
BeatDropFill adds a fourth cell state, FILL. A fill cell writes no trigger and sets the step’s fill flag instead. It is drawn as a hollow outline in the channel colour.
BeatDropZen is an endless jam mode. It has a constant fall speed and no game over. When the stack reaches the spawn area, the rows above the 16-step grid are swept away and your beat stays intact.
BeatDropMirror makes symmetric beats. Every locked piece is also stamped onto the mirrored channel (1↔8, 2↔7, 3↔6, 4↔5), and the landing ghost shows the mirror too.

PolyChainPong plays each channel’s loop forward and then backward instead of restarting. The playhead markers follow the bouncing path.
PolyChainBuild layers channels in. Channel 1 starts in bar 1 and the others enter one after another across the chain length.
PolyChainThin gives evolving repeats. The first pass of each loop is exact, and later passes randomly drop 25% of plain triggers. Accents and fills are kept, and the result is deterministic.

EuclideanBeatOffbeat places the k hits in the gaps of the (n−k)-hit Euclidean rhythm. For example, 8 hits in 16 steps gives .x.x.x.x.x.x.x.x.
EuclideanBeatPhi spreads hits by golden-ratio spacing, evenly but never periodically. The rhythms are nested, so adding an onset only adds one hit.
EuclideanBeatMirror builds palindromic rhythms. Hits come in mirror pairs around step 1, with exact onset counts.

FMToolRatios replaces the coarse/fine ratio with a table of musical ratios (0.25 to 10), plus a “detune” knob in cents.
FMToolMorph adds an A/B morph. “set A” and “set B” store snapshots, and the “morph” knob glides pitch, index, ratio and un-accented transposition between them. It can cross into inverse FM.
FMToolDice adds a randomizer row with timbre, pitch, nudge and all. Each press is one undo step, and rolls retry if they would land on the out-of-range banner.

BeatSpaceFormation moves the entire configuration as a rigid shape (“Move All Points Together,” stopping at the edge of the map). Menu options allow you to rotate it by 90°, flip it horizontally or vertically, and scale it—contracting it (×0.8) or expanding it (×1.25).
BeatSpaceDrift causes the points to move autonomously at a constant speed (Slow, Normal, or Fast), with a gradually shifting direction and bouncing off the edges. This movement occurs only within the pattern where “Drift” was initiated, and it remains paused while you are actively holding a point.
BeatSpaceScenes provides three scene slots, accessible via “scene 1/2/3” buttons. Shift+click saves the current configuration; a standard click causes all points to glide smoothly toward the saved state (over a duration of 1, 2, 4, or 8 seconds). If a slot is empty, clicking it will save the current configuration instead.