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Flag Battle Mode

Country flags bounce in a ring, each holding a fan of strings. A ball that touches a rival's string cuts it, and the last flag holding one wins. Every control in Flag Battle Settings, explained. (Creator)

What Flag Battle Does

Flag Battle fills a ring with entrants. Each one wears an identity: a country flag by default, or a zodiac sign, a name or one of your own ball skins. Under the default rule, String cut, three flags each hold a fan of strings pinned to their own third of the ring. A ball that touches another flag's string cuts it. A flag whose last string is cut is out, and the last flag still holding a string wins. It stays on screen for a moment, then a new field enters.

Every cut plays the next note of the loaded song, so the tune moves forward one note per cut. Each wall bounce pins one more string, and the whole field speeds up steadily. If nobody goes out for a while, bounces stop adding new strings, so the match always ends. On the defaults a run takes about 10 to 20 seconds.

Tip

  • There are no weapons and no health bars on purpose. Viewers are watching for their flag, and anything else on screen competes with it.
  • Trails are off and wall bounces are silent by default, so the note per cut is the sound the viewer follows.

Plans, Panels and Basics

Flag Battle Settings is one panel on the Engine tab and needs Creator. Anyone can open Flag Battle, watch it and record it on its default settings. Some controls only show for the rule or roster that uses them.

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.

Technical parameters

  • Basics shows: How players are knocked out, Who is playing, Number of players (2 to 64), Beats between knockouts (1 to 16), Ball speed (20 to 600), Speed-up (0 to 30, only under String cut) and Escape gap width (6 to 150, only under Escape through the gap).

The Four Rules

Rule, in the Elimination group, picks how entrants go out.

String cut (last one holding a string wins) is the default. Every flag holds a fan of strings, and a ball that touches another flag's string cuts it. A flag whose last string is cut is out. The beat never removes anyone.

Escape through the gap (last one inside wins) gives the ring a spinning opening. Going through it is the only way out, and the beat never removes anyone. Picking this rule or one of the next two starts a field of 24 flags.

Closing arena (outermost is out) shrinks the arena as the field thins. Every few beats the entrant furthest out is claimed, and a red ring shows who is next.

Last touched loses (tag) works like a game of tag. When two balls touch, the slower one becomes IT. Whoever is IT on the beat is out.

The last two rules end in a final showdown: the arena closes in, the finalists are pulled together, a tick plays on every beat, and then the field is cleared down to the winner.

Roster

Who is in the arena. The roster is most of the video, so pick it first.

SettingWhat it doesRange / defaultTip
IdentitiesWhat the entrants wear: Country flags, Zodiac signs, Custom names or Uploaded ball skins.Default Country flagsFlags work best because everyone has one.
Entrants (2-64)How many balls start the battle.2 to 64, default 3String cut reads best with three. The other rules start at 24.
Ball SizeSize of every entrant.0.4 to 2.2, step 0.05, default 1Bigger balls are easier to read but harder to fit through the opening.
CountriesCountry flags only. Tap a country code to take it out of the line-up or put it back. All brings every flag back.54 flags, all picked by defaultAt least two must stay picked.
Team Names (comma separated)Custom names only. One entrant per name.Up to 400 charactersLeft empty, entrants are called TEAM 1, TEAM 2 and so on.
Skin 1 to Skin 8Uploaded ball skins only. Pick a skin for each slot.8 slotsWith no skin picked, the battle uses country flags.

Technical parameters

  • With fewer flags, names or skins than entrants, they repeat with a number after the name.

Elimination

The rule and the pace. Openings, Opening Width, Spin Speed, Spin Style and Ring Also Closes In only work under Escape through the gap. The string controls only work under String cut.

