot when the Mac is loaded).

## RETIRED KILLS — LIVE (A, 27 Oct ~16:00)
- Add `retired: true` to a kill's def to retire it. K58.live(d) / list / skins / mids / skList honour it; listAll / midsAll / retiredKeys are for tools and audits; K58.get(key) still plays it.
- The page switch "SHOW RETIRED" (THE LIBRARY group, default OFF) shows retired kills with a grey RETIRED tag.
- Rebuilt slots keep their key with no flag.

## ANTI-TEMPLATE RULE (coordinator, 27 Oct ~16:15) — the scripts are converging
Wave-1 scripts are falling into one formula: "an arm at the elbow or wrist, then a leg at the knee, then the belly opened, then propped dead against a gold cast". That's a template, and the user rejects templates (every kill individually crafted; ideas are ingredients). From now on:
- **VARY THE DISMEMBERMENT:** pick what serves YOUR story. One limb or three; a shoulder taken whole; both hands; fingers one by one; the jaw; an ear and half the face; a foot; a hip; a leg at the thigh... Not every kill takes an arm AND a leg.
- **VARY THE OPENING:** chest, back, neck, flank, skull, the spine laid open, a cavity, a burst from inside. Not always the belly.
- **VARY THE END POSE:** never propped dead against a gold cast (CLINCH owns that). Kneeling, face-down rolled over, hanging, curled, falling through, sliding, held up by the killer, etc.
- Name in your beat summary what your kill's dismemberment/opening/end pose is, and why it's specific to this weapon and story.
- **No SPRINGBOARD casts:** launching off a gold post, step, ramp, block or anvil into a jump or attack is owned by CLINCH. Leaps come from the fighters' own athletics.

## LESSONS 4 (the user's rating notes, 27 Oct ~19:20) — GLOBAL, OVERRIDES EARLIER FACE RULES
1. NO FACES AFTER THE KILL: no drawn eyes or mouth once dead (a plain stickman head; blood and wounds fine). Faces only before the kill if needed, kept minimal. (Replaces "dead face upright, half-lid eyes".)
2. Bullet hits are real torn wounds, never circles or dots.
3. Finals less zoomed: step back so the whole body and the setting read.
4. Opened bodies never look fat: organs stay inside the thin silhouette or fall to the floor; no bulging torso.
5. A kill that uses a wall uses the map's real WALL element and runs ON it.
6. EXPLODING GORE over internals, stickman-simple: heads burst, limbs and bodies blow apart in simple pieces with blood; brain/intestine spills OK in moderation; no bulky torso internals.
7. Only map-independent kills; map-tied = REPLACE (underwater may be an exception).
8. NO BONES (user #58): no bone nubs, rib ends or white bone tips anywhere, at any gore level; torn ends are flesh/dark with blood only.
Details: 8PLUS_PROGRAM.md LESSONS 4.

## K58.STYLE — THE USER'S GORE / FACE PICKS (planned API; A builds it in 58k_style.js after the page-64 picks)
- K58.STYLE.level(kind) → 0..5 (ZERO..EXTREME), kind = 'body' | 'explode' | 'faceAlive' | 'faceDead'
- K58.STYLE.face(ctx, alive, ink, t) → draws the picked face (or nothing); ALL faces go through it
- K58.STYLE.on(kind, minLevel) → whether a gore detail shows at the picked level
Guard until it lands: const ST = K58.STYLE || { level: () => 5, face: null, on: () => true };

