# USER TASTE: what the user actually wants (coordinator, 27 Oct ~23:35). READ BEFORE PREDICTING OR BUILDING.

Source: 214 kills the user rated by hand (SMG, PISTOL, REVOLVER, GOLDEN, MINIGUN, part of FISTS), every note and chat message, page 64 STYLE PICKS, and every rejection. The user's handover, verbatim:

> "now thats it, thats all my inputting, now what i want u to do is, i want you to check all my inputs, and learn what i actually wanted, and i want u to input the rest of the weapons and animations ... do what recommended always, also keep proper tracking, also always do best cinematic action choreographic way, The X is a good example, now maximize ur token and give best output, check the frames and predict what might be my opinion will be ... never ever compromise on quality"

From now on, the coordinator and the builders RATE the remaining weapons themselves, as the user would, and then act on those ratings.

## 1. The numbers (hand-rated, 214 kills)

| | GOOD | OK BUT | REPLACE |
|---|---|---|---|
| count | 69 | 121 | 24 |
| share | 32% | 57% | 11% |

- **By weapon:**
  - SMG 19/18/5
  - REVOLVER 19/17/5
  - GOLDEN 12/23/4
  - PISTOL 7/25/6
  - MINIGUN 6/29/3
  - FISTS (partly rated) 6/9/1
- **Plus:** every kill playing on ≤ 8 of 17 dry maps is REPLACE NEEDED (`58k_replace58.js`).
- **Most common notes** (how often the user wrote them):
  - head explosion needed: 55
  - explode limbs/body/head in the old game style, scaled to gore (full at extreme): 47
  - bones: 10
  - too zoomed overall: 10
  - non-existing / pre-placed element: 10
  - faces: 8
  - confusing: 5
  - hit effects missing (bullet or melee): 6
  - not realistic: 4
  - zoomed at the end: 4
  - map-tied: 3
  - walking bug: 3
  - fat body: 2
  - camera bug, shaky pieces, organs, hit circles: 1 each

## 2. What earns GOOD
- **Real cinematic action**, readable at a glance:
  - THE X (the movement bar: "perfect action choreography ... quick and fast and very cinematic");
  - CLINCH and SUPPRESSION (minigun);
  - THREE MAGS and THE CHAIN after the rebuilds.
- **A striking, clever payoff or transformation:**
  - MOONSHINE, OLD IRON, DUST DEVIL, HOLLOW POINT, SPLIT DECISION, TOE TAG, THE VAULT, THE PEARL, ACID TEST, ICE BUCKET CHALLENGE.
  - These can be GOOD even without a head burst.
- **Quick, clean mids** with one clear idea: TETHER, HOLLOW POINT, CURIOSITY, SPEED LOADER, CYLINDER GRIP, HEADS UP, PEW PEW, RIMSHOT.
- **Skins** with a well-executed theme often go GOOD: SHAKE HANDS, KING'S RANSOM, LAG SPIKE, GHILLIE, ICE SCULPTOR, BLOW THE SMOKE, THE GOLD COUNTRY, PULL STRING, COLD-BLOODED, DUST CAP, STRUCK GOLD, COLD START.

## 3. What earns OK BUT (the default for a decent kill with a fixable gap)
- **No head explosion at the end:** a plain shoot-and-slump or an intact body. Note: "head explosion needed". This is by far the most common.
- **Gore too small, or internal / organ-ish:** note "explode limbs, body and head in the old game style, scaled to the gore level (full at extreme)". The user wants the OLD GAME's exploding gore.
- **Faces / eyes / mouths / teeth on any stickman:** "no facial expression needed". This applies alive or dead, including statues, husks, reflections, masks that read as faces, and costume pieces on the face.
- **Bones** of any kind (ribs, skulls, teeth, fractures, vertebrae, skeletons, bone chips). The ONE exception is the SPINE RIP (head pulled off with the spine), which is liked.
- **Organs** (heart, lungs, gut coils, cross-sections) and **opened torsos that look fat**. Use limb-off + spray and old-style explosions instead.
- **Painted body marks:** flower wounds, circles, dots, rings, diamonds, painted burn patterns.
- **Bullet / melee hits with no visible effect**, or hits drawn as circles.
- **Too zoomed** (overall or at the end): the user wants wide, readable framing.
- **Confusing scripts** (too many ideas, unclear cause → effect), **unrealistic motion** (no weight, sliding, 2D flips), **bugs**:
  - walking in place at the end;
  - camera fighting / jumping;
  - shaking pieces;
  - floating things;
  - an extra hand;
  - a prop popping.

