# BOUNCER · the plan sheet (KILLPAGES-B) · scripts for the coordinator's clash check

The gun: a purple #5B3FD9 energy rifle. Its round is a lime #A0E426 rubber zap that BOUNCES off every surface, faster and higher with every boing. The page's rule is ONE PROPERTY: a round that will not stop. Camera language THE BOING: the hit, the hush, the next one coming, every interval shorter.
Page: 58k_bouncer.html · lane file 58k_w_bouncer.js (kit RIF.BO: round, boing) · ledger section ## BOUNCER.

## Where the page stands (26 Oct)
- FINAL, 6 films on the page: THE TRAPPED ROUND, THE WELL, SQUASH COURT, CHIN MUSIC, HIGHER, RALLY.
- RULED 26 Oct 05:00 (see each line): 9 MIDS approved (HOT POTATO and SPRING with changes), DON'T SNEEZE replaced; all 6 SLATE 2 films approved (BALL PIT, GULP and FOUR PASSES with changes). The slate:
  - 2 death realms (THE BALL PIT, PACHINKO);
  - 1 Deep film (GULP);
  - 1 multi-victim film (THE BREAK);
  - 1 map element film (THE PISTON, on CEILING);
  - 1 remake of the old finisher PINBALL (FOUR PASSES).
- Still owed after this, for a later slate: 13 more films (25 in all) (a 3rd realm, the 2nd Deep film, 2-3 more map elements) and the 7 skins.
- Every VL below keeps the victim alive in frame (§9 04:22).

## Death families
RULING 26 Oct 05:00: BATTERED / BORED is APPROVED as the page's own family (58k_DEATHS.md, OPEN, owned by bouncer).
Almost every family a blunt rubber round could use is RESTING. I propose the page its own family: BATTERED / BORED, meaning blunt rubber trauma (round welt craters, swelling, dents, a spinning ball boring a tunnel). SQUASH COURT, TRAPPED and RALLY already live there. Where a line below lands in a RESTING family, the concept exemption is written in that line. Nothing here uses petrify, gold, crush-to-a-cube or decapitation (CHIN MUSIC has the page's one head off).

## Clash sweep (ledger + TRAPS + DEATHS + REALMS, 26 Oct 04:40)
Dropped from my long list, because they're owned:
- skipping on water = rpg.mid-skipping-stone
- down the stairs = cluster.staircase
- stamping on it = cluster.mid-hot-foot
- whack-a-mole = hammer.mole-hill
- a heartbeat blow = spear.mid-the-tap
- the strongman's HIT ME = fists.hit-me
- a creep behind Faris = tpdagger.skin-gold
- knocked back step by step = my own ar.own-pit
- the Matrix lean = ar.bullet-time
- Newton's cradle = handcannon.newtons-cradle
- a chandelier drop = knife.chandelier
- trampoline = smg.mid-trampoline

Renamed against names already in use:
- TAG (thammer.tag)
- REFLEX (rpg.mid-reflex), now KNEE JERK
- HOLD YOUR BREATH (sniper.hold-your-breath), now GULP
- PINBALL (speedsabre.pinball), now FOUR PASSES

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## MID-ROUND (10, ≤ 3 s, one victim, no realms, no map-changing casts; the real bouncer round)