SettingWhat it doesRange / defaultTip
RuleHow entrants go out. See The Four Rules above.Default String cut
OpeningsHow many openings the ring has.1 to 6, default 1More openings empty the ring faster.
Opening Width (degrees)How wide each opening is.6 to 150, default 46An opening is never narrower than a ball can fit through.
Spin Speed (deg/sec)How fast the openings travel around the ring. Below 0 they spin the other way.-240 to 240, step 2, default 34At 0 the openings stay still and only widen when nobody escapes.
Spin StyleRotate continuously, Reverse after each escape, or Jump to a new spot on every beat.Default Rotate continuouslyJump to a new spot on every beat ties the opening to the music.
Ring Also Closes InThe ring gets smaller as the field thins.On/off, default offTurn it on to pack the last few together.
Strings per flag at startString cut: how many strings each flag holds when the match starts.1 to 200, default 60Fewer strings make a shorter match.
New string on every bounceString cut: each wall bounce pins one more string where the ball hit.On/off, default onTurn it off for a match that only ever gets shorter.
Speed-up (% per second)String cut: how fast the whole field speeds up.0 to 30, step 0.5, default 4This decides how long the match runs.
Top speed (x cruise)String cut: the fastest the field gets, as a multiple of Cruise Speed.1 to 8, step 0.1, default 3
Beats Per EliminationClosing arena and Last touched loses: one entrant is out every this many beats. Escape: how many quiet beats pass before the opening starts to widen. Not used by String cut.1 to 16, default 4
Tightest Arena (fraction)How small the arena gets at the end, as a share of its full size. Under Escape it shows only while Ring Also Closes In is on.0.2 to 1, step 0.01, default 0.52
Final Showdown AtNot under Escape or String cut. The showdown starts when this many entrants are left.2 to 6, default 2
Showdown Length (beats)Not under Escape or String cut. How many beats the showdown builds before the field is cleared to the winner.0 to 32, default 8
Win Hold (sec)How long the winner stays on screen before a new field enters.0 to 10, step 0.1, default 1

Music Sync and Movement

How the beat is timed and how the balls move.

SettingWhat it doesRange / defaultTip
Follow The MIDITimes the beats off the loaded song's real notes. Under Escape it sets how long a quiet stretch lasts. Under the other rules it lands eliminations on notes.On/off, default onIt follows a MIDI file only. Any other song uses Fallback Interval.
Fallback Interval (sec)The length of one beat when Follow The MIDI is off or the song is not a MIDI file.0.1 to 6, step 0.05, default 1.1
Cruise Speed (px/sec)How fast every ball travels. Each ball keeps its speed, so the arena never settles.20 to 600, step 5, default 80Faster balls cut more strings and make a shorter battle.
Wall BounceHow springy the wall is. 1 is a full bounce.0.4 to 1, step 0.01, default 1
Arena GravityPulls the balls down, or up below 0.-600 to 600, step 5, default 0 (off)
Showdown PullNot under Escape or String cut. How hard the finalists are pulled together in the showdown.0 to 400, step 5, default 55

On-Screen and Audio

What the viewer reads and hears. The counter and captions sit above and below the ring.

SettingWhat it doesRange / defaultTip
Survivor TickerThe big LEFT counter above the ring.On/off, default onKeep it on. It is how a viewer sees the field thinning.
Name TagsCountry codes under each ball. Hidden when there are more than 20 entrants.On/off, default onUse 20 entrants or fewer to show them.
Show Closing ArenaShades the ground the arena has closed off.On/off, default onIt only shows when the arena closes in.
Hook LineA line of text under the ring at the start of the run.Up to 40 characters, default COMMENT YOUR COUNTRY
Hook Hold (sec)How long the hook line stays on screen.0 to 30, step 0.5, default 4.5
Voice Wall BouncesPlays a sound on every wall bounce.On/off, default offLeave it off. A note per bounce buries the notes the cuts play.
Voice String CutsString cut: each cut plays the next note of the song.On/off, default on
Override Global AudioUses its own sounds for Elimination, Showdown Tick, Victory and, while Voice Wall Bounces is on, Wall Bounce. Each has a Source: Sound effect / upload, MIDI / melody, or Sliced song.On/off, default offLeft off, each cut or escape plays the next note of your global song.

Common Problems

What to check when Flag Battle misbehaves.

ProblemWhy it happensFix
Name tags do not showThey hide above 20 entrants.Lower Entrants to 20 or fewer.
A String cut match runs longThe speed-up is low or every flag holds many strings.Raise Speed-up or lower Strings per flag at start.
The middle of the run dragsUnder Escape, the opening is narrow or slow, so few balls reach it.Add an opening, widen it, or raise Spin Speed or Cruise Speed.
The battle ends too fastToo many or too wide openings.Use one opening and lower Opening Width.
The song is hard to hearVoice Wall Bounces is on, so every bounce plays a note.Turn Voice Wall Bounces off.
The beats do not follow the songFollow The MIDI only follows a MIDI file.Load a MIDI song, or set Fallback Interval to the tempo you want.
Final Showdown At is greyed outString cut and Escape through the gap have no showdown.Switch Rule to Closing arena or Last touched loses.

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