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  • Roll Hopper: A ball hops across the notes of a glowing piano roll and plays the song: every landing is the next note, exactly on the beat, and the key lights up on the keyboard. The roll is generated from the tune, so rests become long arcs and chords flash together. Pick a public-domain classic or an original, or load your own MIDI file.
  • Pressure Clash: One ball against a crowd, with a sliding wall between them. Every time the challenger hits a wall it splits, so its side fills up and pushes the wall back. Whoever pushes the wall past their line wins. Side-by-side or stacked with gravity, six ball styles, eight scenes.
  • Eureka Lab: A question on top, a glowing little experiment that answers it, and the answer in yellow at the end. Nine experiments: mirrors that catch every ball, chain reactions that run out and back, orbits that draw a flower, rings that line up again, bounces that draw a star and an edge that never ends. Each has six layouts, eight scenes and its own sound.
  • Melody Bounce: A ball plays a song: every pad it hits sounds the next note, exactly on the beat. The level is generated from the tune, so short notes make tight zig-zags and rests make long flights. Pick a public-domain classic or an original, or load your own MIDI file.
  • Shatter Stack: One to four chambers race side by side or in a grid. Balls bounce on a stack of numbered glass tiles: every touch takes one off, and each broken tile pays that chamber its bonus (×2 balls, +15 balls, double power, more speed …) while the ceiling keeps coming down. Race, squeeze, sabotage, spike-ceiling and 20-second sprint modes, eight scenes, seven number ladders.
  • Perfect Swish: Balls fall in growing waves onto a curved floor, bounce, and drop into a hoop while a counter adds them up. Choose where the hoops stand, how the balls are released and how the floor is built: a smooth mirror or separate tilted pads.
  • Chomp Tank: A snap-shut mechanism sweeps a sealed tank of drifting balls: every ball it bites turns into several balls of a new colour, the counter climbs and the tank bursts at the target. Six mechanisms (hinged jaws, clapper mouth, scissor cross, triple star, sliding press, wall trap), ten jaw designs, eight scenes, five tank shapes and seeded random layouts; original synthesized sound.
  • Pocket Slam: A roulette hammer spins in a gear-shaped arena, stops on a pocket and slams it. Balls caught in the pocket multiply, grow, shrink, change shape or vanish, depending on the pocket. After the last slam the arena cracks and bursts.
  • Marble Machine: A marble machine: a hopper feeds small marbles into a chain of counter-weighted cups. Each cup fuses the marbles it catches into a bigger marble of the next colour and tips it onto the next contraption (loops, a ring jump, a funnel, wave tubes, a trampoline and more) until the rainbow marble lands in the bowl. Pick one of several machine layouts or roll a random mix.
  • Glass Gauntlet: A ball is trapped between a wall that never stops and a row of numbered glass blocks. Every touch takes one hit off the block in front of it; at zero the glass shatters and the next, tougher block is up. The pocket keeps shrinking, so the bounces blur into a rattle. Will the ball break the last block and slip out through the exit, or get pinned? Ten corridor layouts, seven number rules, eight scenes.
  • Chaos Cutter: A chaotic multi-link pendulum swings a spinning blade through a target. Every pass carves out the swept path and whatever sat above the cut shatters, while the pivot lowers and the arms extend until nothing is left. Choose from 30 targets (shapes, pictures, your own word or photo), 17 materials, five destruction styles and up to three pendulums.
  • Blob Escape: Jelly blobs hop through a maze toward the flag while a flood rises behind them. Pickups make a blob big for a few seconds: strong against numbered blocks, too wide for narrow openings. Eleven hand-built mazes plus seeded random ones, three rule sets, eight scenes and original synthesized sound.
  • Ball Slide: Marbles slide down a tower of alternating neon ramps. Two that meet at a ramp lip merge into a bigger marble of the next colour, tier by tier, until the rainbow marble forms in the bowl. A second rule set rolls one steel ball through self-healing glass pillars and multiplies its weight with every break.
  • Flag Atlas: Glowing balls bounce inside a real map and light up, switch off, paint or conquer its flags. Six formats: light up every flag, which flag stays last, which flags survive the timer, border paint (hard mode hides the borders), two-team takeover and empire conquest, on continents, countries and regions.
  • Sort Spectrum: Watch sorting algorithms put a rainbow back together. Pick up to eight sorts from 47 (Quick, Merge, Heap, Radix, Bogo, Tim, Bitonic, Gravity, Stooge, Patience, Strand, Slowsort, Sleep Sort…), one of 19 shapes (Wheel, Spiral, Sunburst, Galaxy, Tiles, Hilbert, Helix…), colours, element count, start order and speed. Every operation plays a note pitched by its value; a sweep confirms the sorted result. Battle mode races two to four algorithms and shows the finishing order.
  • Algo Arena: Search algorithms battle for territory on a carved arena. Each round every contestant takes one cell touching its own; a stuck team may capture a dominated enemy cell; when nobody can move, the smallest team is removed and its cells reopen. Last algorithm standing wins.
  • Will My PC Explode?: Balls orbit a neon ring arena and multiply at x2 / x5 / x10 gates while a glass field shatters into shards, until the flood of balls explodes the screen. Ring, U-lane and spiral arenas; neon, rainbow, face and coin balls; cycling-hue rim; original synthesized sound.
  • Pulse Bloom: Glowing balls bounce inside a neon rainbow ring while a red x2 badge orbits it. Every ball that strikes the badge spawns another ball and fires a ring-wide bokeh burst; every bounce sprays sparks and plays the next note of an original tune. Deterministic from the seed; ends when the target number of balls is reached.
