Mechanics

Mechanics are what make up worlds. These mechanics can be spread across all levels or even just a specific one. A mechanic can influence when you press a key by changing the angle of the next tile, slowing or speeding up the planets, and many more. This page will show you the different mechanics shown in every world, in order of appearance.

Tile Angle Mechanics
These mechanics are limited to the angle of the tile. These tiles do not slow down or speed up the planets, nor do they limit the player's vision.

180°
The 180° interval tile can be found in every world. It portrays a crochet, or a quarter note beat. It has a beat number of 1. Every other beat number will be relative to this interval.

90°
The 90° interval portrays a quaver, an eighth note, or half of a crochet. It has a beat number of ½.

270°
The 270° interval portrays a dotted crochet, a dotted quarter note, or 1.5 times a crochet. It has a beat number of 1½.

135°
The 135° interval portrays a dotted quaver, a dotted eighth note, or 1.5 times a quaver. It has a beat number of ¾.

225°
The 225° interval portrays 2 times the length of a dotted quaver. It has a beat number of 1¼.

60°
The 60° interval portrays a quaver triplet, or a third of a crochet. It has a beat number of ⅓.

150°
The 150° interval portrays five-sixths of a crochet. It has a beat number of ⅚.

120°
The 120° interval portrays a crochet triplet, or two-thirds of a crochet. It has a beat number of ⅔.

240°
The 240° interval portrays a minim triplet, or four-thirds of a crochet, It has a beat number of 1⅓.

45°
A 45° interval portrays a semiquaver, or a quarter of a crochet. It has a beat number of ¼.

315°
A 315° interval portrays a double dotted crochet, or seven quarters of a crochet. It has a beat number of 1¾.

360°
A 360° interval portrays a minim, a half note, or two times a crochet. It has a beat interval of 2. Landing on a 360° interval guarantees that the next place you should land is the place before the interval.

Tile Stamp Mechanics
These tiles have images on them, which changes what a tile does. This images can be on any tile, apart from the first and last tile of a level. There cannot be multiple stamps on a single tile.

Snail
A snail will slow the planets down by 2x.

Double Snail
A double snail will slow the planets down by 4x.

Rabbit
A rabbit will speed the planets up by 2x.

Double Rabbit
A double rabbit will speed the planets up by 4x.

Swirl
A swirl will change the rotation direction of the planets. If they were spinning clockwise when they hit the tile, they will spin counter-clockwise, and vice-versa. Landing on a swirl will essentially invert tile angles, which can be calculated by using n = a + 2(180 - a), where n is the new tile angle and a is the original tile angle.