# VERIFY minigun (VERIFY-R2, 28 Oct): 17 kills
Format: key | NAME | verdict | g5 F/W | g0 F/W | maps | face | reason (+ fix with film times)
Rules used: VERIFY_CRITERIA plus the COORD rulings (a guard or arm over the head is FIXABLE at most; L/VL alive is by design; killer off-frame = APPROACH/framing FIXABLE; map-only with clean motion = FIXABLE).

Shared notes (all minigun):
- XT ENDING WITHOUT A DEATH: on 7 kills the XT final shows the victim upright or kneeling with the head on and little gore: TREADMILL, THE LAST FIVE, THE HAND, THE CHOIR, IAI, SPIN-UP and HEADS UP. On TREADMILL, XT and L look almost the same, so the gore ladder doesn't differ. This matches the user's own notes on this weapon ("head explosion needed" / "explode limbs ... full at extreme" on IAI, THE SHIELD and CLOUD COVER). Fix per kill: end XT on the head pop / limb explode at the payoff time. It may be one shared minigun "held up by fire" ending helper, so check that first.
- ARENA PINS: IAI (temple) and THE SHIELD (tower) play on 1/17 only because the library pins them to one arena ("arena": ...). Neither concept needs that map (a sword master; a riot shield), so lift the pin and re-verify on 17 maps. Under the map-only ruling they are FIXABLE.
- CLOUD COVER is arena "deep" (underwater, the user's exception), so its 0/17 doesn't count.
- The round target rings on the wall in THE HAND, THE CHOIR and IAI are map decor (the temple wall), not effects.

