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Merge Evolution Mode

Small pieces pour into a round arena and any two of the same merge into the next one up, until the final form appears. Every control in Merge Evolution settings, explained. (Creator)

What Merge Evolution Does

A spout at the top of the ring pours in the smallest piece. Whenever two of the same piece touch, they merge into the next piece up the chain, which is bigger: chick, rabbit, cat, fox, bear, cow, lion, dragon with the default settings. The arena fills with small pieces early and holds a few large ones late.

The last piece in the chain is the final form. It never merges again; it gets golden rings and its own effect and sound, the run holds for a few seconds and then starts over. With the default settings the final form appears after about 50 seconds.

Tip

  • The pieces are real engine balls, so your ball size, skin, gravity, bounce, arena and RGB border all apply. The first piece is your ball size and every later one grows from it.
  • Equal pieces drift slowly toward each other, so a run never stalls with two lonely pieces on opposite sides.

Plans and Basics

Merge Evolution settings is one panel in Engine and needs Creator. Anyone can open Merge Evolution, watch it and record it on its default settings.

Technical parameters

  • Basics shows: Pieces in the chain (3 to 9), Each piece shows, Fall speed (0.5 to 40), Pieces poured per second (1.5 to 8), Size growth per merge (1.1 to 1.8) and Merge sound. The Engine panel allows more.

Evolution Chain and Spout

What the pieces are and how they come in.

SettingWhat it doesRange / defaultTip
Pieces in the chainHow many steps there are up to the final form.2 to 12, default 8Fewer pieces reach the final form sooner.
Each piece showsAn emoji, your own image, a number that doubles each merge, or just the ball.Default An emojiEach piece has its own emoji, colour and image slot in the list below.
Piece coloursOwn colour per piece, or your global ball colour.Default Own colour per piece
Size growth per mergeHow much bigger each step is than the one before.1.05 to 2, default 1.36Larger steps make each merge feel bigger.
Biggest piece (share of the arena)A ceiling on how big the final form can get.0.15 to 0.7, default 0.52
Equal pieces drift togetherHow strongly matching pieces pull toward each other.0 to 3, default 1At 0 only bumps bring pieces together.
Fall speedThe fastest a piece can fall.0.5 to 40, default 6Lower it for a slow, gentle drop. At the top only gravity decides.
Pieces poured per secondHow fast the spout pours.0.2 to 20, default 7A faster pour reaches the final form sooner. A generated seed sets its own rate until you move this slider.
Biggest piece poured inThe largest piece the spout may pour. 0 pours only the smallest.Default 0Pouring only the smallest piece makes the whole climb visible.
Pour speed, Most pieces at onceHow hard pieces leave the spout, and a cap on pieces in the arena. The spout pauses at the cap.Defaults 1 and 90
Show the spout, Spout width, Spout length, Spout colourThe two walls of the spout. Their colour follows the arena border unless you pick one.Defaults on, 0.26, 0.6

Merge Effects

What a merge looks like. Effects scale with the piece, so small merges stay quick and the late ones land hard.

SettingWhat it doesRange / defaultTip
Merge popHow hard the new piece pushes its neighbours away.0 to 6, default 1.2
Merge effect, Effect size, Effect poolThe burst on each merge: a random one from your pool, one per size, or none. Tap effects to add them to the pool.Defaults A random effect from your pool, 1.6, six effects
Final form effectThe burst when the final form appears.Default Firework
Glow ring, Shock ring, Flash, Light raysA glow that follows the new piece, a ring that spreads out, a screen flash and rays on the big merges.All on, Flash 0.7, rays from piece 4
Shake on big merges, Final form ringsScreen shake on the last few merges, and golden rings round the final form.Both on
Restart after the final form (sec, 0 = keep going)How long the final form holds before the run starts over.0 to 30, default 6

Merge Sounds

By default one sound plays on every merge, fast and high on small merges and slow with reverb on the big ones, so the climb is audible.

SettingWhat it doesRange / defaultTip
Merge soundOne sound, faster small and slower big; a sound per piece; or the global bounce sound from the Audio tab.Default One sound, faster small and slower big
Source, Main soundA sound effect or upload, a MIDI melody, or the sliced song.Default Bubble
Speed of the first merge, Speed of the final formHow fast the sound plays on the smallest and on the last merge. The steps in between are spread evenly.Defaults 1.6 and 0.62
Reverb on the slow mergesHow much reverb the big merges get.0 to 1, default 0.6
Final form sound, Wall bounce sound, VolumeAn extra sound for the final form, the global bounce sound on hard wall hits, and the mode volume.Defaults on (Magic), off, 1

Common Problems

What to check when Merge Evolution misbehaves.

ProblemWhy it happensFix
The run is longer than the videoA long chain with a slow pour.Lower Pieces in the chain or raise Pieces poured per second.
The last pieces do not fitSize growth per merge is high for a long chain.Lower Size growth per merge or Biggest piece (share of the arena).
The early merges are skippedBiggest piece poured in is above 0.Set Biggest piece poured in to 0.
The final form does not stand outEvery effect is at full strength on every merge.Lower Effect size and Flash, keep the final form effect.

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