Operator manual

Manual

Everything in TICKR lands on a 400 ms grid. Learn the beat and the rest follows.

CHAPTER 01

The beat

TICKR runs at 150 BPM. One beat every 400 milliseconds, about the length of a Solana slot. Obstacles always reach you exactly on a beat. Start the metronome and tap along.

CHAPTER 02

Lanes and movement

Five lanes. You start in the middle. Each press moves one lane.

A / ←D / →W / ↑ / SPACE
  • Keyboard: A/D or arrows to switch lanes, W, ↑ or Space to jump, S, ↓ or Shift to phase.
  • Mouse: click the left or right half to switch lanes, right click to phase, wheel up to jump.
  • Touch: swipe left or right for lanes, swipe up to jump, hold to phase.

CHAPTER 03

Obstacles

In-game capture: violet blocks and a gate on the five-lane track
Captured from the game.

Block

Fills one lane. Slide to a free lane.

Bar

Low bar across several lanes. Jump.

Gate

Violet wall with a gap. Hold Phase on the beat to pass through.

Fork

The track splits. Pick the open side on the beat.

Drop

A missing section of track. Jump on the beat.

CHAPTER 04

Timing windows

Within ±60 ms of a beat is Perfect. Within ±120 ms is Good. Anything else is Off: you still move, but the multiplier resets.

Diagram of timing windows: Perfect within 60 ms of the beat, Good within 120 ms, Off beyond

Perfect 0 · Good 0 · Off 0

CHAPTER 05

The multiplier

Each Perfect or Good action steps the multiplier up, from x1 to a cap of x8. One Off action drops it back to x1. Each beat survived adds 10 distance points, coins add 25, a Perfect action adds 50, and all of it is multiplied.

(1000 distance + 30 coins × 25 + 60 × 50 perfect) × 4 = 19,000

Over 100 beats with 30 coins. Overclock doubles everything for 16 beats.

CHAPTER 06

Power-ups and boss beats

Shield

Restores one hit, up to three.

Magnet

Pulls coins from every lane for 16 beats.

Slow

Half speed for 8 beats. The clock stays at 150 BPM.

Overclock

Double score for 16 beats.

In-game capture of a boss beat: a dense congestion pattern under a violet storm
Every 64 beats a congestion section arrives: dense patterns and a storm. Captured from the game.

CHAPTER 07

Daily seed and leaderboards

Daily seed mode builds the same pattern for everyone, from a seed derived from the UTC date. Endless uses a random seed. Practice starts slower and never submits.

Connect a wallet after a run and press Sign and submit. You sign a plain text message listing your numbers. The server checks the signature, the plausibility limits and replays, then keeps your best score. See the boards.

CHAPTER 08

New to crypto

Wallet

An app such as Phantom, Solflare or Backpack that holds your keys. Your seed phrase is the master key. Never share it.

SOL

The native coin of Solana. It pays network fees and is what you swap for $TICKR.

pump.fun

The launch platform where $TICKR trades on a bonding curve before it lists on a DEX.

Mint address

The unique on-chain ID of a token. Names can be copied. The mint cannot. Always check it.

Signing

Approving a text message with your wallet. It proves you own the address and costs nothing. TICKR never asks you to sign a transaction.

Slot

A Solana block window, about 400 ms long. TICKR runs on that rhythm.

CHAPTER 09

Next levels

Each row fills by status. Nothing unshipped is marked completed, and proposed work may change.

CompletedActiveProposedFuture
  1. LEVEL 01

    Launch and Arcade v1

    Active
    • Website and token hub
    • TICKR arcade with daily seed
    • Signed daily, weekly and all-time boards
    • Holder locker with three tiers
  2. LEVEL 02

    Verified runs with server replay

    Proposed
    • Input log recorded per run
    • Deterministic server replay
    • Replay-verified badge on the board
  3. LEVEL 03

    Seasons and hall of fame

    Future
    • Monthly seasons
    • Permanent hall of fame
    • Season recap cards
  4. LEVEL 04

    Holder cosmetics drop 2

    Future
    • New runner skins
    • New trails and tracks
    • Community-voted designs