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Free rhythm games

Three current entries use four-lane falling notes; one uses ground-only jumps in an automatic runner. Choose the actual timing task and check its controls and end condition.

Four lanes, thirty accepted hits, eight misses

Three current entries share a falling-note mechanic. Follow notes down their lanes and trigger the matching lane as a note reaches the horizontal hit line. Complete thirty accepted hits before eight misses accumulate or the 120-second round timer expires. The notes speed up as the round continues.

Use keyboard keys 1, 2, 3 and 4 from left to right. On touch, use the four numbered controls or tap the corresponding canvas lane at the right moment. Arrow keys, WASD and a jump action do not trigger these notes. Different visual themes do not establish different songs, form-switching rules or multiplayer support.

Choose an existing presentation:

Choose by which lane colours and note drawing are easiest for you to follow. These three share the checked lane mechanic; a different name does not establish a different song library. Some individual introductions still need correction; the live hit counter and the rules above describe the current task.

Beat Run Station: a different timing task

This entry is an automatically moving runner in the current catalogue. Reach 900 in-game distance units before losing three lives. Use Space, Up or a canvas tap to jump from the ground; a second input while airborne does not add another jump. Its obstacles and distance target are separate from the thirty-hit lane task. There is no lane-steering action or implemented two-song completion rule in this version.

Watch the line before adding more inputs

  1. Start and locate the four numbered lanes. Read them left to right: 1, 2, 3, 4. Follow one approaching note to identify its lane.
  2. Wait until it is close to the horizontal line across the lower part of the board. Select that lane once. A note selected too early is not banked for later.
  3. Check that the accepted-hit count rises and Remaining falls. A closer hit to the line earns more points; points do not substitute for thirty accepted hits.
  4. Return to the next approaching note. Use Pause before stepping away, because unhit notes can continue past the line and count as misses.

Separate timing errors from a control that does nothing

The board flashes after my input

That lane did not have an unhit note inside the accepted window. Check the lane number and wait until the note is nearer the line. The input adds a miss; repeated empty inputs can reach the eight-miss limit quickly.

I tapped a note near the top and it did not count

The canvas tap chooses a lane. The accepted window is still around the bottom hit line, rather than around the place you tapped. Follow the note downward and trigger its lane near the line.

The miss count rises when I stop pressing

A note that passes below the play window without an accepted hit also counts as a miss. Pause when interrupted. A wrongly timed input and a later unhit note can be two separate misses.

The phone controls show 1–4, but there is no hit

First check that the round is running and resumed. The numbered controls trigger their own lanes; the timing window still applies. Use the canvas lane as an alternative input and watch for hit or miss feedback, rather than looking for a movement action.

Checked 13 October 2026 against the active 1.1.4 archives for all four entries. The three falling-note games received controls aligned with their lane keys; the runner keeps its jump inputs. Note speed, hit window, scoring and end conditions were kept. A control repair does not establish that all language introductions are accurate or that every device has identical input timing.

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