### M1 · bouncer.mid-hot-potato · HOT POTATO · RARE · saloon · 2.9 s · needs FLOOR · APPROVED with a change
- RULING: no macro through the palm hole framing Faris (see-through holes are saturated, and it makes Faris the subject). The palms are raw bored wounds, never peepholes. The payoff is the round boring through his chest as he hugs it.
- CORE / HOOK: he snatches the round out of the air to show off, and it won't stop bouncing in his hands.
- BEATS:
  - 0.00 it comes in slow off the floor; he snatches it one-handed. GOTCHA.
  - 0.30 bzzt: it buzzes in his fist, lime light leaking between the fingers. He opens the hand and it hops palm to palm.
  - 0.60-1.40 THE POTATO: he juggles it hand to hand, faster, "ow ow OW", the boings climbing in pitch, smoke off his palms.
  - 1.45 it bores into his left palm: a raw, smoking, lime-scorched wound.
  - 1.70 it bores through the right palm.
  - 1.95 he clutches it to his chest with both holed hands to smother it. It buzzes between his palms and his ribs at a blur.
  - 2.35 it goes through his chest and out of his back in a lime flash.
- CAMERA:
  - a two-shot;
  - a tight insert on the glowing fist (w 70);
  - whips between his face and his hands;
  - at 1.45 a macro on the raw bored palm as he jerks it away;
  - a push on the clutch;
  - a cut behind him for the exit flash.
- LADDER:
  - XT: on his back, the raw bored palms still crossed on a smoking chest crater where it bored in, blood welling between his fingers, a real dead face, a pool.
  - VH: on his knees, staring at the raw wounds in his palms as he topples onto his side, dead face.
  - H: the palms burnt through, slumped on his side hugging them; the chest only thudded. Dark face.
  - M: flat, the palms red and smoking, the X.
  - L: he fumbles it, it bonks off his forehead and he sits down hard blowing on his hands, stars.
  - VL (alive): it fizzles out in his cupped hands. He shakes the sting out of his palms: "ow".
- DEATH: BATTERED / BORED (palms + chest).
- CLASH: no catch-and-juggle-in-the-hands kill (laser KEEPY-UPPY juggles a head with bolts; speedsabre PINBALL air-juggles a body).

### M2 · bouncer.mid-listen · LISTEN · EPIC · any floor · 2.9 s
- CORE / HOOK: in one ear and out the other. He hears it coming and turns his head to find it.
- BEATS:
  - 0.00 the round misses wide and boings away out of frame. He laughs.
  - 0.35 silence. Then boing (far: a small word at the frame edge), boing (nearer), boing (nearer, bigger, higher). He stops laughing and cups his ear.
  - 0.90-1.80 his eyes dart. The boings come from the left, the right, behind, each closer and quicker, and he turns his head toward every one.
  - 1.85 he turns his ear straight into its line, and it goes in one ear and out the other.
  - 1.95 he stands a beat with lime light showing through both ears and smoke curling out of each.
  - 2.20 he drops.
- CAMERA:
  - a close on the cupped ear and the darting eyes (w 90);
  - the SOUND drawn as boing words arriving from off frame, each bigger;
  - the round itself seen for 3 frames;
  - a profile hold on the head lit through;
  - the drop.
- LADDER:
  - XT: on his side, a smoking tunnel ear to ear with the light through it, both ears pouring onto the boards, the eyes crossed and bloodshot, a real dead face, a pool.
  - VH: knelt and slumped forward, blood down both sides of his neck, head lolling, dead face.
  - H: it takes one ear off. Kneeling, a hand to the raw stump, dark face.
  - M: it boinks his ear. Flat, the X, a swelling cauliflower ear.
  - L: it bonks off his cupped hand into his temple. Sat down dazed, stars.
  - VL (alive): it whizzes past his ear. He flinches, cups the ear, hears nothing, shrugs.
- DEATH: SKULL (RESTING). Exemption: the idiom IS the concept. No brain shown; the tunnel lit through is the image.
- CLASH: golden RIBBON CUTTING's "ear to ear" is a throat. No listening kill exists.

### M3 · bouncer.mid-under-the-hat · UNDER THE HAT · RARE · any floor · 2.9 s
- CORE / HOOK: he traps it under his hat and holds it down.
- BEATS:
  - 0.00 it boings at his feet.
  - 0.20 he whips off his hat and slaps it down over the round. GOT YOU.
  - 0.50 the hat jumps under his palm: thump. thump-thump. He kneels on it with both hands.
  - 1.20 a drumming blur, the hat leaping, his arms juddering. He laughs up at Faris.
  - 1.90 he leans over it with his whole weight.
  - 2.05 it blasts up through the crown of the hat, through his hand and through his throat.
  - 2.20 he kneels there gurgling.
- CAMERA: low on the jumping hat (w 80); his grin over it; a crash up the line of the shot; a close on the throat.
- LADDER:
  - XT: kneeling over the holed hat, the hand bored through, the throat torn open and pumping (s.artery carotid) into the upturned hat until it brims, a real dead face.
  - VH: fallen on his side by the hat, the holed hand and the throat wound, dead face.
  - H: the hand bored through, sat back clutching it, a dark burn under the jaw, dark face.
  - M: the hat blasts up into his chin. Flat, the X.
  - L: the hat jumps into his face. Sat back dazed with the hat over his eyes, stars.
  - VL (alive): the hat skitters off across the floor. He chases it and slaps it down, lifts it to peek: empty. The round's gone.
- DEATH: ARTERY (RESTING). Exemption: the trap is the concept, and the image is his own hat filling with his blood.
- CLASH: no "trapped under a hat" kill (revolver BANDANA's hat is over his eyes).

