FingerMaster hazards with no warning: 9 of them, from lightning and ghost to earthquake and strobe
The screen suddenly goes white.
Where should your finger be?
There is no warning text and no sound cue. A few seconds into the round something flashes, jolts or blinks at you, and the bat keeps leaning the whole time. This field guide lays out nine of those hazards, one card each.
These are nine of the most striking FingerMaster hazards. Lightning, flash and strobe mess with your view; earthquake, pulse zoom and ghost mess with the whole screen; tumble, reverse gravity and wind gust push the object directly. Every card follows the same order: when it comes, how long it lasts, how to hold out, and every number comes from the game’s source. Weather as a whole (rain, snow, wind) and the other modes are not covered here.
- Of the nine, only lightning is part of rainy weather; the other eight are special modes. A special mode is rolled once right after the round starts, and everything goes back to normal when the round ends.
- Levels 1-10 have no special modes. And the screen never shows a name or any text telling you which mode is active.
Three that mess with your view: Lightning, Flash Blind, Strobe
In a rainy round it strikes just once, 3-7 seconds after the rain starts, with a 12% chance. The flash lasts 0.8 seconds, and at the second-brightest moment the object gets a small startled tilt to one side (direction is random).
Rainy weather only 0.8 sHow to hold out: the jolt is small. Don’t let the flash steal your eyes; just follow the tilt with your hand.
A white veil turns almost opaque (93%) in 0.07 seconds, stays for 0.05 seconds, then clears over 0.85 seconds. No force is applied to the object at all.
Once, right after the start about 1 sHow to hold out: even while you can’t see it, the bat moves as usual. Don’t swing your hand wide; just wait for the veil to lift.
The screen goes completely black for an instant 4-6 times and comes back. Each black moment lasts 0.05-0.11 seconds, and the gaps between them are irregular, 0.20-0.65 seconds.
A few seconds right after the start 4-6 blinksHow to hold out: remember the tilt from just before it goes dark, and correct it when the light returns.



Three that mess with the screen: Earthquake, Heartbeat Zoom, Ghost Hand
The camera starts shaking hard and settles down to 15% strength over 4 seconds. What shakes is the screen (the camera); nothing pushes the object.
Once, right after the start 4 sHow to hold out: the hand and bat may look like they tremble together, but the gap between them stays the same. Watch only the bat’s tilt.
The camera size swings back and forth 1.6 times a second, so the screen swells and shrinks like breathing by up to 8.5%. It goes on until the round ends.
Until the round ends 1.6 times a secondHow to hold out: the motion is regular, so your eyes get used to it after a few beats. Don’t be fooled by the bat looking bigger and smaller.
In the code, the hand fades over 1.8 seconds to an alpha of 0.28 (nearly transparent) and stays that way until the round ends. It is the hand, not the object, which is what sets it apart from the similarly named Ghost Object.
Until the round ends Hand turns translucentHow to hold out: even a faded hand controls exactly the same. Instead of hunting for the hand’s outline, focus on the bat’s tilt. (In the screens I captured while preparing this article the fading hand wasn’t clearly visible, so I left out a picture.)

Three that push the object directly: Tumble, Reverse Gravity, Wind Gust
The first six are hard on the eyes but put no force on the bat. These three really do push the bat.
The bat gets a single spin of 350-650 degrees per second. The direction is half left, half right.
Once, right after the start One jolt onlyHow to hold out: it happens just once, so your first reaction is everything. Follow the tilt with your hand right away.
Gravity flips upward (+7.5) and returns to normal 1.8 seconds later.
Once, right after the start 1.8 sHow to hold out: this is a mode that is hard to tell from a normal round in a still picture, so I wrote it up in words only. If the lean feels strange, just hang on for 1.8 seconds.
A sideways force of 6-14 N keeps pushing for 1.3 seconds. The direction is random.
Once, right after the start 1.3 sHow to hold out: it isn’t one jolt but a steady push. Keep moving your hand toward the push, and when the force stops, catch the bat once more in the other direction.

Wind Gust: the force lasting 1.3 seconds has tipped the bat far over.
How often will you meet them
When a round starts, the game rolls once for a special mode with a chance that depends on your level range, and if it hits, one of 22 is picked with equal probability. The chance of getting one of the eight modes in this guide (lightning excluded) is 8 in 22.
| Level | Chance of any special mode | One of these 8 |
|---|---|---|
| 1 – 10 | 0% | 0% |
| 11 – 50 | 20% | about 7.3% |
| 51 – 100 | 30% | about 10.9% |
| 101 – 200 | 40% | about 14.5% |
| 201+ | 70% | about 25.5% |
- Flashes, blinks and jolts aside, only three put force on the bat: Tumble, Reverse Gravity and Wind Gust (lightning gives a small jolt).
- The rest only shake your view, so just watch the bat’s tilt.
- If a string of failures puts you in a “mercy” round, no special mode is rolled for that round.
No warning also means it’s fair: it comes to everyone with the same odds. The next time something flashes, look at the bat first.
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