Identify the note at the end of the staff before it gets "zapped" by the landmark lasers! The lasers are both useful and dangerous: they help out by showing where the landmarks are, but also impose a time limit on choosing the name of the note.
This game helps to reinforce the concept of finding notes on the grand staff with the help of the landmarks that are included in most method books. Teachers can choose which landmarks are displayed (middle C; treble G and bass F; treble C and bass C; high C and low C) and how many steps away from the landmark the notes may appear (for example, choose 0 if you only want the notes to be on the landmarks; choose 1 if you want the notes to be up to one step away from the landmarks; and so on up to four steps). The teacher can also decide how quickly the landmarks will travel across the screen.