Ghost Escape Mode
Find the gap, dodge the spikes. Every death leaves a ghost ball behind that the next attempt has to bounce around. Every control in the three Ghost Escape panels, explained. (Creator)
What Ghost Escape Does
Ghost Escape is the mode where the ball can fail. One ball bounces inside a container that has a single gap in its wall and a row of spikes pointing inward. If the ball touches a spike it dies: a death effect plays, and a grey "ghost" copy of the ball is left frozen at the exact spot where it died. After a short pause the ball respawns and tries again.
The ghosts are solid. Every later attempt bounces off them, so the arena slowly fills with the history of every failed attempt, and each new run takes a different path through the pile. When the ball finally slips through the gap, it flies out and every ghost ball breaks apart at once. That release is the payoff of the clip.
The container shape (circle, square, star and so on) is not set here. It comes from the Geometry & Word section, and the wall, gap, spikes and collisions all adapt to whichever shape you pick.
Tip
- The failures are the point. Tune the spikes so the ball dies often enough to build a pile of ghosts, but not so often that it never gets out.
- The Studio keeps up to 200 ghost balls. After that the oldest ghost is removed each time a new one appears.
Plans, Panels and Basics
In the Engine section Ghost Escape has three panels. Each has its own plan lock. On a plan below the one listed, you can still select the mode and watch it run, but the panel is dimmed and shows a lock with the plan that opens it.
Basics, the first item on the Studio rail, shows a short list of the settings that change the video the most, under Mode settings. Engine on the rail shows every control the mode has, in its own collapsible sections, and the mode's own sounds are in the Audio section. Both edit the same settings, so a change in one shows up in the other.
| Panel | What it holds | Plan |
|---|---|---|
| Ghost Escape Settings | Difficulty presets, the gap, the spikes, wall rotation, sounds and ghost ball effects | Creator |
| Ghost Escape Path Drawer | A line that traces the path of each attempt | Creator |
| Ghost Escape Time Settings | A countdown per attempt, and how the countdown text looks | Creator |
Technical parameters
- Basics shows: Escape gap size (10 to 180), Wall rotation (Fixed, Always spinning, Turns after each death), Number of spikes (1 to 50), Spike height (5 to 100), Draw ghost paths (on/off), Time limit mode (on/off), and Seconds per run (1 to 30, only while Time limit mode is on).
- Number of spikes and Spike height are hidden in Basics when spikes are switched off in the Time Settings panel.
- Basics also shows a Break sound picker for Ghost Escape, which plays when the ball escapes through the gap.
Difficulty Presets
Four buttons at the top of Ghost Escape Settings set the gap, spikes, rotation and path drawer in one click. They only work while Ghost Escape is the selected mode. A preset overwrites the values listed below and leaves every other setting alone, so you can apply one and then fine-tune from there.
| Preset | Gap | Spikes (count / height) | Rotation | Path Drawer |
|---|---|---|---|---|
| Normal | 30 deg | 40 / 30 | Fixed | Off |
| Starter | 60 deg | 5 / 25 | Fixed | Off |
| Challenge | 40 deg | 15 / 35 | Continuous, velocity 1.5 | On, blue line, 8 s lifetime |
| Chaos | 20 deg | 30 / 45 | Rotate on Death, 30 deg step | On, rainbow line, 15 s lifetime |
Tip
- Starter is the best first look at the mode: a wide gap and only five spikes, so the ball escapes quickly and you see the whole loop.
Escape Gap Details
The gap is the only way out. Its width is measured in degrees of the container's outline, and its position is set by where the opening starts.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Gap Size (deg) | How wide the opening in the wall is. | 10 to 180, default 30 | Above about 90 the gap is easy, so the spikes carry the tension. At 20 to 40 the gap itself is the challenge. |
| Gap Start Angle | Where around the wall the opening sits. | 0 to 360, default 0 | Move the gap away from where your caption or title sits so the escape is not hidden. |
Wall Spikes
The spikes line the wall and point inward. Touching one kills the ball (unless Time Mode is on, see below). This group also holds the reset timing and the death sound and effect.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Spike Count | How many spikes sit around the wall. | 1 to 50, default 40 | More spikes means fewer safe spots on the wall. |
| Spike Height | How far each spike reaches inward. | 5 to 100, default 30 | The strongest difficulty control. Taller spikes shrink the safe space inside. |
| Spike Spacing (deg) | Bare wall left between neighbouring spikes. It is taken out of each spike, so wider spacing gives thinner spikes. | 0 to 30, step 0.5, default 0 | A little spacing leaves safe landing spots between spikes. |
| Reset Delay (ms) | How long the ball stays hidden after a death before it respawns. With Rotate on Death it is also how long the wall takes to turn. | 0 to 3000, step 50, default 1000 | Around 400 to 800 lets the death register without stalling the clip. Below about 250 a Rotate on Death step snaps instead of turning. |
| Color Profile | How the spikes are coloured. | Solid Color, Rainbow Phase, Match Border. Default Rainbow Phase | Match Border keeps the spikes the same colour as the container wall. |
| Spike Color | The spike colour. Only shown with Solid Color. | Colour picker, default red | |
| Death Audio | The sound that plays when the ball dies. Lists the built-in effects plus sounds you have uploaded. | Default Explosion | Pick something heavier than the bounce sound so viewers hear the failure. |
| Death FX | The visual effect on death. | Default Shatter Pieces. See the list below |
Technical parameters
- Death FX options. Fire & Physics: Physics Flame, Ember Storm, Volcanic Burst, Fire Spiral, Molten Drip.
