
In rhythm games, the sequence of note cues that a player is prompted to read and play during a song is called a chart. As a set of instructions to the player, charts can be thought of as a rhythm game's musical score, directing not only a player's inputs but also overall bodily movement. However, I argue that a chart serves a function beyond that of a set of ludic challenges or musical score. To accommodate players of various skill levels, rhythm games will usually provide several charts for one song, each of differing difficulty. Rather than being mere simplifications, a lower difficulty chart is often written in a way that highlights different levels of metric projections as well as different textural layers. In this paper, I show how rhythm game charts work to direct the player's ear to attend to various textural and metrical layers in the game's music, in the process shaping a player's experience as they perform a track. To demonstrate this facet of rhythm game charting, I compare several charts for the song "Chrono Diver -PENDULUMs- " across various difficulty levels in two different games, Beatmania IIDX and Sound Voltex. Drawing on past literature on rhythm and meter (Hasty 1997, London 2004), virtuosic play (Ayers 2024, Lee 2024), and rhythm games (Miller 2009, Chang 2022, Nguyen 2025, Shultz 2016, O'Meara 2016), I analyze how features of a chart combined with the unique affordances of each game's control schemes combine to create different musical performance experiences for players.