‹ Plugin Player docs

Controller map: every button, every scene (the default)

This is what every button does the first time you load the player. You can change any of it on the CONTROLS tab (hover a row → EDIT → press a button), save it as a button layout and share it: see CONTROLLER.md. Your changes are a layer on top; RESET always brings this page back.

A row like R1 + ▲ is a chord: hold the first, press the second.

Tap fast = bigger steps. An arrow row that says a press (speed, energy, dissipation, a level) moves twice as far when you tap it again quickly (within about a third of a second); a slower tap is back to one step, and holding still glides at the normal rate. A (wraps) row (a palette, a flash mode) always moves one at a time. Same for ▲ ▼ ◀ ▶ in the FX channel.

Sticks rows are the analog sticks (PlayStation and Xbox; the 8BitDo Micro has none, so they never show for it). A sway springs back to the preset when you let go; a nudge stays. Neither is ever saved into a preset. They cannot be remapped yet (read-only on the CONTROLS tab).

Buttons are by position, the same on every controller: the right face button is ○ on PlayStation, B on Xbox, A on the 8BitDo Micro.

8BitDo MicroPlayStationXboxWhat it does
L2L2LTNEXT SCENE · DOUBLE-TAP: ONE SCENE BACK (AGAIN: ONE MORE) · HOLD + ◀ ▶: CHOOSE · HOLD + ▲: TAP TEMPO · HOLD + ▼: AUDIO ON / OFF
R2R2RTNEXT FAVORITE PRESET · DOUBLE-TAP: PREVIOUS PRESET (AGAIN: ONE MORE) · HOLD + ◀ ▶: CHOOSE · HOLD + ▲: SAVE PRESET · HOLD 1 S + LET GO: RESET SCENE
+OPTIONSMENUCAMERA IN · HOLD 1 S: NEXT TAB
−CREATEVIEWCAMERA OUT · HOLD 1 S: MAP TAB
⊡TOUCHPAD / R3—next scene · hold ½ s: previous scene (where the controller has it; on the Micro ⊡ is the FX channel button)
⊡PS / L3guideEffect Layer: SCENE ↔ FX channel · on every controller: hold − + + ½ s

In the FX channel (the Effect Layer, the fluid over any scene): the four face buttons = the four fluid presets (the lit one again = layer off) · ◀ ▶ = previous / next favorite fluid preset · ▲ ▼ = fluid energy · hold L1 + ◀ ▶ = dissipation (▶ = the fluid fades faster) · hold energy or dissipation to glide · a new preset starts from its own energy and dissipation · R2 = next favorite fluid preset · hold R2 + ◀ ▶ = choose · hold L1 + ▲ ▼ = layer intensity ± 10 % · R1 = SEND SHOCK (one wave through the fluid, now) · hold R1 + ◀ ▶ = shock style (IRIS RING, OBJECT BURST out of the scene objects, …) · hold R1 + ▲ ▼ = shock strength · hold R1 1 s alone = shock PULSE on / off · tap L1 = SOURCE (AUTO → SCENE → YOU) · hold L1 1 s alone = LEARN BACKGROUND · L2 = the scene underneath, as always.

Lost? Get back: hold R2 for 1 second and let go = RESET SCENE: the scene goes back to its first favorite preset, clean (every latch, hold, trim and running sequence off, the Effect Layer off, the SCENE channel, the PARAMS shelf pad focus off). After 1 s a toast says LET GO = RESET SCENE; pressing ◀ ▶ instead still chooses a preset. Your camera in / out, LIGHT and AUDIO stay as you set them. Keyboard: 0. Same in the FX channel.

Music: hold L2 + ▲ = TAP TEMPO (4 taps on the beat; one tap after a pause = this is the ONE) · hold L2 + ▼ = AUDIO ON / OFF. Keyboard: T tap, Shift+T on / off. See AUDIO.md.

A face button the scene leaves free keeps a preset action: X (top) = next preset · B (bottom) = previous preset · Y (left) = reset preset. Keyboard: N / P scenes, , / . presets, Ctrl+P save preset, Ctrl+S save the show, Ctrl+Shift+R resets every control to this page.

