A creek mill. A hopper walks the mill race. Jump on a Note as it sounds. Hold Still on a Rest so the iron gate stays open. Jumping a Rest slams the gate and dunks you in the creek. Easy uses obvious long rests. Medium mixes quarter notes with quarter rests. Hard uses eighth notes and rests, faster. Score, Streak, Gates, three lives, and a Best.
Open the mill
Rest Gate waits on the flour sack. Tap Easy, Medium, or Hard, then open the gate.
Read Rest or Note
A chip slides the mill race. Note means Jump. Rest means hold Still.
Jump or stay Still
Press Jump or Space as a Note sounds. Stay Still on a Rest. A flour puff is a hit. A dunk in the creek costs a life and resets Streak.
Fill Gates
Sixteen Gates close the mill. Three lives. Score and Best stay on the HUD.
Jump on a Note, hold Still on a Rest
Events slide the mill race toward the iron gate. A Note needs Jump (button or Space). A Rest needs Still. A hit puffs flour and the gate stays open. A miss dunks the hopper in the creek.
Rest and Note chips on the race
Each event wears a Rest chip or a Note chip. The hopper must match that chip when the event reaches the gate.
Score, Streak, Gates, Best
A clean gate is 100 points plus 40 per Streak. Sixteen Gates finish the mill. Three dunks end the run. Best is saved per Easy, Medium, and Hard.
Difficulty that changes the skill
Easy: obvious long rests. Medium: quarter notes mixed with quarter rests. Hard: eighth notes and rests, faster.
Hearing and seeing the difference between a Note and a Rest. Kids Jump for sound and hold Still for silence.
Tap the Jump button or press Space when a Note reaches the iron gate. Do not Jump on a Rest.
A clean gate is 100 points plus 40 for each extra hit in Streak. A dunk resets Streak and costs a life. Best is saved for each difficulty.
Hard uses eighth notes and rests at a faster mill race. Medium already mixes quarter notes with quarter rests.
Yes. The speaker button sits in the HUD next to Rest Gate and remembers your choice.