# PREDICTED RATINGS · ASSAULT RIFLE (X6, 28 Oct, autonomous mode, per USER_TASTE.md §7)

## How it was judged
- **Renders:** every live AR kill on 58k_ar.html (42), rendered headless from the live files.
  - Each kill: a 10-frame strip (fK-0.35 to the final, gore 5) plus the finals at XT (big), H and L.
  - The doubtful ones also got full-size detail frames.
- **Sheets:**
  - strips and finals: `/Volumes/Workspace/Scratch/x6/pred/ar/<key>_strip.jpg`, `<key>_fin.jpg`;
  - detail frames: `/Volumes/Workspace/Scratch/x6/pred/ar/det/<key>_g<gore>_det.jpg`;
  - meta (film length, finals, map plays): `/Volumes/Workspace/Scratch/x6/pred/ar/meta.jsonl`.
- Judged on what the page shows NOW, with the central fixes live (faces off via K.FACES, the gore-ladder ending, the zoom floor).
- **Not rated:** ar.lighter (LIGHTER THAN AIR, 7/17) and ar.zipline (SNAPBACK, 8/17) are already on 58k_replace58.js.
- **Maps:** no other AR kill is ≤ 8/17. The tightest are skin-camo (9/17, PLATFORM), ladder (10/17) and muzzle-climb (11/17). BATHYSPHERE and BOTTOMLESS are the Deep's own kills, so they STAY.
- The chip phrases in the note column are the exact rating-bar phrases (58k_rate.js QUICK). "Costume" has no chip, so it is written as plain text.

**Counts (42 live): GOOD 6 · OK BUT 29 · REPLACE 7.**
- AR's films are mostly real action with clear ideas, so it skews to OK BUT.
- The gaps are mostly the same few things:
  - finals that frame the wrong thing (the sign, an empty wall, a 40-60° dutch roll), on 9 kills;
  - heads left whole after a blast (CLASH, TIMBER, GRENADE BELT, TOO CLOSE TO ARM, BAYONET);
  - hand-drawn faces in the mids;
  - costumes on the head (cat ears, party hats, beanies).
- The REPLACEs are the gag mids and skins, plus two concepts built on a gag or an x-ray.

## Bugs seen while rendering (fix first, in the FIX step)
- **BULLET TIME, H final:** the husk crumbles to nothing, and the victim's pistol vanishes from the floor (it is still there at XT).
- **IDOL, XT and H finals:** the camera pans to Faris and the barrel, so the gilded body is off-screen.
- **Finals that frame the wrong thing:**
  - HIGH GROUND: the SALOON sign; the body is a strip of legs at the top edge.
  - WHITE FLAG: the empty wall under the plank; Faris is never on screen, only his plate.
  - LADDER: the hands on the top rung (the payoff) are cut off at the top edge.
  - LAST STAND: a dark frame, then the SALOON sign with the bodies faded behind the panels.
  - BOTTOMLESS: black, with Faris cut at the top.
- **Hard dutch-rolled finals:** LAST REACH (40°), SAY AGAIN (60°), STROBE, PAINTED TUNNEL, TUTORIAL, COPYCAT, BLIND SIDE.
- **HIS OWN PIT:** the blood runs down through the solid ground below the pit floor.
- **BRAIN FREEZE:** Faris ends standing in the middle of the frozen pieces, his legs overlapping the body.
- **THERMAL:** two pistols lie on the floor at the end (to check whether one is a doubled prop).
- **BLIND SIDE:** the lower five levels are not built (H and L play the XT ending).
- **The same final frame renders closer or wider** depending on how it is sampled (HIS OWN PIT f12.89 alone vs inside a sequence): the final camera is still mid-move at finalT. Re-check this when fixing each final.