### M4 · bouncer.mid-the-tumbler · THE TUMBLER · EPIC · saloon · 2.9 s
- CORE / HOOK: the round drops into his drink.
- BEATS:
  - 0.00 at the bar he raises his whisky to Faris: cheers.
  - 0.25 the round drops into the glass: plop.
  - 0.40 tink-tink-tink: it bounces inside the glass, faster, the whisky slopping.
  - 1.00 a buzzing rattle. The glass rings and hums and he holds it at arm's length, staring.
  - 1.60 cracks spider up the glass. He tries to set it down.
  - 1.90 it bursts in his hand, into his face.
- CAMERA: the toast two-shot; a macro on the glass with the lime ball rattling inside and his face bent in the curve (w 50); the burst in slow motion; the final.
- LADDER:
  - XT: his face full of glass shards, one through the eye, the hand shredded to the bone, whisky and blood off his chin. On his back under the bar, a real dead face.
  - VH: slumped against the bar, shards in the face and throat, dead face.
  - H: the hand shredded, shards in the cheek, sat clutching it, dark face.
  - M: the glass bursts whisky into his face. Flat, the X.
  - L: whisky in his face, sat blinking, stars.
  - VL (alive): it shatters harmlessly. He stands dripping whisky, staring at his empty hand.
- DEATH: SHATTER / GLASS (RESTING). Exemption: his own drink is the concept.
- CLASH: ice ON THE ROCKS (an eye in a drink) and revolver DRIP (filling a glass) both use a glass as a garnish. None bursts one.

### M5 · bouncer.mid-lumps · LUMPS · RARE · any floor · 2.9 s
- CORE / HOOK: cartoon lumps that stack. Every bonk raises a new lump on top of the last.
- BEATS:
  - 0.00 he ducks with his hands over his head. The round bounces off the floor and bonks his crown: a pink lump pops up.
  - 0.50 bonk: a second lump on top of the first.
  - 0.90 bonk, bonk: a tower of four. He presses his hands down on it.
  - 1.50 bonk on his knuckles, fingers bent back.
  - 1.90 bonkbonkbonk, faster, the tower wobbling six high.
  - 2.30 the last bonk drives the whole tower down into his skull.
- CAMERA: a low two-shot; a close on the growing tower (w 90), a tiny push on each bonk; a crash on the last.
- LADDER:
  - XT: the lumps burst. A crater the width of the tower caves the skull, the scalp split round it, brain in the bottom, blood sheeting down a real dead face. Kneeling, then forward.
  - VH: the tower crushed into a dented skull, dead on his side, blood from the ears.
  - H: a tower of dark bruised lumps, slumped, dark face.
  - M: three lumps, flat, the X.
  - L: a tower of lumps, sat down, stars circling the top of it.
  - VL (alive): one lump. He rubs it and pokes his tongue out at Faris.
- DEATH: SKULL (RESTING). Exemption: the lump tower is the concept.
- CLASH: HIGHER is a fall through the crown from height; this is repeated bonks building a tower.

### M6 · bouncer.mid-spring · SPRING · EPIC · any floor · 2.8 s · APPROVED, renamed (was NOT DEAD YET: ar PLAYING DEAD owns the dead-thing-springs-back framing)
- CORE / HOOK: one last spring in it. It looks spent on the boards, and it isn't.
- BEATS:
  - 0.00 the round's bounces shrink to nothing: boing.. boing. tik. It rests on the boards, coiled.
  - 0.40 he laughs, walks over and bends to pick it up.
  - 0.90 his fingers close in, and it springs straight up into his nose. BOINK.
  - 1.10 his head snaps back. He bends forward clutching his nose and it springs up again, faster. Into the face again and again, a blur between the floor and his face.
  - 2.20 the last one drives the nose into the skull.
- CAMERA: a floor-level macro on the resting round with his hand reaching in (w 60); the snap; the blur side-on; the final.
- LADDER:
  - XT: on his back, the nose driven flat into the face and the face caved round it, both eyes blackened and bulging, blood from the nose cavity and the mouth, a real dead face.
  - VH: kneeling, then down, the nose broken flat and pouring, dead face.
  - H: sat holding his face, blood through the fingers, dark face.
  - M: a swollen red nose, flat, the X.
  - L: sat down cross-eyed with a round red nose, stars.
  - VL (alive): it springs up, he catches it on the end of his nose and it fizzles. He sneezes.
- DEATH: BATTERED (the face round the nose).
- CLASH: the stored spring is the hook. Kept clear of ar PLAYING DEAD's framing.

