Neon Tiles - Yankee Doodle
By Neon Piano
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Neon Tiles - Baby Shark
Neon Piano
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๐น Neon Tiles โ Yankee Doodle
A neon-styled 4-lane rhythm game built around the colonial fife-and-drum classic "Yankee Doodle" โ the chart was transcribed directly from sheet music and runs through the full 16-bar march top to bottom. Cyberpunk visuals with a cyanโmagenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface march the revolutionary anthem straight into the synthwave parade.
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.
- Burst tiles โ A few tiles fire a quick two-note flourish from a single tap, capturing the song's neighbor-tone passing 8ths.
- Pause โ
SpaceorP - Mute / Unmute โ
M - Quick start / restart โ Press
Dwhile any overlay is showing.
โจ Features
๐ต Real Score, Real Pitch
- 16 measures played straight through โ both halves of the march (the verse "Yankee Doodle went to town..." and the chorus "Yankee Doodle keep it up, Yankee Doodle dandy...").
- Every note plays at its actual pitch in G major across a comfortable melodic ninth (B3 โ C5), making it the widest melodic range in the batch.
- Tempo is โฉ=180 in 4/4 time, with each game beat = one 4๋ถ์ํ (333 ms) โ the fastest tempo in the batch, giving the chart proper marching-band snap.
๐ถ Quarter-Note March + Cadential Snap
- The chart uses 4๋ถ์ํ ์ฌ๋กฏ mode โ 1 tile = 1 quarter beat โ so the visual rhythm reads exactly like a fife-and-drum tap pattern.
- The song's iconic 2๋ถ + 4๋ถ + 4๋ถ์ผํ cadence ("Doodle dan-dy ___" / "girls be han-dy ___") lands at m8 and m16 โ a long held G4, a short G4 tap, then a quarter rest. Two clean march-style endings.
- 3 sub-slot bursts at m9, m11, m13 capture the neighbor-tone 8th-note passing figures ("Father and I went..." / "There we saw..." style ornaments) without breaking the quarter-note grid.
- The score's whole notes have been split into 2๋ถ + 2๋ถ์ผํ so even long sustained moments keep the march bouncing rather than stopping dead.
๐ Progressive Difficulty + Cycle Flash
- BPM increases by +12.5% per cycle (180 โ 203 โ 228 โ 256...). At a base of โฉ=180, cycle 2 already crosses โฉ=200 โ full-on marching-band pace.
- Each cycle is also transposed up by a whole step (2 semitones), sending the brass-band tune into ever-higher fife range.
- 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 a 2-beat hold = 20), with bursts counted as a single tile.
- 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.
- **H
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