Scenes in the beta

Cube Bloom

8BitDo MicroPlayStationXboxActionWhat it changes
A○Brandom looksets Random Amount (randomAmount) to 0.8 (only raises it) + Look # (randomSeed) +1 a press + deals Grid N (gridN) from Look # (randomSeed) (same seed, same value) (Cam Dist (camDist) keeps the framing)
B✕Aspin (when mode 1)spinPos +1 a press
″″″barrel roll · hold: keep rolling · L1 + □: flip the way (when mode 2, spinScope 1)one eased full turn of Roll (roll) a press · hold: keeps rolling (max 2 queued)
″″″flip each cube (when mode 2, spinScope 0)spinPos +1 a press
X△Ycloner ↔ fly-through (when mode 1)sets Mode (mode) to 2 + sets Spin Scope (spinScope) to 1 + puts back Cam Dist (camDist), Cam FOV (camFov), Cam Height (camHeight)
″″″cloner ↔ fly-through (when mode 2, gridN 2)sets Mode (mode) to 1 + sets Spin Scope (spinScope) to 0 + sets Cam Dist (camDist) to 2.2 (only lowers it) + sets Cam FOV (camFov) to 1.15 (only lowers it) + sets Cam Height (camHeight) to 1.5 (only lowers it) + sets Cam Height (camHeight) to -1.5 (only raises it)
″″″cloner ↔ fly-through (when mode 2)sets Mode (mode) to 1 + sets Spin Scope (spinScope) to 0 + sets Cam Dist (camDist) to 3.3 (only lowers it) + sets Cam FOV (camFov) to 1.15 (only lowers it) + sets Cam Height (camHeight) to 1.5 (only lowers it) + sets Cam Height (camHeight) to -1.5 (only raises it)
Y□Xspin: each cube ↔ whole block (when mode 1)Spin Scope (spinScope): next of 0 → 1
″″″✕ does: camera roll ↔ cubes · double tap: one barrel roll the other way (when mode 2)Spin Scope (spinScope): next of 1 → 0
L + YL1 + □LB + Xhold L1: flip which way the barrel roll turns (when mode 2, spinScope 1)flips which way the barrel roll (Roll (roll)) turns: ⟳ clockwise ↔ ⟲ counter-clockwise (the next roll; a roll in flight turns round smoothly)
▲▲▲fasterSpeed (animRate) +0.02 a press (0.02 … 0.4) · hold: glides 0.08 / s
L + ▲L1 + ▲LB + ▲zoom in (cloner) (when mode 1)Cam Dist (camDist) −0.3 a press (1 … 14) · hold: glides 3 / s
▼▼▼slowerSpeed (animRate) −0.02 a press (0.02 … 0.4) · hold: glides 0.08 / s
L + ▼L1 + ▼LB + ▼zoom out (cloner) (when mode 1)Cam Dist (camDist) +0.3 a press (1 … 14) · hold: glides 3 / s
◀◀◀less glowEdge Glow (edgeGlow) × 0.8 on top of every preset
L + ◀L1 + ◀LB + ◀fewer cubes · wraps to 5 (cloner) (when mode 1)Grid N (gridN): next of 5 → 4 → 3 → 2
▶▶▶more glowEdge Glow (edgeGlow) × 1.25 on top of every preset
L + ▶L1 + ▶LB + ▶invert (dice)swaps Body Color (bodyColor) ↔ Glow Color (glowColor)
LL1LBfaces: your camera on the cubes → mix → preset's ownnext of your video → mix → preset's own (kept on every preset)
RR1RBtap: shock wave · hold: push intap: fires the next of 4 pulses (shock1…) · hold: Cam FOV (camFov) → ×0.6 while held
L + RL1 + R1LB + RBhold L1: push in · tap: lockCam FOV (camFov) → ×0.6 while held · tap: lock / unlock
autoautoautointegrate orbitPhaseauto: orbitPhase runs with orbitRate
—right stick ◀ ▶RS ◀ ▶look ◀ ▶ (when mode 2)lookYaw moves at up to 0.5 / s while pushed, stays where you leave it, eases home after 6 s untouched (on top of the preset)
—right stick ◀ ▶RS ◀ ▶auto-spin: ▶ turns right · ◀ turns left (as you see it) (when mode 1)orbitRate moves at up to 0.5 / s while pushed, stays where you leave it (on top of the preset)
—right stick ▲ ▼RS ▲ ▼look ▲ ▼ (when mode 2)lookPitch moves at up to 0.6 / s while pushed, stays where you leave it, eases home after 6 s untouched (on top of the preset)
—right stick ▲ ▼RS ▲ ▼orbit: look up ▲ · down ▼ (when mode 1)lookPitch moves at up to 0.6 / s while pushed, stays where you leave it (on top of the preset)
—left stick ◀ ▶LS ◀ ▶slide ◀ ▶ (when mode 2)flyStrafe moves at up to 2.5 / s while pushed, stays where you leave it, settles on the nearest 1 (on top of the preset)
—left stick ◀ ▶LS ◀ ▶spin the block ◀ ▶ (when mode 1)blockSpin moves at up to 0.4 / s while pushed, stays where you leave it (on top of the preset)
—left stick ▲ ▼LS ▲ ▼hold R1: travel ▲ · back ▼ (when mode 2, held R)flyTravel moves at up to 3 / s while pushed, stays where you leave it (on top of the preset)
—left stick ▲ ▼LS ▲ ▼speed: faster ▲ · slower ▼ (when mode 2, held null)Speed (animRate) moves at up to 0.12 / s while pushed, stays where you leave it (on top of the preset)
—left stick ▲ ▼LS ▲ ▼hold R1: closer ▲ · further ▼ (when mode 1, held R)Cam Dist (camDist) moves at up to 3 / s while pushed, stays where you leave it (on top of the preset)
—left stick ▲ ▼LS ▲ ▼speed: faster ▲ · slower ▼ (when mode 1, held null)Speed (animRate) moves at up to 0.12 / s while pushed, stays where you leave it (on top of the preset)

With music (AUDIO on): BASS → Edge Glow up to ×1.50 · every 4 beats: spin on the bar (fly-through: the barrel roll, with its acceptLast) · EFFECT LAYER breathes with the BASS (+30 %)

