# PORTAL GUN: 9 REPLACE summaries to the STYLE 3 bar (NEW-4, 28 Oct), APPROVED as the plan by the coordinator (28 Oct), with the renames, the recast and the new STEP THROUGH finish applied

Builds wait until the user approves the STYLE 3 sample (handcannon SHOULDER THROW).

**Slots:** the 7 map-tied kills on replace58 (crash-test, crossfire, stranded, the-dive, the-grand-tour, the-haunting, the-man-in-the-scope) plus the 2 from the predict (excuse-me, the-doorway-effect).

## Rules shared by all 9
- **Real portal-gun rules only:**
  - 12 bolts, 2.4 a second;
  - a bolt on a foe does 13 damage and a shove (6.5 plus 2 up);
  - a bolt on a static face opens orange, then blue; 10 s life; re-firing a slot closes its old portal;
  - momentum is turned onto the exit normal (minimum 3.6, cap 14 u/s, ×0.85 per pass);
  - projectiles, pocket throwables, hitscan (3 passes) and beams (2) transit;
  - props, corpses and the downed never transit;
  - Faris keeps his KICK.
- **Map coverage:** every portal is on the FLOOR (both doors face up), the one face every arena has, so all 9 play on 17/17 maps. No walls, ceilings, ledges, drops or pre-placed props.
- **The bar:**
  - Hand-keyed motion from real timing with a CoM and contact check plus foot locks. The CMU mocap clips are used where one fits (walks, runs, boxing footwork, a judo turn).
  - The film clock runs on K58.REAL.timeRamp with eased 0.2-0.35 s ramps. Fast motion (1.5-2x) in the exchanges; super slow motion (0.05-0.12x) only on the 1-2 key moments; snap back to 1x on the payoff.
  - slowmoAudio every time the clock drops below 0.5.
- **Grade:** CINEMA for the whole film, SLOWMO_COLD in the slow motion, a 1-2 frame IMPACT_SPLIT on the big hits, light grain and a vignette. No rings: the portal ovals are the game's own and are drawn only as the game draws them.
- **Multicam:** used on 3 of the 9 (marked MC), ≤ 1.2 s on screen, inside the slow motion.
- **Gore and finals:** STYLE gore with the §9 ladder. A wide final at roll 0 with Faris and the body in frame. Contrasting victims (no Chotu).
- **Limits:**
  - trigger→final ≤ 12 s;
  - perf p95 ≤ 16.7 ms per tier;
  - own snd58 table with the slow-mo treatment.

