Dropbeat
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Drums
Tap anywhere in a column
Rules
- Drop the next token. Tap a column, or press 1–4.
- Match symbols to clear pads. Pairs connect across or down. Diagonals need three. A line of three can hook one more off either end. Falling pieces chain.
- Hold a tile. Tap the Hold slot at the end of the queue to park the tile in hand, or to swap the parked one back in. Once a turn.
- Closed columns take matches from above. When a column's bottom three pads are drums or Xs, drop the parked token's kind on it: the token lights 2, 3, then 4 and locks. Parked tokens of one kind side by side share the count.
- Every four changes locks a drum. Each clear after the first changes the current drum. Locked drums keep playing.
- Drop your locked drums. Clear beneath them for +500 each. Sixteen pads of drums and Xs close the machine.
- Play each token before the count runs out. Time up drops an X into your last column. Tap the screen to pause.
The symbols
- Double
- Add in-between pulses.
- Add
- Add supporting hits.
- Subtract
- Strip back or soften the groove.
- Special
- Match two to change the current drum.
- FX
- Send the current drum to the room, the drive bus or the delay, or sweep the mix.
- Wild
- Takes the kind of its best match. A clear of three or more with a Wild pays triple. On the last open pad it closes the machine.
- Lock
- Locks the pad it lands on, and every touching token of the kind it lands on.
- Swap
- Tap to blink, then tap another tile. Swap disappears; tiles above fall.
- Bomb
- Every token around it clears, diagonals too, for 200 each. Never a drum, never an X.
- Drill
- Goes straight down a column, full or not, and clears every token in it. Drums and Xs stay. Pays nothing.
- Money
- Plays exactly like a Wild and pays 1000 when it lands.
- Locked
- A locked drum keeps playing and no symbol changes it. Locks come from the Drums tab, and from the drums you lock in a run.
| Match or bonus | Points |
|---|---|
| Initial pair | +25 |
| Extra pair in a chain | +100 |
| Snake or group Three or more of a kind | +100 per token |
| Lock a drum Extra for each drum | +25 |
| Drop a saved drum Extra, once per drum per move | +500 |
| Drop a token Each ordinary token that falls when you clear beneath it | +50 |
| Contact on a closed column The count it lights: 2, 3 or 4 | +25 per count |
| Money | +1000 |
| Wild on the last open pad | +500 |
| Bomb Each tile it clears | +200 |
| Full house Every pad a drum; an X counts a quarter | +5000 |
| No match | 0 |
| Chain reaction The move's points, times the number of clears | ×2, ×3… |
+300+500+100= 900 ×2
Later stages pay more: every amount is scaled by the stage, up to ×2 in the last four. Every match in a chain scores, then the chain multiplies the move: two clears double its points, three triple them. A snake counts each cleared token once. Newly locked drums earn the lock bonus; their fall bonus starts on later moves.
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