Neon Tiles - Old Macdonald
By Neon Piano
Based on the following code

Neon Tiles - La Campanella
Neon Piano
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๐น 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 cyanโmagenta 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.
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 unison pulse from a single tap, capturing the song's repeated-note "E-I-E-I-O" chant.
- 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 twice (32 measures total per cycle), transcribed directly from sheet music โ the full verse ("Old MacDonald had a farmโฆ"), 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 / Cโฏ5 / E5 / Fโฏ5 / Gโฏ5 โ the song's bright open-fifth feel).
- Tempo is โฉ=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.
๐ถ 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.
๐ 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 / 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 ha
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