### M7 · bouncer.mid-firefly · FIREFLY · LEGENDARY · MAP ELEMENT (LIGHT via stage58; OWED 'NO LIGHT') · 2.9 s
- CORE / HOOK: in the dark, the only thing you can see is the round coming.
- BEATS:
  - 0.00 the round shoots out the real LIGHT element (sparks, glass, dark).
  - 0.30 black. Only the round's lime glow, bouncing, and the whites of his eyes.
  - 0.60 the glow hops toward him, each hop longer and faster. Its light flashes his terrified face for a frame on every bounce.
  - 1.60 he backs away and the glow closes in.
  - 2.10 it goes into his chest and lights his ribcage from inside for a moment (a lime x-ray of the ribs, the heart behind them), then out of his back.
  - 2.30 dark. He drops.
- CAMERA: the scratch-canvas dark (RIF.dark) with a lime light radius round the round; close on his eyes; the hop rhythm; a full-frame x-ray flash; the final lit by the round dying on the floor.
- LADDER:
  - XT: on his back in the dark, lit only by the dying round beside him: the chest hole smoking, the ribs burnt lime round it, blood pooling black in the low light, a real dead face lit green.
  - VH: the same light, the hole through his side, dead face.
  - H: a burn through the shoulder, slumped, dark face.
  - M: knocked flat in the glow, the X.
  - L: it bonks his forehead in the dark. Sat dazed, the glow circling him like a firefly, stars.
  - VL (alive): the light flickers back on. He's crouched with his hands over his head and the round has fizzled at his feet. He peeks up.
- DEATH: BATTERED / BORED (the lit ribs are the image; no skeleton walk, no x-ray look kept).
- CLASH: burst's skin-neon has his glowing watch in the dark, tpdagger's skin-neon an EXIT sign. Neither is a glowing projectile hunting him.

### M8 · bouncer.mid-knee-jerk · KNEE JERK · RARE · any floor · 2.9 s
- CORE / HOOK: the reflex test. It bounces off his kneecap, the leg kicks, his own foot punts it up into his face, and it comes down on the knee again.
- BEATS:
  - 0.00 it bounces off the floor into his kneecap. The reflex kicks, and his foot punts it into his own face.
  - 0.50 it comes down on the knee again: kick, face.
  - 0.90 kick-face, kick-face, faster. He jerks like a puppet and can't stop.
  - 1.80 a blur of reflex kicks.
  - 2.20 the last one: the kneecap shatters and the knee snaps up into his own face.
- CAMERA: a doctor's-hammer macro on the kneecap at the first boing (w 50); side-on medium for the rhythm; the final close.
- LADDER:
  - XT: on his back, the knee bent the wrong way with the kneecap gone, the face caved where his own knee met it, nose and teeth smashed, a real dead face.
  - VH: the knee shattered, the face battered, dead on his side.
  - H: the knee broken, sat clutching it, a bloody nose, dark face.
  - M: a swollen knee and a black eye, flat, the X.
  - L: a few kicks and he lands on his backside, stars.
  - VL (alive): one reflex kick sends it away. He hops on one leg, rubbing the knee.
- DEATH: KNEES SNAP THE WRONG WAY (RESTING). Exemption: the reflex loop is the concept, and the knee meets his own face.
- CLASH: no reflex-loop kill (rpg REFLEX is a melee block).