## 4. What earns REPLACE
- **Gag / comic concepts** with no action payoff: the user's REPLACEs were mostly jokey or flat mids and skins (TRAMPOLINE, TIN STAR, THE TAKE, TROUSERS, UH-OH, THUP, THE TRAY, THE BITE TEST, QUICKSILVER, FILM BURN, SEVEN POINTS, QUIET, HOLD STILL, THE BLUR, BANDANA, OPTOGRAM...).
- **Tied to a few maps** (≤ 8/17), or **tied to an element that doesn't exist in the map in gameplay**, i.e. pre-placed for the film.
  - The user applied this one selectively: THE MIMIC, THE SWAP, NEEDLE IN A HAYSTACK, MARQUEE, LOCKED, THE LAWN, DEAD RINGER, ZIGZAG, FOUR FOR A DOLLAR, WINDOW DRESSING, ROLL BACK.
  - They KEPT some kills with small pre-placed props: JUST RIGHT, GOLD STAR, ASSEMBLY REQUIRED, THREE GOLDEN BALLS.
  - So: REPLACE only when the pre-placed thing IS the kill.
- **Concepts built on eyes/faces/x-ray/bones** where removing them leaves nothing.
- **Weak or confusing beyond a fix:** no payoff, death hidden off-screen.
- **Underwater-only kills** are the underwater map's own kills, so they STAY (the user's exception).

## 5. The fixed STYLE (all through K58.STYLE; never hand-drawn)
- **Bodies:**
  - no faces ever (blank glossy heads);
  - death = the game's soul rise;
  - nothing painted on bodies;
  - victims look like the plain gameplay fighter, with no costumes on the face.
  - **Hats (clarified 28 Oct 03:55):** each gameplay fighter's OWN identity hat (40k_core.js CDEF: Fida cat ears, Amjad cap, Hiba party hat, Mikku beanie, Chotu headband) is part of the old game look the user likes; it MAY stay, so don't spend time removing it (removing it is also fine). Remove only face-area pieces (Nitha's headphones, Fayiz's visor, masks, beards, scarves over the mouth, goggles) and non-gameplay costumes added for a gag. The user never flagged a hat in 214 ratings; their only accessory note was 'no headphones'.
- **Gore** is the old game's look:
  - teardrop blood;
  - wet splats;
  - glossy pools;
  - pulsing spurts;
  - the radial pop;
  - round wet caps on severed parts;
  - limb-off + spray as the "opening" beat.
- **Explosion ladder by gore level:**
  - low: spurt / limb;
  - mid: limb off;
  - high: limbs + head pop;
  - extreme: full explode, with brain bits and a short intestine in SOME kills.
- **Hits:** small realistic tears (≤ 2 per limb) plus a short blood run, for both bullet and melee hits.
- **Camera:** wide.
  - The zoom floor is 320 for the whole film.
  - Punch-ins last ≤ 0.5 s.
  - Finals frame both full bodies with floor and headroom.
- **Endings:** a head explosion is the user's favourite ("the best way to end"). Use it often, but vary endings (ANTI-TEMPLATE).