Corridor Panels

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bflash: one ring down the tunnel per press (quick presses stack) · hold L1: a train of ringsfires the next of 10 pulses (pulseZ…) + kicks Exposure (exposure) by 0.35, eases back over 450 ms
L + AL1 + ○LB + Bhold L1: a train of seven rings down the tunnel (the old flash)fires the next of 4 pulses (trainZ…) + kicks Exposure (exposure) by 0.35, eases back over 450 ms
B✕Abarrel roll · hold: keep rolling · □ flips the wayone eased full turn of Roll (roll) a press · hold: keeps rolling (max 2 queued)
X△Yflow the panels into a fresh deal (once)Seed (seed) +1, flowing (the next one blends in)
Y□Xdouble tap: one barrel roll the other way (a single □ does nothing)none
R + YR1 + □RB + Xhold R1: the look's own flash / the style you pickednext of OFF → ON (kept on every preset)
L + YL1 + □LB + Xhold L1: auto new panels (they keep flowing into fresh ones) · again: with light lines · again: offon / off: repeats "flow" every 0.35 of timePhase
▲▲▲fasterAnim Rate (animRate) +0.04 a press (0.04 … 1.2) · hold: glides 0.24 / s
R + ▲R1 + ▲RB + ▲hold R1: intensity up · hold: glideIntensity (intensity) +0.1 a press (0 … 1) · hold: glides 0.5 / s
▼▼▼slowerAnim Rate (animRate) −0.04 a press (0.04 … 1.2) · hold: glides 0.24 / s
R + ▼R1 + ▼RB + ▼hold R1: intensity down · hold: glideIntensity (intensity) −0.1 a press (0 … 1) · hold: glides 0.5 / s
◀◀◀flash: previousPulse Mode (pulseMode) −1 a press (wraps)
L + ◀L1 + ◀LB + ◀hold L1: flash style ◀ (fires one)next set (BURST → RING → SPIRAL → CHECKER → SCATTER → WAVE FRONT → SHOCKWAVE), backwards + fires the next of 10 pulses (pulseZ…)
R + ◀R1 + ◀RB + ◀hold R1: walls ◀Panel Mode (panelMode) −1 a press (wraps)
▶▶▶flash: next (light · your video · sprites)Pulse Mode (pulseMode) +1 a press (wraps)
L + ▶L1 + ▶LB + ▶hold L1: flash style ▶ (burst · ring · spiral · checker · scatter · wave front · shockwave; fires one)next set (BURST → RING → SPIRAL → CHECKER → SCATTER → WAVE FRONT → SHOCKWAVE) + fires the next of 10 pulses (pulseZ…)
R + ▶R1 + ▶RB + ▶hold R1: walls ▶ (plain · sprites · your video · mix)Panel Mode (panelMode) +1 a press (wraps)
LL1LBfaster · tap: lock · hold: boost · L1 + ○ train of rings · L1 + ◀▶ flash style · L1 + □ auto new panelsAnim Rate (animRate) → +0.5 while held · tap: lock / unlock
RR1RBdeeper rings · tap: lock · hold: boost · R1 + ▲▼ intensity · R1 + ◀▶ wallsPulse Depth (pulseDepth) → 1 while held · tap: lock / unlock
autoautoautophase integrator (smooth Anim Rate)auto: timePhase runs with Anim Rate (animRate)
—right stick ◀ ▶RS ◀ ▶sway ◀ ▶camYawStick ± 0.3 on top of the preset, springs back on release
—right stick ▲ ▼RS ▲ ▼look up ▲ · down ▼ (sway)Cam Pitch (camPitch) ± 0.22 on top of the preset, springs back on release
—left stick ◀ ▶LS ◀ ▶tunnel widthWidth (tubeW) ± 0.8 on top of the preset, springs back on release
—left stick ▲ ▼LS ▲ ▼tunnel heightHeight (tubeH) ± 0.65 on top of the preset, springs back on release

With music (AUDIO on): BASS → Core Glow up to ×1.40 · HIGH → Lit Boost up to ×1.20 · every 2 beats: a ring down the tunnel on every 2nd beat · every 8 beats: flow wave: the panels flow into a fresh deal every 2 bars (skipped while one flows) · EFFECT LAYER breathes with the BASS (+30 %)

Frame Stack

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bre-deal the card treatmentsStyle Seed (styleSeed) +1 a press (wraps)
B✕Aflip: spin the cards (one Kick Angle, eased)spinKick +233.766 a press
R + BR1 + ✕RB + Ahold R1 + ✕: SEND SHOCK (the water bursts out of the cards' edges, then settles)kicks Card Emit (matteGain) to 2, eases back over 1200 ms + kicks Splat Force (splatForce) to 0.8, eases back over 1200 ms + kicks Energy (energy) to 2, eases back over 1200 ms + kicks Dye Amount (dyeIntensity) to 0.7, eases back over 1200 ms
X△Yfluid on / off (kept across presets)next of ON → OFF (kept on every preset)
Y□Xlayout: stack → orb → riverLayout (layoutMode): next of 0 → 1 → 2
▲▲▲orbit faster · hold: glideOrbit Spin (orbitSpin) +0.1 a press (0 … 3) · hold: glides 1 / s
▼▼▼orbit slower (down to a stop) · hold: glideOrbit Spin (orbitSpin) −0.1 a press (0 … 3) · hold: glides 1 / s
◀◀◀fluid look ◀ (cards stay)next set (METAL (HOME) → STREAKY DEAKY → CYBER STREAKS → B&W FAVOURITE → SIDE WIPE → BLACK AND WHITE → B&W NEON → MILKY → RAINBOW RD → LIQUID FEEDBACK), backwards
▶▶▶fluid look ▶ (cards stay)next set (METAL (HOME) → STREAKY DEAKY → CYBER STREAKS → B&W FAVOURITE → SIDE WIPE → BLACK AND WHITE → B&W NEON → MILKY → RAINBOW RD → LIQUID FEEDBACK)
LL1LBorbit · tap: lock · hold: boostOrbit Spin (orbitSpin) → 3 while held · tap: lock / unlock
RR1RBpush in · tap: lock · hold: boostCamera Distance (camDist) → 1.2 while held · tap: lock / unlock
autoautoautointegrate orbitPhaseauto: orbitPhase runs with orbitRate
—right stick ◀ ▶RS ◀ ▶orbit spin: ▶ turns right · ◀ turns left (as you see it) (when held null)orbitRate moves at up to 0.5 / s while pushed, stays where you leave it (on top of the preset)
—right stick ◀ ▶RS ◀ ▶hold L1: tumble ◀ ▶ (▶ = clockwise) (when held L)tumbleRoll moves at up to 0.4 / s while pushed, stays where you leave it (on top of the preset)
—right stick ▲ ▼RS ▲ ▼over ▲ (look up) · under ▼ (orbit) (when held null)Elevation (elevation) moves at up to 30 / s while pushed, stays where you leave it (on top of the preset)
—right stick ▲ ▼RS ▲ ▼hold L1: tumble ▲ ▼ (end over end) (when held L)tumbleFlip moves at up to 0.4 / s while pushed, stays where you leave it (on top of the preset)
—left stick ◀ ▶LS ◀ ▶fan ◀ ▶ (when layoutMode 0 / 2)Spread X (spreadX) ± 0.6 on top of the preset, springs back on release
—left stick ▲ ▼LS ▲ ▼accordion: spread ▲ · squeeze ▼stickStride ± 1 on top of the preset, springs back on release