### M9 · bouncer.mid-hair-trigger · HAIR TRIGGER · LEGENDARY · any floor (his own dropped gun) · 2.9 s
- CORE / HOOK: the round plays his dropped gun. Every boing on the trigger fires it.
- BEATS:
  - 0.00 his gun falls from his hand to the boards. He reaches for it.
  - 0.30 the round boings onto the trigger: BANG, his own round past his ear. The recoil spins the gun on the floor.
  - 0.60 boing-BANG, into the boards by his foot. He hops.
  - 0.90 boing-BANG boing-BANG, faster, the gun spinning like a top, the shots walking round the room.
  - 1.50 his own rounds find him: thigh, belly.
  - 2.10 the last boing holds the trigger down and the gun empties into his chest as he falls.
- CAMERA: floor level on the spinning gun with the round hopping on the trigger (w 60); a whip to him; a top-down on the spin with tracer lines; the final.
- LADDER:
  - XT: shot by his own gun, the holes climbing thigh, belly, chest. The gun lies empty and smoking by his hand, the round still hopping on the trigger (click, click). A real dead face.
  - VH: two holes, the gun by his hand, dead face.
  - H: through the thigh, sat clutching it, dark face.
  - M: the gun bucks into his shin. He falls, the X.
  - L: the gun jumps up and bonks his forehead. Sat, stars.
  - VL (alive): click, empty. He snatches the gun up and points it at Faris: click, click. Sheepish.
- DEATH: BULLET HOLES (RESTING). Exemption: his own gun is the concept (the lead-in weapon's real magazine).
- CLASH: no ledger kill fires a dropped gun by its trigger.

### M10 · bouncer.mid-dont-sneeze · DON'T SNEEZE · REPLACED (ruling: speedsabre.split-hairs owns the sneeze as the trigger of death). The replacement script goes to the coordinator separately.
- CORE / HOOK: he has to stand perfectly still while it bounces round him, and he has to sneeze.
- BEATS:
  - 0.00 the round misses and starts bouncing round him (floor, wall, floor), each pass closer: past his nose, between his legs, round his ear. He freezes rigid.
  - 0.80 dust from the bounces drifts up. His nose twitches.
  - 1.20 "ah... ah..." The round is faster now, a lime cage of passes round him.
  - 1.90 ACHOO! The sneeze doubles him forward into its line: through his stomach.
- CAMERA: a tight close on the frozen face with the round's trail scribbling round it; a macro on the twitching nose; a crash on the sneeze.
- LADDER:
  - XT: doubled over on his knees, a smoking tunnel through the belly and out of the back, gut slipping from the exit, blood from the mouth, a real dead face.
  - VH: folded on his side over the hole, dead face.
  - H: a burn through the side, sat bent over, dark face.
  - M: the sneeze takes his forehead into it. Flat, the X.
  - L: the sneeze sits him down on his backside, the round bonks him, stars.
  - VL (alive): he holds the sneeze in and the round fizzles. Then he sneezes, relieved.
- DEATH: GUTS (RESTING). Exemption: the sneeze is the concept; the gut is only the exit.
- CLASH: no sneeze kill in the ledger.

### M10b · bouncer.mid-off-beat · OFF BEAT · EPIC · any floor · 2.9 s · REPLACES DON'T SNEEZE · APPROVED with a new death (ruling 26 Oct: a crushed windpipe is spear CLOTHESLINE's final; the late slip leans his TEMPLE into it)
- CORE / HOOK: he reads the round's rhythm like a boxer slipping punches and dodges it on the beat. But every boing is faster, so the beat he's counting is always the last one.
- BEATS:
  - 0.00 the round boings off the floor and the wall at him. He slips it (head left) and grins.
  - 0.40 he finds the rhythm, bobbing and counting under his breath, "one... two..." (the words over his head). Slip right, duck, slip left, each on his count.
  - 1.20 every boing comes a little sooner than his count, and the pass gets closer. A lime streak takes a tuft of his hair, then grazes his ear.
  - 1.90 "thr—": he slips on his own beat, one boing too late, and leans his TEMPLE straight into it.
  - 1.95 it craters the skull at the temple. The eye on that side is forced out of its socket, blood bursts from the ear, and he drops mid-count, his mouth still open on "thr—".
- CAMERA: a medium two-shot side-on with the count over his head; a metronome cut between his bobbing head and the round's streak, each cut shorter; a crash on the temple at 1.95; the final.
- LADDER:
  - XT: on his side, a round crater sunk into the temple with the skull cracked round it, the eye on that side bulging out of its socket, blood pouring from the ear, his mouth still open on the unfinished count. A real dead face, a pool.
  - VH: the crater at the temple, the eye bulging, dead on his back, blood from the ear.
  - H: a dark round dent at the temple, slumped, dark face.
  - M: it clips his chin as he slips. Flat, the X.
  - L: it bonks his forehead on the count. Sat down dazed, still mouthing "one... two...", stars.
  - VL (alive): the round fizzles mid-rally. He keeps bobbing to a beat that isn't there, then notices, stops, and coughs.
- DEATH: BATTERED (the temple cratered by the blow; the bulging eye is the pressure, not a burst or a socket).
- CLASH: speedsabre FULL COMBO is a rhythm game against the sabre's cooldown. spear THE TAP times a blow to the heart. spear CLOTHESLINE owns the crushed windpipe. Neither has a victim dodging on the beat and falling behind an accelerating rhythm.

