PlayStation
The machine

Figures

The d-pad plays around the beat

The stick plays on the grid; the d-pad plays around it. Hold a d-pad direction while the left stick rests and the hi-hat plays a figure - a fixed pattern of offbeats and pickups - instead of a straight subdivision. Release, and it stops. Deflect the left stick and the stick wins: the d-pad speaks only while the stick is centred.

The offbeat figure held on d-pad left over the kick
The kick running, offbeats held on d-pad left, then the double push on up

Counting a bar as 1 e & a, 2 e & a…, the four directions hold:

DirectionFigureWhere it lands
D-pad left LeftThe offbeatThe "&" of every beat
D-pad up UpThe double push"& a" of every beat
D-pad down DownThe sparse offThe "&" of the 2 and the 4
D-pad right RightThe pickupThe "a" before every beat

Up and down are the offbeat at two densities; left and right place a single stroke on either side of it.

The corners

Hold two adjacent directions and the pair is a figure of its own, not a mash of the two:

CornerWhere it lands
Up-left"e &" of every beat
Up-right"e & a" - the busiest figure
Down-leftThe "e" after every beat
Down-rightThe "a" before the 2 and the 4

Rolling between directions can sound a single corner stroke on the way through, the same way sweeping a stick across a tier boundary can - land on the shape you mean and it settles immediately.

They're part of the machine

A figure is the timekeeper by other means, so everything that shapes the timekeeper shapes it: strokes ride the same accent contour, the lean lifts them, and half-time stretches them - the offbeat of a half-time pulse lands on the 2 and the 4. What it sends is the timekeeper's note, and the open-hat hold silences it the same way.