## 6. How new cinematic kills must be made (the REPLACE builds)
- `_tools/CINE_ROLLOUT.md` (CONTEXT AWARENESS is the top rule) and `_tools/SMG_REPLACE_WAVE.md` (SHOW EARLY, uniqueness, map-independence).
- **Craft:**
  - THE X movement (anticipation → snap → hold, speed ramps, slow-mo on the payoff only);
  - two hands always accounted for;
  - physical casts from a free hand;
  - props land and stay;
  - weapons drawn well (knives like THE X's);
  - feet on the real floor.
- **Uniqueness:** never copy another kill's key move. Known owners:
  - blind backward under-arm shot = BLIND FIRE;
  - gold forearm shield = BLIND FIRE;
  - held gold shield = THE CHAIN;
  - springboards off gold casts are banned.
- **Shape:**
  - natural pacing up to 30 s for films;
  - mids ≤ 3 s;
  - map-independent (floor + space; generic elements most maps have are fine).

## 7. Predicting a kill (render, look, decide)
1. Render a strip of ~10 frames + the final at gore 5 (and a mid frame at gore 3 if the ending changes by level).
2. Ask, in order:
   - Is it map-tied, or built on a pre-placed prop? → REPLACE.
   - Is it a gag with no action payoff? → REPLACE.
   - Is the action real and readable, with a striking payoff? → GOOD.
   - Otherwise → OK BUT. Add the exact chip phrases for what you SEE: head explosion, explode, face, bones, organs, body marks, hits, zoom, confusing, not realistic, bugs.
3. Judge what the page shows NOW. Central fixes are live: faces off via K.FACES, most bones off, the zoom floor, wide finals, tears, shaky-pieces rest, the walk guard. Hand-drawn faces, bones and organs outside the helpers still show, so flag them.
4. Expected distribution: ~30% GOOD, ~55% OK BUT, ~15% REPLACE. Gag-heavy weapons skew to REPLACE; action-heavy ones skew to GOOD.

## 8. Policy for GOOD kills
GOOD means "don't change the concept or choreography".
- **Faces:** the stickman laws still apply. Remove hand-drawn eyes, mouths and teeth on fighters, alive or dead, even in GOOD kills. Use the smallest change that keeps the payoff.
- **Transformation payoffs the user saw and rated GOOD stay as they are:** e.g. DUST DEVIL's husk, HOODOO's worn statue, PICKED CLEAN's skeleton, a frozen/stone/gold body. The user judged them with those visuals.
- **Bones, organs, painted marks in GOOD kills:** remove them only if they are incidental (not the payoff).

## 9. Clarification from the user (28 Oct 00:13): the HEAD EXPLOSION chip and gore levels
> "The head explosion button means head explosion in extreme level for sure, may be in medium high etc, but not mean in low. For each gore level do something to match the time for all animation"
- **EXTREME:** the head explosion always.
- **HIGH / VERY HIGH:** usually yes.
- **MEDIUM:** sometimes.
- **LOW / VERY LOW:** never a head explosion. Use a milder fitting ending.
- **EVERY gore level** gets its own proper ending that fits the same timing as the film: no level cut short, no dead air, each level's ending beat lands where the film's payoff is.

## §10 STYLE 3, ACTION-CINEMA REALISM (user, 28 Oct ~10:25): see _tools/coord/STYLE3_REALISM.md
- The 27 Oct-style new kills are "jst ok ok": leave them as they are, no more polish.
- New animation builds: hyper-realistic limb movement and action like action cinema; fast motion + super slow motion with eased ramps; a slow-mo sound treatment whenever slow-mo is used; subtle filters/grade; layered multi-camera panels sometimes (about 1 in 3).
- One sample first (handcannon SHOULDER THROW). New builds wait for the user's verdict on it; fix work continues.
- 28 Oct ~12:20, the user on the STYLE 3 sample (SHOULDER THROW): "no bro shoulder throw still have alot of flaws, like the knife holding backward, also not perfect movemnts from both". So: weapons must be held correctly in every frame (blade from the fist toward the target; no reversed props), and motion must be flawless for BOTH fighters (real stances, full-body mocap, no stiff keyed poses). The coordinator reviews every frame at full size for grip and motion flaws before showing anything.