With music (AUDIO on): BASS → Exposure up to ×1.15 · MID → Orb Glow +0.15 · every 8 beats: flip: the cards spin every 2 bars

Goop

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bnext favorite preset + energy hitnext favorite preset + kicks splatForce by 0.35, eases back over 700 ms + kicks forceScale by 0.4, eases back over 900 ms
B✕Arinse: the fluid fades fast for a moment, then your dissipation is backkicks dyeDissipation to 1, eases back over 1500 ms
R + BR1 + ✕RB + Ahold R1 + B: fluid off / on (off = just your picture; the shock waves still work)next of ON → OFF (kept on every preset)
L + BL1 + ✕LB + Ahold L1 + B: wipe the fluid cleanfires simReset once
X△Yshock loop on / off (a wave every 4.5 s, in the style picked on hold R1 + ◀ ▶; kept across presets)next of OFF → ON (kept on every preset)
Y□Xmaterial: ink → water → metal → glass → streaks → marble → neon (the Goop plugin's seven liquids)dyeStyle: next of 0 → 1 → 4 → 6 → 7 → 8 → 9
R + YR1 + □RB + Xhold R1: pattern on / off (the reaction-diffusion maze the look carves into the goop; the rest of the look stays)next set (OFF → ON)
▲▲▲more energy (the motion in your picture pushes the water harder and lays down more colour)energy +0.1 a press (0 … 2) · hold: glides 0.5 / s
L + ▲L1 + ▲LB + ▲hold L1: shock waves push harder (how hard a wave shoves the water, the R1 tap and the △ loop alike)shockAmt +0.5 a press (0 … 10) · hold: glides 1.5 / s
R + ▲R1 + ▲RB + ▲hold R1: vortex spin up (how hard SPIRAL VORTEX turns the water; down to none = the plain spiral)maskSpin +0.1 a press (0 … 1) · hold: glides 0.5 / s
▼▼▼less energy (down to none)energy −0.1 a press (0 … 2) · hold: glides 0.5 / s
L + ▼L1 + ▼LB + ▼hold L1: shock waves push softer (down to none)shockAmt −0.5 a press (0 … 10) · hold: glides 1.5 / s
R + ▼R1 + ▼RB + ▼hold R1: vortex spin down (how hard SPIRAL VORTEX turns the water; down to none = the plain spiral)maskSpin −0.1 a press (0 … 1) · hold: glides 0.5 / s
◀◀◀fluid stays longer (longer trails)dyeDissipation −0.05 a press (0.05 … 1) · hold: glides 0.15 / s
R + ◀R1 + ◀RB + ◀hold R1: shock style ◀ (the next tap of R1 sends it)next set (IRIS RING → BARN DOORS → SOFT SWEEP → LIQUID WOBBLE → CROSS KALEIDO → SPIRAL VORTEX), backwards
L + ◀L1 + ◀LB + ◀hold L1: the water keeps flowing longerflowDamping −0.05 a press (0 … 1) · hold: glides 0.2 / s
▶▶▶fluid fades faster (shorter trails)dyeDissipation +0.05 a press (0.05 … 1) · hold: glides 0.15 / s
R + ▶R1 + ▶RB + ▶hold R1: shock style ▶ (the next tap of R1 sends it)next set (IRIS RING → BARN DOORS → SOFT SWEEP → LIQUID WOBBLE → CROSS KALEIDO → SPIRAL VORTEX)
L + ▶L1 + ▶LB + ▶hold L1: the water stops sooner (less swirl drifting across the screen)flowDamping +0.05 a press (0 … 1) · hold: glides 0.2 / s
LL1LBswirl · tap: lock · hold: boostvorticity → 1 while held · tap: lock / unlock
RR1RBSEND SHOCK · hold: bloomtap: one shock wave now, in the style you picked · hold: bloom → 1 while held

With music (AUDIO on): BASS → splatForce up to ×1.60 · every beat: shock BEAT DROPS land on the beat

Plane Drift

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bspin every plane on its ownSpin Hit (planeSpin) +360 a press (wraps)
R + AR1 + ○RB + Bhold R1 + ◯: turn the path (6 stops, 30° apart)Path Rotation (bandTilt): next of -3.732 → -1 → -0.268 → 0.268 → 1 → 3.732
B✕Aspin the driftTravel Angle (travelAngle) +90 a press (wraps)
R + BR1 + ✕RB + Ahold R1 + ✕: SEND SHOCK (the water bursts out of the planes' edges, then settles)kicks Plane Emit (matteGain) to 2, eases back over 1200 ms + kicks Splat Force (splatForce) to 0.8, eases back over 1200 ms + kicks Energy (energy) to 2, eases back over 1200 ms + kicks Dye Amount (dyeIntensity) to 0.7, eases back over 1200 ms
X△Ymotion: drift → wave → beat swayAnim Mode (animMode): next of 0 → 1 → 2
R + XR1 + △RB + Yhold R1 + △: your video in the planes on / offPalette (palette): next of 3 → 2
Y□Xshapes: slices → discs → diamonds → hexagons → mixShape Mode (shapeMode): next of 0 → 1 → 2 → 3 → 4
▲▲▲fasterloopSecs −1 a press (1 … 20) · hold: glides 4 / s
▼▼▼slowerloopSecs +1 a press (1 … 20) · hold: glides 4 / s
◀◀◀fluid style ◀ (planes stay)next set (SILVER SMOKE → NEON SPEED → GOLD WIRE → CYBER BLUE → RAINBOW FLOOD → WHITE NEON → OIL SLICK → LIQUID METAL), backwards
▶▶▶fluid style ▶ (planes stay)next set (SILVER SMOKE → NEON SPEED → GOLD WIRE → CYBER BLUE → RAINBOW FLOOD → WHITE NEON → OIL SLICK → LIQUID METAL)
LL1LBenergy surge · tap: lock · hold: boostEnergy (energy) → 2 while held · tap: lock / unlock
RR1RBthicker planes · tap: lock · hold: boostExtrude (extrude) → 1 while held · tap: lock / unlock
autoautoautoloop phase stays continuous when ▲ ▼ change the loop length (no scrub)auto: the loop phase carries on smoothly when loopSecs changes (no jump)