## CONTEXT AWARENESS: EVERY FRAME MUST MAKE SENSE (the user, 27 Oct ~20:20, on THREE MAGS) — TOP RULE, OVERRIDES SPEED
User, verbatim: "the three mags u jsst build is so bad quality, liek it have no realsism, its a messy thing, the knife it looking so bad, the hand using very unrealisting gold ink casting, u are not giving attentions to the enivronment, such that the kilelr already holding gun with one hand, but still another hand popus, sooo baaad bro, expected better quality, please be aware of the enivronment, situation evrything, fully awre of the context in each frame"
1. **TWO HANDS, ALWAYS ACCOUNTED FOR.** Each fighter has exactly two arms. In every frame, know what each hand is doing: gripping the gun (which hand on the grip, which on the fore-end), holding the knife, empty, bracing. No third arm, no glowing extra arm, no hand that pops in from nowhere. To cast, punch, grab or reload, a hand must first be FREE: show it let go of the gun (sling, one-hand hold, the gun drops on its sling, a holster), then do the action, then return.
2. **GOLD-INK CASTS ARE PHYSICAL AND MOTIVATED.** A cast comes from a free hand with a clear gesture (draw, flick, slam). The ink flows from that hand and forms the object over real time, sized to the body, held or placed where it makes sense. Never a floating glow limb, never an object that appears beside the body with no hand driving it. Fewer casts done right beat many done loosely.
3. **PROP CONTINUITY.** Weapons, mags, knives, headphones, casts: each exists in exactly one place. Held → dropped → lands → stays where it landed (or is picked up on screen). Nothing appears, vanishes or teleports between shots. Ammo state is consistent: the empty gun can't fire until it's reloaded.
4. **WEAPONS DRAWN WELL.** A knife reads as a knife: the right shape, a blade edge and spine, a handle in the fist, a believable size against the hand, the blade facing the way the cut goes. Gun grips match the hands. A prop drawn poorly ruins the shot. If a prop can't be drawn well, don't use it.
5. **ENVIRONMENT AWARENESS.** Fighters stand on the arena's actual floor line and move through its real space: the floor height, the edges, slopes, the light direction, the walls (LESSONS 4.5). Shadows, blood and debris land ON the floor. React to what's there; don't fight in a void pasted over a map.
6. **REALISM OVER BUSYNESS.** Every movement has cause → effect, weight and momentum: a hit moves the body that's hit, a lunge needs a push-off, a fall obeys gravity. Clean, readable staging; no clutter of particles, blood ribbons and debris that turns the frame messy. Quality of each action > number of actions.
7. **FRAME-BY-FRAME CONTINUITY AUDIT (mandatory before sending).** Scrub the whole film at ≥10 fps (every 0.1 s) and check each frame: hand count + what each hand holds; prop positions + state; feet on the floor; the cause of every motion; the environment contact; nothing popping. Write the audit table into `_tools/conv/cine_<key>_continuity.md` (time · each fighter's hands · props · issue · fixed). Send it with the sheets. The coordinator reviews the same frames at full size, not just the 40-frame strip.

## STYLE PICKS: LIVE RULES (the user, page 64 v2, 27 Oct 20:31) — OVERRIDE every earlier face/gore rule here
Full text: _tools/coord/STYLE_PICKS.md.
1. STICKMAN LAWS: no faces, ever. Blank glossy heads alive and dead. Expression comes from pose, body language, camera and timing.
2. Death = the game's SOUL RISE (a translucent spirit with a yellow halo rising from the body).
3. Gore = the game's look: teardrop droplets → wet splats/drips, glossy pools, pulsing spurts, the radial Pop, ROUND WET CAPS on severed parts (user-picked; supersedes "no discs"). No bones, no organs by default.
4. The "opening" beat becomes LIMB OFF + SPRAY (a limb off, the stump spraying in pulses). Torso openings and organ spills are retired. (Replaces "the body opening at the climax" in the rules above.)
5. Bullet hits = the game's wound + spurt.
All of this comes from K58.STYLE (58k_style.js): never hand-draw faces or gore outside it.

6. (27 Oct 23:04, the user) The SPINE RIP (head pulled off with the spine attached) is the ONE allowed bone: liked, "its awesome". Use it as an ingredient in SOME new kills (~1 in 8-10), via STYLE.spineRip once A lands it. See STYLE_PICKS.md item 12.