| key | name | rating | note (exact chip phrases) | why (what I saw) |
|---|---|---|---|---|
| ar.bullet-time | BULLET TIME | good | (keep; small: the H final loses the husk and the pistol vanishes; smooth the husk's segmented joints so they never read as bones) | the Matrix lean under six crawling pistol rounds, an arc of fire from the bottom of the lean, then time snaps back and he drains into a bark husk that cracks and crumbles; real action plus a transformation payoff (DUST DEVIL's kind), wide final. The parked THREAD THE NEEDLE rebuild is not needed |
| ar.tac-reload | TAC RELOAD | good | (keep) | click, she charges; the empty mag whipped into her mouth (KLONK), a fresh mag (CHK-CHK), the muzzle under her chin, the burst up; she bursts in the old game style; a clean, wide final on the rooftop |
| ar.playing-dead | PLAYING DEAD | good | (keep; small: the knife in the lunge reads as a white card, draw it as a real knife like THE X's) | the "corpse" lunges with a hidden knife, a boot on the wrist (CRUNCH), "nice try.", one burst straight down; he bursts in the old game style; readable at a glance, wide final |
| ar.thermal | THERMAL | good | (keep; small: the white-hot glow inside the chest at the crash reads as lungs, keep it a heat bloom; two pistols on the floor at the end, check one is not doubled) | a striking device: smoke, then the thermal sight (white-hot bodies, the lock box, the falling temperature) as Faris hunts him by heat; the burst, the kneel, the explosion in thermal, back to colour on the pieces |
| ar.skin-taped | HELD TOGETHER | good | (keep) | the taped rifle jams, is taped up, fires shedding springs, and the last shot fires the barrel itself through his head (THUNK); the gun falls apart in Faris's hands; a well-executed skin theme with a clever payoff |
| ar.mid-extinguisher | EXTINGUISHER | good | (keep; small: the party hat) | he charges swinging an extinguisher; four rounds hole it and it blasts him white, frozen mid-swing, and the last rounds snap him apart; quick, one clear cause and effect |
| ar.dance | BLIND SIDE (B's parked cinematic) | ok | bones are showing, remove them; too much internal organ detail, use the simple explosion instead; no facial expression needed (no eyes, no mouth); too zoomed at the end, zoom out; too messy and cluttered; head explosion needed | RE-JUDGED under the new rules: the surrender trap, the gold kusarigama, the pavise and the vault are real choreography (the thin gold sickle and chain read poorly); the payoff is the retired torso opening (white rib bars, guts, the dead face) on a rolled top-down crane that cuts the body; the lower 5 levels are not built |
| ar.last-stand | LAST STAND | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); too messy and cluttered; costume on the head (cat ears) | one against three (HALVED at the waist, MID-AIR on the balcony, THE STOCK to the cat-eared head) is real action, but three death panels pile up over the frame, the screen goes dark behind them, and the final pulls back onto the SALOON sign with the bodies faded behind the panels |
| ar.magazine | THE MAGAZINE | ok | no facial expression needed (no eyes, no mouth); head explosion needed | a clever death realm inside the magazine (pressed into a case, KA-CHUNK, CHAMBERED, fired), but every cartridge carries a victim's head with a face, his own screaming face rides the flying round, and the payoff is a tiny spent round on the floor |
| ar.human-shield | HUMAN SHIELD | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); head explosion needed; costume on the head (party hat, beanie) | Faris holds the pink one up as a shield ("STOP SHOOTING!") while the yellow one fires from the balcony: real action. The final frames Faris small, with the balcony victim cut off at the top edge and whole |
| ar.clash | CLASH | ok | head explosion needed | rounds meet in mid-air (KSSSHHH), his gun clicks empty first, KRAK; a clean idea, but he ends limbless with the head whole |
| ar.no-mans-land | NO MAN'S LAND | ok | bones are showing, remove them; confusing: the script is not understandable, can not tell what is happening | a WWI death realm (the whistle, over the top, the wire), but the dark red murk hides the action, skulls hang on the barbed wire, an extreme close on the wire; back in the arena, the pieces lie wrapped in wire |
| ar.bathysphere | BATHYSPHERE | ok | explode limbs, body and head in the old game style, scaled to the gore level (full at extreme); head explosion needed | The Deep only (the underwater map's own kill, stays); his gold bathysphere fills red through the porthole, and the death plays as a dark shape behind red glass with a floating hand; the payoff is hidden |
| ar.own-pit | HIS OWN PIT | ok | bones are showing, remove them; not realistic, needs weight and cause and effect; costume on the head (party hat) | a clever metronome (ROUNDS LEFT and STEPS TO THE EDGE race to zero); he goes over into his own gold-cast spike pit and bursts on the stakes; old bones lie in the pit, and the blood runs down through the solid dirt under the pit floor |
