All articles (43)

History

osu!: play, chart creation and the records of 2007

osu!'s 2007 records connect position-and-timing play with an editor and shared charts. Tests, public release, forums and ranking features mark separate stages in that development.

Updated 2026.10.17 · 4 min read
History

jubeat: pressing the signal on a 16-panel grid

Sixteen panels put timing cues at the point of contact in jubeat, introduced in 2008. The 4×4 layout also asks players to divide attention and manage hand occlusion.

Updated 2026.10.17 · 4 min read
History

Project DIVA: songs, character performances and input cues

Character performances and timed inputs share the Project DIVA screen. The article traces the 2009 PSP original and arcade expansion while using the later Mega Mix+ to examine cue clarity over video.

Updated 2026.10.17 · 4 min read
History

Cytus: timing through a moving scan line

Cytus's moving scan line communicates timing across note positions. Beginning with the 2012 mobile game, the article follows the information players use from song selection through play to results.

Updated 2026.10.17 · 4 min read
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
History

NecroDancer: deciding when and where to move

Crypt of the NecroDancer joins rhythm inputs to dungeon choices in its 2015 PC version. Timing mistakes and route decisions require different explanations of the same result.

Updated 2026.10.17 · 4 min read
History

Beat Saber: moving directional cues into VR space

Color and direction cues become arm movements in Beat Saber. The date reference is the 2018 PS VR release; later APT. screenshots illustrate song-specific staging.

Updated 2026.10.17 · 4 min read