With music (AUDIO on): BASS → Energy up to ×1.30 · LEVEL → Dye Amount up to ×1.40

Blob Tracking v3

8BitDo MicroPlayStationXboxActionWhat it changes
A○Brandom preseta random preset of the card (never the one playing)
B✕Ascoot: the boxes fly, carrying their picturefires scootTrigger once
R + BR1 + ✕RB + Ahold R1: burst: the boxes punchkicks beatPulse to 1, eases back over 220 ms
X△Yfluid on / off: on the other side from the styleEffect Layer (fluid) on / off: its last fluid, else the first favorite
R + XR1 + △RB + Yhold R1: box style: bars → circle → diamond → hexagon → reticleBlob Style (hudStyle): next of 0 → 3 → 4 → 5 → 6
Y□Xhold: clean pictureStyle Amount (fillOpacity) → 0 while held
▲▲▲faster tracking: the boxes snap to you · hold: glideTracking Speed (trackSpeed) +0.25 a press (0.25 … 4) · hold: glides 1 / s
L + ▲L1 + ▲LB + ▲hold L1: scoop: the boxes drag the picture behind themScoop / Push (scoop) +0.1 a press (-1 … 1) · hold: glides 0.5 / s
▼▼▼slower tracking: the boxes float after you · hold: glideTracking Speed (trackSpeed) −0.25 a press (0.25 … 4) · hold: glides 1 / s
L + ▼L1 + ▼LB + ▼hold L1: push: the boxes shove the picture aheadScoop / Push (scoop) −0.1 a press (-1 … 1) · hold: glides 0.5 / s
◀◀◀previous favorite fluidprevious favorite fluid of the Effect Layer (the layer comes on)
L + ◀L1 + ◀LB + ◀hold L1: fewer blobs (down to 1)Blob Count (blobCount) −1 a press (1 … 8) · hold: glides 2 / s
R + ◀R1 + ◀RB + ◀hold R1: less sensitive: only big moves become blobs · hold: glideDetection Threshold (motionThreshold) +0.01 a press (0.005 … 0.2) · hold: glides 0.04 / s
▶▶▶next favorite fluidnext favorite fluid of the Effect Layer (the layer comes on)
L + ▶L1 + ▶LB + ▶hold L1: more blobs (up to 8)Blob Count (blobCount) +1 a press (1 … 8) · hold: glides 2 / s
R + ▶R1 + ▶RB + ▶hold R1: more sensitive: smaller moves become blobs · hold: glideDetection Threshold (motionThreshold) −0.01 a press (0.005 … 0.2) · hold: glides 0.04 / s
LL1LBinvert style on / off · L1 + d-pad: blobs / scoopInvert Style (invertStyleRegion): next of 0 → 1
RR1RBhold: dim the room (Mask Mode) · R1 + ✕ burst · R1 + △ box style · R1 + ◀▶ fluidsMask Mode (backgroundDim) → 1 while held

With music (AUDIO on): BEAT → beatPulse = beat × 0.8

Cube Stack

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bturn the cubesturnKick +1 a press
B✕Aspin the stackspinSteps +1 a press
X△Yfluid on / offEffect Layer (fluid) on / off: its last fluid, else the first favorite
Y□Xcamera moveCamera Spin Mode (camMode): next of 0 → 1 → 2 → 3
▲▲▲faster · hold: glideClimb Speed (climbSpeed) +0.05 a press (0.05 … 2) · hold: glides 0.25 / s
L + ▲L1 + ▲LB + ▲hold L1: more fluidEffect Layer (fluid) on / off: its last fluid, else the first favorite
R + ▲R1 + ▲RB + ▲distance: closer (zoom in)Cam Distance (camDist) −0.5 a press (2.2 … 12) · hold: glides 5 / s
▼▼▼slower · hold: glideClimb Speed (climbSpeed) −0.05 a press (0.05 … 2) · hold: glides 0.25 / s
L + ▼L1 + ▼LB + ▼hold L1: less fluidEffect Layer (fluid) on / off: its last fluid, else the first favorite
R + ▼R1 + ▼RB + ▼distance: farther (zoom out)Cam Distance (camDist) +0.5 a press (2.2 … 12) · hold: glides 5 / s
◀◀◀previous favorite fluidprevious favorite fluid of the Effect Layer (the layer comes on)
L + ◀L1 + ◀LB + ◀hold L1: less echo: the screens catch up with you · hold: glideEcho Max (sec) (echoMax) −0.5 a press (0.25 … 8) · hold: glides 2 / s
▶▶▶next favorite fluidnext favorite fluid of the Effect Layer (the layer comes on)
L + ▶L1 + ▶LB + ▶hold L1: more echo: each screen plays further back · hold: glideEcho Max (sec) (echoMax) +0.5 a press (0.25 … 8) · hold: glides 2 / s
LL1LBspin the camera · L1 + ◀▶ echo · L1 + ▲▼ fluidcamSteps +1 a press
RR1RBpull back · tap: lock · hold: boost · R1 + ▲▼ distanceCam Distance (camDist) → +3.6 while held · tap: lock / unlock
autoautoautothe climb carries on smoothly when ▲ ▼ change its speed (no lurch up the stack)auto: the motion carries on smoothly when Climb Speed (climbSpeed) changes (no jump)

