Two Beat

How to play & controls Two Beat

Two Beat ships without a single audio file. Its seven tracks are scores written in code (chord progressions, drum patterns, melodies) that your browser plays through a built-in synthesizer, and every chart is generated from that same score. Five run 59 to 80 seconds: Dawn Bus (lo-fi, 96 BPM), Neon Jump Rope (synth-pop, 124), Cat Parade (chiptune, 138), Shooting Star Swing (110) and Canon Variations, an arrangement of Pachelbel's Canon in D.

The other two, Gutgeori Yard and Jajinmori Market, are built on Korean jangdan cycles. There the buttons become a janggu's two heads: left is the low head (kung), right the high head (deok), both together is deong, and each beat splits into three.

Every track has Easy, Normal and Hard charts, 21 in all, each with its own world ranking, plus two stage modes. Timing is judged against the sound you actually hear: the game subtracts your device's reported output latency, keeps separate sync per input type, and the server recalculates ranked scores from your raw presses.

Goal

A rhythm game with two buttons, left and right. Press the matching button the moment a note touches the line to score up to 1,000,000.

How it works

  1. Pick a song and difficulty under Songs. Start with Easy if you're new.
  2. After a short count-in click, notes fall down two lanes.
  3. Hit left-lane notes with the left button (F) and right-lane notes with the right button (J), right as they touch the line at the bottom.
  4. Hold long notes until the tail ends. When both lanes have a note, press both.
  5. At the end you get your score, rank and judgment counts. Press Play again (R) to retry right away.

Modes

18-second rhythm practice

Eight bars of Neon Jump Rope on Easy: 28 taps, no long notes, and the first note is on the left. It keeps its own best and is never ranked.

Songs

Seven tracks on Easy, Normal or Hard. Difficulty buttons show your rank and a lamp (✓ cleared at C or better, ✦ full combo, ★ all perfect), and the menu counts cleared charts out of 21.

Today's Song

One Hard chart picked from the date, the same for everyone, ranked until midnight UTC. The first five tracks may be mirrored left to right; jangdan tracks never are.

Rhythm Playground

A robot plays a bar and you echo it. Each stage has eight rounds (A, A, A′, A′, B, B, a trick round, a remix); two rounds in a row without a miss start a fever. A C (700,000) unlocks the next of five stages.

Janggo Festival

Janggu over kkwaenggwari, buk and jing. The teacher plays the first cycle unscored, and each difficulty's fifth stage is fast hwimori (126 to 150 BPM). Bests stay on this device.

Section practice

Opened from a song result: one bar plus two beats of lead-in, at 0.75×, 0.9× or 1×. Never ranked.

Friend challenge

A link that opens the exact board you played, including difficulty and mirroring. Accepting needs no account, and it stays open for 7 days.

Controls

ActionMouse & keyboardTouchGamepad
Left laneF, D, S, A or ←Left half of the screenLB/L1, LT/L2, D-pad ← or X/□
Right laneJ, K, L, ; or →Right half of the screenRB/R1, RT/R2, D-pad → or A/×
Both lanes (deong, chords)One key from each side togetherBoth halves with two fingersLB + RB
Long noteHold until the tail endsKeep the finger downHold the button
PauseEsc or the Quit buttonQuit button, top rightSTART/OPTIONS
Resume (3-second count)Esc or ResumeResume buttonB/○
Play again from resultsR or EnterPlay again buttonA/×
Sync calibration tapsAny keyTap the calibration boxLB or RB
MenusMouse, or Tab and EnterTapD-pad/stick to move, A/× to select, B/○ to close

Tips

Strategy tips

Where you miss matters

Max combo is 10% of the score, so one miss splits it. On Dawn Bus Hard, a single miss on the first note still scores 995,474 (S+); the same miss halfway through gives 945,700 (S). GREAT and GOOD never break the combo, and with a full combo eight GREATs still make S+ there.

Long notes count twice

Head and tail are judged separately; the tail needs holding until 120 ms before its end, or it is a miss that resets the combo. The deoreoreo roll on Gutgeori Yard Hard is a long note only 0.25 s long, so hold it about 0.13 s instead of flicking it.

Read the chart from the music

On Easy the first five tracks follow the drums: kick left, snare right on beats 2 and 4, both hands on section-opening crashes. DROP sections put a kick on every beat, so Easy drops are nearly all left hand. Hard follows the melody: a note higher than the one before goes right, a lower one left.

Don't mash; lift before re-pressing

A press with no note within ±135 ms costs nothing, but one in range of the next note takes it, turning a PERFECT into an early GOOD. A second key on the same side does nothing while the first is held, so when alternating F and D, release one first.

Calibrate per device

Default, Touch, Keyboard and Gamepad each keep their own sync. The drum test skips four warm-up beats, takes eight taps and proposes their median, warning you if the spread exceeds ±35 ms. If 20+ hits in a run lean 12 ms or more one way, the result offers a one-tap sync fix.

Practise the bars the result names

'Hardest bars' lists up to three bars, weighting a miss 4, a GOOD 2, a GREAT 1 and a dropped hold 4 more. Practice starts at 0.75×; with the option on, three straight successes within your miss goal (0 to 2) offer 0.9×, 1×, then the rest of the song.

Listen to the guide drum

In Janggo Festival the guide janggu gets quieter as you hit and returns to full volume on a miss. The Sinmyeong gauge gains 5%, 3.5% or 1% per PERFECT, GREAT or GOOD and loses 12% per miss; once full, the off-beat kkwaenggwari riffs last until it falls to 55%.

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