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## SLATE 2 (6 films)

### F1 · bouncer.the-ball-pit · THE BALL PIT · MYTHIC · DEATH REALM · ~12 s · any floor · APPROVED with a change
- RULING: no child figure, no faceless child, no small hands. The play centre's MASCOT (a faceless costume character) slides into the pit. Whatever pulls him down is mascot paws or nothing, just the balls sucking him under.
- CORE: a child's ball pit that goes down forever, and every ball in it is a bouncer round.
- CROSSING ('pit'): the killing round knocks him flat, and where he lands the boards turn to bright plastic balls. He sinks to the shoulders.
- THE REALM: a dead kids' play centre at night. Padded tubes and cargo nets, a faded clown mural, one tube light flickering, a jingle stuck on a loop. The pit goes down forever.
- BEATS:
  - 0.0 THE HIT.
  - 0.6 THE PIT: the crossing.
  - 1.4 THE PLAY CENTRE: a wide; the jingle, the mural, the empty shoes on the rack.
  - 2.6 THE SLIDE: the play centre's mascot (the MOON MAN: a big faceless moon-faced costume with a blank cratered disc for a head; NO LOOK-ALIKES 21:18: never a bear, no bow tie) slides down the tube into the pit, waving, and sinks under the balls without a sound.
  - 3.4 THE BOINGS: the balls start bouncing on their own, every one a lime bouncer, faster.
  - 5.0 THE PULL: the balls start to swirl round him like water round a plug, sucking him down. Once, his big white costume mitten breaks the surface beside him and sinks again.
  - 6.2 FILLING: he screams, and balls bounce into his open mouth, stretching his cheeks, down his throat.
  - 7.8 UNDER: only his hand above the balls. A ball rolls off it.
  - 8.6 THE DRAIN ('drain'): the balls run away through the boards like water down a plug, and he's on the real floor.
  - 9.4-12 FINAL.
- CAMERA: a dolly down on the crossing; a wide establishing shot; low INSIDE the pit (balls lit lime from within, his face pressing through them); a crane up as he sinks; a top-down on the drain; the final close.
- LADDER:
  - XT: mouth and throat packed with lime balls, the throat bulging round them, the jaw dislocated wide, eyes bulging and bloodshot, blood at the corners of the mouth, a real dead face, balls rolling out across the boards and boinging to a stop.
  - VH: the mouth stuffed, the face blue, dead.
  - H: he coughed half out, slumped dead with a ball in his teeth, dark face.
  - M: flat on the real floor, the X, two balls by his head.
  - L: spat out, sat dazed with a ball balanced on his head, stars.
  - VL (alive): he claws out as the pit drains, gasping, and picks a ball out of his ear.
- DEATH: BURIED / SUFFOCATED (DROWN / SINK / BURIED, RESTING). Exemption: the pit is the concept, choked with balls; no water, no earth.
- CLASH: no ball pit or play centre realm (REALMS checked).