minigun.all-at-once | ALL AT ONCE | REWORK | 14/50 | 11/58 | 12/17 (canyon, castle, rooftops, tower, kitchen) | 1 FAILCLASS (body 3 chin mask 7.98-9.05, 65 fr) | 14 fails: body 2 hands 26-29 u under the floor at 3.20, and a killer whole-pose jump of 34 u at 4.45. 12 maps (OWED-GEO SPACE+ROOM). Body 3 reads as masked for 1 s. The XT final and 10.57-12.74 are a stylised X-panel tableau of three posed victims, not a wide final with both bodies.
minigun.cine-c | SAMPLE C · SUPPRESSION | FIXABLE | 29/83 | 29/83 | 17/17 | 6 FAILCLASS (victim head covered 8.68-9.67, 60 fr; victim chin 11.72-12.60, 54 fr) | User-rated GOOD, so keep the choreography. This is a motion-polish pass, larger than 15 min, not a rebuild. The worst beat is 5.18: victim foot sliding 1512 u/s while planted, feet/knee seam 26 u, centre of mass outside the feet. Also clear the head cover at 8.68-9.67 and the chin read at 11.72-12.60, then re-run. If it is still above 10 fails after that pass, flag it to COORD rather than rebuilding.
minigun.cine-d | SAMPLE D · CLINCH | FIXABLE | 10/96 | 9/78 | 17/17 | 6 FAILCLASS (victim arm over head 10.72-11.37 and 12.60-14.97, 143 fr: guard-type) | User-rated GOOD, so keep the choreography. Polish the victim elbow seams at 7.27 (10 u), 10.37 (26 u) and 10.72 (22 u), and lower the victim's guard arm at 12.60-14.97 so the head stays clear. Wide finals with a clear death.
minigun.iai | IAI | FIXABLE | 0/9 | 0/2 | 1/17 (arena pin: temple) | ok (3 warns) | Clean motion (0 fails), the katana is drawn and held well (7.96 close-up), and the bullet-cutting idea reads clearly. Fixes: lift the temple pin (the concept doesn't need the map) and re-verify maps. The XT final has the victim kneeling and intact, so end XT on the limb explode plus head pop (user note: "explode limbs ... full at extreme").
minigun.mid-heads-up | HEADS UP | FIXABLE | 2/3 | 0/0 | 17/17 | 1 FAILCLASS (victim head 49 % covered 2.73-3.33, 37 fr) | A user-GOOD-type quick mid (peeks over the sandbags, gets hit). Fix the victim knee 5 u under the floor at 3.42 and the arm seam at 3.43 (25 u), and clear the head cover at 2.73-3.33 (the sandbag edge or the gun over the head). The XT final has the victim upright behind the bags, so XT needs the head pop.
minigun.mid-the-hand | THE HAND | FIXABLE | 0/3 | 1/2 | 17/17 | 1 FAILCLASS (victim chin mask 4.25-4.77, 32 fr) | Clean g5 and a clear hand-off beat. Fix the g0 victim arm seam at 3.18 (26 u) and the chin cover at 4.25-4.77 (the stump arm crosses the face; drop it lower). The XT final has the victim crouched with the head on, so XT needs a death or head pop at the end.
minigun.mid-treadmill | TREADMILL | FIXABLE | 0/21 | 0/14 | 17/17 | ok (0) | Fully clean motion (0 fails, 0 face events, 17 maps), and the held-in-place-by-fire idea reads. It is not READY only because the gore ladder is flat: the XT final is the same kneeling, intact victim as the L final, with almost no blood. End XT on the head pop / limb explode. Also give a little more space between the victim and the barrel in the finals (they nearly touch).
minigun.mid-wind-down | THE LAST FIVE | FIXABLE | 0/2 | 0/2 | 17/17 | ok (0) | Clean motion (0 fails, 0 face events). The XT final shows the victim still standing with the head on (no death, no explosion), while the L final has the body down. Fix: make XT end on the head pop at the last-five payoff. After that it is READY.
minigun.reeled-in | REELED IN | FIXABLE | 8/8 | 1/2 | 14/17 (canyon, forts, pinball) | 2 FAILCLASS (victim chin 6.87-7.80, 57 fr; line over head 8.75-9.17) | A good reel-in plus point-blank payoff. The g5 fails are the gore pass only (g0 has 1): victim seams at 3.58 (whole pose 20 u), 4.20 (35 u) and 7.00 (feet/knees 14 u). Move the reel line or arm off the victim's chin at 6.87-7.80 and off the head at 8.75-9.17. 14 maps is borderline. If g5 is still above 3 fails after that, upgrade it to REWORK.
minigun.reload | RELOAD | REWORK | 13/53 | 16/53 | 16/17 (rooftops) | 3 FAILCLASS (victim line across head 9.45-9.67; arm 6.28-6.88) | 13-16 fails, with the victim hand 28-30 u under the floor at 3.20, 3.83 and 4.48 (if that is the ramp floor fooling the checker, re-check it, but the count is high either way). 53 warns. The 3.92-4.89 close-up of the reload is a long, tight punch-in.
minigun.sinker | CLOUD COVER | FIXABLE | 4/7 | 3/7 | 0/17 (arena "deep" = underwater, an exception) | ok (4 warns) | The blood-cloud idea reads clearly underwater. Fix the killer hand seam at 4.25 (17 u) and the victim whole-pose jumps at 10.25 and 12.45 (51 u each: they read as teleports when the cloud clears, so blend them or hide them inside the cloud). The user also noted it needs an explosion plus a head pop at XT; the XT final has a small green body in red mist, so make the head pop explicit.
minigun.skin-gold | THE CHOIR | FIXABLE | 1/12 | 1/12 | 15/17 (canyon, rooftops) | 3 FAILCLASS (victim arm over head 3.63-4.28, 7.95-8.73: guard-type) | A good themed skin. Fix the victim whole-pose seam at 7.95 (25 u, g5) and the hand/elbow seam at 7.20 (g0), and lower the guard arm. The XT final has the victim standing with the head on, so XT needs a death or head pop. Check that the arched gold panels at 12.01 come from the skin effect, not pre-placed props.
minigun.skin-ice | COLD START | FIXABLE | 4/13 | 1/3 | 13/17 (backyard, canyon, rooftops, saloon) | 3 FAILCLASS (victim arm 3.95-4.67, 6.43-7.02: guard-type) | A user-GOOD skin (freeze beam, shatter). Fix the victim whole-pose seam at 3.95 (25 u), the planted feet sliding 69-71 u/s at 5.95, and the g0 seam at 4.35. Lower the guard arm. 13 maps is borderline, so check the 4 skips.
minigun.spin-up | SPIN-UP | FIXABLE | 1/13 | 1/13 | 16/17 (rooftops) | ok (0) | A clean build with one seam: the victim at 3.30 (hands/foot 20 u plus a 110-degree body turn in one step), so blend it over 3-4 frames. The REPLAY panel with the stamp reads well. The XT final has the victim kneeling, so confirm XT ends on the head pop.
minigun.static | STATIC | REWORK | 4/11 | 3/8 | 16/17 (rooftops) | 3 FAILCLASS (victim head 100 % covered 10.98-11.18; chin 10.77-10.88; arm 7.23-8.58) | The 8.33 CCTV close-up draws a big round head with SUNGLASSES and a MOUTH line: a clear face, which the user rejects. Also the killer hands 22-24 u under the floor at 3.20, and the victim whole-pose seam at 3.27. If the cam close-up is redrawn faceless (blank head), it drops to FIXABLE.
minigun.the-shield | THE SHIELD | FIXABLE | 1/1 | 1/6 | 1/17 (arena pin: tower) | ok (4 warns) | Clean apart from one victim arm seam at 3.80 (13 u, 66-degree turn). Lift the tower pin (the riot-shield concept is map-free) and re-verify maps. User note: "head explosion needed" at XT.
minigun.together | TOGETHER | FIXABLE | 5/13 | 5/10 | 16/17 (rooftops) | 1 FAILCLASS (body 2 arm over head 4.25-5.48: hug/guard-type) | The two-victims-hugging idea reads, with a good burst through both. Fix the killer seam at 3.55 (19 u) and the victim arm seam at 3.70 (24 u). The 61 % head overlap at 3.70 is the hug; reduce it so the heads don't merge. Lower body 2's arm off its head.

## Counts
READY 0 / FIXABLE 14 / REWORK 3 (17 kills)
Closest to READY: TREADMILL and THE LAST FIVE (0 fails, 0 face events, 17/17 maps). Both need only an XT ending with a real head pop.
