Practice
The ball still bounces and the targets still appear. Nothing is scored, stored, or judged. Repeat the same seed until the landing feels obvious, then flip the switch.
Follow the bouncing ball and land a rhyming word as it hits beat four.
LIVE BOARD
Say a word that rhymes with the highlighted chip as the ball lands.
The game is a four-beat loop. You do not need rap lessons. You need a beat, a target sound, and the habit of arriving on four.
Open the library, preview a pocket, and set the run to 8, 16, 32, or 64 bars. A slower boom-bap beat gives new players room to land.
Practice never scores you. Open Mic turns on the microphone and grades the moment your voice starts, on this device only.
Each bar is four beats. The bouncing ball marks time. The highlighted word is the sound you rhyme, not a lyric you have to copy.
Build your line through beats one to three. Say a rhyming word as the ball hits four. Keep the setup short so the landing is not late.
Open Mic ends with a verified timing score and a challenge link. The same seed recreates the same beat, scheme, and words for a friend.
Switch modes any time from the toggle above the beat. Use Practice to learn a pocket. Use Open Mic when you want a number you can share.
The ball still bounces and the targets still appear. Nothing is scored, stored, or judged. Repeat the same seed until the landing feels obvious, then flip the switch.
A short mic check shows the waveform, your input device, and speaker leak. Headphones keep the beat out of the microphone. Raw audio never leaves the browser.
Open Mic grades the start of your voice against beat four. The late window is wider than the early one, because most players react to the landing instead of anticipating it.
100 points. You hit the pocket.
70 points. Close enough to count.
40 points. The line started too soon.
40 points. Reacting instead of anticipating.
0 points. The target closed.
Letters mark families, not lyrics. A is one ending sound. B is a different one. An underscore is an open bar you can use to set up a punchline. Double-time schemes put two targets on every line.
Two lines share a sound, then the sound changes. Start here.
Two families trade places. Harder to keep both sounds ready.
One family for four bars. Great once your timing is stable.
Open Mic is on-device timing. It does not record, upload, transcribe, or replay your voice. A clean input is the whole setup.
Speakers feed the beat back into the mic and steal the onset that should have been your voice.
If the mic check barely moves when you talk, raise input boost or pick a different device.
A quiet “one, two, three” with the ball puts the rhyme on the tip of your tongue by beat four.
New words on a familiar beat build vocabulary. A familiar seed on a new beat builds timing.
As the ball lands on beat four. Beats one to three are yours to set up the line. If you wait to hear the landing, you will usually be late.
No. It only measures when your voice starts. The highlighted word is a prompt for you. The score never judges vocabulary, cleverness, or whether the rhyme was correct.
Quiet input, a late start, or the beat leaking from speakers into the mic can move the detected onset. Run the mic check, wear headphones, and try the input boost if the waveform looks tiny.
Yes. Share the challenge link after a run. It carries the seed, beat, scheme, and words, so both scores are comparable.
The game teaches timing by doing. These guides explain the skills behind it, each with a link that opens a matching board.
A beginner’s path from counting the beat to full lines and recovering from blanks.
Fifteen minutes a day, one goal per day, with a measured Open Mic baseline on day four.
Seven fixes for rushing and dragging, plus a ten-minute timing routine.
All 161 beats by style and tempo, so you can pick the right pocket for your level.
Open the board, pick a slow pocket, and land one rhyme on four. The rest of the run is just that, repeated.
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