Difficulty
RACING
Supa Mode
Good tap: โ‰ค0.1700s
Options
Elite
Med:5 / Hard:1 / Endless:ร—2 score penalty
Plus Mode
Shapes
Round Blocks
More Colors
More Blocks
๐ŸŸฅ 7ร—7 grid (no Plus/Shapes)
Endless
Medium
Hard
๐Ÿ“š
Skill Rating
0
STROBE
FLASH OFF
โš— Experimental
Rules
๐Ÿ“Š TPS Speed Meter
The two columns of colored bars on either side of the grid show your current Taps Per Second (TPS). Bars light up green at 1โ€“5 TPS, yellow at 6, and red at 7+. The number between the bars shows your exact TPS. The meter resets when you make a mistake because your combo breaks.
๐ŸŽฎ How to Play
Tap any colored block to set it as your target color. All blocks of that color must be cleared. Tap 3 or more of the same color consecutively to build a Combo. A combo begins after your 3rd tap of the same color in a row. Tapping the wrong color, missing, or switching colors breaks the combo. Once a color is cleared, tap a new block to set the next target.
โšก Combos & Scoring
Combos are the core of scoring. The score formula is: [(seconds + taps โˆ’ mistakes) ร— highest combo] ร— good taps %. A higher combo multiplier dramatically increases your score. Tapping less than 3 of the same color in a row counts as Out of Sync โ€” these taps do not contribute to any combo.
โœ… Good Taps
A Good Tap is any correct tap completed in 0.2500 seconds or less. Good Taps % is the percentage of your correct taps that met this threshold. Higher is better.
๐ŸŸข Endless Mode
No mistake limit. The timer ticks down but resets slightly on each color cleared. Tap fast to keep time alive. No penalties beyond slowing the combo meter. Best for high scores and long combos.
๐ŸŸก Medium Mode
You are allowed 20 mistakes total. Wrong taps count against you. The game ends when you reach 20 mistakes or time runs out. Strategy matters more here.
๐Ÿ”ด Hard Mode
Only 10 mistakes allowed. Wrong taps also deduct 1 second from the timer. Every mistake is costly. High precision required.
๐ŸŽ Racing Mode (Endless only)
Tap the RACING label under the Endless button to enable. Choose a target: 250, 1000, or 2500. The game ends the moment your displayed combo meter reaches that number. Your best time for each target is saved. Racing scores appear on the start screen leaderboard.
๐Ÿ”ง Options
Plus Mode โ€” Adds triangle pieces requiring directional matching. Shapes โ€” Blocks show shape symbols instead of solid colors. Round Blocks โ€” Cosmetic change to block corners. More Colors โ€” Expands the color pool from 6 to 10 colors.
๐Ÿ“Š Reading the Graphs
History Graph โ€” Shows your last 100 games. Gold = fastest tap, Teal = average tap, Red = slowest tap. The dashed line at 0.25s is the Good Tap threshold. Lines above it are fast; below are slow.

TPS Graph โ€” Taps Per Second over time. Shows acceleration and deceleration during play. The 4/s marker equals the 0.25s threshold.

Colors Graph โ€” Bubble chart showing each tap colored by which block was tapped. Bigger bubbles = faster taps.

Polar Chart โ€” Each color gets a slice. Wider = tapped more. Longer = faster average speed.

Tap Grid โ€” Shows which blocks on the 7ร—5 grid were tapped most. Brighter = more taps.

Raw Data โ€” Full table of all recorded games. ๐Ÿฅ‡ marks your best score. โญ marks the best in each category.
โš” Elite Mode
Elite Mode changes the mistake limits and applies a bonus multiplier to your final score.
Mistake limits: Medium โ†’ 5, Hard โ†’ 1.
Score multiplier based on Good Taps %: โ‰ค69.9% โ†’ ร—3 | 70โ€“84% โ†’ ร—5 | 85โ€“92% โ†’ ร—7 | >92% โ†’ ร—10.
In Endless + Elite: mistakes are multiplied by 10 in the score formula (heavy penalty for errors).
Elite scores are saved to a separate Elite scoreboard โ€” they do not mix with the normal scores. The Elite board appears as a rotated diamond overlapping the normal board when Elite is active.
๐ŸŸฅ More Blocks Mode
More Blocks changes the grid from 7ร—5 (35 blocks) to 7ร—7 (49 blocks). All blocks become smaller to fit the same screen area. This creates a more challenging game with more colors on screen at once.