- Shatter & Debris: Shatter Pieces, Physics Shatter, Explosive Shards, Gravity Crumble, Shard Storm, Shrapnel, Debris Cloud.
- Energy & Light: Supernova, Standard Particles, Firework Sparks, Shockwave Ripple, Shockwave, Lightning Strike, Electric Arc, Prism Split.
- Cosmic: Stardust Cloud, Black Hole, Meteor Shower, Galaxy Swirl.
Wall Rotation
Rotation Engine decides whether the wall, gap and spikes turn. The controls under it change with the choice.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Rotation Engine | Fixed (No Rotation): the wall never moves. Continuous Motion: the wall turns at a steady speed. Rotate on Death: the wall turns by a set step each time the ball dies. | Default Fixed (No Rotation) | Rotate on Death gives every attempt a new gap position, which reads clearly on a phone screen. |
| Continuous Velocity | Turning speed. Negative values turn the other way. Only shown with Continuous Motion. | -2 to 2, step 0.1, default 1.0 | |
| Pause on Death | Stops the wall turning while the ball is dead and waiting to respawn. Only shown with Continuous Motion. | On/off, default off | |
| Step Increment (deg) | How far the wall turns after each death. Negative turns the other way. Only shown with Rotate on Death. | -180 to 180, default 5 | The turn is animated over the Reset Delay. |
Ghost Melody & Bounces
This group controls how each attempt moves, what the bounces play, and what the ghosts look like and do when the ball escapes.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Follow Same Path | On: the ball retraces the exact same path each restart until it hits a ghost. Off: each restart takes a fresh random path. | On/off, default on | On makes the ghosts matter: each new ghost is what pushes the next attempt somewhere new. |
| Song Slicer Mode | Bounces play the next slice of your loaded song instead of the next melody note. | On/off, default off | Load a song in the Audio tab first. |
| Restart Song on Death | On each death, jumps back to the start of the melody (or of the song, with Song Slicer Mode on). | On/off, default off | On makes every attempt sound the same at the start, which suits a "try again" story. |
| Wind Sound on Escape | Plays a whoosh the moment the ball escapes. | On/off, default off | |
| Wind Sound | The sound used for the escape whoosh. Only shown while Wind Sound on Escape is on. Built-in effects plus your uploads. | Default Wind | A long, airy sample sells the release better than a click. |
| Ghost Melody | The MIDI or built-in melody the bounces step through. Hidden while Song Slicer Mode is on. Picking one here also makes it the Studio-wide active melody. | Default Original Masterpiece | Songs (audio files) are not listed here. To bounce through a song, use Song Slicer Mode. |
| Ghost Bounce Effect | Visual pop when the ball bounces off a ghost. | Bounce Pop, Sonic Ripple, Ring Pulse, Glow Pulse, No Effect. Default Bounce Pop | |
| Dead Ball Escape FX | The break animation that plays on every ghost ball when the ball escapes. | Ghost Echo, Glow Pulse, Sonic Ripple, Ring Pulse, Shatter Pieces, Physics Shatter, Explosive Shards, Debris Cloud, Supernova, Standard Particles, Firework Sparks, Shockwave, No Effect. Default Ghost Echo | A shatter effect here gives the biggest payoff at the end of the clip. |
| Ghost Color Profile | How ghost balls are tinted. | Solid Color, Rainbow Phase, Hero Ball Color. Default Solid Color | Solid keeps the live ball easiest to follow. |
| Ghost Ball Color | The ghost colour. Only shown with Solid Color. | Colour picker, default grey (#A9A9A9) | |
| Clear Ghost Balls | Button. Removes every ghost from the arena right now. | Use it to start a fresh pile without resetting your settings. |
Ghost Escape Path Drawer
The Path Drawer traces a line behind the ball so the viewer can see where each attempt went. It is separate from the Drawer mode and from the global trail settings, with its own thickness, lifetime and colour.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Enable Path Drawer | Turns the path line on. Every other control appears only while this is on. | On/off, default on | |
| Line Thickness | Width of the line. | 1 to 20, default 2 | Keep it thin. Many attempts overlap fast. |
