Made by Selminha

Scrap Drums: Kiko Faísca's barrel drum kit

Four drums, eight rounds and an impatient crowd: a one-handed, portrait-mode rhythm game set in the Steel Flames junkyard.

Arcade
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Game area

Kiko Faísca, a boy in a red bandana and striped shirt, drumming on a kit made of rusty oil barrels, cans and a hubcap with two lug wrenches for sticks, sparks flying, while the little dragon Lume flies above breathing fire, in a nighttime junkyard with string lights and a crowd of thugs.

Scrap Drums

The game loads right here — no download needed.

In every Selminha game: P to pause · M to toggle sound · SPACE or tap to start
Browser · Phone and computer

About Scrap Drums

Show night at the junkyard. Kiko Faísca stacked oil barrels, cans and a hubcap for a cymbal, grabbed two lug wrenches for sticks and called the crew over. Seven tracks recorded for the game — the 8th round brings the first one back, much faster — and every beat in them becomes a glowing dot sliding down its drum's lane to the rim. Hit it dead on for a PERFECT, a touch off for a GOOD; a miss or a beat you let slip by drains the CROWD bar and resets the combo. Streaks raise the multiplier and at 20 in a row Lume swoops in, breathing fire and doubling every point. Clear a round and you get an accuracy bonus as the next song starts, faster and with more of the kit in your hands; clearing the 8th is the full show. When the CROWD bar hits zero, the show is over and your score is posted to the Top 5 leaderboard. Two Steel Flames characters on stage: Kiko, who had never played a thing, and Lume, who only shows up when the groove is right.

In Selminha's words

“Everyone drums on the table when a good song plays. I wanted to see Kiko doing it on real barrels — with Lume showing up only when the groove earns it.”

How to play Scrap Drums, and tips for a higher score

  1. Each drum has a lane; beats slide down to the rim. On a computer: A, S, K and L (or ← ↓ ↑ →) hit the four drums left to right; the mouse works too — click the drum's lane. On a gamepad: the d-pad (or A and B for the two on the right). On a phone: tap the drum's lane, at any height.
  2. PERFECT (within 110 ms) is worth 100 points; GOOD (within 240 ms) is worth 50 — the window is forgiving on purpose. Letting a beat pass resets the combo and costs 12.5 CROWD; hits give nothing back — the crowd only refills when you clear the round. Hitting off-time costs nothing. Crowd at zero ends the show.
  3. Every 10 hits in a row raise the multiplier (×2, ×3, ×4). At a 20-combo Lume arrives and doubles everything until your next miss.
  4. There are 8 rounds, with seven songs (the 8th brings the 1st back, faster); clearing one pays 5 × accuracy × round and refills the crowd. Each round hands you more of the kit (kick and snare on the beats → eighths → fills → hi-hat on the beats → hi-hat eighths coming in step by step up to the whole kit) and the beats fall faster. Clearing the 8th is the full show.
  5. P or Esc pauses (the music pauses too); M toggles sound; F toggles full screen on a computer. At the end, enter your name in the Top 5, stored on the server.

How the drumming works

Lanes
Four columns, one per drum: big barrel (bass), can (snare), medium barrel (tom) and hubcap (cymbal). The beat slides down its column and must be hit when it reaches the rim.
Judgment
PERFECT within 110 ms (100 points), GOOD within 240 ms (50 points); a hit with no beat nearby costs nothing. The game calibrates itself from your hits: if your device delays the sound, the dots and the judgment adjust within a few beats; the first 6 beats of a run are a warm-up and cost no crowd.
Combo and multiplier
Hits in a row without a miss. Every 10 the multiplier rises: ×2, ×3, ×4 (cap).
Lume
At a 20-combo she hovers over the stage and doubles your points; every PERFECT makes her breathe fire. She leaves on the first miss.
Crowd
The top bar (0 to 100). A missed beat costs 12.5 (8 misses in a round and it is over) and hits give nothing back; it only refills when you clear the round. At zero the thugs throw Kiko out and the show ends.

The charts come from each song's real drum track: the drums are separated from the recording, their hits become the notes, and each drum is recognized by its sound. Whatever you don't play, the band plays for you.

Controls on phone and computer

Computer
A, S, K, L or ← ↓ ↑ → hit the four drums · mouse: click the drum's lane · P or Esc pauses · M toggles sound · F full screen · gamepad friendly: d-pad ← ↓ ↑ → (A and B also hit the two on the right), Start pauses, Back toggles sound.
Touch
Portrait and full screen on phones. Tap the drum's lane as the beat reaches the rim; there are no buttons. Pause and sound sit in the top-right corner.

The eight rounds

How the music is built
Every round has a song recorded with drums. The drums are separated from the recording (source separation) and removed from what you hear; the chart follows their actual hits. When you land one, the instrument sounds exactly where it sat in the recording — the song comes back together.
R1 · Garage at 102
Straight rock, 102 bpm. You play kick on 1 and 3 and snare on 2 and 4; the band plays the hi-hat.
R2 · Yard Funk
Funk rock, 108 bpm. Kick and snare as recorded, eighth notes included.
R3 · Highway Blues
Blues rock, 114 bpm. Tom fills come in.
R4 · Warehouse Stomp
Hard rock, 120 bpm. The hi-hat on the beats is yours.
R5 · Dam Electro
Electro rock, 126 bpm. Hi-hat eighths start coming in (about 2 hits per second).
R6 · Scrap Punk
Punk, 134 bpm. More hi-hat (2.3 per second).
R7 · Workshop Latin
Latin rock, 140 bpm. Nearly the whole kit (2.7 per second).
R8 · Garage at 150
The round-1 song is back at 150 bpm. The whole kit is yours (3.3 per second).
Note speed
From 2 s (R1) down to 1.45 s (R8) between appearing and reaching the rim. The crowd refills when you clear a round; the score carries over. Clearing round 8 is the full show (ENCORE!).

No lives here: the CROWD bar decides the show — 8 missed beats in one round and it is over.

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