Neon Tiles - Old Macdonald

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Neon Piano

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Neon Tiles - La Campanella

Neon Tiles - La Campanella

Neon Piano

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๐ŸŽน Neon Tiles โ€” Old MacDonald

A neon-styled 4-lane rhythm game built around the barnyard classic "Old MacDonald Had a Farm" โ€” the chart was transcribed directly from sheet music and runs through the whole verse-and-"E-I-E-I-O" loop twice for a complete singalong cycle. Cyberpunk visuals with a cyanโ†’magenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface turn the farm classic into something Old MacDonald himself would have a hard time recognizing.

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.
  • Burst tiles โ€” Some tiles fire a quick two-note unison pulse from a single tap, capturing the song's repeated-note "E-I-E-I-O" chant.
  • Pause โ€” Space or P
  • Mute / Unmute โ€” M
  • Quick start / restart โ€” Press D while any overlay is showing.

โœจ Features

๐ŸŽต Real Score, Real Pitch

  • 16 measures played twice (32 measures total per cycle), transcribed directly from sheet music โ€” the full verse ("Old MacDonald had a farmโ€ฆ"), the "E-I-E-I-O" refrain, the "and on his farm he had a cow" middle, and a second pass through the chorus.
  • Every note plays at its actual pitch in E major (B4 / Cโ™ฏ5 / E5 / Fโ™ฏ5 / Gโ™ฏ5 โ€” the song's bright open-fifth feel).
  • Tempo is โ™ฉ=75, with each game beat = one 8th note (400 ms) โ€” the slowest base tempo in the series, leaving lots of breathing room around the song's natural sing-along pace.

๐ŸŽถ Burst Tiles for the "E-I-E-I-O"

  • The "E-I-E-I-O" refrain features rapid repeated-note 16ths that would be brutal to tap individually. The chart packs these into burst tiles (the unison E5+E5 / B4+B4 pulses) where one tap fires a two-note flourish, capturing the song's chant-like rhythm without demanding inhuman taps per second.
  • Bursts cluster heavily in measures 8, 9, 11, and 12 โ€” exactly where the "E-I-E-I-O" lands in the music.
  • 2-beat held cadence notes at the end of each phrase give the verse its natural breath.

๐Ÿš€ Progressive Difficulty + Cycle Flash

  • BPM increases by +12.5% per cycle (75 โ†’ 84 โ†’ 94 โ†’ 103...). At a base tempo this gentle, you can stay several cycles deep before the song genuinely speeds up to "fast."
  • Each cycle is also transposed up by a whole step (2 semitones), lifting Old MacDonald's farm into ever-higher keys.
  • Cycle transition flash: every new cycle pops up a centered banner โ€” CYCLE 2 / โ™ช +2 ยท โšก +12% โ€” with a scale-and-glow animation, so the moment you survive into harder territory feels earned.

๐Ÿ’ข 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.

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.
  • 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.

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.

๐ŸŽฏ 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.

๐ŸŽผ 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.

๐Ÿ“ฑ 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: none and user-scalable=no to prevent scrolling/zooming during play.
  • Viewport sized in vw units (9:16 portrait) 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 step.
  • HTML5 Canvas for the 360ร—640 game board with ha

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