| Infinite Lifetime | Lines never fade. | On/off, default off | On builds a full map of every attempt, which can get busy after a minute. |
| Line Lifetime (sec) | How long a line stays before it fades. Hidden while Infinite Lifetime is on. | 1 to 60, default 5 | |
| Color Profile | How the line is coloured. | Solid Color, Rainbow Shift, Hero Ball Color. Default Solid Color | |
| Line Color | Line colour. Only shown with Solid Color. | Colour picker, default white |
Ghost Escape Time Settings (Time Mode)
Time Mode changes the rules. Each attempt gets a countdown. When it runs out the ball dies where it is and leaves a ghost, exactly like a spike death. While Time Mode is on, touching a spike no longer kills the ball: it bounces off instead. Everything in this panel below the first switch does nothing until Time Mode is on.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Enable Time Mode | Turns the per-attempt countdown on. | On/off, default off | |
| Enable Spikes | Shows or removes the spikes on the wall. | On/off, default on | With Time Mode on and spikes off, the wall is plain and only the clock kills the ball. |
| Run Time Limit (sec) | Seconds each attempt gets. | 1 to 30, step 0.5, default 4 | Short limits build the ghost pile fast. Long ones give the ball time to find the gap. |
| Show Timer Text | Draws the countdown on screen. | On/off, default on | |
| Text Template | The text around the number. {time} is replaced by the seconds left. | Default {time} | Example: {time}s left |
| Font Family | Font for the countdown only. | Default Inter | A monospaced font stops the number jumping as the digits change. |
| Timer Color | Countdown colour. | Colour picker, default white | |
| Font Size | Countdown size, in the arena's own scale, so camera zoom also scales it. | 10 to 150, default 24 | Around 60 or more is readable on a phone. |
| Bold Text | Bold countdown. | On/off, default on | |
| Text Opacity | Countdown transparency. | 0.1 to 1, default 0.8 | 0.6 to 0.8 keeps it readable while the ghosts show through. |
| Display Location | Center Zone (inside the arena), Top Outer, Bottom Outer (beyond the wall), or Follow Hero Ball. | Default Center Zone | Outer positions can fall outside a 9:16 crop. |
| Vertical Offset Y | Moves the countdown up (negative) or down (positive) after the location is applied. | -500 to 500, step 5, default -80 |
Recommended Setups
Pick one thing to be hard, the gap or the spikes, and keep the other generous. Tuning both tight gives a run that fails in the first second every time.
| Goal | Settings to use |
|---|---|
| Quick first clip | Starter preset. Follow Same Path on. Dead Ball Escape FX: Shatter Pieces. |
| Long tension build | Normal preset, then Rotation Engine: Rotate on Death with a 20 to 45 deg step. Reset Delay 600. |
| Countdown story | Time Mode on, Enable Spikes off, Run Time Limit 3 to 5 s, Text Template "{time}s", Font Size 60+. |
| Visible history | Path Drawer on, Infinite Lifetime on, Line Thickness 1 to 2, Color Profile: Rainbow Shift. |
| Music-led clip | Song Slicer Mode on with a loaded song, Restart Song on Death off, so the song keeps moving across attempts. |
Common Problems
Most Ghost Escape issues come from the balance between gap, spikes and timing.
| Problem | Why it happens | Fix |
|---|---|---|
| The ball dies instantly every time | Spikes too tall or too many for the gap. | Lower Spike Height first, then Spike Count, or add Spike Spacing. |
| The ball escapes on the first try | Gap too wide or spikes too few. | Lower Gap Size to 30 to 40, or use the Normal preset. |
| Every attempt looks the same | Follow Same Path on with no ghosts in the way yet, and a fixed wall. | Use Rotate on Death, or turn Follow Same Path off. |
| The wall snaps instead of turning after a death | Reset Delay is very short. | Raise Reset Delay above about 250 ms. |
| A setting is greyed out with a message | That control only works while Ghost Escape is the selected mode, or Time Mode is off. | Select Ghost Escape, or turn Enable Time Mode on. |
| Ghost Melody does not list my song | That list shows MIDI and built-in melodies only. | Turn on Song Slicer Mode to bounce through a song. |
| The whole panel is locked | The Ghost Escape panels need Creator. | See Plans & Billing in Help, or /pricing. |
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