A short melody clicks through a telegraph office. Pin note-heads from the inkwell onto the treble staff, then Send. Correct pins lock. Wrong pins Spark and fall. High-school melodic dictation you pin by hand, not a multiple-choice worksheet.
Hear the wire
Pick Easy, Medium, or Hard, then Pin. A short melody plays. Tap Hear if you need it again. The paper tape starts the clock.
Pin the staff
Drag a note-head from the inkwell onto the line or space you heard. One pin per beat. You can move an unlocked pin.
Send
Press Send. Correct pins lock. Wrong pins Spark and fall. A clean Send adds Score and Streak and counts one of the Wires.
Clear 6 Wires
Finish 6 Wires for All wires sent, or keep going until the lamps go dark. Office closed shows Score, Streak, and Pin again.
Pin from the inkwell
Drag a note-head onto a line or space. Each column is one beat of the wire. You hear the melody, then Pin what you heard.
Send locks or sparks
Press Send when every beat has a pin. Right pins lock in brass. Wrong pins Spark and fall so you can Pin again.
Wires, Streak, and time
Clear 6 Wires to finish, or lose three lamp lives. Each clean Send grows Streak and Score. The paper tape is the clock.
Difficulty that changes the line
Easy is 3 notes stepwise. Medium is 4 with a skip. Hard is 5, faster, and includes a leap.
Wire Dictation is a high-school melodic dictation game set in a telegraph office. A melody plays. The player Pins note-heads from an inkwell onto a treble staff, then presses Send. Correct pins lock. Wrong pins Spark and fall. Easy stays stepwise. Medium adds a skip. Hard adds a leap and a faster wire. Six Wires finish the run. It is physical staff pinning, not a four-button quiz.
Dictation you pin
Students place real note-heads on lines and spaces. That is closer to writing a melody than tapping A, B, C, or D.
Steps, skips, and leaps
Easy is stepwise. Medium asks for a skip. Hard includes a leap. The skill changes, not only the clock.
Instant lock or Spark
Send either locks the pin or drops it with a Spark. Score and Streak sit on the desk. The board and the how-to share Pin, Send, and Wires.
Finger or mouse
Drag from the inkwell. Touch targets stay large. Hear replays the wire without leaving the blotter.
Drag a note-head from the inkwell onto a staff line or space. Each column is one beat. Then press Send.
Send checks every pin. Correct pins lock. Wrong pins Spark and fall so you can Pin those beats again. A fully wrong or timed-out wire costs a lamp.
Easy is 3 notes stepwise. Medium is 4 notes with a skip. Hard is 5 notes, faster, and includes a leap.
A clean Send starts at 100 and grows by 40 with Streak. Score, Streak, and Wires stay on the plaques. Six Wires wins.
High-school music. Students who already read a treble staff and can hear steps, skips, and leaps.