### F2 · bouncer.pachinko · PACHINKO · MYTHIC · DEATH REALM · ~12 s · any floor
- CORE: he is the ball in a pachinko machine the size of a cathedral.
- CROSSING ('slot'): the killing round knocks him through the floor into a narrow glass launch lane. A spring plunger draws back.
- THE REALM: a dead arcade, and an upright pachinko machine a hundred metres tall. A forest of brass pins, neon flashing, the roar of ten thousand steel balls. Pale faceless players press their faces to the glass from outside, cigarettes glowing.
- BEATS:
  - 0.0 the hit.
  - 0.6 THE SLOT: the plunger.
  - 1.2 THE LAUNCH: fired up the rail and round the top arc.
  - 2.0 THE PINS: he falls through the pin forest with the steel balls raining round him. Every pin snaps something with a ting, and he spins and bounces left and right.
  - 4.5 THE TULIP: a catcher clamps him. JACKPOT lights, and the players' faces lean closer to the glass.
  - 6.0 THE WHEEL: released, more pins, then a spinner that whirls him.
  - 7.8 THE OUT HOLE: the drain at the bottom swallows him.
  - 8.6 RETURN ('tray'): spat out of a payout tray onto the real floor in a pour of steel balls, curled into a ball, rolling to a stop.
- CAMERA: the launch from inside the lane; a vertical crane down the pin forest, tracking his fall; the players' faces through the glass; a slam on the tulip; the tray; the final close.
- LADDER:
  - XT: curled into a tight ball, every bone broken to fold him so, limbs at impossible angles, round pin-prints all over him, a real dead face looking out of the ball, steel balls rolling away round him.
  - VH: folded the wrong way, pin-bruised, dead face.
  - H: broken limbs, slumped, dark face.
  - M: flat, the X, pin bruises.
  - L: spat out sat dizzy among steel balls, stars.
  - VL (alive): a small payout. He crawls out of the tray dazed, steel balls round him.
- DEATH: TUMBLED (PREFERRED: every bone loose), folded into a ball.
- CLASH: golden THE CLAW is a claw machine (a prize grabbed); rpg TILT uses the arena's real bumpers. No pachinko.

### F3 · bouncer.gulp · GULP · LEGENDARY · UNDERWATER (The Deep; needs UNDERWATER) · ~10 s · APPROVED (the XT must be a real horror close)
- CORE: the round never touches him. Every boing near him startles a gulp of air out of him, and he drowns of fright.
- BEATS:
  - 0.0 the round under water, slowed by the drag, bouncing off the seabed in slow lime arcs with puffs of silt.
  - 1.0 he holds his breath, cheeks puffed. A BREATH bar over him.
  - 1.6 boing, near his head: he flinches, a burst of bubbles out of his mouth, and the bar drops.
  - 2.4-6.0 it bounces round him (seabed, a rock, the wreck's hull), each boing faster and nearer, each one startling out another gulp. He clamps both hands over his mouth and bubbles escape his nose.
  - 6.4 the bar is empty. He inhales water and convulses.
  - 7.4 still, floating. The round bounces gently off his dead body: boing, boing.
- CAMERA: a slow underwater drift; close on the puffed cheeks; the bar; the bubbles; a wide of the lime arcs in the blue; the final close.
- LADDER:
  - XT: drowned, eyes bulging and bloodshot, blood threads from the nose and ears where the panic burst the vessels, mouth gaping round the last bubble, a real dead face.
  - VH: drowned, floating, the face blue, dead.
  - H: unconscious and sinking, dark face.
  - M: the last boing bonks him out. Drifting, the X.
  - L: knocked silly by a boing, drifting, stars.
  - VL (alive): the round fizzles. He lets out a long relieved stream of bubbles and swims off.
- DEATH: DROWN (RESTING). Exemption: the Deep, drowned by flinching, with no wound at all.
- CLASH: sniper HOLD YOUR BREATH is a lung shot; tkglove PING owns the Deep's sonar. No fright-drowning.

### F4 · bouncer.the-break · THE BREAK · LEGENDARY · MULTI-VICTIM (3) · ~10 s · any floor
- CORE: three men in a huddle are the racked balls, and one round is the break: it caroms head to head to head, faster every time.
- BEATS:
  - 0.0 three of them in a tight huddle, planning, backs to Faris.
  - 0.8 one round into the huddle.
  - 1.0-4.0 it caroms: head A, head B, head C, A again. Every hit is faster, and every head snaps in a new direction.
  - 4.0-6.0 a rattle too fast to follow, the three heads jerking in a strobe.
  - 6.2 the last carom sends all three flying apart like a pool break, each to a different spot.
- CAMERA: a top-down racked-triangle shot; side-on for the caroms; a crane up for the break; the three finals.
- LADDER (three bodies, each its own picture):
  - XT:
    - A's skull caved at the temple;
    - B's jaw hanging, teeth out;
    - C's face pulped flat;
    - all real dead faces, pools.
  - VH: three dead, dented heads and blood from the ears.
  - H: three slumped, dark faces.
  - M: three flat, X.
  - L: three sat in a dazed triangle, stars.
  - VL (alive): the three rub their heads and glare at each other.
- DEATH: BATTERED (three blunt heads, each different).
- CLASH: handcannon NEWTON'S CRADLE is three men in a file, energy passing through. smg BANK SHOT banks five rounds off walls. No carom between heads.

