# beam.skin-neon · THE SIGN YARD · 0.1 s continuity audit (E, 28 Oct)

## How it was checked
- **Scrub:** the whole scene, 0.0 to 17.6 s, at every 0.1 s, at gore 5. Rendered at 360 px from the working copy that was then installed, in three sheets:
  - `/Volumes/Workspace/Scratch/killpages-e/out/sy/audit/scrub_0.jpg`, `scrub_1.jpg`, `scrub_2.jpg`
  - The labels are film time. The scene times below are the build's.
- **Re-checks:** the beat frames at 760-960 px (`out/sy/blocking/`), the four lower gore levels at the payoff and the final (`out/ck/sy_low.jpg`), and the 18 maps (`out/sy_maps.jpg`).
- **Hand naming:**
  - **A = Faris.** R = the gun hand on the cannon grip (performer F). L = the support hand on the barrel (performer B).
  - **V = Fayiz.** GH = the gun hand (front, performer F). FH = the free hand (back, performer B).

## Table
| scene t | A hands | V hands | props | issue | fixed |
|---|---|---|---|---|---|
| 0.0-0.3 | R grip · L barrel, shouldered | GH pistol out one-handed, two shots (0.08, 0.22); FH at his chest | - | - | - |
| 0.22 | same (a hit spring) | - | his second round sparks off the cannon (ringless bloom) | - | - |
| 0.3-0.56 | same | FH slaps the floor (CAST: THE CRATE, 'slam'); GH keeps the pistol | the gold crate inks up between them | the crate landed after line 1 (cast at 0.62 in blocking) | the cast moved to 0.30; the crate is solid by ~1.0; line 1 is at 1.1 |
| 0.56-1.2 | same | down behind the crate (drop 48, lean 34) | crate (h 42) | his head showed over a 34 px crate, so line 1 crossed his chest | the crate is 42 tall and the crouch deeper; line 1 now skims the top edge just over his crown |
| 1.1 | line 1 (local muzzle bloom, no full-frame flash) | - | a molten notch on the crate's top edge; gold drips | full-frame white wash (coordinator) | beamShot flash 0 and a bloom at the muzzle |
| 1.1-2.8 | THE CORE SWAP: L to the port; the spent core out (1.22: it drops, tumbles, stays, and its pink window cools over 2.2 s); L to the belt, the fresh core in the hand, seated with a slam at 2.65; the cannon tips up through it; one step forward | up and fire (1.38), down; up again, two shots (1.96, 2.12), down | spent core 1 on the real floor | - | - |
| 1.97 | a graze on the support shoulder (a hit spring and a small spurt) | - | - | - | - |
| 2.62-3.12 | R grip · L barrel | THE VAULT: both hands on the crate's top; hop; over; down on Faris's side | - | - | - |
| 3.12-3.62 | the side-step (3.4), R grip · L barrel | GH: two shots from one knee (3.35, 3.55: the second sparks off the cannon); FH low | - | - | - |
| 3.7-3.95 | aim on his forearm | up for the head shot, GH locked out | - | - | - |
| 4.0 | line 2 | the gun arm goes at the ELBOW (gore >= 2): a round wet cap on the stump, pulsing spray; his own shot fires wide at the same instant (slow motion 3.95-4.3) | the forearm with the pistol still in its hand flies and lands on the real floor; it stays and is there after the return | - | - |
| 4.0-5.7 | THE CORE SWAP 2, one step | the gone forearm's IK is folded up (no grounding lift); FH clamps the stump; the stagger | spent core 2 | - | - |
| 5.0-5.86 | R grip · L barrel | THE RUN (4 strides) with FH on the stump | - | - | - |
| 6.2 | line 3 over his shoulder | the flinch | THE TUBE: the line stays lit and goes to glass (a white highlight runs it, 6.24-6.46) | - | - |
| 6.36-7.0 | lowers the cannon to watch (6.7) | both arms pinned by the coil, feet together, struggling | the coil winds from his shoulder to his knee (the back half behind him, the front half over him) | - | - |
| 6.88-7.22 | - | - | the arena lights short out: four flicker cuts to black, then black; the tube is the only light | - | - |
| 7.46 | (the cut, under black) in the dark at the yard's left edge | on his hands and knees in the yard (FH on the gravel) | the coil crumbles into pink glass grit round him | Faris's gold plate shows over the black (the view draws it last, by design) | left as is (kit rule: never draw or hide the plate) |