With music (AUDIO on): BASS → Screen Brightness up to ×1.35 · HIGH → Rim Light up to ×1.25 · every 2 beats: jolt: the cubes turn a quarter on every 2nd beat

Custom Particles

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bburstkicks Drive (drive) by 0.6, eases back over 800 ms + kicks Emit Kick (emitKick) by 0.4, eases back over 600 ms
B✕Aclear the particlesfires Reset (simReset) once
Y□Xstyle: as the preset → letters → sprites → marksStyle (styleOverride): next of 0 → 1 → 2 → 3
▲▲▲more particles (density)Density (densityTrim) +0.1 a press (0.1 … 2) · hold: glides 0.6 / s
▼▼▼fewer particles (density)Density (densityTrim) −0.1 a press (0.1 … 2) · hold: glides 0.6 / s
LL1LBride the motion · tap: lock · hold: boostFlow (flowTrim) → 1 while held · tap: lock / unlock
RR1RBtrails · tap: lock · hold: boostTrails (trailTrim) → 2 while held · tap: lock / unlock

With music (AUDIO on): BASS → Drive up to ×1.40

Pixel Smear

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bnext look styleLook (meltLook): next of 8 → 12 → 10 → 14 → 30
B✕Asnap back to crispfires simReset once
Y□Xfresh only · tap: lock · hold: peekDissipation (meltDissipation) → 0.7 while held · tap: lock / unlock
▲▲▲more meltMelt Amount (meltAmount) +0.1 a press (0 … 1) · hold: glides 0.2 / s
▼▼▼less meltMelt Amount (meltAmount) −0.1 a press (0 … 1) · hold: glides 0.2 / s
◀◀◀less sensitiveMotion Sens (motionSens) −0.1 a press (0 … 1) · hold: glides 0.2 / s
▶▶▶more sensitiveMotion Sens (motionSens) +0.1 a press (0 … 1) · hold: glides 0.2 / s
LL1LBmelt surge · tap: lock · hold: boostMelt Amount (meltAmount) → 1 while held · tap: lock / unlock
RR1RBfull sensitivity · tap: lock · hold: boostMotion Sens (motionSens) → 1 while held · tap: lock / unlock

With music (AUDIO on): BASS → Melt Amount up to ×1.30

Flashpoint

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bnext preset + hitnext favorite preset + kicks Ignite Force (splatForce) by 0.35, eases back over 700 ms + kicks Heat (energy) by 0.6, eases back over 900 ms
R + AR1 + ○RB + Bhold R1: Machine Vision looknext set (Favorite Overlay → Lock Snap → Recon → Plexus Lines Only)
B✕Aspin kickspinKick +15 a press
L + BL1 + ✕LB + Ahold L1 + ✕: style offsets styleMode to 0
X△Yflarekicks Ignite Force (splatForce) by 0.5, eases back over 900 ms + kicks Heat (energy) by 0.45, eases back over 1100 ms + kicks Flame Amount (dyeIntensity) by 0.2, eases back over 1100 ms
L + XL1 + △LB + Yhold L1 + △: style under the fire / on the fire toostyleFinish: next of 0 → 1
Y□Xcolour kickkicks Hue Shift (hueShift) by 0.25, eases back over 1200 ms
▲▲▲more fire · hold: glideHeat (energy) +0.1 a press (1 … 1.8) · hold: glides 0.6 / s
L + ▲L1 + ▲LB + ▲hold L1: style amount up (more style, less of the real camera)styleMix +0.1 a press (0 … 1) · hold: glides 0.5 / s
R + ▲R1 + ▲RB + ▲hold R1: Machine Vision moreMachine Vision (mvOverlay) +0.1 a press (0 … 1) · hold: glides 0.5 / s
▼▼▼less fire · hold: glideHeat (energy) −0.1 a press (1 … 1.8) · hold: glides 0.6 / s
L + ▼L1 + ▼LB + ▼hold L1: style amount down (back toward the real camera)styleMix −0.1 a press (0 … 1) · hold: glides 0.5 / s
R + ▼R1 + ▼RB + ▼hold R1: Machine Vision less (0 = off)Machine Vision (mvOverlay) −0.1 a press (0 … 1) · hold: glides 0.5 / s
◀◀◀flame colours ◀Palette (palette) −1 a press (wraps)
L + ◀L1 + ◀LB + ◀hold L1: style ◀styleMode −1 a press (wraps)
R + ◀R1 + ◀RB + ◀hold R1: Machine Vision smallerMachine Vision Size (mvSize) −0.1 a press (0 … 1) · hold: glides 0.4 / s
▶▶▶flame colours ▶Palette (palette) +1 a press (wraps)
L + ▶L1 + ▶LB + ▶hold L1: style ▶styleMode +1 a press (wraps)
R + ▶R1 + ▶RB + ▶hold R1: Machine Vision biggerMachine Vision Size (mvSize) +0.1 a press (0 … 1) · hold: glides 0.4 / s
LL1LBhold: energy burst · L1 + ◀ ▶ styleHeat (energy) → 2 while held
RR1RBtap: Machine Vision · hold: bloom · + ○ looktap: Machine Vision (mvOverlay) on / off (on: the preset's own, else 0.8; off again: back to the preset) · hold: Glow (bloom) → 0.5 while held
—right stick ◀ ▶RS ◀ ▶colour twist ◀ ▶Hue Shift (hueShift) ± 0.15 on top of the preset, springs back on release
—right stick ▲ ▼RS ▲ ▼flame thickness ▲ ▼Flame Amount (dyeIntensity) ± 0.15 on top of the preset, springs back on release
—left stick ◀ ▶LS ◀ ▶swirl ◀ ▶spinKick ± 45 on top of the preset, springs back on release
—left stick ▲ ▼LS ▲ ▼curl ▲ / smooth ▼Swirl (vorticity) ± 0.25 on top of the preset, springs back on release

