# THREE-GAME SHOOT STATUS — 2026-08-01 (post-sort) Manifests with per-slot best takes: production/sort_bm_dg.json + sort_mh.json. Raw clips: ~/Documents/flow-vids/{beyondmorpslair,deepgroove,morpinghorror}/ (287 files, all verified intact). ## DEEP GROOVE — 28/30 FILMED. Re-run just: - dg_morningafter (Duke + Chassis, the knotted-medallion two-shot — shoot with care, it's the heart) - dg_needleskip (1-second transition) ## THE MORPING HORROR — 17/23 slotted + 7 unmatched keepers. Re-run: - mh6_action (Mildred fed, warm color circle spreads — the one warm shot) - mh7_action (Dez + Double palm-to-palm through booth glass — key scene) - mh9_win (color returns aisle by aisle, Mildred on lap) Probable already-shot (verify at wiring, currently unmatched): mh4_action + mh8_action (the Wal workshop clips), mh6_death (the giant-Mildred takes read as its surreal variant). ## BEYOND MORP — Act 1 + most of Act 2 filmed (20/44). REMAINING SHOOT (not failures): a1s2b action+death (car chase) · a2s5, a2s6 (Clerk/Dez scenes) · ALL of Act 3 (a3s1–a3s8 incl. ⭐win + ⭐stinger) · specials: bm_title⭐, bm_attract, bm_sequelbait, bm_needleskip. All prompts armored in BEYONDMORP_PRODUCTION_PACK.md — one session. ## Next after shooting completes: engine builds per game (scenes.json graphs, window tuning, arcade deploys) — the RSG pipeline, three more times.