Glass Rush Mode
One ball rolls into multiplier gates and comes back as many, wave after wave, until hundreds of balls smash the glass. Every control in Glass Rush settings, explained. (Creator)
What Glass Rush Does
A single ball drops in at the mouth on the side of the arena, rides the entry lane round the bottom (the lane keeps one width all the way) and up the far wall, and a kicker knocks it into the middle. The lower half holds nested U-shaped lanes and a bowl, each with a multiplier gate at its floor: x2, x3 and x4 in the open lanes, and x5 and x10 inside the glass vault with the default settings.
The glass vault is an upright block of glass standing on the bowl and the inner lanes, up to the wall, so the big gates are out of reach at the start. A ball that reaches a gate pops, and that many balls drop in with the next wave. The first waves go one lane deeper each time, then the waves follow each other without a gap, so more and more balls pour in and the crowd smashes its way into the vault. A ball that touches the glass is spent with it, and a ball kicked too hard lands on the spikes over the mouth and breaks into pieces. When only a little glass is left, the rest shatters at once and the round starts again. With the default settings a run takes about 35 seconds.
Tip
- The balls are real engine balls, so your ball size, skin, effects, gravity, bounce and arena all apply. Small balls keep a crowd of hundreds readable.
- One seed always replays the same run, so a run you like can be exported exactly.
Plans and Basics
Glass Rush settings is one panel in Engine and needs Creator. Anyone can open Glass Rush, watch it and record it on its default settings.
Technical parameters
- Basics shows: Multipliers, Balls drop in on the, Lanes (1 to 6), Balls at the start (1 to 10), Pause between waves (0 to 3), Hits to break the glass (1 to 8), Spikes (0 to 60), what a spike does, Glass colours and Run length (15 to 120). The Engine panel allows more.
Arena, Lanes and Gates
Where the balls come in and what the gates are worth.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Balls drop in on the | Which side the mouth is on. | Default Right | |
| Entry lane width, Kicker height, Kicker size | The lane every ball rides in on, and the kicker that knocks it off the far wall. | Defaults 0.16, 32 degrees, 0.075 | |
| Multipliers | Gates in the lanes, or one gate in the entry lane that copies every ball and grows each wave (the gates inside the glass vault stay). | Default In the lanes | |
| Lanes | How many U-shaped lanes sit round the bowl. | 1 to 6, default 4 | |
| Gate multipliers (bowl first) | What each gate is worth, from the bowl outward. | Default 10,5,4,3,2 | Raise them for a faster, wilder run. |
| A gate uses up the ball | The ball pops at the gate and its new balls drop in with the next wave. | Default on | |
| Inner bowl size, Gate position (clock degrees), Gate colours | The size of the bowl, where the gates sit, and their colours. | Defaults 0.17, 180 |
Glass
How much glass there is and how long it holds out, which is the length of the video.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Glass vault (rings from the centre) | How many rings from the centre, bowl first, sit inside the upright block of glass. Balls have to break in to reach their gates. | 0 to 7, default 2 | 0 turns the vault off and uses the free placement below. |
| Glass starts at, Glass ends at (clock degrees) | Where the pane sits round the arena when the vault is off. | Defaults 0 and 90 | Keep it away from the mouth. |
| Hits to break the glass | How many hits a piece of glass takes. | 1 to 12, default 1 | The main dial for run length. |
| Glass uses up the ball | A ball that touches the glass lands its hit and pops with it. | Default on | |
| Hardest hit that does nothing, Crowd wear (per second) | Soft touches are ignored, but balls resting on the glass wear it down slowly. | Defaults 1 and 1 | |
| Hole size, Ragged break, Crack lines, Shard detail | How big each hole is and how rough the cracks and shards look. | Defaults 16, 0.6, 0.4, 2 | A smaller hole size makes the glass last longer. |
| Glass colours, Glass opacity | Two colours drifting, one colour cycling, rainbow or one colour. | Defaults Two colours drifting, 0.36 |
Spikes, Waves and the Run
The second threat, the stream of balls, and how the round ends.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Spikes, Spikes start at, Spikes end at, Spike length | How many spikes line the wall and where. By default they sit on the wall over the mouth, where only a ball kicked too hard lands. | Defaults 14, from 22 to 72 degrees | |
| A spike | Breaks the ball into pieces that fall away, or bounces it back. | Default Pops the ball | Bounces it back makes a run where the crowd only grows. |
| Balls at the start, Pause between waves (sec) | How many balls the first wave has, and the pause before the next. | Defaults 1 and 0.25 | |
| Balls dropped in per second | How thick the stream through the mouth gets. | 1 to 80, default 14 | |
| Wave speed | One lane deeper each wave, or first speed and added speed set by hand. | Default One lane deeper each wave | |
| Most balls at once | A cap on balls in the arena. | 20 to 2000, default 900 | Lower it if a phone struggles. |
| Ball colours | A mixed palette, or your global ball colour. | Default Mixed palette | |
| Run length (sec, 0 = no limit), Shatter the rest at (% glass left) | A cap on the run, and how much glass is left when the rest shatters. | Defaults 40 and 12 | |
| Hold on the ending (sec), Show glass left | How long the broken arena holds, and the glass percentage above the arena. | Defaults 3, on | |
| Glass Rush sounds | Its own sound for ball spawns, gate multiplies, glass breaks, spike pops a ball, wall bounce and the finale, each from a sound effect, a MIDI melody or the sliced song. | All on |
Common Problems
What to check when Glass Rush misbehaves.
| Problem | Why it happens | Fix |
|---|---|---|
| The run ends too fast | High gate values with glass that breaks in one hit. | Raise Hits to break the glass before lowering the gate values. |
| The crowd never reaches the glass | Low gate values or many spikes. | Raise the gate values, or set A spike to Bounces it back. |
| The stream stops at the mouth | Glass or spikes sit over the mouth. | Move the glass or the spikes away from the side the balls drop in on. |
| The video stutters on a phone | Hundreds of balls on screen at once. | Lower Most balls at once and Ball size. |
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