Help

Exercises

An exercise comes with its settings already fixed. Play it through and it gives you a rank, from S down to F.

  1. Getting there
  2. The list
  3. The settings
  4. Doing an exercise
  5. Points

Getting there

The Courses and exercises hub: Courses and Adventure each with an ALPHA badge, Exercises, and Other modes.
Courses & exercises on the home screen, then Exercises.

The exercises that go with a lesson are opened from the lesson itself, in Courses. This list covers the whole app.

The list

The exercises screen: the settings gear at the top right, level and points under it, then today's exercises as a card with nine dots below it, and the numbered list under a mode filter and a sort control. 1 2 3 4 5
A dash means you have never finished that exercise.
  1. The gear opens the settings.
  2. Your level and your points.
  3. The time left on today’s exercises.
  4. All modes narrows the list to one mode.
  5. What an exercise asks: how many notes, and the time if it has one.

Today’s exercises are drawn again at midnight, three per mode. Only one card shows at a time. Swipe it sideways for the others — the dots underneath say where you are among them. One that went badly stays there until the next draw.

They also get harder as you improve in each mode. The numbered list underneath is the same every day. Sort puts it in another order, by difficulty or by what you have left to do. Touch any exercise and it opens in its mode — sight reading, rhythm or sheet reading.

The settings

They change what you see while you play. Each mode has its own, and they are the ones you already set in that mode: sight reading, rhythm, sheet reading.

You cannot open the gear once the exercise is running. What an exercise fixes lasts that run only. Your own settings are untouched.

Doing an exercise

You cannot lose an exercise. A wrong note lowers your rank. The run carries on to the end.

  1. Touch an exercise. It opens in its mode.
  2. Play it through. If it goes wrong in the first seconds, Replay at the top of the screen starts it over.
  3. Read the rank on the panel that follows.

Leaving by the back arrow counts for nothing. The run is not scored, and no points are paid.

The end of an exercise: the counters and the clock still showing above a panel that holds the rank in a circle, the score, what it was made of, the points earned, the level bar, and two buttons. 1 2 3 4 5
The end of a run, with the counters and the clock still showing above the panel.
  1. The rank you got.
  2. Your score, and what it was made of.
  3. The points this run earned.
  4. Your level. The points push it up.
  5. Play it again, or go back to the list.

An exercise only counts as done from a certain rank up. Below it, the line keeps its dash. The list holds your best rank, so a poorer run changes nothing. Today’s cards are kept apart: their results go with the next draw, and the points you earned stay.

Only sight reading exercises are timed. The clock counts down, and what is left of it counts towards the top rank. Going past zero does not end the run.

When a run is good enough, the end panel offers the next exercise instead of a replay.

Points

The first clear on an exercise pays a bonus.