Compatibility: Works with Round Blocks, More Colors, Elite, Racing, and Flash Mode.
Incompatible with: Plus Mode and Shapes Mode. If you select More Blocks while Plus or Shapes is active, those modes will be automatically turned off.
The Tap Grid page shows N/A in More Blocks mode since the grid layout differs from the standard 35-block tracking.
๐Ÿ’ก Flash Mode
Flash Mode changes the gameplay background color with every correct tap, cycling through darkened versions of the color palette. It has no effect on scoring or gameplay โ€” purely visual. Toggle it using the radio button labeled FLASH OFF / FLASH ON in the top-right corner of the Start screen.
๐Ÿ“ฑ Tablet Mode [Experimental]
Tablet Mode enlarges the gameplay grid to better fit larger screens and enables multi-touch input โ€” you can tap up to 10 blocks simultaneously. This is an experimental feature and may contain bugs. Enable it via the TABLET button in the bottom-left corner of the Start screen.
๐Ÿ– Pressure Mode [Experimental]
Pressure Mode activates force/touch-area detection on supported devices. When active, tap pressure data is recorded and displayed on the Game Over and Tap Times screens. Not all devices support pressure input โ€” it may show N/A on unsupported hardware. This is an experimental feature. Enable via the PRESSURE button next to Tablet Mode.
โš” Elite Mode
Elite Mode changes the rules for all difficulties. Medium allows only 5 mistakes. Hard allows only 1 mistake. In Endless, mistakes are penalized ร—10 in the score formula. The score is then multiplied by an Elite Bonus based on your Good Taps %: 69.9% or below โ†’ ร—3, 70โ€“84% โ†’ ร—5, 85โ€“92% โ†’ ร—7, above 92% โ†’ ร—10. Elite scores are saved to a separate leaderboard and do not appear on the normal boards.
๐ŸŸฅ More Blocks
More Blocks expands the grid from 7ร—5 (35 blocks) to 7ร—7 (49 blocks). Each block is smaller to fit the same screen area. Compatible with Elite, Racing, Flash, Round Blocks, and More Colors. Not compatible with Plus Mode or Shapes โ€” selecting More Blocks while those are active automatically disables them. The Tap Grid shows N/A in this mode.
โ–’ Strobe Mode
Strobe Mode makes the grid flash from fully visible to completely black and back, continuously throughout the round. The challenge is tapping by memory and rhythm โ€” taps still register even when the grid is invisible. The Hz slider controls flash speed (0โ€“50Hz). Active rounds multiply your final score by ร—3. The โ–’ symbol appears in Raw Data when Strobe was active.
๐Ÿฆธ Supa Mode
Supa Mode raises the bar for what counts as a Good Tap โ€” the threshold tightens from 0.2500s down to 0.1700s. This applies to every difficulty and combines with all other modes. While active, the gameplay grid glows with a pulsing golden border so you always know it's on.
Scoring: Your final score is multiplied by ร—10. On the Game Over screen, a small line called Normal Score shows what your score would have been with Supa Mode off (using the standard 0.25s threshold and no ร—10) โ€” a quick way to see how much of a boost Supa Mode gave you.
Supa Mode is a toggle, not a difficulty โ€” it stacks with Elite, Racing, and any option combo.
โ–’ Strobe Mode
Strobe Mode makes the grid strobe from fully visible to completely black and back, continuously from the moment you tap Start until the round ends. The effect is purely visual โ€” taps still register normally even when the grid is invisible, so the challenge is timing your taps by memory and rhythm rather than sight.
One slider controls the effect: Hz (0โ€“50) sets how fast the grid flashes โ€” low Hz gives a slow, hypnotic pulse, high Hz creates a rapid strobe. The โ–’ symbol appears in Raw Data when Strobe Mode was active during a game.
โญ Skill Rating
A long-term number tracking how you're improving, separate from any scoreboard. It's shown in the top-left corner of the Start screen, and updates right after every round on the Game Over screen.
Each round's contribution is a mix of five things: Speed (your average tap time vs. the universal 0.2500s benchmark โ€” always this number, even in Supa Mode, so changing your own threshold can't inflate it), Accuracy (correct taps vs. mistakes), Combo Control (your highest combo relative to total taps โ€” staying in one long combo scores better than the same taps split into many short ones), Endurance (sustaining that performance over more total taps earns more โ€” a 200-tap round outscores an otherwise-identical 100-tap round, with a fair separate baseline per difficulty since Hard's rounds are naturally much shorter than Endless), and a small Difficulty bump for Medium and Hard.
