# PREDICTED RATINGS · GRAVITY FLIP (NEW-4, 28 Oct, autonomous mode, per USER_TASTE.md §7)

## How it was judged
- **Renders:** every live gravflip kill on 58k_gravflip.html (30), rendered headless from the live files (through _tools/render_slot.sh).
  - Each kill: a 10-frame strip (fK-0.35 to the final, gore 5) plus the finals at XT (big), H and L.
- **Sheets** (strips, finals, meta: film length, finals, map plays):
  - strips and finals: `/Volumes/Workspace/Scratch/n4/pred/gravflip/<key>_strip.jpg`, `<key>_fin.jpg`;
  - meta: `/Volumes/Workspace/Scratch/n4/pred/gravflip/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, A's round-trip / harder-they-fall crash fixes, and the bone-sticks layer.
- **Hats:** identity hats stay and are not flagged (NEWS 03:55).
- **Not rated:** already on 58k_replace58.js (map-tied): mid-belly-flop (POOL, 3/17), mid-rigged (CLIMBABLE, 6/17), red-ceiling (CEILING, 7/17), rolled-out (ROLLING PIN, 1/17), rung-by-rung (LADDER, 8/17).
- **Maps:** wrong-way-up and capsize are The Deep's own kills (UNDERWATER), so they STAY and are rated as kills.
  - The tightest others: skin-cartoon, skin-camo and skin-neon at 9/17, skylight at 10/17.
- The chip phrases in the note column are the exact rating-bar phrases (58k_rate.js QUICK).

**Counts (25 rated): GOOD 3 · OK BUT 10 · REPLACE 12.** With the 5 already on replace58, that is 17 REPLACE slots of 30.
- Gravity flip skews hard to REPLACE because most of its films are built around a set piece the film places itself, and the set piece IS the kill:
  - a garden swing, a fireplace and chimney, a stunt scaffold and airbag, a glass skylight, an iron ceiling fan;
  - a paper hornets' nest, a flooding lab with a hatch, a storybook wall, a stone pool, a neon ceiling grid.
- The user replaced exactly that kind of kill (THE MIMIC, THE SWAP, NEEDLE IN A HAYSTACK, MARQUEE...) when the pre-placed thing is the kill.
- The weapon's real strength is its own mechanic: the 1.6 s flip, the restart on a re-zap, and the fall. The GOOD ones are the kills that use only that: SYNCHRONISED, UPSIDE DOWN, GOLDEN PARACHUTE.

## Bugs seen while rendering (fix first, in the FIX step)
- **THE HARDER THEY FALL:**
  - about 9 s of the same image (the brute drifting up through clouds) with no visible hits;
  - the payoff plays in a split panel;
  - the XT final is half a dark wall plus a flattened cyan bar with red dots; Faris is off-screen (only his plate).
- **ROUND TRIP, XT final:** both legs hang stretched like poles from the ceiling beam down to the floor.
- **MIND THE GAP, XT and H finals:** framed on the narrow alley slot between two walls; Faris is only a plate.
- **OVER THE TOP** (a REPLACE anyway): a soul rises over the swing while he is still alive and swinging (3.8-4.7).
- **HALF MEASURES:** the camera jumps to a far wide of the castle for one beat (9.6) and back.
- **SYNCHRONISED:** a doubled speed-line close at 8.7. The camera then wanders wide onto the towers for a second (9.6-10.5).
- **GOLDEN PARACHUTE, H final:** rolled (the floor tilts). Likely the inherited gameplay roll (see the central roll note).
- **Bones still drawn in kill code** (outside the central layer):
  - APEX's pieces have knob-ended white bones;
  - RELATIVITY's final has white bone ends at the shins and neck;
  - RED RAIN drops a jaw with teeth at Faris's feet;
  - FALL GUY's pieces carry bone sticks (a REPLACE).

