Patterns Wiki
A pattern is a recognizable sequence of notes. Names describe movement, not a mandatory recipe — the same shape changes difficulty with timing and spacing. Each grid below animates the pattern in perspective, with square notes approaching as they do in game. Press any mapping button to load that version into the animation.
Stream
A continuous sequence of notes at a stable divisor.
Streams are the bread and butter of rhythm games: notes flow at a constant rhythm with no large gaps. They test speed and consistency rather than tricky reading. Keep their route legible and give the player a clear entrance and exit so they know when the stream starts and ends.
Ways it can be mapped
Straight stream
Notes travel along a single axis or row, emphasizing pure speed.
Serpentine stream
The stream snakes across the grid (as shown), adding gentle direction changes.
Stream with kicks
A stream where every 4th note is a jump or double note to accent the beat.
Stream into jump
A stream that closes on a wide jump, converting speed into an aim spike.
Jump
Two notes separated by a large distance.
A jump places two notes far apart, forcing a fast cursor flick between them. Jumps emphasize strong sounds and test aim. Consecutive jumps become tiring quickly, so use them to punctuate rather than sustain.
Ways it can be mapped
Cross-grid jump
A full-corner jump across the whole grid (shown).
Adjacent jump
A smaller jump between neighboring cells, lighter on aim.
Jumpstream
Jumps repeated in a steady rhythm to test stamina under constant aim.
Nested jump
A jump followed immediately by another jump in the opposite direction.
Slide
A short sequence moving in one direction.
Slides are short directional runs — three or four notes sweeping along one axis. They work well for sustained or rising sounds. Build regular slides with the Brush tool, or curved/off-grid versions with the Path tool for a flowing feel.
Ways it can be mapped
Horizontal slide
Notes sweep left-to-right or right-to-left along a row.
Vertical slide
Notes travel up or down a column (shown).
Diagonal slide
A corner-to-corner sweep adding mild aim movement.
Curved slide
Built with Path for an arc that bends between grid lines.
Stack
Multiple notes at the same or nearly the same position.
Stacks place repeated notes on one spot, representing repeated hits without adding movement. They are great for drum hits or repeated chants. Beware: dense stacks may hide their length — the player cannot tell how many notes are stacked from the visual alone.
Ways it can be mapped
Double stack
Two notes on the same cell — a quick double hit.
Triple+ stack
Three or more notes on one cell, often on a triplet rhythm.
Tilted stack
Notes land on nearly the same position with a tiny offset to suggest motion.
Stack into jump
A stack that resolves by flinging out to a distant note.
Spiral
A sequence rotating around a center.
Spirals orbit a central point, testing continuous control as the cursor traces a rotating shape. Use the transform panel to rotate a selected motif, then check that the result remains readable during gameplay.
Ways it can be mapped
Clockwise spiral
Rotates around the center in a clockwise direction (shown).
Counter-clockwise spiral
Mirrored rotation for variety and directional coverage.
Tight spiral
A small radius around the center for control-focused play.
Spiral entrance/exit
Spirals that begin or end on an accent note to bookend the motion.
Anchor
A repeating position alternates with moving notes.
Anchors hold one hand or one cursor reference point while the other notes move around it. They create a stable reference for reading, but they increase wrist/control demands because the anchored position keeps being re-hit from different directions.
Ways it can be mapped
Anchor + jump
The anchor is hit, then a jump moves out and back to the anchor.
Anchor + stream
A stream runs while a note returns to the anchor on each repeat.
Double anchor
Two anchor cells alternate while moving notes pass between them.
Swinging anchor
The anchor gradually drifts to a new position across the section.
Off-grid Path
A sequence between standard grid points.
Off-grid paths place notes between the standard 3×3 intersections, using Grid divisor, free placement, or the Path tool. Its purpose and direction should remain obvious during gameplay — an off-grid note that reads as on-grid is a reading trap.
Ways it can be mapped
Half-grid path
Notes snap to half divisions, readable as a subtle offset.
Free-placed path
Hand-placed off-grid notes for deliberate final adjustments.
Curved off-grid path
A Path-built arc that bends through off-grid space.
Hybrid grid/off-grid
Mostly on-grid with a single off-grid motif used for a distinct phrase.
Burst
A short, fast cluster of notes — a mini-stream.
A burst is a handful of notes in quick succession, shorter than a stream but denser in feel. Bursts punctuate a section without the stamina drain of a full stream. They test the same speed skill in a compact package.
Ways it can be mapped
Straight burst
A 4–6 note run along one line.
Jump burst
A burst that includes one wide jump to add an aim accent.
Directional burst
A burst with a deliberate direction change (shown).
End-anchored burst
A burst that terminates on a stack or anchor note.