Hero Band Revolution! 4k
Back to The Front
A 4k rhythm music game
To start the game, press the space bar. Hold down the corresponding
key while the colored block's white boundary is within the white
rectangle. Don't let the audience meter reach empty (the bottom of the
screen), or your time in the spot light is over!
- Red - Hold "A" or "Z"
- Green - Hold "S" or "X"
- Blue - Hold "D" or "C"
If this is your first time playing, please read the complete
Current size: 4092 bytes
- Music Scroll (gray-scale horizontal stripes)
The area where the song scrolls by, allowing you to view the
notes that will be played.
- Note Hit Area (gray rectangle)
You must press the "hit" key corresponding to the note's color
and position while the note is in this area.
- Note Play Mark (yellow horizontal line)
The note will play while on this line. See the
note about audio latency.
- Song Position (vertical white bar)
Indicates how much more of the current song / level is left.
- Audience Approval Rating (horizontal blue-orange bar)
Indicates how well you've played the notes. This
stretches to the right as you play the notes correctly.
- Minimum Approval Rating for the Level (cyan arrow on the audience approval rating)
Indicates the minimum level of approval you'll need at the end of
the level. If your approval rating drops below this mark, then your
approval rating meter will flash red for the difference you need to
- End-Of-Song Mark (purple line in the music scroll)
This line comes down the music scroll to let you know when the
song actually ends.
- Bonus Star Burst (white rays in the music scroll)
If you hit enough notes in a row, this burst will appear to indicate
that your bonus mulitplier has increased.
- Score (number in the upper left)
Your current score.
- Bonus (number in the upper right)
The multiplier to your score. This resets at the beginning of each
- Level (number in the lower right)
The current level / song for the game.
- Audio Latency (number in the lower left)
The current audio latency amount that you have set.
See the note on audio latency below for more
space press to start the new game
A, Z press for the left column / red notes.
S, X press for the middle column / green notes.
D, C press for the right column / blue notes.
1 Increase audio latency. See this note.
2 Decrease audio latency. See this note.
Due to limitations in the Java Sampled Sound API, I wasn't able to
automatically adjust the latency between pushing samples to the API to
when the sound is actually heard. Because of this, you'll need to
manually adjust the sound yourself.
Ideally, the played note should be first heard when the leading white
edge of the note block is covered by the Note Play Mark.
If you see a note pass the Note Play Mark, but don't hear its sound
until a bit longer, then your computer has a longer audio latency than
the current setting. Press "1" to increase the game's computation of
your audio latency. Likewise, if the note is played before the
note passes the Note Play Mark, press "2" to decrease the audio
The current latency value is displayed in the lower left-hand corner.
Since each operating system, and even different drivers for the same
operating system, can have vastly different latency values, you will
need to discover your own setting. The following table contains the
latency values I've discovered on different computers:
|Operating System||Latency Value Range|
|Windows XP||3 - 4|
|Linux ALSA with kernel 2.6.30||13 - 15|
|Mac OS X Snow Leopard||11|
An alternate version of this game has an experimental control to
eliminate the need of the manual latency controls:
Press the appropriate red/green/blue button to "hit" all the notes
as they come down the music scroll. "Hit" notes improve your
score and audience approval rating, and "missed" notes drop
your approval. You can tell if a note is "hit" or "missed" by
the column lighting up - a green flash means you hit the note,
and a red flash means that the note was missed.
The meter on the bottom indicates your audience approval rating.
If this ever becomes empty, then the audience boos you off the
stage, and the game is over.
Likewise, the arrow marker on the meter indicates the minimum
approval rating to move onto the next level. If you complete the
level with your approval rating below this mark, your game is
over (the approval rating bar will flash red for the amount
you need to make up). You can tell how much time is left in the
level by the white bar on the left - when it reaches the bottom,
the level is over. The level separator is indicated by a purple horizontal
line in the music scroll.
A note is only recognized as "hit" when you press the correct key
when the note is within the white rectangle at the bottom. The
yellow horizontal line indicates when the note is (should be)
To get a full score on a note, you must hold the correct key down
for the note, starting with when the leading edge is within the
white rectangle, and released when the trailing edge is within the
white rectangle. If you do this enough times in a row, you are
rewarded with a bonus score multiplier, and an extra boost to your
- To raise your score, you must hold down and release the key
while the block is inside the white rectangle.
- You can increase your score by holding the key down for the entire
length of the note.
- Score is judged by whether you press and release on time. If
you let go of a square too early, you can always press the key again
and release at the right time in order to keep from having your score
go down even more (your score will not go down if you press again
in the middle of the note).
- Mistakes at early levels don't count against you much. However,
the penalties go up as you progress through the levels.
- At the higher levels, you can get a bonus by not making a mistake
over a certain number of notes (for that level). If you can do this,
then you can recover faster from those minor mistakes!
The source is located at my
Source Forge project, GroboUtils.