## Ratings
| key | name | rating | note (exact chip phrases) | why (what I saw) |
|---|---|---|---|---|
| gravflip.synchronised | SYNCHRONISED | good | (keep; small: the doubled speed-line close at 8.7 and the wander onto the towers at 9.6-10.5) | three charge from both sides; each zap catches a man mid-run and his own run carries him up and over; the re-zaps, the shadows sliding together, Faris steps aside, all three come down on the spot and break on one another; real action with a striking, readable payoff; the XT final is wide with Faris beside the pile |
| gravflip.mid-upside-down | UPSIDE DOWN | good | (keep) | he lands on his feet on the ceiling beam, aims down at Faris, Faris holds up one finger; gravity comes back as he squeezes, the gun hand hits first and his own pistol goes off; a clean mid with one clear cause and effect; the old-style explosion, wide final with the pistol on the floor |
| gravflip.skin-gold | GOLDEN PARACHUTE | good | (keep; small: the H final is rolled) | zapped into the sky, a little gold pack straps itself on, the gold-leaf canopy streams and does not open (gold is heavy); the burst on landing, the gold streamer standing up out of the remains; a well-executed gold-skin theme with a clever payoff, wide final |
| gravflip.harder-they-fall | THE HARDER THEY FALL | ok | movement is weak or slow, make it quick and cinematic like THE X; camera movement bug (jumps, jitters, loses the action or frames the wrong thing); explode limbs, body and head in the old game style, scaled to the gore level (full at extreme); head explosion needed | the idea (every zap restarts the rise, one round at the top of each, then the long fall through three floors) has an action spine, but the film is about 9 s of the brute drifting up through the same clouds with no visible hits; the crash plays in a split panel, and the XT final is half a dark wall plus a flattened cyan bar with red dots, with Faris off-screen |
| gravflip.red-rain | RED RAIN | ok | bones are showing, remove them; head explosion needed | the remake of FALL INTO THE SKY reads: the sweep, the point-blank flip, the wave goodbye, her silhouette tumbling in the storm cloud, the cloud blushing red, the red rain; but what falls out of the cloud includes a jaw with teeth at Faris's feet, and the body lies whole with the head on |
| gravflip.wrong-way-up | WRONG WAY UP | ok | head explosion needed; movement is weak or slow, make it quick and cinematic like THE X; unwanted wound marks painted on the body | The Deep only (stays); the "his down is up" idea under the rock overhang is clear, but it is a slow press against the stone with red streaks drawn across her back, and the death is a quiet drowning with the head whole |
| gravflip.capsize | CAPSIZE | ok | confusing: the script is not understandable, can not tell what is happening; head explosion needed | The Deep only (stays); she falls up against the hull's underside, the re-zap holds her as it tips, and it rolls onto her; the death is hidden under the dark hull, with a few limbs drifting up out of the silt |
| gravflip.hourglass | THE HOURGLASS | ok | no facial expression needed (no eyes, no mouth); explode limbs, body and head in the old game style, scaled to the gore level (full at extreme) | a striking death realm (the world turning over like an hourglass, the white desert, the colossal glass), but faces surface in the grey sand, a round face with eyes and an open mouth sits in her red band, and the payoff back in the arena is a red sand mound with a red ball in it, not the game's gore |
| gravflip.relativity | RELATIVITY | ok | bones are showing, remove them; head explosion needed | the Escher house of stairs (three gravities, faceless figures stepping round each other, a new down at every flight) is a strong realm; back in the arena he lies broken and whole, with white bone ends at the shins and the neck |
| gravflip.skin-taped | HALF MEASURES | ok | head explosion needed; camera movement bug (jumps, jitters, loses the action or frames the wrong thing) | the taped emitter's field takes only his top half: he stretches between two gravities and tears at the waist, the top half falls into the sky; a clear skin payoff, but the camera jumps to a far wide of the castle for one beat, and the final is the two halves on the floor with the head whole |
| gravflip.mid-apex | APEX | ok | bones are showing, remove them | zapped in the open, he falls up past the roofline, Faris taps his wrist like a watch, a weightless beat at the top, the long way down and the old-style burst; a quick, clean mid, but the pieces include knob-ended white bones |
| gravflip.mid-mind-the-gap | MIND THE GAP | ok | camera movement bug (jumps, jitters, loses the action or frames the wrong thing) | caught mid-leap over the gap between roofs, he hovers over the drop until the 1.6 s run out and goes down the alley; a clear idea (14/17, DROP), but the XT and H finals frame the narrow alley slot between two walls with the pieces at the bottom, and Faris is only a plate |
| gravflip.mid-round-trip | ROUND TRIP | ok | things are floating in the air; hands or props make no sense (extra hand, prop popping or vanishing) | face first into the ceiling beam, pinned, a re-zap, down on his back, his own blood dripping onto him; the payoff reads, but in the XT final both legs hang stretched like poles from the beam to the floor |
| gravflip.over-the-top | OVER THE TOP | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the garden swing set IS the kill (the chains winding onto the bar, the face, chest and knees on the bar each turn); the film places the swing itself (14/17); also a soul rises over the swing while he is still alive |
| gravflip.up-the-chimney | UP THE CHIMNEY | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the stone fireplace and chimney ARE the kill (up the flue, out of the chimney pot, the match, back down into the fire); placed by the film (14/17) |
| gravflip.fall-guy | FALL GUY | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it; bones are showing, remove them) | the stuntman's own scaffold and airbag ARE the kill (Faris kicks the bag aside); the pieces on the floor carry bone sticks |
| gravflip.skylight | SKYLIGHT | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the glass skylight and the bed of point-up shards under it ARE the kill (10/17, CEILING) |
| gravflip.ceiling-fan | THE CEILING FAN | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the iron-shod saloon ceiling fan IS the kill (caught on a blade, clubbed round, the fan ripped out and landing on his legs); the film places the fan; he ends flattened under it |
| gravflip.hornets-nest | THE HORNETS' NEST | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the paper nest under the eave IS the kill (it bursts onto his head like a helmet, the swarm, the blind run); placed by the film |
| gravflip.last-air | THE LAST AIR | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the flooding lab with its ceiling hatch IS the kill (the water climbing to her on the ceiling, the last pocket of air); a slow drowning with no action payoff; she ends hanging whole from the hatch |
| gravflip.skin-classic | HUMPTY DUMPTY | replace | (concept built on bones: the skull cracking like an eggshell; tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | off the storybook wall, up into the sky, the great fall head first; the payoff is the skull lifting in eggshell pieces and the yolk, with Faris crouching to pick up a piece of skull; without the bones only the rhyme is left (11/17) |
| gravflip.skin-cartoon | HIT THE ROOF | replace | (gag with no action payoff) | a cartoon gag: red-faced and steaming, he falls up head first through the ceiling, his head sticks up out of the floor upstairs (still angry, then puzzled), the body drops and the head stays; no action payoff (9/17, CEILING) |
| gravflip.skin-camo | COVERED | replace | (tied to a specific map, replace it) | needs a DROP / GAP (9/17): a camo tarp over the drop at the lawn's edge, he steers for it and goes through into the dark pit; the final is a dark pit shot |
| gravflip.skin-ice | SUPERCOOLED | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the stone pool IS the kill (supercooled water that freezes round her plunge, the splash crown frozen); placed by the film (11/17) |
| gravflip.skin-neon | CLOSED CIRCUIT | replace | (tied to an element that does not exist in the map during gameplay (pre-placed, not practical), replace it) | the overhead neon grid IS the kill (hanging by two broken tubes, lighting them with each convulsion); placed by the film (9/17, CEILING), and dark enough that the action can't be read |

