The Three-Second Reaction

The whole scoring is one question, asked five times: did the reaction fit the ghost, or fight it?

The Ghost Filter test runs on one rule: five rounds, each with a ghost you did not build and three seconds to pick the reaction that fits it. The three reactions are the wave's own - the laugh, the ignore, and the staged scare - and the round scores on the match. The friendly ghost wants the laugh, the silly one wants the staged scare, and the abstract one wants the ignore, which is the safe prank's tone in three buttons: the round is not about being fast, it is about being the kind that fits the ghost that showed up. The speed bonus on the first second of the three is the wave's own count - the clips ranked the reaction that came out clean before the room, and the game keeps the same count on the three seconds.

The camps on the card. Five rounds, and the camp on the ghost card is the count of the matches:

That is the whole scoring of the safe version: the match wins the round, the count wins the camp, and the generator's ghost is the one you keep instead of the five that showed up. The front camera is a mock - no line to the camera that ends in a cry - and the ghost behind you is the joke instead of the fright.

What the game drops. The wave's own criticism is the fright, and the safe version drops it in two places: the ghost that shows up is one of the three kinds, never the fourth, and the reaction that wins is the one that fits the kind, not the one the wave's first clips ranked first. The countdown stays, the camera stays, and the three reactions stay - the only thing that changed is the ghost. That is the whole deconstruction, and it is why the card's camp says the same thing the wave's own clips said, only in the safe version's order.

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