Neon Tiles - BINGO
By Neon Piano
Based on the following code

Neon Tiles - La Campanella
Neon Piano
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๐น Neon Tiles โ Bingo
A neon-styled 4-lane rhythm game built around the spelling-game classic "B-I-N-G-O" โ the chart was transcribed directly from sheet music, capturing both the verse melody and the spelled-out "B-I-N-G-O" chorus. Cyberpunk visuals with a cyanโmagenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface give the campfire singalong an arcade-cabinet makeover.
๐ฎ How to Play
- Tap / Click โ Tap tiles on mobile, or click them with the mouse on desktop.
- Keyboard โ Use
ASDFfor the four lanes (left โ right). - Hold notes โ For taller tiles, keep the key/finger pressed until the tile clears.
- Pause โ
SpaceorP - Mute / Unmute โ
M - Quick start / restart โ Press
Dwhile any overlay is showing.
โจ Features
๐ต Real Score, Real Pitch
- 13 measures transcribed directly from sheet music โ covers the full verse ("There was a farmer, had a dogโฆ") and the chorus that spells out B-I-N-G-O one letter at a time.
- Every note plays at its actual pitch in C major (G4 / A4 / B4 / C5 / D5 / E5 / F5 โ a clean diatonic six-note range).
- Tempo is โฉ=90, with each game beat = one 8th note (333 ms) โ a friendlier base pace than most charts in the series, leaving room for the cycle speedups to actually feel different.
๐ถ Hold Tiles Built Around the Chorus
- The "BโIโNโGโO" spelling at the chorus's heart is rendered as a sequence of 2-beat hold tiles โ one for each letter โ so you literally hold each letter the way the song does.
- The mid-verse "had-a-dog" half-note pickups land as 2-beat holds too, giving the song its characteristic gentle gait.
- The chart closes on a 4-beat REST, a deliberate breather before the cycle restarts at a higher tempo and key.
๐ Progressive Difficulty + Cycle Flash
- BPM increases by +12.5% per cycle (90 โ 101 โ 112.5 โ 124...). Starting at โฉ=90 means even cycle 3 stays merely brisk rather than panic-inducing.
- Each cycle is also transposed up by a whole step (2 semitones), lifting the chorus's "B-I-N-G-O" letters higher and higher up the keyboard.
- Cycle transition flash: every new cycle pops up a centered banner โ
CYCLE 2 / โช +2 ยท โก +12%โ with a scale-and-glow animation, so the moment you survive into harder territory feels earned.
๐ข Visible Miss Feedback
- Tap on empty space, hit the wrong tile, release a hold too early, or let any tile fall off-screen โ all trigger a red flash at the relevant tile (and a circle pulse at the tap point), held for 450 ms.
- Plays a dissonant low buzz with downward portamento so misses are clearly audible.
- The game ends after the miss display, giving you a clear "what just happened" beat.
๐จ Polished Neon Visuals
- Hand-tuned per-lane colors along a cyan โ blue โ purple โ magenta gradient that matches the logo.
- Glowing tube borders, soft outer halos, and scanline textures only inside the active press zone so the tappable area is instantly readable on hold tiles.
- Ambient floating tiles drift continuously down behind both the start screen and the game-over screen.
- Animated "neon tile" START button that physically slides down the board into the game on press โ no jarring screen transitions. Same treatment on the PLAY AGAIN button.
- Score-burst flash animation on every successful hit.
๐ง Smart Lane Distribution
- Lanes are picked dynamically rather than randomly: the algorithm avoids consecutive same-lane spawns and balances left vs. right side usage.
๐ฏ Forgiving Hold Timing
- Hold tiles only require 75% of the full duration โ releasing slightly early still counts.
- The hold-progress fill uses a soft gradient fade at its top edge instead of a hard line, so there's no visible pass/fail boundary to fixate on.
๐ผ Scoring
- 10 points per beat cleared (so each 2-beat "B/I/N/G/O" letter hold = 20).
- High score saved locally and shown on the start and game-over screens.
๐ฑ Mobile-First Input
- Multi-touch support โ different fingers on different lanes are tracked independently.
- Coordinate-based hit testing rather than lane-only, so taps register exactly where your finger lands.
touch-action: noneanduser-scalable=noto prevent scrolling/zooming during play.- Viewport sized in
vwunits (9:16 portrait) so it scales perfectly across phone screens. - Mouse-up listener attached to
windowso releases register even if the cursor leaves the canvas.
๐ ๏ธ Tech Stack
- Pure HTML / CSS / JavaScript โ zero dependencies, zero build step.
- HTML5 Canvas for the 360ร640 game board with hand-rolled rounded-rectangle drawing and gradient fills.
- Web Audio API with
OscillatorNodesquare-wave synthesis โ fundamental + octave overtone, with separate envelope shapes for taps (gate), sustained holds, and the dissonant miss buzz. - Auto-generated chart from MusicXML score data via a custom Python converter, with automat
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