Your rating blends slowly toward each round's result โ€” your first qualifying round sets it outright, then it gradually settles into a steady rolling average after about 10 rounds, so one bad game won't tank it and one lucky game won't inflate it. Rounds with fewer than 3 correct taps don't count either way. Skill Rating is never affected by Clear Scores.
Jason Erick Tendean
Indonesia
Graphs
๐Ÿ“ˆ History Graph
Shows your last 100 games as a stacked area chart. Three lines: Gold = fastest tap that game, Teal = average tap speed, Red = slowest tap. All lines fill upward from the bottom โ€” the taller the gold line, the faster that game was. The dashed gold line marks the 0.25s threshold โ€” taps below this count as Good Taps. The Y axis is non-linear: the 0.15โ€“0.22s zone is expanded for easier reading of your best performances. Use the buttons at the top to also view % Good Taps, TPS history, Time, Tap Count, Colors breakdown, Tap Grid, Other Scores, Compare, Skill (Skill Rating over time) and Records.
โšก TPS Graph (Taps Per Second)
Shows how fast you were tapping throughout a round. The X axis is time elapsed; the Y axis is taps per second (0โ€“15). Two lines are drawn: a bright teal upper line (local peak TPS) and a darker lower line (local minimum TPS). The shaded area between them shows the band of speed variation. Dots above the 7/s threshold line (gold dashed) indicate that you were tapping faster than once every 0.14s โ€” in the Good Tap zone. Blue dots = below threshold, Red dots = above threshold.
๐Ÿซง Color Bubble Chart
Each correct tap is drawn as a colored circle. The color matches which block was tapped. Bigger bubble = faster tap. Taps clustered near the top of the chart were slower; near the bottom were faster. The 0.25s dashed line separates Good Taps (above) from slower taps. Use this chart to see which colors you tap fastest and which you struggle with.
๐ŸŽฏ Tap Times Graph
Shows individual inter-tap times as a connected line. Each point is the gap in seconds between two consecutive correct taps. Blue dots = under 0.25s (Good Tap). Red dots = over 0.25s (slow tap). Use the page buttons at the bottom of the panel to navigate โ€” each page shows 75 taps. A lower, flatter line means you were tapping consistently fast.
โฌก Polar Chart
Each color in the game gets its own radial slice. Wider slice = that color appeared more often. Longer slice = faster average speed on that color. A balanced circle means all colors were equally common and equally fast. Long spikes on one color mean you're very fast on that one. Tap the polar chart to zoom in.
๐Ÿ“Š Mean / Median / Mode Graphs
These three graphs show different statistical views of your tap times:
Mean โ€” running average of all taps so far. A falling line means you got faster during the round.
Median โ€” the middle value in sorted order. Less affected by outliers than the mean.
Mode โ€” 3D bar chart showing which tap-time values appeared most frequently. The tallest bar is your most common inter-tap interval. Gold bars = under 0.25s (good). Red bars = over 0.25s.
๐Ÿ† Other Scores
Reached from the "Other Scores" button on the History Graph screen. Shows your top 3 Endless-mode scores for each special option, viewed separately from the main scoreboard: Plus Mode, Shapes Mode, Round Blocks, More Colors, More Blocks, the Plus + Shapes combo, the More Colors + More Blocks combo, and ๐Ÿฆธ Supa Mode. Boards are kept permanently, so a great run never rolls off after 1000 games.
๐Ÿ”€ Compare
Opens from the Compare button on the History Graph screen. Tap up to three metric chips (Avg speed, Good %, TPS, Score and more) to draw them on one graph. Because the metrics use different units, each line is scaled to its own range, so read the shape (rising, falling, moving together) rather than the height. The real minimum and maximum of every line are listed under the graph.
Lines overlays your chosen metrics across 100 games. vs Prev draws the metric you tapped last for these 100 games (solid) against the 100 games before them (dashed) and shows the change: green is better, red is worse. Scatter plots the last two metrics you tapped against each other (X then Y), with newer games brighter, a dashed trend line, and a correlation number r. Near +1 or โˆ’1 means the two move together or in opposite directions; near 0 means no clear link. The page numbers step back 100 games at a time.
โญ Skill Rating Graph
Shows how your Skill Rating has moved game by game. It is rebuilt from your saved games using the current formula, so the latest point closely matches the badge on the Start screen. The page numbers step back 100 games at a time.