With music (AUDIO on): BASS → Ignite Force up to ×1.50

Machine Vision

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bwhat the HUD shows: full → boxes → plexus → minimalnext set (FULL HUD → BOXES → PLEXUS → MINIMAL)
B✕AHUD colours: red → cyan → green → amber → whitenext set (RED → CYAN → GREEN → AMBER → WHITE)
X△Ywhat it locks onto: still edges ↔ motionnext set (EDGES → MOTION)
Y□Xsnap: marks bloom and bounce as they lock (Lock Snap's dials)next set (STEADY → SNAP)
▲▲▲more detectionsDetect Density (detectDensity) +0.1 a press (0 … 1) · hold: glides 0.4 / s
▼▼▼fewer detectionsDetect Density (detectDensity) −0.1 a press (0 … 1) · hold: glides 0.4 / s
◀◀◀smaller marks and textText Size (textSize) −0.08 a press (0 … 1) · hold: glides 0.3 / s
▶▶▶bigger marks and textText Size (textSize) +0.08 a press (0 … 1) · hold: glides 0.3 / s
LL1LBchoke to the strongest locks · tap: lock · hold: boostMaster Thresh (masterThresh) → 0.8 while held · tap: lock / unlock
RR1RBflood: everything is a detection · tap: lock · hold: boostDetection Thresh (detectThresh) → 0 while held · tap: lock / unlock

