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Music Rhythm Game

Track falling notes across four silent lanes and clear five authored charts for an exact 1,000-point run.

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How to use

  1. 1.Choose Start chart, then watch each note fall through one of the four visible tracks toward the judgment line.
  2. 2.Hit the matching lane with touch, pointer, A/S/K/L, or the focused button while the note overlaps the line.
  3. 3.Restart the same chart after one error, and clear all five fixed charts for exactly 1,000 points.

About Music Rhythm Game

Music Rhythm Game is a silent four-track timing challenge built around individual notes that visibly fall toward a judgment line. Start one fixed chart, watch each block descend through its printed lane, and press the matching lane while the block overlaps the line. Five original charts gradually narrow their authored hit windows, but every lane, note, and timing rule remains visible and deterministic. The game runs locally in a modern browser with no download, account, upload, microphone, speaker, camera, motion sensor, MIDI device, or other hardware permission.

This lane-based mechanic is intentionally separate from Rhythm Tap Game. Rhythm Tap Game shows a short sequence and asks the player to remember its spacing before predicting one omitted beat. Music Rhythm Game does not ask for sequence recall or reproduction. Its notes move continuously down four simultaneous tracks, and the current task is spatial as well as temporal: identify the note lane, follow its motion, and activate that lane at the judgment line. There is no hidden melody, continuous metronome, song chart, adjustable BPM, or audio cue.

Each chart contains three or four authored notes. Their track assignments and scheduled line-crossing offsets define what is drawn on the public board. A note begins above the board, falls using transform-only visual updates, and reaches the line at its displayed target moment. The first chart accepts a correct-lane hit within an inclusive plus or minus 140 milliseconds. Later windows narrow through 125, 115, and 105 milliseconds to 95 milliseconds in the final chart. Both exact endpoints count as hits; any input beyond an endpoint is early or late.

Every cleared chart awards exactly 200 points, regardless of device speed or the number of successful key presses inside that chart. Clearing all five produces an exact maximum score of 1,000. A mistimed or wrong-track action cancels the active chart and returns it to the ready state. The first distinct error remains repairable. Repeating the same error type on the same pending note does not add another error, while a second different error signature closes the run. Restart always restores the first chart, zero score, zero errors, and no active animation.

Touch and pointer players use four large lane buttons directly beneath the stage. Keyboard players start the chart, focus a lane, then use A, S, K, or L to strike any of the four tracks. Space and Enter activate the focused native button once, and Arrow keys move focus between lanes without recording a hit. Every lane button exceeds the 44-pixel touch target, has a visible focus ring, and carries an accessible track label. The falling board also names the next visible track for assistive technology, providing an equivalent public cue rather than a hidden solution marker.

Timing and drawing are kept separate. Pure state functions receive explicit monotonic timestamps, compare the pending note with its inclusive window, and reject invalid or non-monotonic values. The interface obtains timestamps from performance.now. requestAnimationFrame updates only the visible note transforms while a chart is playing and the document is visible. If the page becomes hidden, the frame loop is canceled and the current chart is safely abandoned without adding an error. Returning to the page requires a deliberate new start, so background time can never create a surprise miss.

The production chart fixtures store only what the player can observe: public track assignments, line-crossing offsets, chart labels, and authored window sizes. They contain no answer field, correct-index property, hidden CSS marker, answer-bearing data attribute, or test-only shortcut. The same hit reducer serves touch, pointer, letter keys, Space, and Enter. Automatic late detection calls the same miss transition used by a late manual input. Completion, deadlock, and invalid actions freeze score and chart state until Restart.

The visual stage uses four stable columns, a high-contrast judgment line, readable lane keys, and design-system colors that adapt with the site theme. Notes move with transforms rather than layout-changing animation. The interface does not produce sound, flash the entire screen, or request media playback. A double press of Escape still opens the shared Boss Key view, and the local best-score feature stores only a completed score on the current device when browser storage is available.

Independent logic tests own a second literal copy of all five charts. They verify all seventeen note IDs, legal tracks, strictly increasing offsets, public falling-frame positions, and every round window at the early endpoint, exact target, late endpoint, and a fraction beyond each boundary. Tests also prove a wrong-track miss, repeated-error deduplication, second-distinct-error deadlock, repair after one miss, visibility cancellation, invalid-time no-ops, exact 200-point progression, full 1,000-point completion, Restart equality, and terminal immutability.

Music Rhythm Game is recreational arcade entertainment, not a measurement instrument. Browser scheduling, display refresh, operating-system load, touch latency, and keyboard hardware can affect when an event reaches the page. Scores do not measure, rank, diagnose, or certify rhythm, reaction speed, coordination, hearing, musical aptitude, cognition, educational readiness, workplace performance, neurological function, or health. The charts and windows are original game rules with no population norm or external benchmark meaning.

Methodology & sources

Define five original four-track charts as ordered public notes, each with a visible track and a monotonic line-crossing offset, plus one inclusive authored hit window per chart. Pure start, hit, automatic-late, cancel, and restart reducers receive explicit timestamps and never read a clock during rendering. A hit succeeds only when its public track matches and its signed timing difference lies within both inclusive endpoints. Each completed chart awards 200 points for an exact maximum of 1,000. Error signatures combine round, pending note, and early, late, or wrong-lane reason; identical signatures deduplicate, a first distinct error is repairable, and the second distinct error deadlocks. requestAnimationFrame drives only transform-based falling-note frames while playing and visible. Hiding the document cancels the attempt without an error. Fixtures contain no answer field, correct index, DOM answer attribute, or test shortcut. Independent literal oracles cover all five charts, timing boundaries, frame positions, full completion, input errors, cancellation, Restart, and frozen terminal states.

Frequently asked questions

How is this different from Rhythm Tap Game?
Rhythm Tap Game asks you to remember a short visual pattern and predict one missing beat. This game shows individual notes continuously falling through four lanes for direct line-crossing hits.
Does the game use music, a microphone, or other hardware?
No. It is completely silent and uses no AudioContext, media file, microphone, camera, motion sensor, MIDI device, upload, or hardware permission.
Does the score measure rhythm or reaction ability?
No. The charts and hit windows are authored entertainment rules, and browser, display, operating-system, touch, and keyboard latency can affect a run.

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