Aiming, weather, weapons, mods, perks and all eight characters.
1 to 4 players share this device. Every performer fights for itself in a free-for-all.
Drag the Angle and Power sliders, or use ← → ↑ ↓ and Space. Watch the dotted preview line before you commit.
Weather changes every round — rain, snow, fog and storms. The wind bar in the HUD is what pushes your shot.
Glowing mystery notes carry 1-3 weapons or perks. Only the performer who breaks one gets the loot.
Every character fights for itself in the free-for-all. Each one has its own hair colour, a bold shape you can read at a glance, its own signature prop, and its own patch of stage in its team colour.
Hair: mint hair in a tall triangular metronome quiff with a small swinging pendulum clip.
Prop: Conductor baton with a ribbon trail.
Sets the tempo for the whole stage, one measured shot at a time.
Hair: coral hair with one big spiral curl on the side, swirled like a treble clef.
Prop: Tambourine.
Loud, bright, and always in at the first chorus.
Hair: big round cloud-puff hair in deep blue with chunky round speaker-cone earmuffs.
Prop: Small keytar.
Holds the low end and hits hardest from deep in the mix.
Hair: orange hair swept into a wide wedge that fans out behind like a growing sound wave.
Prop: Megaphone.
Builds every round louder than the last one.
Hair: lime green blocky square bob under a looping-arrow hairband.
Prop: Glowing cube.
Never leaves a stage until the loop has finished.
Hair: golden-brown hair in a tall dome bun with an arch-and-dot hair clip.
Prop: Paper parasol.
Knows exactly when to hold a note, and when to let it go.
Hair: split two-tone hair, half cyan and half magenta, in one long braid.
Prop: Twin maracas.
Two voices, one aim, and never out of tune.
Hair: lavender hair with a long asymmetric sweep over one eye.
Prop: Vinyl-record shield.
Takes an old track apart and sends it back louder.
Set the angle and power, then send a glowing starstick across the stage. Wind and weather bend every shot.
Break a floating note and 1-3 items pop out for whoever landed the hit.
Standard concert starstick. Reliable arc, solid pop.
Bursts into a cascade of falling rocks across a wide area.
Huge blast. Damage grades off with distance: dead centre hurts worst, and the rim of the ring only stings.
Wind vortex that shoves performers across the stage.
Heavy shot. It drops hard and straight after the peak and digs a wide hole where it lands.
Stage-shaking shockwave. Knocks every performer nearby off their feet.
Splits mid-air into three sky sparks.
A wide storm of paper and light. Scratches everyone.
Splits into two echoing aftershocks.
A full-stage send-off. Bright, wide, and unforgiving.
One performer, centre stage, nowhere to hide.
No damage at all. The shooter blinks to wherever it lands — pure repositioning, best when the ground under you is bad.
Calls three small shots down from the sky, strung out in a line around the impact point.
Goes berserk where it lands: 10 to 15 smaller starsticks spray out at random performers — the shooter included — and each one bursts in its own colour.
Cracks into three smaller notes at the top of the arc. Each one hits for about 40%, so a clean single hit hurts far less.
Skips off the stage twice before it goes off. Twenty percent less damage, and no telling where it finally stops.
Lands and rolls downhill for up to two seconds, bursting on the first performer it touches. Full damage, but it never detonates where you aimed.
Bores about a character-width into the stage before it blows, cutting a groove as it goes. Smaller blast, and it always lands past your mark.
Clings to the ground where it lands and blows up as the next turn opens, for 130% damage. Everyone gets a turn to move out of the way first.
A flat, nearly straight line that the wind cannot touch. Short range and 70% damage, so it is a sniper, not a mortar.
A smaller blast, then an even smaller one on the same spot a beat later. The first hit is only 70% and nothing lands at once, so a target that moves shrugs it off.
Absorbs every hit for 2-4 of your turns.
One shot aimed at you is thrown back at the sender, straight through their shield.
Take one extra shot in the same turn.
Sidestep a short distance, on any terrain.
When a round is won the tour moves on — 25 stages, and a fresh rival joins every 5 rounds. Aim guides shrink as you climb.
Forcefield swallows hits, Deflector throws a shot back, Encore buys a second shot and Stage Dash sidesteps to new ground.
Before the match each player picks one mod for the starstick shot — a triple split, a bouncer, a downhill roller, a drill, a sticky bomb, a flat beam or a delayed echo. Change it any time from the setup screen.
Switch it on at setup and the rivals stop taking turns one by one: each one locks in a shot on screen, then every shot goes up at the same moment.
Every direct hit is 25. A knockout pays 150 plus up to 120 more the fewer shots you spent on it, and clearing a round adds 250. Your running total sits next to your name in the scoreboard.
Sign in and nothing is lost between visits — perks and weapons stay until you use them, up to 3 of each and 2 nukes.
New email, one free nuke. Drop it in the popup and it lands in P1’s pack.