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Beat Tap

Notes are charted from the kicks, snares and hooks of a live synthesized track. Tap each lane the moment its note crosses the glowing line: perfect hits play in key with the music, and long combos bring in extra layers. Diamond notes are drums, ringed notes are the melody. Pick a quick song or a full-length one.

Play the whole song. Misses never end your run — they just break your combo. Fill the hype meter for FEVER: hits score ×1.5 until your next miss.
Tracktap to preview
Difficulty1.3s fall
Timing windowsearly / late leeway
Lanesmore lanes = more XP
3 base XP
Keys: F · Space · J
Personal bestsscore
Easy
—
Medium
—
Hard
—
The song~30s
Recent runs
No runs yet. Your first song is one tap away.
Song complete · Medium
A
On beat
0score
Personal best —
0
Notes hit
0%
Accuracy
0
Best combo
0
Perfects
+0 XP
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About Beat Tap

Beat Tap is a lane-based rhythm game. The notes are charted from the kicks, snares and melodies of the music, so every tap lands on a sound. Choose from synthwave, trap and house tracks.

How to play

  • Tap a lane the moment its note crosses the glowing line. Perfect, Great and Good hits score 10, 8 and 5 points.
  • You always play the whole song: misses only break your combo, never end the run. Your grade comes from how well you hit every note.
  • Combos raise your multiplier up to ×2 and add layers to the music. Fill the hype meter for FEVER: hits score ×1.5 until your next miss.

Controls

Tap the lanes, or press each lane’s key on a keyboard.

Good to know

Premium game (part of Streaky Premium). Plays in any modern browser on phone, tablet or computer. Sign in to put your scores on the Beat Tap leaderboard.

More about Beat Tap

Beat Tap asks you to play the music rather than chase a score. Every note on screen comes from a drum hit or melody in the track, so a good run feels like performing the song. Because misses never end the song, each run is a full pass from intro to final drop, and you can focus on improving your timing instead of fearing a game over.

There are shorter tracks and full-length songs of about 90 to 120 seconds, which include a breakdown, a second build and a double drop. Early sections are sparse, but as the song moves through its groove, build and drop sections the note patterns thicken. On Hard the notes also fall faster and can arrive as two-lane chords.

Scoring and progress

A PERFECT is worth 10 points, GREAT 8 and GOOD 5, multiplied by your combo: ×1.25 at 10, ×1.5 at 25 and ×2 at 50. Each miss subtracts 5 points. Hits fill the hype meter, which starts at 40 out of 100 and gives ×1.5 points in FEVER until your next miss. The grade, S to D, comes from a weighted song score of Perfects, Greats and Goods across every note. S needs 93 percent and a combo of at least 20.

Common questions

Can I fail a song?
No. Every run plays the whole song, and a miss only breaks your combo, subtracts a few points and cools the hype meter.

What is FEVER?
Filling the hype meter to its maximum puts you in FEVER, where every hit scores ×1.5. It lasts until your next miss.

Which tracks are available?
The shorter tracks are Neon Drive (synthwave), Night Trap (trap) and Afterglow (deep house). There are also longer songs: Midnight Mile, Skyline Run, Sunrise Set and Phantom 808.

Tips and strategy

  • Aim for PERFECT, not just a hit. The perfect window is tightest on Hard (about 32 milliseconds) and widest on Easy (45), but a PERFECT is worth twice a GOOD at any difficulty.
  • Keep your combo alive through the middle of the song. At 10 hits you unlock the first music layer (shaker), then bells at 25 and sparkle at 50, along with higher multipliers.
  • Do not tap randomly to fill gaps. Empty taps drain the hype meter just like misses do, so wait for the next note.
  • Use the sound as a guide. Because the chart follows the kicks, snares and melodies, listening to the track often tells you a note is coming before you see it.
  • Try fewer lanes or Easy while learning a track, then raise one of them. Adding lanes increases the XP multiplier, so more lanes also pays more.
  • Hold off recovering after a miss. The next note is the only one that matters, and a clean next hit rebuilds your multiplier quicker than an anxious early tap.

More advice in the Streaky guides.

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