## The 9

| slot | kill | victim | the motion (what makes it real) | speed / camera | payoff (§9) |
|---|---|---|---|---|---|
| crash-test | **POP-UP** (MC) | Fida, grenade launcher | She advances in a real low walk (knees soft, the launcher shouldered) and lobs three grenades at Faris. On 1 he steps back off the line. On 2 he does a real shoulder roll, coming up on one knee. While 3 is still in the air he opens an orange on the floor where it will land and a blue between her boots. The grenade drops in and pops out under her at the minimum exit, rising past her shins. | Fast motion (1.6x) on the walk and the first two lobs. An eased ramp to 0.06x as the third goes in. MC: the master wide, an insert of the grenade rising out of the blue, and a low angle on her boots stepping back too late. Snap to 1x on the blast. | XT the full explosion. VH/H limbs and the head pop. M a leg. L the blast throws her flat, out cold. VL soot, dazed. |
| crossfire | **EXECUTION** | Hiba (pink; recast from cyan Amjad, who read too close to blue Faris standing over him), pump shotgun | A real exchange knocks Faris down: Hiba's stock butt-strike, done the real way (hips first, the stock driven from the rear hand), puts him on his back. Hiba steps over him, plants her feet either side, racks the slide (the shell kicks out), and aims straight down at Faris's head. Faris turns his head aside on the trigger pull; an orange is on the floor under the muzzle, and the blue is between her own boots. | Real time and dread on the step-over. 0.08x from the trigger break to the pellets coming up out of the blue. A one-frame IMPACT_SPLIT. | The pellets come up through her from below. XT the full explosion. VH/H the head pop with a limb. M the leg. L the gun kicks out of her hands and she falls back stunned. VL the blast lifts her hat, out cold. |
| stranded | **SECOND LANDING** | Mikku, knife | Mikku runs in (real sprint mechanics, arms driving) and leaps into a flying knee with the knife high. Faris lays the orange where Mikku will land and the blue a pace to his own left. Mikku drops through and comes up out of the blue beside Faris, rising at his own landing speed, knee still raised. At the top of the rise Faris catches his ankle. A real hip turn swings him through a half circle and down head first onto the floor. | Fast motion (1.7x) on the sprint and the leap. 0.07x as he rises past Faris's face and the hand closes on the ankle. An eased ramp up through the swing; 1x on the impact. | XT/VH/H the head pop on the floor. M the shoulder takes it (an arm off, the spurt). L he lands flat, stars. VL dust, dazed. |
| the-dive | **TERMINAL VELOCITY** (was JUGGLE: fists AIR JUGGLE clash) | Fayiz, sabre | A sabre exchange: two real cuts, then Faris parries the third on the gun's body and opens a floor pair at his feet. His front kick (driven from the hip, the standing leg locked) sends Fayiz down into the orange. Fayiz comes up out of the blue, falls back into it, and comes up again. Each time he drops past Faris, Faris kicks him back down faster, until he leaves the blue at the 14 u/s cap. At the top of that rise Faris re-fires the blue at his own feet, and the old door shuts under him. | Real time for the exchange, then fast motion (1.5x) through the juggle. 0.06x at the apex as he looks down and the door closes. Snap to 1x for the fall. | He comes down onto the bare floor from the top of the cap-speed rise. XT the full explosion on impact. VH/H limbs and the head. M the legs take it (one off). L he hits flat, out cold. VL a bounce and stars. |
| the-grand-tour | **SPEED BAG** | Hiba, sledgehammer | A heavy brute walks in with the sledge raised: a real heavy gait, leaning into each step. Faris backpedals and jabs bolts into her at the real 2.4 a second. Each one shoves her back half a step, and she leans in and keeps coming. On the fifth she is at the top of an overhead swing: the bolt takes her lead shoulder, her centre of mass goes behind her heels, and she topples backward with the sledge still travelling. It comes over and down on her own head as she lands. | Fast motion (1.5x) on the advance and the jabs. 0.1x from the fifth bolt to the sledge coming over. | XT/VH/H the head pop under the sledge. M the sledge takes her shoulder (the arm off). L it lands beside her head and she faints. VL she sits down hard, dazed. |
| the-haunting | **FUEL LINE** (was BACKDRAFT: flamer.backdraft is live) | Nitha, flamethrower | She advances spraying fire low across the floor at Faris's legs, the real flamer sweep (the hose arm steady, the body turning from the hips). Faris dives over the first sweep. Landing, he puts an orange on the floor in the path of her stream and a blue under her own tank. The stream goes in (beams transit, 2 passes) and comes up out of the blue, licking up her back at the tank. | Fast motion (1.6x) on the advance. No multicam: one slow 0.08x push on the tank as the gauge needle climbs. Snap to 1x on the burst. | XT the tank bursts: the full explosion in a fireball. VH/H limbs and the head. M the hose melts and the back of her coat burns; she drops and rolls out cold. L soot, she runs off-frame and collapses. VL a puff of smoke from the tank, dazed. |
| the-man-in-the-scope | **RETURN SLAM** | Fayiz, unarmed brawler | A clinch: Fayiz gets a body lock on Faris and lifts him (a real lift: hips under, back straight, a step to turn) for a slam. In the air, Faris opens an orange on the floor where he will be slammed and a blue just behind Fayiz's heels. The slam drives Faris into the orange, and he comes up out of the blue behind Fayiz at the slam's own speed. Rising past Fayiz's back, he drives a knee into the back of Fayiz's head. | Real time on the clinch and the lift. An eased ramp to 0.07x as Faris goes into the floor and comes up behind. 1x on the knee. | XT/VH/H the head pop as he pitches forward. M he falls face first, an arm off at the shoulder. L out cold face down. VL he stumbles to his knees, stars. |
| excuse-me | **STEP THROUGH** (MC) | Mikku, SMG | Floor version of EXCUSE ME (same core: a gentleman doesn't push, he arrives where you are). Mikku walks Faris backward with SMG bursts: real recoil management, the muzzle climbing and pulled down. Faris opens an orange at his own feet and a blue behind Mikku's heels, and steps off into his own door. He rises out of the blue at Mikku's back while Mikku still fires at where he stood. Faris carries the exit's rise into one two-handed overhead blow: the portal gun's body comes down on Mikku's crown, his weight following it, a real downward strike from the hips. (The German suplex is knife SUPLEX's key move, so it is not used.) | Fast motion (1.8x) on the bursts. MC at the step-through: the master wide, Mikku's muzzle still firing at empty air, and Faris rising behind him. 0.06x at the top of the overhead blow. 1x on the impact. | XT/VH/H the head pop. M the blow glances off onto his shoulder (an arm off). L out cold, the SMG spinning away. VL dazed, stars. |
| the-doorway-effect | **TOP OF THE ARC** (MC) (was APEX: gravflip.mid-apex is live) | Nitha, knife | A knife rush: real footwork and two slashes. Faris opens a floor pair under both of them and drops through with her. They come up out of the blue together and meet at the top of the rise, weightless for a moment. She cuts; he catches the wrist, turns her in the air and rides her down. They land with his knees on her chest from the full height. | Real time on the rush; fast motion (1.5x) through the drop. Super slow motion (0.05x) for the weightless beat at the apex. MC there: the master wide of both in the air, an insert of the caught wrist, and a low angle on the floor rushing up. A hard cut back to 1x on the landing. | XT the full explosion under his knees. VH/H limbs and the head. M the ribs (dark chest, the spurt), dead. L winded, out cold. VL she breaks his grip and lands on her back, stars. |

## Uniqueness
Checked against APPROVED_IDEAS, the ledger and the live portalgun kills.
- **Kill methods are all different:**
  - her own grenade (POP-UP);
  - his own shot (EXECUTION);
  - her own fuel (FUEL LINE);
  - her own sledge (SPEED BAG);
  - a head-first throw (SECOND LANDING);
  - a fall from the cap (TERMINAL VELOCITY);
  - his own slam turned back on him (RETURN SLAM);
  - an overhead blow from behind (STEP THROUGH);
  - a knee-ride from the top of the rise (TOP OF THE ARC).
- **No overlap with the live kills:**
  - EXECUTION and POP-UP send fire back up through the floor; CROSSFIRE (two men shooting each other) is not reused.
  - TERMINAL VELOCITY ends on a closed door, not INFINITE FALL's wall exit.
- **Held weapons never go through a portal** (props never transit). Only the grenade, the pellets and the flame do, all of which the game transits.
