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.