Plays the firing sequence back in time. Each hole lights up as it fires, so you can watch the blast move across the pattern and check the timing reads the way you designed it.

| Control | What it does |
|---|---|
| Rewind to start | Jumps to time 0 |
| Step -0.5ms | Steps back half a millisecond |
| Play / Pause | Starts and pauses playback |
| Stop | Stops and returns to time 0 |
| Step +0.5ms | Steps forward half a millisecond |
| Forward to end | Jumps to the last hole |
| Loop | Plays again from the start when it reaches the end. Off when Kirra starts |
| Speed slider | From 0.01× (far left) through 1× (centre) to 10× (far right). The speed is shown beside it, for example 1.000x |
The time reads Time: current / total ms. The total is the fire time of the last visible hole. Playback runs a little past the end before it stops or loops.
| While playing | Paused or stepping | |
|---|---|---|
| 2D | Fired holes filled orange with a yellow outline | Fired holes green |
| 3D | Fired holes red with a yellow outline | Fired holes green |
Closing the bar stops playback and clears the fired holes.
The bar can show a warning above the controls:
Nothing happens when I click Play. Check the warning line — every visible hole may fire at the same time, or the blast has no timing.
Playback ignores my ties. The holes have electronic detonators with delays that have not been baked. Use Bake Delay on the Connect toolbar.
Some holes never light up. They are hidden. Show them in the Data Explorer.