| ar.white-flag | WHITE FLAG | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); too messy and cluttered | peekaboo behind his gold parapet (EAR!, MY NOSE), the white flag shot to rags, the burst; Faris is never on screen (only his plate), and the final frames the empty dark wall with the pieces a thin strip at the top edge |
| ar.barrel-roll | BARREL ROLL | ok | explode limbs, body and head in the old game style, scaled to the gore level (full at extreme); too messy and cluttered | a long chain (the drum holed and rolled, the fuel line, the fireball, the burning run, the mercy burst) ends as a small heap of glassy triangle shards, not the game's gore |
| ar.bottomless | BOTTOMLESS | ok | confusing: the script is not understandable, can not tell what is happening; camera movement bug (jumps, jitters, loses the action or frames the wrong thing); head explosion needed | The Deep only (stays); the crust over nothing is a good idea, but he sinks into black, and the final is a dark spotlit hole with Faris cut at the top edge; the death is hidden |
| ar.walk-it-in | WALK IT IN | ok | too zoomed at the end, zoom out; too much internal organ detail, use the simple explosion instead | the spotter split (SHORT, ADJUST, ON TARGET) and his laugh read well, but the final is a binocular macro on a torso stump and a gut coil |
| ar.grenade-belt | GRENADE BELT | ok | head explosion needed; costume on the head (beanie) | one round clips a pin out of his bandolier, they both look down, the chain blast; four grenades, and he ends with his beanie head whole |
| ar.ladder | LADDER | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); costume on the head (cat ears) | he casts a gold escape ladder; the rungs are shot out, then the wrists; the final shows the forearms dangling, with the hands on the top rung (the payoff) out of frame |
| ar.bayonet | BAYONET | ok | head explosion needed; bones are showing, remove them | the bayonet charge, run through and lifted, the mag emptied, RRRIP; the spine comes out on the raised blade (a bone, not the liked spine rip with the head), and he ends flat and whole with Faris's head out of the top of the frame |
| ar.underbarrel | TOO CLOSE TO ARM | ok | head explosion needed; costume on the head (cat ears) | the 40 mm sticks in his chest (tink), it beeps, three steps back, the burst sets it off; clear cause and effect, but the cat-eared head survives the chest blast whole |
| ar.timber | TIMBER | ok | head explosion needed | the low sweep through both shins and the stiff topple read; the shins stand in the grass, but the body lies whole with the head on |
| ar.runner | LAST REACH | ok | too zoomed at the end, zoom out; camera movement bug (jumps, jitters, loses the action or frames the wrong thing) | the knee, the crawl, the fingers in the HER HANDS inset, the stamp (KRRNCH); the final is a 40° dutch close on Faris with her pieces cut along the slope |
| ar.muzzle-climb | HIGH GROUND | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); confusing: the script is not understandable, can not tell what is happening | the recoil climbing after him, platform to balcony, is a good idea (11/17 maps); the final frames the SALOON sign with Faris off-screen and the body a strip of legs at the top edge; the hang over the edge is lost |
| ar.skin-classic | TUTORIAL | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); too zoomed at the end, zoom out | the starter-gun tutorial theme (prompt cards, CRITICAL!, TUTORIAL COMPLETE ★☆☆) is a clear skin idea, but the action is plain shooting from a distance, and the final is a rolled shot across two roofs with a brain chunk on the far roof |
| ar.skin-camo | COPYCAT | ok | bones are showing, remove them; too much internal organ detail, use the simple explosion instead; too zoomed at the end, zoom out | the split-screen mirror duel reads and ends on her empty click (9/17 maps, PLATFORM); the final is a rolled close on her opened body with pale ribs, gut coils and a pale bare head |
| ar.skin-ice | BRAIN FREEZE | ok | not realistic, needs weight and cause and effect; too messy and cluttered | the ice round, "COLD COLD COLD", the frosted head, the tap that shatters him; at the end Faris stands in the middle of the ice pieces, his legs overlapping the body, so the pieces read as a blue mat under his feet |
| ar.skin-neon | STROBE | ok | confusing: the script is not understandable, can not tell what is happening; camera movement bug (jumps, jitters, loses the action or frames the wrong thing) | the strobe club is a themed skin idea, but the flashes are near-black frames where the action can't be read, and the final is a hard dutch roll with the pieces up a slope |
