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

## How it was judged
- **Renders:** every live portalgun kill on 58k_portalgun.html (12, all in 58k_w_portal.js) that is not already on 58k_replace58.js, 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/portalgun/portalgun.<id>_strip.jpg`, `portalgun.<id>_fin.jpg`;
  - meta: `/Volumes/Workspace/Scratch/n4/pred/portalgun/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, the bone-sticks layer).
- **Not rated:** already on 58k_replace58.js (map-tied): crash-test (LAB, 1/17), crossfire (BLOCK, 1/17), stranded (CLOCK, 1/17), the-dive (POOL, 1/17), the-grand-tour (BROADSIDE, 1/17), the-haunting (HOUSE, 1/17), the-man-in-the-scope (PERCH, 1/17).
- **Maps:** crush-depth and the-original are The Deep's own kills (UNDERWATER exception in replace58_gen.py), so they STAY and are rated as kills.
  - excuse-me plays on 1/17 (clock only: PLATFORM + a DROP of 260) but is not on replace58 yet. I rate it REPLACE for that, so the coordinator may want to add it to the generator input.
  - The others: the-doorway-effect 12/17 (FLOOR), infinite-fall 10/17 (FLOOR, CEILING, WALL).
- The chip phrases in the note column are the exact rating-bar phrases (58k_rate.js QUICK).

**Counts (5 rated): GOOD 0 · OK BUT 3 · REPLACE 2.** With the 7 already on replace58, that is 9 REPLACE slots of 12.
- The portal gun skews to REPLACE because most of its films are built around one map's set piece (the lab, the clock gallery, the pool, the broadside, the house, the perch). The rest are concept gags (forgetting through doors, the copy that walks out).
- No GOOD: the one action film with a real payoff (INFINITE FALL) still draws a dead face with X eyes, and it ends on a flat sheet instead of the game's gore.

## Bugs seen while rendering (fix first, in the FIX step)
- **INFINITE FALL:**
  - f3.65: an almost empty dark frame (the camera rides the bolt up and shows only a spark);
  - f7.92: the spread-eagled body on the toaster has a hand-drawn dead face (X eyes and a mouth);
  - the H final has no body at all, only the puddle.
- **CRUSH DEPTH, f5.56:** the vertical move down the cliff loses him. It shows a full frame of empty water.
- **THE ORIGINAL:**
  - trigger→final is 12.57 s (over the 12 s rule); the film is 19.4 s;
  - f2.54 is a near-empty dark open;
  - the XT final is a tiny body face down at the far left, with Faris off-screen (only his plate).
- **THE DOORWAY EFFECT** (a REPLACE anyway): the XT final is a close on a brown husk with hollow eye sockets and blood streaks (a hand-drawn face), and victim Chotu is white.
- **EXCUSE ME** (a REPLACE anyway): f5.87 is an inverted black-and-white comic flash frame.

## Ratings
| key | name | rating | note (exact chip phrases) | why (what I saw) |
|---|---|---|---|---|
| portalgun.infinite-fall | INFINITE FALL | 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); head explosion needed; camera movement bug (jumps, jitters, loses the action or frames the wrong thing) | the remake has a real action spine: a portal under his boots, the loop faster every lap, Faris re-fires the ceiling orange onto the wall and Mikku shoots out sideways into the toaster; but the splat on the toaster has X eyes and a mouth drawn on, the ending is a flat sheet in a puddle (the H final has no body), and f3.65 is an empty dark frame |
| portalgun.crush-depth | CRUSH DEPTH | ok | head explosion needed; 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) | The Deep only (stays); the 28 m step through the portal is a clear idea, but after the shove it is a slow squeeze: the mask fills red and he claws upward and stops mid-reach, whole; the vertical move loses him for a full frame of empty water (f5.56) |
| portalgun.the-original | THE ORIGINAL | ok | confusing: the script is not understandable, can not tell what is happening; movement is weak or slow, make it quick and cinematic like THE X; head explosion needed | The Deep only (stays); a strong realm image (the split screen, the sonar ring lighting rows of blank default figures), but the copy-versus-original idea can't be read from the frames; it is a slow sink with no action, 12.57 s from trigger to final (over 12), and it ends on a tiny copy face down at the far left with Faris off-screen |
| portalgun.excuse-me | EXCUSE ME | replace | tied to a specific map, replace it | plays on 1/17 (the clock gallery: PLATFORM plus a 260 drop); the step through the blue behind him and the exit shove off the lip is a neat move, but the kill is the gallery drop; it ends on a deflated body on the plank below |
| portalgun.the-doorway-effect | THE DOORWAY EFFECT | replace | (gag with no action payoff); no facial expression needed (no eyes, no mouth) | a concept gag: a locked wide of the atrium with tiny figures, five doors leaving five thought bubbles (who, why, name, walk, breathe), then he dries into a husk; no action and an 18 s film; the XT final is a close on the husk's hollow eyes with blood streaks; victim Chotu is white |

## What I'll do (after the coordinator merges)
1. **Bugs and OK BUT fixes:**
   - INFINITE FALL: the dead face off the toaster splat, the empty bolt-ride frame, and the old-style explosion plus head pop on the impact, with a body in every final.
   - CRUSH DEPTH: keep him in frame down the cliff; quicken the squeeze; head pop at the stop.
   - THE ORIGINAL: cut it to ≤ 12 s trigger→final; make the copy beat readable; a wide final with Faris in frame; the gore ladder on the original.
2. **REPLACE (2 here + the 7 on replace58):** STYLE 3 summaries for the coordinator first. Build nothing until the user approves the STYLE 3 sample. Recast away from Chotu (white) in THE DOORWAY EFFECT's slot.
