Headlines

For people who study and make games
1996 / PaRappa the Rapper

PaRappa the Rapper: call and response as a game

PaRappa the Rapper turns a teacher's rap into a button-based call and response. Players listen, then perform the pattern on their turn. Released for PlayStation in Japan in 1996, the game builds each lesson around a character situation that gives the inputs both an order and a purpose.

1999 / Pump It Up

Pump It Up: five panels and diagonal movement

Pump It Up's five panels place a center between four diagonals. With the same number of notes, a different route across those positions changes how the player prepares each step.

News briefing

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Song additions, game updates and audio specifications, with context for developers.

Technology news

W3C publishes a Web Audio API 1.1 Working Draft

A comparison of the September 22, 2026 Web Audio API 1.1 Working Draft with the first 2024 draft, focusing on OfflineAudioContextOptions.length and the checks needed to connect specification changes to browser behavior.

· 4 min read

Tools for making games

Design guides →
Design guide

How to write a game design document: rules and acceptance criteria

A game design document translates the experience a team wants to create into rules, data, production requirements and tests. Published studio proposals and puzzle documents show how these pieces fit together. This guide examines those documents, then follows a feature from its initial specification through implementation and testing.

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Rhythm analysis

Chart design: BPM, the first beat and target times

Charting starts with a musical choice: which sounds should the player follow? Those actions then need positions in the audio file. This guide uses two bars at 120 BPM, with a reference beat at 1.2 seconds, to connect those choices to a CSV and timing diagrams.

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Between music and input

Rhythm design →
Music guide

Building a beat with kick, snare and hi-hat

Compare drum placement and input targets at 120 BPM, hear half-time and tempo changes separately, and distinguish a mixed WAV, individual stems and scheduled event times.

Updated 2026.10.17 · 5 min read

Research through a game-design lens

Research & analysis →
Research reading

Osu2MIR: extracting beat-tracking data from osu! charts

Osu2MIR extracts musical beat positions from information in game charts. Understanding how those positions differ from note-input timestamps is central to reading the work. This article follows audio matching, timing segments, selection and validation through the paper and the public file format.

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Reading games through comparison

History feature →
History

SOUND VOLTEX: buttons and continuous knob control

Buttons and rotary controls create discrete and continuous actions in SOUND VOLTEX BOOTH. Its official 2012 instructions explain how an input starts, continues and ends.

Updated 2026.10.17 · 4 min read
Development case study

CAT BEAT: five modes built around left and right inputs

Boxing tests timing, VS Boss tests pattern memory and Cat's Day tests target recognition. Development screenshots show how the same controls support different kinds of play.

Updated 2026.10.17 · 4 min read
43 articles on design, history, audio and technologyBrowse all articles →Templates & beat files →