beginning of one of the 3 main levels. Display The screen is divided into 3 parts. The top part shows the name of the mode the player will be in, which will change (or mode-up) if the bar below the name fills completely. The top bar fills as the player earns points from successfully reflecting beats. In the top right corner, the player's current score is shown. The middle part is the main area of play, where the player's paddle is on the right edge of the screen and beats move from left to right before being reflected back. As the player reflects higher numbers of beats in succession, a number will briefly appear each time to show the count of the chain. The bottom part of the screen shows the name of the mode the player will move down to (or mode-down) if the bar next to it fills completely. The bottom bar fills as the player misses beats or hits avoid blobs. In the bottom right corner is the bonus multiplier that shows how much additional points each beat will add to the player's score. Key differences from Bit.Trip Beat While Bit.Trip Beat has the player controlling a paddle on the left edge of the screen with beats coming from the right side of the screen, Bit.Trip Flux instead puts the player's paddle on the right edge of the screen, with beats coming from the left. The colors used for each beat in Bit.Trip Beat give the player a visual clue of what beat type each is, ranging from yellow (normal beat that moves in straight line), orange (beat bounces back toward the player and must be hit multiple times), green (beat fades to transparent and back), and many more. However, in Bit.Trip Flux, the beats are now a uniform white color, regardless of beat type. Bit.Trip Flux adds new avoid blobs that are more circular in shape (keeping with the pixelated style) that will fill the player's Nether bar (and cause the player to move down a mode). Level progression is also different from Bit.Trip Beat in that the player can reach checkpoints throughout each level. Whereas in Bit.Trip Beat after dying, the player would have to start from the beginning of the level (Transition, Descent, or Growth), Bit.Trip Flux puts the player at the beginning of the last checkpoint they passed, showing “Reset” on-screen as the