## What I'll do (after the coordinator merges)
1. **Bugs first:**
   - THE HARDER THEY FALL: a tight rise with visible hits, the crash in frame, a wide final with Faris and the game's gore;
   - ROUND TRIP's stretched legs;
   - MIND THE GAP's final (Faris in frame);
   - HALF MEASURES' one-beat jump;
   - SYNCHRONISED's wander;
   - the H roll on GOLDEN PARACHUTE.
2. **Bones, faces and painted marks in kill code:**
   - APEX's bones, RELATIVITY's bone ends, RED RAIN's jaw;
   - THE HOURGLASS's faces in the sand and in the red band;
   - WRONG WAY UP's painted red streaks.
3. **Head explosions** per §9 (XT always, H/VH usually, MED sometimes, never LOW):
   - RED RAIN, RELATIVITY, HALF MEASURES, WRONG WAY UP and CAPSIZE (the Deep);
   - THE HOURGLASS's payoff turned into the old game's gore;
   - CAPSIZE's death brought out from under the hull.
4. **The 17 REPLACE builds** (12 here plus the 5 replace58 slots):
   - beat summaries to the coordinator first, checked against the ledger and APPROVED_IDEAS;
   - then blocking, polish and FINAL, each with its own sound table;
   - all map-independent, using the weapon's own mechanic (the flip, the restart, the fall) instead of set pieces.
