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All articles (43)

Design guide

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

How to write a game design document, drawing on the Diablo proposal, Grim Fandango's puzzle documentation and published studio design materials. Covers design principles, state transitions, hit-window boundaries, content tables and playtesting.

Updated 2026.10.17 · 22 min read
Production guide

Making a small game: from first input to a complete round

How to build a small game, drawing on the Experimental Gameplay Project, Arkadium's prototype process and Godot's official tutorial. Covers design questions, technical risks, state transitions, restarting, production scope and completion criteria.

Updated 2026.10.17 · 17 min read
Technical analysis

How rhythm games connect music, input and hit detection

How rhythm games connect audio tracks, charts, target times, inputs, hit detection and feedback, with a step-by-step approach to investigating visual and audio sync problems.

Updated 2026.10.17 · 6 min read
Music guide

Choosing tempo and loop length for game music

Define the input task and music's role, then calculate BPM and loop length. Includes comparison audio using the same drum arrangement at 100, 120 and 140 BPM, with a checklist.

Updated 2026.10.17 · 6 min read
Reference games

Studying reference games through input and feedback

How to compare player inputs, anticipation and learning, using official Rhythm Doctor and Hollow Knight descriptions alongside Rhythm Tengoku and CAT BEAT examples.

Updated 2026.10.17 · 5 min read
Research reading

Osu2MIR: extracting beat-tracking data from osu! charts

An examination of the Osu2MIR paper and public repository: how osu! timing points become beat and downbeat annotations, how those differ from gameplay targets, and how the study selects and evaluates its data.

Updated 2026.10.17 · 5 min read
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
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
Design guide

Designing a core loop: cues, actions and results

How to design a core loop, using Nintendo's rhythm games, Valve's work on visual clarity and pacing, and the original MDA paper. Covers cues, choices, input feedback, learning, tension and a 16-target comparison exercise.

Updated 2026.10.17 · 18 min read
Production guide

How to write a playtest report: observations and impressions

How to write a playtest report, drawing on Valve's published methods and the Portal postmortem. Covers research questions, facilitator scripts, observation records, units of analysis and revision decisions, with five fictional sessions and a report template.

Updated 2026.10.17 · 19 min read
Rhythm analysis

Chart design: BPM, the first beat and target times

A two-bar example at 120 BPM shows how accents, rests and direction changes shape a chart. Includes a CSV and separates required inputs from the sounds played by each instrument.

Updated 2026.10.17 · 6 min read
Rhythm analysis

Same BPM, different difficulty

Compare input density and minimum intervals at 120 BPM. Design examples separate direction changes, memory length and lead time.

Updated 2026.10.17 · 5 min read
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 reading

MDA: connecting game rules and player experience

An MDA analysis of a timing-game example, connecting rules, interactions and experience while keeping observed behavior separate from participants' impressions.

Updated 2026.10.17 · 5 min read
Technical reading

Scheduling web audio with two clocks

An explanation of two-clock audio scheduling based on Chris Wilson's technical guide. Includes a four-beat example at 120 BPM and the trade-offs of different scheduling horizons.

Updated 2026.10.17 · 5 min read
History

PaRappa the Rapper: call and response as a game

PaRappa's teacher-led rap gives button patterns a place in the story. A look at call and response, beginning with the Japanese PlayStation release in 1996.

Updated 2026.10.17 · 4 min read
History

beatmania: five keys and a turntable

Five keys, a turntable and matching screen lanes define beatmania's 1997 arcade controls. Their relationship helps explain why musical tempo and chart density create different demands.

Updated 2026.10.17 · 4 min read
History

DDR: four arrows and the movement between them

Direction cues meet movement preparation in DDR, which debuted in Japanese arcades in 1998. Later freeze-arrow guides and Pump's panel layout offer further points of comparison.

Updated 2026.10.17 · 4 min read
History

pop’n music: nine buttons, songs and characters

Buttons, songs and characters give pop'n music distinct ways to welcome players and develop their skills. An examination of the series that began in arcades in 1998.

Updated 2026.10.17 · 4 min read
History

Pump It Up: five panels and diagonal movement

Pump's four diagonals and center create different routes from DDR's panel layout. The South Korean arcade game began in 1999; its movement demands show why note count tells only part of the story.

Updated 2026.10.17 · 4 min read
History

1999: IIDX and the rise of instrument-shaped controls

IIDX's seven keys and turntable, GUITARFREAKS and drummania give the hands and feet different jobs. Their controls distinguish the number of inputs from the actions needed to perform them.

Updated 2026.10.17 · 4 min read
History

Taiko no Tatsujin: drumhead and rim as inputs

Drumhead and rim strikes define Taiko no Tatsujin's basic controls. Starting with the 2001 arcade debut, the article examines those actions alongside the drums, characters and song selection.

Updated 2026.10.17 · 4 min read
History

DJMAX: one song, multiple button configurations

One DJMAX song can support different charts and button configurations. An examination of those choices, with the 2004 online-service origins distinguished from the later RESPECT V.

Updated 2026.10.17 · 4 min read
History

Elite Beat Agents: touch location meets timing

Taps, slides and spins share the DS with a story playing on its upper screen. Nintendo's manual for the 2006 North American Elite Beat Agents explains how the controls and two displays work together.

Updated 2026.10.17 · 4 min read
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