Neon Tiles - Oh Susanna
By Just Sparrow
Based on the following code

Neon Tiles - Twinkle Twinkle Little Star
Just Sparrow
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๐น Neon Tiles โ Oh! Susanna
A neon-styled 4-lane rhythm game built around Stephen Foster's 1848 American classic "Oh! Susanna" โ "I come from Alabama with a banjo on my knee..." Tap the falling tiles in time, hold them down for sustained notes, and chain together 16th-note pairs across both hands. Cyberpunk visuals with a cyanโmagenta gradient palette and the Orbitron typeface give it a retro-futuristic arcade feel.
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.
- 16th-note pairs โ Two tiles spawn on the same row in different lanes; tap both, in either order.
- Pause โ
SpaceorP - Mute / Unmute โ
M - Quick start / restart โ Press
Dwhile any overlay is showing.
โจ Features
๐ต Real Melody, Real Pitch
- Plays through all six phrases of "Oh! Susanna" per cycle, in C major:
- Verse 1 โ "I come from Alabama with a banjo on my knee"
- Verse 2 โ "I'm goin' to Louisiana, my true love for to see"
- Verse 3 / 4 โ verse repeats with the cadence extended on the final word
- Chorus โ "Oh! Susanna, oh don't you cry for me"
- Final line โ verse 2 reprise to close out the cycle
- Mix of 8th-note tap tiles, multi-beat hold tiles (quarter notes and a dotted-quarter cadence), and 16th-note pair tiles that straddle both hands.
- Each note plays at its actual pitch (C4 / D4 / E4 / F4 / G4 / A4) โ you're literally performing the song, not hitting random tones.
- Hold tiles produce a sustained tone that rings until you release; taps use crisp gated envelopes.
๐ฏ 16th-Note Pair Tiles
- Pair tiles spawn as two tiles on the same row in non-adjacent lanes (
A+DorS+F), forcing you to use both hands. - The pair's two pitches play in score order regardless of which tile you hit first โ so the melody stays correct whether you lead with your left or right.
- Pair lanes are remembered so the very next single tile won't land on either of them, keeping flow smooth.
๐ Progressive Difficulty
- BPM increases by +12.5% each cycle (60 โ 67.5 โ 75 โ 82.5...) โ a gentler ramp than typical rhythm games, giving you a longer runway through the harder later cycles.
- The melody is also transposed up by a whole step (2 semitones) every cycle, raising the key as the tempo climbs โ fresh tonal challenge on each loop.
๐ข Visible Miss Feedback
- Tap on empty space or hit the wrong tile and you'll see a red flash at the tap point (and on the wrong tile, if any), held on screen for 450 ms.
- Plays a short dissonant low buzz with downward portamento so misses are clearly audible too.
- The game ends after the miss display, giving you a clear "what just happened" beat instead of a silent cut to game over.
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.
- 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, so the gameplay always feels fair and varied.
- Pair tiles automatically pick non-adjacent lanes for a balanced two-handed layout.
๐ฏ Forgiving Hold Timing
- Hold tiles only require 75% of the full duration โ releasing slightly early still counts. This was a deliberate choice to reward feel over frame-perfect precision.
- 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, a dotted-quarter hold = 30).
- High score saved locally via
localStorageand shown on the start and game-over screens.
๐ฑ Mobile-First Input
- Multi-touch support โ different fingers on different lanes are tracked independently via
touch.identifier, which is essential for the 16th-note pair tiles. - 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,177.78vwtall) 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
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