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How to keep time in Tempo: why you rush, what drift costs, and how to stop it

Eigengames team · 6 October 2026 · 5 min read

▶ Play Tempo🎯 Try a Hard set with a slowing gear change

The pendulum swings for four bars at 100 BPM, you tap along, and then it stops. Eight taps later the meter swings to 81 ms. The timeline tells the story: the first tap was nearly on the beat, the second a little early, and every tap after that a little earlier still. By the eighth you were a seventh of a second ahead of a beat you could no longer hear.

That is the most common way to lose points in Tempo, and it is not the same as being sloppy. We used the game’s own round generator and scorer and ran simulated tappers through them: a few simple models of how people keep time, each one tried on thousands of rounds. The models are our assumptions; only the comparisons between them matter.

How the score works

Each round you tap eight silent notes. The scorer pairs your taps with the true notes in order, choosing the pairing that costs least. A paired tap costs its distance from the note in milliseconds. A tap more than 250 ms away counts as a miss, and every missed note and every extra tap costs a flat 250 ms. The round’s score is the total divided by eight, and a set adds up five rounds. So a perfect set is 0 and the worst possible is 1,250.

Two consequences follow straight away. Skipping a note is expensive: with otherwise good taps, one missing note adds about 31 ms to that round (250 divided by 8), more than many players’ whole error. And tapping extra “just in case” never helps: an extra tap costs exactly as much as a miss. Tap once per note, even if you are unsure.

Phase and drift are different mistakes

A run of taps can be wrong in two ways. If you start late but keep the right interval, every tap is off by the same amount: start 50 ms late and the round scores 50, at any tempo. That is a phase error, and it is set by your first tap. If you start on time but your interval is slightly short, the error grows with every tap. That is drift.

050100ms1357silent beat
A 100 BPM round. Red: taps 3 % too fast (582 ms apart instead of 600), 18 ms early on the first beat and 144 ms early on the eighth; the dashed line is their mean, 81 ms. Green: on tempo but 50 ms late throughout, a round of 50.

The rusher in the figure is only 3 % fast, a difference almost nobody can hear, and still scores worse than the player who was a clearly noticeable 50 ms late. At 60 BPM the same 3 % rush scores 135, because each interval is a full second and 3 % of it is 30 ms per beat. Drift is the bigger enemy, and the slow rounds are where it hurts most.

Many players rush in silence, and the slow rounds make it worst: a long gap feels too long, so the hand jumps in early. So the fix is a bias, deliberately: on slow tempos, think “lazy”. Let each tap land a hair later than feels natural.

Your clock wobbles, and errors add up

Even with no drift at all, no two of your intervals are the same length. We modelled a tapper whose every interval is off by a random 4 % (a typical figure for practised tappers, by our assumption). If those small errors did not carry over, that player would score 19 ms a round at 100 BPM. But they do carry over: each tap is timed from your previous tap, not from the true beat, so the errors add up like a random walk. The same player then scores 39 at 100 BPM, 64 at 60 BPM and 24 at 160 BPM. A Normal set comes out at about 193 for that player. Halve the wobble to 2 % and the set drops to about 97, which is a Human metronome rating.

Two things reduce the wobble: a bigger movement and a body rhythm. Tap from the wrist or the elbow rather than with a twitch of the finger, and nod or sway on the beat during the lead-in so that the rhythm is in your body, not just in your eyes. Counting silently in subdivisions (“one-and-two-and”) also helps at slow tempos, because it splits a long, hard-to-judge gap into two short ones.

The Hard tricks

Hard sets mix in three patterns, and each has a characteristic trap.

Swing plays long-short pairs. The short note sits two thirds of the way through the beat, not halfway. Tapping even eighths instead costs 56 ms at 90 BPM, all of it on the short notes.

beatbeatswing 444 mseven 333 ms
One beat at 90 BPM. The swung note (brass) comes 111 ms after the even eighth (red): a long, then a short.

Off-beat keeps the clicks on the beat and asks you to tap between them. Tapping on the click instead is half a beat out, which is a miss on every note: the full 250. Watch the lamp, not the click, during the lead-in; it flashes on the notes you will tap.

Gear change plays the first three bars at one tempo and the last bar, marked by the bell, at a new one, either a quarter faster or a fifth slower. You get only four beats to learn it. Carrying on at the old tempo scores about 199 at 100 to 125 BPM. Tap along during that last bar so that your hand learns the new interval before the silence starts.

Calibration, honestly

Every screen and touch panel adds a small delay, and so does your own habit of anticipating a beat. The Calibrate round measures all of these together: you tap along with twelve visible beats, and the game takes the median gap. It then corrects your silent taps by that amount, shows the correction on screen and saves it with your score. It only fixes a constant phase error. It cannot fix drift, so it will not rescue a rushing round. Calibrate once on each device.

Practice

The practice set is Hard seed 64: a straight 143, off-beats at 112, two swing rounds at 65 and 81, and a gear change that slows from 135 to 108 BPM. The slow swing at 65 is the one to watch: each beat is almost a second long, so lean back and do not rush the long note.

▶ Play Tempo🎯 Try a Hard set with a slowing gear change