Scene catalog
Every scene with the parameters that change it, seeds that end well, and what usually happens at the end, measured by the engine.

Ball bouncing in a circle
One or more balls bouncing inside a circle. Every collision plays a note and can make the ball grow or speed up. It is the scene that defined the format.
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Shrinking circle
The arena shrinks until the ball no longer fits. The climax is guaranteed: space runs out, and the video ends in the final squeeze.
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Escape the ring
A ring with a spinning gap. The ball only escapes when the gap lines up, and the spin speed decides the suspense.
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Nested rings
Several concentric rings spinning in alternating directions, each with its own gap. A ring falls through its gap or by wear, after a number of impacts, and every break is a visual and sonic landmark.
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Ball race
A race down a vertical track taller than the screen, with pegs and bars drawn from the seed. The camera follows the leading ball and never looks back.
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Parametric figure
The arena stops being a circle: the boundary is a mathematical figure, rose, superellipse, flower or gear, spinning slowly. Valleys gather the ball and tips scatter it.
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Closing gate
Escape the ring plus the shrinking circle: the gap spins while the radius shrinks. Every near miss costs time, and time is space.
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Peg field
A fixed opening guarded by concentric crowns of pegs, each rotated against the previous one. There is no straight corridor to the exit.
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Twin flower
Two concentric flowers spinning in opposite directions, each with a gap. Escaping means crossing both, and the alignment is rare and brief.
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Ball sumo
Two to eight balls in a ring with a single spinning exit. Every collision makes the one that hit grow, space tightens, and being pushed out is elimination.
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Lane duel
A vertical track split down the middle: two balls, one per lane, never touching. The lanes get the same rows, each with its own draw, and the camera follows whoever is ahead.
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Slalom
Ramps almost as wide as the track, alternating the side of the gap. Every ball slides down the same ramp and fights for the same hole on every floor.
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Pendulum wave
Pendulums released together, each with a period slightly shorter than its neighbor's. The column turns into a wave, a checkerboard and apparent chaos, then realigns at the end of the cycle, in a perfect loop.
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Numeric trajectory
The Collatz sequence of the starting number becomes the arena's rhythm: each step is a beat, short on even and long on odd, and the collisions follow the parity.
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Fourier drawing
Chained arms spinning at integer frequencies, and the tip of the last one draws a figure: heart, star, bolt, flower, infinity, gear. The stroke closes at the end of the cycle and the video loops.
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Class duel
Every ball is born with a class, a health bar and a power of its own. Collisions take health, rage builds until the climax is guaranteed, and the last one standing wins. One-on-one mode has rounds, K.O. and a scoreboard.
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