  • Spin Loop: A dot-cloud sculpture spins on black in a perfect loop — the spinning-figure illusion where your brain can flip the direction. Pick a subject (dancer, fox, helix, wire cubes, your own text…), the dot grain, colours, spin mode and loop length; every clip is seed-driven and loops frame-exact.
  • Chime Chamber: Nested polygons, one ball each, all sharing the same lap time: every corner is a note, so a 12-gon, hexagon, square and triangle build a hypnotic 12:6:4:3 polyrhythm that layers in, breaks down to a bass solo and builds back. Original synthesized voices, scales, arrangements, palettes and shapes are all customizable and randomizable.
  • Brawl Royale: Original ability balls duel in a square neon arena: hook ropes, ricochet bullets, laser walls, snake venom, vampire bites, spider webs, bomb charges and frost shards chip HP pills down until one ball is KO'd. Overtime multiplies damage, then a sunburst winner card asks who should fight next. 1v1, free-for-all or team gauntlet.
  • Rock Paper Scissors Showdown: One glowing hero faces a board full of rocks and scissors. Everyone hunts what it beats and flees what beats it, every touch converts the loser, a proportional counter bar tracks the three kinds and the clip zooms in on the hero once a single kind is left. Hero kind, population mix, speeds, art and colours are all customizable.
  • Brick Build: An original brick-vehicle speed-build: real studded elements (plates, tiles, slopes, curved fenders, clear glass, wheels) slide along a conveyor queue and snap into a generic car on a flat matte studio floor under one soft sun, with a slow orbit and a hero reveal. Eight original vehicles, nine colour schemes, nine floor tones, four supply styles.
  • Neon Ball Doubler: Glowing balls double every time they pass a neon ring inside an outlined arena, drawing rainbow tracer fans and synchronous wave fronts. Mirror-catch and chain-reaction modes, twelve arena shapes, palettes and sound sets.
  • Stick Race: Stick figures sprint through a procedurally generated obstacle course of themed zones until one survivor finishes. Style presets switch the whole look: classic night, storybook castle or kitchen, 3D plaza worlds and arcade stadium.
  • Silhouette Fill Loop: A glowing silhouette outline fills with multiplying balls, soft bodies, liquid, sand, bubbles or beads. They fuse into a swirling fill, shrink back into the first ball and the clip loops without a seam.
  • Ring Escape: A small ball bounces inside up to 150 rotating concentric rings and slips out through each gap while the camera zooms out. Ring shapes, colour styles, rotation patterns, trails, sound sets and a 1-3 ball race are all adjustable and randomizable.
  • Satisfying Ploughing: A tractor pulls a wide implement across a field in neat passes seen from a high chase camera. Crop turns into dark furrowed soil with crisp edges, headland turns, wind turbines, trees, roads and a river nearby.
  • Isometric Ball Wave: A layer of glossy balls on a mirror platform drops and bounces; distance-delayed gravity and bounciness sweep the layer through cones, funnels, vases, domes and rings, with a soft tick for every landing.
  • Polygon Arena: Bouncing agents inside a regular polygon arena in six modes: paint and become, split into four, fill and grow, steal a side, add a side, push out.
  • Bounce & Fill: A ball bounces inside a circular arena. Every wall hit grows a bump of material on the wall and shrinks the ball until the arena is a seamless filled disc. Twelve procedural materials, geode and melt modes, up to four balls.
  • Corner to Wheel: A polygon tumbles down a long slope. Every bump chips off a corner and adds a side until the shape rolls as a smooth wheel. Ten looks, rainbow or custom colours, physics sliders, races on up to six lanes.
  • Pistol Duel: Recoil-propelled cartoon guns hop around a dark room, firing tracers, bouncing off ledges and shooting crates for power-ups. The last team with a gun standing wins.
  • Blueprint Builder: A floor-plan card with dimensions, then a blocky builder raises the house block by block in real 3D, finished with a reveal orbit.
  • Beat Ball: Autonomous top-down 2D football: two bot teams of circle players with initials and name labels play on a striped pitch with a trailing ball, kick effects, goals, a scoreboard and a following camera. Deterministic from the seed; ends at the goal target or the match clock.
  • Bouncing Ball Arena: Original cartoon fighters bounce around an arena, grab weapons and apples, and battle until one is left standing. Includes duels, a giant boss, zombie outbreaks, a closing ring and a link race.
  • Voxel Builder: Carve a mountain hideaway or clear a cottage hillside, then build furnished rooms and gardens block by block in real 3D.
  • Egg Simulation Premium: Five original egg physics studies with fifteen layouts: successive weighted elastic rounds, flexible jelly barriers, multiplying presses, guided tracks, growing steps and accumulating vessels.
  • Line Arena: Original circular avatars carry coloured line fans into a shrinking arena. Rival ball/thread contacts transfer boundary territory; the last light wins.
  • Ball Barrier Race: Two lanes race down numbered barriers or floor columns: power vs crowd, 1 ball vs 1,000 balls, or 5 balls vs 1 accelerating ball. Neon, nebula, midnight and paper looks.
  • Marble Race: Seeded 3D marble race with collidable wooden teeth, slalom islands, ribbed lanes, rings, drops, half-pipes, glass tubes, stairs and spinners. Adjustable real sphere physics, procedural relief wood and shaded cumulus artwork, subtle depth contact occlusion and distant focus, smooth chase camera, standings and original synthesized sound. Ends shortly after the winner crosses the line.
  • Shape Merger: Six original multiplying-ball and polygon crusher simulations with tunable physics. The clip ends when the container bursts.
  • Fruit Merge: Watch colorful fruits combine and evolve until the crowned final form. Customize containers, styles, physics and merge sounds; the video ends on its own.
  • Musical Path Premium: Turn your music into a colorful journey through a flowing path. Customize your cast, tempo, colors and turns, then create a portrait video.