With music (AUDIO on): BASS → Detection Thresh up to ×0.50

Test Stage

8BitDo MicroPlayStationXboxActionWhat it changes
A○Bcontroller: next wave style (when look 0)next set (IRIS RING → BARN DOORS → SOFT SWEEP → LIQUID WOBBLE → CROSS KALEIDO → SPIRAL VORTEX) + holdA → 1 while held
″″″colour page: colour flood on / off (when look 3)next set (OFF → ON) + holdA → 1 while held
″″″lights circleholdA → 1 while held
B✕Afluid wave (taps stack, 4 at once) (when fluidOn 1)fires the next of 4 pulses (wave1…) + kicks burst to 1, eases back over 1100 ms + holdB → 1 while held
″″″shockwave ring (taps stack, 8 at once) (when fluidOn 0)fires the next of 8 pulses (ring1…) + holdB → 1 while held
X△YCONTROLLER: tap = CORAL BURST on / off · hold + ▲ ▼: growth speed · hold + ◀ ▶: growth style (when look 0)tap: next set (OFF → ON) + kicks growTail to 1, eases back over 5000 ms · hold: holdX → 1 while held
″″″lights triangleholdX → 1 while held
Y□Xview: CONTROLLER / TEST CARDnext set (CONTROLLER → TEST CARD) + holdY → 1 while held
▲▲▲more fluid energyenergy +0.1 a press (0 … 2) · hold: glides 0.5 / s + holdUp → 1 while held
X + ▲△ + ▲Y + ▲CONTROLLER, hold △: the growth faster (when look 0)growSpeed +0.1 a press (0.1 … 1) · hold: glides 0.5 / s + holdUp → 1 while held
R + ▲R1 + ▲RB + ▲CONTROLLER, hold R1: hotter balls (when look 0)ballEnergy +0.2 a press (0 … 2.5) · hold: glides 0.5 / s + holdUp → 1 while held
″″″hold R1: nothing hereholdUp → 1 while held
L + ▲L1 + ▲LB + ▲hold L1: waves push hardershockAmt +0.5 a press (0 … 10) · hold: glides 1.5 / s + holdUp → 1 while held
▼▼▼less fluid energyenergy −0.1 a press (0 … 2) · hold: glides 0.5 / s + holdDown → 1 while held
X + ▼△ + ▼Y + ▼CONTROLLER, hold △: the growth slower (when look 0)growSpeed −0.1 a press (0.1 … 1) · hold: glides 0.5 / s + holdDown → 1 while held
R + ▼R1 + ▼RB + ▼CONTROLLER, hold R1: calmer balls (when look 0)ballEnergy −0.2 a press (0 … 2.5) · hold: glides 0.5 / s + holdDown → 1 while held
″″″hold R1: nothing hereholdDown → 1 while held
L + ▼L1 + ▼LB + ▼hold L1: waves push softershockAmt −0.5 a press (0 … 10) · hold: glides 1.5 / s + holdDown → 1 while held
◀◀◀test card: page back (when look 1 / 2 / 3 / 4 / 5 / 6 / 7)next set (GRID · lines sharp, circle round, corners in frame → LEVELS · every step distinct, the blinks visible → COLOUR · each swatch flat and true; circle floods, L1 + L R the colour → GEOMETRY · circles round, targets in the corners; L1 + L R = blend zone → LED PANELS · tiles in order, notches top-left; L1 + L R = tile count → MOTION · bars smooth, no skipped cell; L1 + L R = speed → ONE TO ONE · checkers crisp, not grey: then 1 px = 1 px), backwards + holdLeft → 1 while held
″″″fluid style: back (when look 0, fluidOn 1)next set (Cyber Flow → Pressure Wash → Chrome Melt → Tinted Goop → Red Rider → Source Liquid → Aqua → Soft Serve → Golden Goop → Side Wipe), backwards + holdLeft → 1 while held
″″″lights the d-padholdLeft → 1 while held
X + ◀△ + ◀Y + ◀CONTROLLER, hold △: growth style back (when look 0)next set (CORAL BURST → FINGERPRINT → MITOSIS → SPONGE → TENDRILS → FLUID PALETTE), backwards + holdLeft → 1 while held
L + ◀L1 + ◀LB + ◀COLOUR, hold L1: flood colour back (when look 3)next set (Red → Green → Blue → White → Black → Grey 50), backwards + holdLeft → 1 while held
″″″GEOMETRY, hold L1: blend zone back (when look 4)next set (BLEND 10 % → BLEND 15 % → BLEND 20 % → BLEND 25 %), backwards + holdLeft → 1 while held
″″″LED PANELS, hold L1: tiles back (when look 5)next set (4 x 2 → 8 x 4 → 16 x 9), backwards + holdLeft → 1 while held
″″″MOTION, hold L1: speed back (when look 6)next set (8 s → 6 s → 4 s → 2 s → 1 s), backwards + holdLeft → 1 while held
″″″hold L1: nothing on this viewholdLeft → 1 while held
▶▶▶test card: page next (when look 1 / 2 / 3 / 4 / 5 / 6 / 7)next set (GRID · lines sharp, circle round, corners in frame → LEVELS · every step distinct, the blinks visible → COLOUR · each swatch flat and true; circle floods, L1 + L R the colour → GEOMETRY · circles round, targets in the corners; L1 + L R = blend zone → LED PANELS · tiles in order, notches top-left; L1 + L R = tile count → MOTION · bars smooth, no skipped cell; L1 + L R = speed → ONE TO ONE · checkers crisp, not grey: then 1 px = 1 px) + holdRight → 1 while held
″″″fluid style: next (when look 0, fluidOn 1)next set (Cyber Flow → Pressure Wash → Chrome Melt → Tinted Goop → Red Rider → Source Liquid → Aqua → Soft Serve → Golden Goop → Side Wipe) + holdRight → 1 while held
″″″lights the d-padholdRight → 1 while held
X + ▶△ + ▶Y + ▶CONTROLLER, hold △: growth style next (when look 0)next set (CORAL BURST → FINGERPRINT → MITOSIS → SPONGE → TENDRILS → FLUID PALETTE) + holdRight → 1 while held
L + ▶L1 + ▶LB + ▶COLOUR, hold L1: flood colour next (when look 3)next set (Red → Green → Blue → White → Black → Grey 50) + holdRight → 1 while held
″″″GEOMETRY, hold L1: blend zone next (when look 4)next set (BLEND 10 % → BLEND 15 % → BLEND 20 % → BLEND 25 %) + holdRight → 1 while held
″″″LED PANELS, hold L1: tiles next (when look 5)next set (4 x 2 → 8 x 4 → 16 x 9) + holdRight → 1 while held
″″″MOTION, hold L1: speed next (when look 6)next set (8 s → 6 s → 4 s → 2 s → 1 s) + holdRight → 1 while held
″″″hold L1: nothing on this viewholdRight → 1 while held
LL1LBCONTROLLER: tap = balls pass behind / bounce off the controller · hold + ▲ ▼: wave strength (when look 0)tap: next set (PASS BEHIND → BOUNCE OFF CONTROLLER) · hold: holdL → 1 while held
″″″TEST CARD: hold + ◀ ▶ = the page adjustment (no tap)holdL → 1 while held
R + LR1 + L1RB + LBCONTROLLER, hold R1 + tap: HIDE CONTROLLER / SHOW CONTROLLER (when look 0)tap: next set (SHOWN → HIDDEN) · hold: holdL → 1 while held
RR1RBCONTROLLER: tap = the balls home, opposite on the border · hold + ▲ ▼: ball energy (when look 0)tap: fires ballsHome once · hold: holdR → 1 while held
″″″TEST CARD: tap = the scan bar on / off (on by default; its speed: MOTION page, hold L1 + ◀ ▶) (when look 1 / 2 / 3 / 4 / 5 / 6 / 7)tap: next set (OFF → ON) · hold: holdR → 1 while held
″″″lights R1holdR → 1 while held
L + RL1 + R1LB + RBCONTROLLER, hold L1 + tap: HIDE CONTROLLER / SHOW CONTROLLER (when look 0)tap: next set (SHOWN → HIDDEN) · hold: holdR → 1 while held
+OPTIONSMENUfluid on / offnext set (OFF → ON) + holdStart → 1 while held
L2L2LTlights L2 (hold with R2: leave)holdL2 → 1 while held
R2R2RTlights R2 (hold with L2: leave)holdR2 → 1 while held
−CREATEVIEWlights the minus buttonholdSel → 1 while held
L3L3LSlights the left stickholdL3 → 1 while held
R3R3RSlights the right stickholdR3 → 1 while held
★PSGUIDEflares the light barholdHome → 1 while held
⊡TOUCHPADCAPTUREflares the light barholdCap → 1 while held
—right stick ◀ ▶RS ◀ ▶steers its fluid ball; the calibration reticle (raw, no deadzone)rsX ± 0.5 on top of the preset, springs back on release
—right stick ▲ ▼RS ▲ ▼steers its fluid ball; the calibration reticle (raw, no deadzone)rsY ± 0.5 on top of the preset, springs back on release
—left stick ◀ ▶LS ◀ ▶steers its fluid ball; the calibration reticle (raw, no deadzone)lsX ± 0.5 on top of the preset, springs back on release
—left stick ▲ ▼LS ▲ ▼steers its fluid ball; the calibration reticle (raw, no deadzone)lsY ± 0.5 on top of the preset, springs back on release

With music (AUDIO on): BASS → energy up to ×1.30