| 7.62-8.0 | - | - | THE SIGN YARD fades up: the mounted neon dead on rusted frames (none hung, blank heads) | - | - |
| 8.0-10.35 | walks in, one step / 0.45 s, R grip · L barrel, the cannon low | gets up; sees the signs; turns on Faris; turns back; runs (3 strides), FH on the stump | the signs brighten as he passes | purple Fayiz sank into the magenta yard (coordinator) | the yard's back layer is darker (sky, haze, heaps, key light) and he gets a dark matte behind him plus a neon backlight rim |
| 9.82 | - | FH slaps the stack (CAST: THE LADDER, 'snap') | the gold ladder inks up the stack's face | - | - |
| 10.0-10.9 | - | THE CLIMB: FH rung over rung, the feet on the rungs; GH stump folded | ladder | - | - |
| 10.42-10.96 | the cannon braced on the hip in R; L flicks (CAST: THE STEP, 'snap'); he steps up onto it (y 18) | over the top and onto the stack | the gold step | - | - |
| 11.0-11.5 | R grip · L barrel, on the step; aim on his trailing shin | the crouch at the edge; the leap | - | - | - |
| 11.5 | line 4 | the trailing leg goes at the KNEE mid-jump (cap, spray) (slow motion 11.45-11.8) | the shin with its shoe spins away and rests on the yard floor; a puff of pink glass motes | the slow-motion close cropped his head | the close now centres between the knee and the head |
| 11.5-13.2 | THE CORE SWAP 4 on the step (spent core 4 stays in the yard) | the twist in the air; he drops between the stacks onto his back (12.08: glass breaks under him) | glass shards | - | - |
| 12.46-13.0 | - | rolls onto his belly and crawls toward the frame: FH on the gravel, one knee; the knee stump lifted | - | - | - |
| 13.08-13.3 | steps down (13.36-13.5) and walks in to 810 | looks up at the empty frame: a man-shaped outline of dead glass missing a forearm and a shin (his); rears back onto his knee | the empty frame (dead glass, a faint pink residue) | - | - |
| 13.42-13.75 | - | turns and crawls two pulls toward Faris | - | - | - |
| 13.6-14.2 | aim climbing to his head | glass tendrils out of the frame take his ankle and wrist; dragged back and stood in the outline, FH up like the signs | tendrils | - | - |
| 14.5 | line 5 | XT / VH / H: the head bursts (STYLE.headPop; brain bits at XT only); M: the other arm off at the shoulder (STYLE.limbOff); L / VL: the line into the frame top over him | his outline lights up round him; every sign in the yard flares; the soul rises (H+) | - | - |
| 15.12-15.42 | - | - | THE RETURN: the outline's glass shatters outward in pink shards; black, then the real lights slam back (no white wash) | the return's white flash washed the frame | a black-to-light slam instead |
| 15.26 | lowers, then shoulders the cannon (15.8-16.5) | the body drops onto the real floor (ensureDead) | the forearm, the pistol and spent cores 1 and 2 are back on the real floor where they fell; the pink shards cool to grey and stay | - | - |
| 15.62 | - | - | his crate crumbles to gold dust | - | - |
| 16.3 | the wide final (ladderEnd, w 340-360) | - | - | - | - |

## Notes
- **Cores:** 1 and 2 belong to the real floor. Cores 3 and 4 belong to the yard. Each is drawn only in its own world.
- **Yard props:** the ladder, the step, the stacks, the frame and the shin piece are drawn only in the yard.
- **Gore:** no faces, no bones, no organs, nothing painted. Every cut is a STYLE round wet cap with the stump spurting. The head uses STYLE.headPop. The default ending ladder is off (ending58: false), because the kill places its own payoff per level.
- **Rings:** none. The impacts are ringless blooms, and THE TELL in the same file was cleaned the same way.
- **Sound:** the def's own snd58 table covers the beam hum, the pulse bed, the neon buzz, flickers and shorts, the glass, the realm bed and whispers, heartbeats, the shatter and the ring. Action sounds are in the build.