| ar.skin-gold | IDOL | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); no facial expression needed (no eyes, no mouth) | the vanity statue (KING AMJAD) and the molten gold pour are a good gold payoff, but the idol's gold head has a drawn smiley face, and the final pans to Faris and the barrel, leaving the gilded body off-screen |
| ar.mid-cell | CELL | ok | unwanted wound marks painted on the body; head explosion needed | shooting her energy cell is a clean mid idea; the acid shows as yellow rings painted over the body, and she kneels whole |
| ar.mid-lead-poisoning | LEAD POISONING | ok | no facial expression needed (no eyes, no mouth); unwanted wound marks painted on the body | the rounds stay in and turn him to lead (grey holes, heavy steps, CLANG); the payoff head is a lead ball with droopy eyes and a mouth |
| ar.mid-sprinkler | SPRINKLER | ok | no facial expression needed (no eyes, no mouth); head explosion needed; too zoomed at the end, zoom out | the locked-trigger sprinkler spin is hard to see; he ends sat against the wall with a drawn dead face (shut eyes, open bloody mouth), with a big punch-in on the face |
| ar.mid-chin-strap | CHIN STRAP | ok | no facial expression needed (no eyes, no mouth); head explosion needed | each round twists the helmet a quarter turn until the strap strangles him (a clear idea); the head is a purple strangled face under the helmet, and it stays whole when the body bursts |
| ar.mid-say-again | SAY AGAIN | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing); too zoomed at the end, zoom out; costume on the head (cat ears) | MAYDAY on one knee, and the radio still asking "say again? over" is one clear idea, but the final rolls the floor almost vertical and the pieces can't be read |
| ar.rewind | TAKE THREE | replace | (gag with no action payoff) | a film-set gag: he is shot, the film rewinds (FROM THE TOP, TAKE 2, ONE MORE TIME, "not again not again"), take 3; the action is the same distant shooting three times, ending on a clapperboard; the user replaced THE TAKE for the same kind of gag |
| ar.searchlight | SEARCHLIGHT | replace | (concept built on x-ray and bones; bones are showing, remove them) | the searchlight shows him see-through (a skull with eye sockets, ribs, a heart racing ba-dum) and Faris shoots what it shows; without the x-ray it is a dark hunt, and the final is a dark smoking pile |
| ar.skin-cartoon | PAINTED TUNNEL | replace | (gag with no action payoff) | the Road Runner painted-tunnel gag (a sunset world painted on the wall, BOING rounds); no action payoff; the final is a rolled close on one severed limb, with Faris only a plate in the corner |
| ar.mid-stand-off | STAND-OFF | replace | (flat visual gag, no payoff) | a time-lapse stand-off: nobody fires, he fades like an old photograph, one burst tears the paper man; a FILM BURN / THE BLUR type mid |
| ar.mid-t-pose | T-POSE | replace | (concept built on bones; bones are showing, remove them; no facial expression needed (no eyes, no mouth)) | a game-glitch gag (T-pose, missing texture, TEXTURE NOT FOUND) whose payoff is the anatomy model underneath: a skull face with teeth, and ribs; remove it and only the joke is left |
| ar.mid-overdose | OVERDOSE | replace | (gag with no action payoff; unwanted wound marks painted on the body) | a stim-overdose cartoon: his head swells bigger than his body, with painted green veins and a red brow mark, and crushes him |
| ar.mid-newspaper | NEWSPAPER | replace | (gag with no action payoff; no facial expression needed (no eyes, no mouth)) | disarmed, he hides behind a newspaper like a man on a train; the payoff is the paper's printed photo of his face (eyes, teeth) under DIES AT SCENE; a prop gag (THE TRAY / BANDANA type) |

## What I'll do (after the coordinator merges)
1. **Bugs first:**
   - the finals that frame the wrong thing or lose the body: IDOL, HIGH GROUND, WHITE FLAG, LADDER, LAST STAND, HUMAN SHIELD, BOTTOMLESS;
   - the hard dutch-rolled finals;
   - BULLET TIME H (the husk and the pistol);
   - HIS OWN PIT's blood through the ground;
   - BRAIN FREEZE's overlap;
   - THERMAL's second pistol.
2. **Hand-drawn faces, bones, organs and painted marks** in my kill code:
   - faces: the lead head, the strangled head, the sprinkler face, the idol, the magazine heads;
   - bones and organs: the pit bones, the wire skulls, COPYCAT's ribs and guts, the bayonet spine, BLIND SIDE's ribs;
   - painted marks: the cell rings, the lead holes;
   - costumes off the heads.
3. **Head explosions** where STYLE.ending stands down, per §9 (XT always, H/VH usually, MED sometimes, never LOW):
   - CLASH, TIMBER, GRENADE BELT, TOO CLOSE TO ARM, BAYONET, CHIN STRAP, HUMAN SHIELD, CELL, SPRINKLER, THE MAGAZINE.
4. **BLIND SIDE re-judged:**
   - keep the choreography;
   - replace the torso-opening payoff with LIMB OFF + SPRAY plus a head pop;
   - no ribs, no face;
   - a wide final;
   - build the lower 5 levels.
5. **The 7 REPLACE builds** (3 films/skins + 4 mids): beat summaries to the coordinator first, then blocking, polish and FINAL.
