Neon Tiles - Oh Susanna

By Just Sparrow

Just Sparrow

0 subscribers

Based on the following code

Neon Tiles - Twinkle Twinkle Little Star

Neon Tiles - Twinkle Twinkle Little Star

Just Sparrow

5 views ยท 13h ago

0 viewsยท2h ago

๐ŸŽน 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 cyanโ†’magenta gradient palette and the Orbitron typeface give it a retro-futuristic arcade feel.

๐ŸŽฎ How to Play

  • Tap / Click โ€” Tap tiles on mobile, or click them with the mouse on desktop.
  • Keyboard โ€” Use A S D F for 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€” Space or P
  • Mute / Unmute โ€” M
  • Quick start / restart โ€” Press D while any overlay is showing.

โœจ Features

๐ŸŽต 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.

๐Ÿ‘ฏ 16th-Note Pair Tiles

  • Pair tiles spawn as two tiles on the same row in non-adjacent lanes (A+D or S+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.

๐Ÿš€ 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.

๐Ÿ’ข 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.

๐ŸŽจ 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.

๐Ÿง  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.

๐ŸŽฏ 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.

๐ŸŽผ Scoring

  • 10 points per beat cleared (so a 2-beat hold = 20, a dotted-quarter hold = 30).
  • High score saved locally via localStorage and shown on the start and game-over screens.

๐Ÿ“ฑ 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: none and user-scalable=no to prevent scrolling/zooming during play.
  • Viewport sized in vw units (9:16 portrait, 177.78vw tall) so it scales perfectly across phone screens.
  • Mouse-up listener attached to window so releases register even if the cursor leaves the canvas.

๐Ÿ› ๏ธ Tech Stack

  • Pure HTML / CSS / JavaScript โ€” zero dependencies, zero build

Loading comments...

Other Codes

No other codes yet