lpnotes
Later in life, though, I realized that sometimes my perfect pitch was... half a step off? And like the writer of the article, I was better at identifying notes from my primary instruments (in my case violin and piano) rather than from an instrument that had a much lower or higher register.
Side note: last year my family and I coded and launched Perfect Pitch Puzzle, a wordle-esque game that helps people without perfect pitch practice identifying notes by guessing the first six notes of a melody at a time. https://www.perfectpitchpuzzle.com/ New songs are still being added daily. Enjoy!
I've noticed that 1) silent mode and 2) not wearing headphones sometimes causes the muting, but I'm still trying to figure out why exactly some iPhones seem to play fine with headphones and why some iPhones require headphones.
> One feedback is that I would like to be able to play more times a day.
We will consider making the previous days' songs available to play.
> Finally, I personally would like to choose the music genre of the puzzle.
Nice idea! :) Maybe once we have more songs (right now there only 125) and user accounts we can support genre selection.
Thanks again for playing!
This is available in "hard" mode!
You are maybe the fifth person to mention the octaves, haha. At the moment, I'm starting to think something like:
Easy mode: we give you the octave guardrails Normal, hard: you have to select the right octave and the right note; if it's the right note but wrong octave, the tile turns pale green. Also, maybe some new design for the grid so that you can toggle the octave up or down beside the superscript of each tile
> Perhaps you could also give the player an easy way to change the octave of a note after inputting the note
I really like this idea, and will have to think about maybe putting a superscript next to each input tile (or something) that lets you toggle up or down to change the octave. Will have to think about the design!
My partner (who finds these puzzles more challenging) does this but still often completes the puzzle in more than one guess because they just want to test out how accurate they were on the first try and make use of the grey/yellow tiles to get closer to the answer, haha.
Thanks for the feedback!
> leave the keys that have been used colored like in the original wordle game so there is some visual reference of what was previously used/correct/incorrect/misplaced
Oh, this is a good feature call. I'll need to look up how the original wordle deals with multiple of the same letters in the same solution -- e.g. if the puzzle is EEFGGF (the first 6 notes of Hallelujah) and you entered EFEGGE, should "E" display as yellow or green? (On second thought, probably yellow.)
Would you prefer to play a "super hard" mode with disabled pitch and no backspace (and 8 tiles and only 3 listens), or the option to disable the pitch at any level?
I really like this idea! Maybe the 4th color will be pale green (aka you're close)
> Another recommendation: make an easy mode in a single octave for practice. Allow progression to more octaves once easy mode is mastered.
This is unfortunately hard to do in the regular daily game cadence because I'd have to limit myself to songs that span only one octave within the first 6 notes, but I can definitely see it as an easy mode feature in "practice" mode. I'm also thinking that ironically, fixing the octave makes it easier for users because it limits the choices, so maybe:
1. easy: the octaves switch for you 2. normal, hard: you have free reign to switch octaves, but right_note && wrong_octave === pale green tile
There is one question that I haven't entirely figured out how to ask but am curious about -- if we let you adjust the octaves, and if you select the correct note but the wrong octave, would you want the game to highlight the note as "green" (correct) when you submit the attempt? Or would you prefer to have to guess the right octave along with the right note before the answer is accepted?
(Unrelated side note: I am a desktop person, and thus surprised that so many people are playing it on their phones, haha. I'll have to check the google analytics for that.)
We do hope to allow octave selection in a future "practice" mode where you're not limited to one puzzle a day, though.
The reason you can't right now is because it gets a little complicated if the user selects the right note but the wrong octave; they'll hear the correct pitch when they play the note, but should we record the wrong octave in the playback, or play the right octave (but potentially cause confusion, because it wasn't exactly the note the user selected?) The easiest thing to do seemed to select the octave for the user, but I'm open to feedback on how to make this less confusing with the maximum fun.
> I think the easy mode could be easier - people without perfect pitch need to warm up a bit first
Will think about that, thanks! Maybe immediate visual feedback to give you a hint if you're close to the note, or the first two notes are given instead of just the first note? Otherwise I can't think of other ways to make it more easy, but am open to ideas!
I challenge you to the "bird_tweet" instrument in "hard" mode, lol. The bird tweet notes are almost indistinguishable it might as well be silent. It's hard even for me!
Thanks for mentioning it! I really struggled with this octaves decision, and wrote about it here: https://news.ycombinator.com/item?id=38410228
However, starting to also think that maybe I should just write a note on the page explaining what it's doing, lol.
> please let us manually scroll the keyboard
Letting people change octaves instead of letting the game pick the right octave for each note was something I really struggled with, because I think it would make the game a lot harder.
For example, if the right note was "C5" and the user picked "C4", they would hear "C4" when they played the note on the keyboard to input it, but if they clicked the button on the right side to listen back on their guess, should they hear the note in the correct "C5" pitch, or the wrong "C4" pitch?
If we accepted the entry even though it was in the wrong octave, it might be a little confusing since the playback would be different from what they heard when they input the note.
However, if we did not accept the entry because it was the wrong octave, we'd have to refactor to adjust the tiles to show the full octave number (like "C4" or "C5" instead of "C" or "Bb4" and "Bb5" instead of "Bb")... and maybe this would be a good candidate for a harder mode than the current "hard" mode.
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Letting users scroll the keyboard to change octaves is something I definitely want to put into the future "practice" mode, though! Since the feedback will be quicker, it will be easier to tell a user immediately if they chose the right note but the wrong octave.
Oof... we'll have to make sure the piano keyboard is more visible earlier in mobile mode :sweat-smile: I'm glad it worked for you in mobile, though! I've gotten mixed feedback about the notes sometimes not playing in mobile.
> I also wish there was a way to play more than one. Maybe allow me to do the previous days?
That's a great idea! We were originally thinking we needed to add support for user accounts to support this, but actually, it shouldn't be hard to allow people to toggle back to previous days as is. Thanks for the feedback!
For example, if the solution was:
Bb3 Bb4 Dd5 Db5 C5 Bb4 (the first 6 notes of a "Believer" melody)
... the piano octaves will be [3,4,5,5,4]
In today's puzzle, the first note is in octave 4, and the second note is somewhere in octave 3.
In a VERY early version of the game, we didn't show where the octave positioning was, only 7 white keys, and people got confused because even when they accurately thought that the next note was higher based on the interval, it actually ended up being a "lower" note because it was a lower note on a higher octave scale.
So now we give you the octave positioning.
We originally just thought of the game as "musical wordle" since we didn't want to infringe on the "wordle" name itself in case there were copyright issues, and PPP seemed like nice alliteration, which is how we ended up with the current branding. But I've started to realize that people have expectations when they hear it -- i.e. I've heard someone ask if the game was only for musicians who have perfect pitch, and that was not my intention at all!
Re: intervals -- right now in "easy" mode, we give users the first note, which gives them a start at identifying intervals. But I'm starting to wonder if maybe a given first note should be the default "normal" mode, now. And maybe "easy" mode will give more visual cues, maybe? (Just thinking out loud here.)
> melodies in a key other than C Funny story -- it took me forever to add in support for sharps and flats to the game, which is why the first ~50 songs in the database all had melodies whose first six notes had to be in C major. Luckily this is not the case anymore (we're at Day 111 now).
> If you haven't already it would be good to give Earmaster a try and see how they approach it Thank you for the recommendation! I've checked out a few other online ear training games but not Earmaster yet.