Segue

No. 1

Segue

Mix your way from one song to another. The smoother the ride, the higher you score.

How to play

  1. Two songs, one map

    Every song has a spot: guitars on the left, synths on the right, heavier up top. You get a start and an end.

  2. Build the bridge

    Search any song and add 3 to 8 in between, so the set drifts from start to end.

  3. Small steps score big

    Each transition scores up to 100 by how close the two songs sit. A huge jump scores 0. Heading back the wrong way costs 25.

  4. Spin the records

    Each transition drops a record at the top, labeled by how smooth it was. Your row of records is what you share.

  5. Or gamble on a Hard Cut

    Make every step a big jump that still lands closer to the end. Pull it off and you can score up to 750. One smooth step ruins it.

  6. Three minutes, one shot

    The pair stays hidden until you start the clock. Picks can't be undone, and there's one daily run per day.

Rarer picks earn a uniqueness bonus of up to 150. Every rule is under "All the rules" at the bottom of the game tab.

Start at
End at

Your set list

3:00

The search unlocks when the clock starts.

    Smooth 80+Decent 50+Rough 20+Jump

    ↩ means the step moved away from the last song (−25).

    Today's board

    Loading today's players…

    All the rules
    • Build a playlist that drifts from the first song to the last song. You add 3 to 8 songs in between.
    • Search any song in the crate. If it isn't there yet, request it: requests join the map in the next weekly drop, and once placed, a song stays put for everyone.
    • Every transition is scored on smoothness: how close the two songs sit on the sound map. A gentle segue scores 100, a hard jump scores 0. A step that moves away from the last song (↩) loses 25 points.
    • The uniqueness bonus (up to 150) rewards picks few other players made today. It's averaged across your picks, so short and long sets compete evenly. It updates as more people play.
    • Each day is rated by how close the two songs are. Far apart is a Warm-Up (easy). Closer is Peak Hour (medium). Nearly touching is a Trainwreck (hard), because every pick has to fit a narrow gap.
    • Hard Cut gamble: make every transition a jump that still lands closer to the end song, a zig-zag all the way in, including the last jump into the end song. Each jump then scores 50–150 by how far it flies (up to 750 instead of 500). One smooth step or one jump backwards and it all scores normally, which is usually a disaster.
    • Picks are final. Once a song is in your set, it stays.
    • You have 3 minutes. If the clock runs out, the playlist jumps straight to the last song from wherever you are, and each missing pick below 3 scores 0.
    • One daily run per day. New pair at midnight.
    • Make an account to claim a DJ name and keep your badges. Some days are special: show up on one and you'll know.
    • Infinite (Premium accounts) serves unlimited random pairs at the difficulty you choose. Same rules, but no uniqueness bonus and no board, so it doesn't touch your daily streak.