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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.

PanelWhat it holdsPlan
Ghost Escape SettingsDifficulty presets, the gap, the spikes, wall rotation, sounds and ghost ball effectsCreator
Ghost Escape Path DrawerA line that traces the path of each attemptCreator
Ghost Escape Time SettingsA countdown per attempt, and how the countdown text looksCreator

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.

PresetGapSpikes (count / height)RotationPath Drawer
Normal30 deg40 / 30FixedOff
Starter60 deg5 / 25FixedOff
Challenge40 deg15 / 35Continuous, velocity 1.5On, blue line, 8 s lifetime
Chaos20 deg30 / 45Rotate on Death, 30 deg stepOn, 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.

SettingWhat it doesRange / defaultTip
Gap Size (deg)How wide the opening in the wall is.10 to 180, default 30Above about 90 the gap is easy, so the spikes carry the tension. At 20 to 40 the gap itself is the challenge.
Gap Start AngleWhere around the wall the opening sits.0 to 360, default 0Move 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.

SettingWhat it doesRange / defaultTip
Spike CountHow many spikes sit around the wall.1 to 50, default 40More spikes means fewer safe spots on the wall.
Spike HeightHow far each spike reaches inward.5 to 100, default 30The 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 0A 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 1000Around 400 to 800 lets the death register without stalling the clip. Below about 250 a Rotate on Death step snaps instead of turning.
Color ProfileHow the spikes are coloured.Solid Color, Rainbow Phase, Match Border. Default Rainbow PhaseMatch Border keeps the spikes the same colour as the container wall.
Spike ColorThe spike colour. Only shown with Solid Color.Colour picker, default red
Death AudioThe sound that plays when the ball dies. Lists the built-in effects plus sounds you have uploaded.Default ExplosionPick something heavier than the bounce sound so viewers hear the failure.
Death FXThe 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.

SettingWhat it doesRange / defaultTip
Rotation EngineFixed (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 VelocityTurning speed. Negative values turn the other way. Only shown with Continuous Motion.-2 to 2, step 0.1, default 1.0
Pause on DeathStops 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 5The 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.

SettingWhat it doesRange / defaultTip
Follow Same PathOn: 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 onOn makes the ghosts matter: each new ghost is what pushes the next attempt somewhere new.
Song Slicer ModeBounces play the next slice of your loaded song instead of the next melody note.On/off, default offLoad a song in the Audio tab first.
Restart Song on DeathOn each death, jumps back to the start of the melody (or of the song, with Song Slicer Mode on).On/off, default offOn makes every attempt sound the same at the start, which suits a "try again" story.
Wind Sound on EscapePlays a whoosh the moment the ball escapes.On/off, default off
Wind SoundThe sound used for the escape whoosh. Only shown while Wind Sound on Escape is on. Built-in effects plus your uploads.Default WindA long, airy sample sells the release better than a click.
Ghost MelodyThe 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 MasterpieceSongs (audio files) are not listed here. To bounce through a song, use Song Slicer Mode.
Ghost Bounce EffectVisual pop when the ball bounces off a ghost.Bounce Pop, Sonic Ripple, Ring Pulse, Glow Pulse, No Effect. Default Bounce Pop
Dead Ball Escape FXThe 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 EchoA shatter effect here gives the biggest payoff at the end of the clip.
Ghost Color ProfileHow ghost balls are tinted.Solid Color, Rainbow Phase, Hero Ball Color. Default Solid ColorSolid keeps the live ball easiest to follow.
Ghost Ball ColorThe ghost colour. Only shown with Solid Color.Colour picker, default grey (#A9A9A9)
Clear Ghost BallsButton. 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.

SettingWhat it doesRange / defaultTip
Enable Path DrawerTurns the path line on. Every other control appears only while this is on.On/off, default on
Line ThicknessWidth of the line.1 to 20, default 2Keep it thin. Many attempts overlap fast.
Infinite LifetimeLines never fade.On/off, default offOn 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 ProfileHow the line is coloured.Solid Color, Rainbow Shift, Hero Ball Color. Default Solid Color
Line ColorLine 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.

SettingWhat it doesRange / defaultTip
Enable Time ModeTurns the per-attempt countdown on.On/off, default off
Enable SpikesShows or removes the spikes on the wall.On/off, default onWith 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 4Short limits build the ghost pile fast. Long ones give the ball time to find the gap.
Show Timer TextDraws the countdown on screen.On/off, default on
Text TemplateThe text around the number. {time} is replaced by the seconds left.Default {time}Example: {time}s left
Font FamilyFont for the countdown only.Default InterA monospaced font stops the number jumping as the digits change.
Timer ColorCountdown colour.Colour picker, default white
Font SizeCountdown size, in the arena's own scale, so camera zoom also scales it.10 to 150, default 24Around 60 or more is readable on a phone.
Bold TextBold countdown.On/off, default on
Text OpacityCountdown transparency.0.1 to 1, default 0.80.6 to 0.8 keeps it readable while the ghosts show through.
Display LocationCenter Zone (inside the arena), Top Outer, Bottom Outer (beyond the wall), or Follow Hero Ball.Default Center ZoneOuter positions can fall outside a 9:16 crop.
Vertical Offset YMoves the countdown up (negative) or down (positive) after the location is applied.-500 to 500, step 5, default -80

Common Problems

Most Ghost Escape issues come from the balance between gap, spikes and timing.

ProblemWhy it happensFix
The ball dies instantly every timeSpikes 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 tryGap too wide or spikes too few.Lower Gap Size to 30 to 40, or use the Normal preset.
Every attempt looks the sameFollow 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 deathReset Delay is very short.Raise Reset Delay above about 250 ms.
A setting is greyed out with a messageThat 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 songThat list shows MIDI and built-in melodies only.Turn on Song Slicer Mode to bounce through a song.
The whole panel is lockedThe Ghost Escape panels need Creator.See Plans & Billing in Help, or /pricing.

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