### F5 · bouncer.the-piston · THE PISTON · LEGENDARY · MAP ELEMENT (CEILING over a FLOOR run, via stage58; OWED 'NO CEILING') · ~10 s
- CORE: under a low ceiling the round bounces floor to ceiling so fast it becomes a humming lime piston, and he has to get past it.
- BEATS:
  - 0.0 he ducks under the real low ceiling or overhang to escape. Faris fires one round into the gap ahead of him.
  - 0.6 floor-ceiling-floor, faster, the boings merging into a hum.
  - 2.0 a solid lime bar of blur stands from floor to ceiling, humming, blocking his way. Faris walks up behind him.
  - 3.0 he tests it with his hat, and the hat is shredded to confetti.
  - 4.2 he tries to time a dash through (a strobe shows where the round is) and counts under his breath.
  - 5.6 he dives. The piston catches his forearm and hammers it flat in a blur of hits. He's stuck.
  - 7.0 it walks up the arm.
  - 8.2 the round stops. Silence.
- CAMERA: low in the passage; the bar's strobe; a macro on the shredded hat; the dive in slow motion; a close on the pinned arm; the final.
- LADDER:
  - XT: he hangs in the gap, the arm hammered into a flat red ribbon to the shoulder, the face and chest pounded, a real dead face, the dead round on the floor under him.
  - VH: the arm pulped to the elbow, dead on his side in the passage.
  - H: the hand pulped, sat clutching the wrist, dark face.
  - M: knocked back out of the gap, flat, the X.
  - L: the hat test bonks it back into his face. Sat, stars.
  - VL (alive): the round fizzles mid-air and he walks through the gap, prodding the space where it was.
- DEATH: BATTERED (CRUSH is RESTING, so it's battered flat by blows, never pressed). The map element is the star.
- CLASH: thammer DOWNBURST's column is only "like a piston" in its prose. No round-as-piston kill.

### F6 · bouncer.four-passes · FOUR PASSES · MYTHIC · APPROVED with a new XT (ruling: no see-through final; sawedoff TWINS owns see-through) · REMAKE of the old finisher PINBALL (38_fin_kills: "one bolt, four passes: floor, wall, floor, ceiling, through them every time") · ~9.5 s · needs FLOOR + WALL
- CORE: one round, four passes through him, each faster, each from a new direction.
- BEATS:
  - 0.0 the shot misses him and hits the floor.
  - 0.6 PASS ONE: up through him from the floor (in at the top of the thigh by the hip, out at the shoulder; coordinator 19:01: no groin wound), jerking him upright.
  - 1.6 PASS TWO: back off the wall, through his back and out of the chest, jerking him forward.
  - 2.4 PASS THREE: off the floor again, through the thigh and out the side.
  - 3.0 PASS FOUR: off the ceiling, down through the collarbone.
  - 3.4 he stands a beat, jerked four ways, smoke curling from four bore wounds front and back.
  - 4.0 he folds.
- CAMERA: a held side-on wide with a lime line drawn for every pass; an insert on each bore wound as it opens; the fold; a floor-level close on the dying round beside his face.
- LADDER:
  - XT: folded at the hits on his side, four smoking bore craters front and back (hip, chest, thigh, collarbone), blood running from each, the round dying on the boards beside his real dead face.
  - VH: two tunnels, dead face.
  - H: one pass through the shoulder, slumped, dark face.
  - M: four thuds, flat, the X.
  - L: bounced round like a pinball, sat, stars.
  - VL (alive): the four passes just miss him, the last parting his hair. He touches his head.
- DEATH: BORED (the page's family); a remake keeps its idea (§9 14:40).
- CLASH: speedsabre PINBALL is an air juggle; this is the old bouncer finisher re-crafted.