๐Ÿ… Personal Records
Your all-time bests in one place: fastest tap, fastest average and median, steadiest rhythm, highest Good %, combo, 3-second burst, TPS, longest game, most taps and highest score. Each shows the day, difficulty and modes it happened in. Rate-based records (average, median, StdDev, Good % and burst) only count games with 20 or more correct taps, so a tiny game cannot claim them. Records are kept permanently and are not affected by Clear Scores.
๐Ÿ“ Analysis
Game Over โ†’ Analysis reads your round (speed, rhythm, stamina, mistakes, bursts and any active modes), compares it with your previous 10 games, flags any personal records you broke, points out your slowest and fastest colors, and compares your modes against your normal play. History โ†’ Analysis looks at the 100 games on screen against your oldest games and covers progress, your strongest and weakest modes, colors, weekday and warm-up patterns. The wording varies from game to game.
๐Ÿ“ Speed Metrics Explained
Median โ€” the middle tap time when all taps are sorted fastest to slowest. Less affected by outliers than average, so it's a more honest measure of your typical speed.
Standard Deviation (StdDev) โ€” how spread out your tap times are around the average. A low std dev means you tap at a very consistent rate; a high one means you swing between fast and slow.
CV% (Coefficient of Variation) โ€” std dev expressed as a percentage of your average. Lets you compare consistency fairly across games of different speeds. Below 20% is excellent; above 50% means high variance.
Peak 3s TPS โ€” your highest burst speed measured over any 3-second window in the round. Better than the single fastest tap because it measures sustained speed, not a lucky single hit.
Fatigue Trend โ€” compares your average tap speed in the first 25% of taps against the last 25%. A negative value (green) means you got faster. Positive (red) means you slowed down.
Mistake Pattern โ€” Spread means mistakes came at roughly even intervals. Bunched means they came in clusters, suggesting momentary lapses. Uneven is somewhere between.
Taps Per Clear โ€” average number of correct taps needed to clear each color from the board. Lower means you're clearing colors efficiently in fewer taps.
๐Ÿ—ƒ Raw Data Table
A full spreadsheet of your last 1000 games. Each row is one game with columns for: Day of week, Mode, Time Survived, Score, Average tap speed, Fastest tap, Slowest tap, Good Taps %, TPS, FastTPS, Tap Count, Mistakes, Under/Over threshold, Combos, and Highest Combo. ๐Ÿฅ‡ marks the game with the best score. โญ marks the best value in specific categories. At the bottom: a Progress row compares your average score from games 1โ€“50 against 51โ€“100 (green = improving, red = declining), an Average row shows mean values across all games, and monthly/weekly/yearly/all-time tap summaries track your overall activity. Use the page buttons โ€” including ยซ First and Last ยป โ€” to jump around the full history.
๐Ÿ“ Tap Grid
Shows the 7ร—5 (or 7ร—7 in More Blocks) gameplay grid with brightness per block based on how often each position was tapped. Brighter block with thick border = tapped more. Each block shows its tap count and percentage of total taps. Below the grid: daily, weekly, monthly, and all-time tap counts. The History version aggregates data from the last 100 games.
Jason Erick Tendean
Indonesia
Elapsed
0.0
60.0
Combos
0
Tap #
0
Mistakes
0
1
2
3
4
5
6
7
--
Paused
Time left -- --
Game Over
Endless
Survived
0s
High Combo
0
Mistakes
0
Good Taps %
0%
keep tapping
Tap Times
Graphs
Tap Times
TPS
Colors
Color Polar
Mean Median Mode
Colors โ€” Last 100 Games
Bubble
Polar
Color Events
History
Mean Median Raw Data
Raw Data โ€” Last 1000 Games
Tap Grid
Total Combos: 0 Out of Sync: 0
TAP COUNT / % PER BLOCK โ€” THIS ROUND
Tap Grid
TAP COUNT / % PER BLOCK โ€” LAST 100 GAMES
Time
GAME DURATION โ€” LAST 1000 GAMES
Mean Median
Tap Count
TOTAL TAPS PER GAME โ€” LAST 1000 GAMES
Mean Median
Compare
Skill Rating
REBUILT FROM YOUR SAVED GAMES โ€” 100 GAMES PER PAGE
Records
YOUR ALL-TIME BESTS โ€” RATE RECORDS NEED 20+ CORRECT TAPS
Other Scores
TOP 3 PER MODE โ€” ENDLESS ONLY
Good Taps %
Mean Median Mode
Avg TPS
Mean Median Mode
Mean
Median
Mode