Neon Tiles - Mary Had A Little Lamb
By Neon Piano
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Neon Tiles - Baby Shark
Neon Piano
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๐น Neon Tiles โ Mary Had a Little Lamb
A neon-styled 4-lane rhythm game built around the first song most children ever learn โ "Mary Had a Little Lamb" โ the chart was transcribed directly from sheet music and runs through both verses of the 8-bar tune. Cyberpunk visuals with a cyanโmagenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface remix the schoolyard standard for the synthwave era.
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 Some tiles fire a quick two-note flourish from a single tap, capturing the song's ์ 4๋ถ + 8๋ถ swing.
- Pause โ
SpaceorP - Mute / Unmute โ
M - Quick start / restart โ Press
Dwhile any overlay is showing.
โจ Features
๐ต Real Score, Real Pitch
- 8 measures played twice (16 measures total per cycle), transcribed directly from sheet music โ both verses of "Mary had a little lamb / Its fleece was white as snow..." through to the final cadence.
- Every note plays at its actual pitch in G major across a tight 4-note pentatonic-feeling range (G4 / A4 / B4 / D5 โ that's it, the entire song lives inside a 5-note window).
- Tempo is โฉ=120 in 4/4 time, with each game beat = one 4๋ถ์ํ (500 ms) โ comfortable nursery-rhyme pulse with a clear quarter-note grid.
๐ถ Sub-Slot Bursts on the Iconic Swing
- The song's rhythmic signature โ "Ma-ry had a" (์ 4๋ถ + 8๋ถ + 4๋ถ) โ is preserved as a sub-slot burst tile that fires both pitches at their correct rhythmic positions from a single tap.
- This pattern appears 4 times per cycle: m2 and m6 ("Mary had a" / "fleece was white as"), each played twice via the repeat.
- The original score's pickup anacrusis (a D5 8th leading into the first downbeat) has been converted to a rest so each pass starts cleanly on m2's B4 โ no awkward partial-measure pickup.
๐ Progressive Difficulty + Cycle Flash
- BPM increases by +12.5% per cycle (120 โ 135 โ 150 โ 169...). The tight 4-note range means the chart stays readable even as the tempo climbs.
- Each cycle is also transposed up by a whole step (2 semitones), lifting Mary's pentatonic walk into ever-brighter territory.
- 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, 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.
- HTML5 Canvas for the 360ร640 game board with hand-rolled rounded-rectangle drawing and gradient fills.
- Web Audio API with `OscillatorNode
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