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Glass Rush:
Multiply and break the glass

One ball rolls into multiplier gates, wave after wave, until hundreds of balls flood the arena and smash the glass.
A frame from Glass Rush
Open the studio to run this mode live.

What Glass Rush does

One ball rolls into x1 to x5 multiplier gates and comes back as many, wave after wave, until hundreds of balls smash a pane of glass.

Glass Rush asks one question: can the ball multiply fast enough to break the glass? A single ball drops in at the side of a round arena, rides the entry lane round the bottom and up the far wall, and a kicker knocks it into the middle. The lower half holds nested U-shaped lanes and a bowl, and at the floor of each one sits a multiplier gate: x5 in the bowl, then x4, x3, x2 and x1 outward.

A ball that reaches a gate pops, and that many balls drop in with the next wave. Each wave is launched a little harder, so the first lands in x1, the next in x2 and so on, and the crowd grows from one ball to hundreds in a few waves.

Once the waves fly past the last lane they start landing on the glass at the top of the arena. The glass breaks away in ragged plates with cracks spreading round the hole, and a ball that breaks glass goes with it. When only a little glass is left, the rest shatters in one wave and the round starts again.

How a run plays out

The exact sequence the engine runs in this mode, from the first frame to the moment the run resolves.
  1. 1.

    One ball, one way in

    Every ball enters at the same mouth in the arena wall, rides the entry lane and is kicked into the arena from the far side.

  2. 2.

    Gates multiply

    A ball that reaches an x3 gate pops, and three balls drop in with the next wave. The bowl in the middle is worth the most and is the hardest to reach.

  3. 3.

    Each wave lands deeper

    Every wave is launched a little harder than the last, so the waves work their way from the outer lane in to the bowl, then out over the glass.

  4. 4.

    Spikes line the wall

    Spikes along part of the wall pop any ball that hits them, so the crowd keeps moving and a careless bounce costs balls.

  5. 5.

    The finale

    When the glass left drops below a set share, the rest shatters in a single wave, the broken arena holds for a moment and the round resets.

Every control in Glass Rush

These are the settings this mode adds on top of the shared physics, visual, audio, and export controls. Names match the studio sidebar exactly.

Lanes and gates

  • Multipliers
  • Lanes
  • Gate multipliers (bowl first)
  • Inner bowl size
  • Entry lane width
  • Gate colours

The gate multipliers decide how explosive the run is. 5,4,3,2,1 is the default; raise them for a flood.

Glass

  • Glass starts at (clock degrees)
  • Glass ends at (clock degrees)
  • Hits to break the glass
  • Hole size
  • Ragged break
  • Crack lines
  • Glass colours

Hits to break the glass and Hole size together set how long the glass holds out, which is the length of the video.

Spikes

  • Spikes
  • Spikes start at (clock degrees)
  • Spikes end at (clock degrees)
  • Spike length
  • A spike

Spikes that pop balls keep the crowd moving and give the run a second threat.

Waves

  • Balls at the start
  • Pause between waves (sec)
  • Balls dropped in per second
  • Wave speed
  • Most balls at once

Balls dropped in per second sets how thick the stream through the mouth gets once the gates start firing.

Sounds

  • Ball spawns
  • Gate multiplies
  • Glass breaks
  • Spike pops a ball
  • Wall bounce
  • Finale

Every event has its own sound, from a built-in effect, your own upload, a MIDI melody or the sliced song.

Why Glass Rush videos hold attention

What keeps people watching this mechanic.

A question in the first second

One ball against a pane of glass is an obvious challenge, and the viewer stays to see if it can be done.

Exponential growth is hard to look away from

The count does not climb, it explodes. Each wave is several times the size of the one before.

Constant destruction

Once the waves reach the glass, it breaks somewhere on screen almost every frame, with shards falling away and new holes opening.

A clean ending

The final shatter is a clear payoff, and the reset makes the clip loop.

Videos you can make in this mode

Each of these is a different configuration of the same mode, so one setup session produces a batch of related uploads.

The classic

Four lanes and a bowl at 5,4,3,2,1, glass across the top, spikes on the lower wall. The reference version of the challenge.

One growing gate

Multipliers set to One growing gate in the entry lane: no lane gates, one gate in the entry lane that copies every ball through it and grows each wave.

Tough glass

More hits to break the glass and a smaller hole size, so the crowd has to grind the pane down over a full minute.

Safe arena

A spike set to Bounces it back, so the crowd only ever grows and the finish is a packed arena.

Make your first Glass Rush video

The order that works. Following it out of sequence usually means retuning settings you already set.
  1. 1.

    Pick the gate values

    Start from 5,4,3,2,1. Raise them for a faster, wilder run; lower them for a slower build.

  2. 2.

    Set the glass toughness

    Hits to break the glass is the main dial for run length. Aim the default run at 30 to 40 seconds.

  3. 3.

    Choose the side

    Balls drop in on the right or the left. Keep the glass and the spikes away from the mouth so the stream gets into the arena.

  4. 4.

    Give every event a sound

    A pop on spawn, a sparkle on each gate and a crunch on every break make the flood audible.

  5. 5.

    Press Randomize

    Every roll builds a different layout: which side the balls drop in, where the glass sits, the gate values, the colours and the spike line.

Settings that make the difference

  1. Smaller balls (Ball size in the ball settings) keep a crowd of hundreds readable.
  2. The mixed palette gives every ball its own colour; switch Ball colours to Global ball colour to use your usual ball colour or RGB.
  3. Ball effects, skins and trails from the ball settings all work here, but trails are best left off once the crowd is large.
  4. If a run ends too fast, raise Hits to break the glass before lowering the gate values.
  5. One seed always replays the same run, so a run you like can be exported exactly.

What breaks a run

  1. Very high gate values with fragile glass, which ends the run before the viewer understands what is happening.
  2. Glass or spikes at the mouth, which stop the stream before it starts.
  3. Large balls with a high Most balls at once, which packs the arena solid so nothing moves.

Why the count explodes

Every ball that reaches a gate comes back as several, and every one of those can reach a gate too. That is exponential growth, and it is why the first waves feel slow and the next few feel overwhelming.

Each wave is launched a little harder than the one before, so the run walks the crowd from the outer lane in to the bowl. Past the bowl, the waves scatter over every lane and the glass.

How the glass breaks

A hit knocks a ragged hole in the pane, plates of glass falling away as shards and the glass still standing around it cracking. A ball that breaks glass pops with it, so every hole costs the crowd a ball.

Balls resting against the glass wear it down slowly, so a packed arena still makes progress. When only a small share of the pane is left, the rest shatters at once so every run gets its ending.

Glass Rush questions

Open Glass Rush

Every control on this page is already in the studio. Load the mode and start from a working run.