Tap the green circle fast, never touch the red diamond. It speeds up; lose 3 lives and it ends.
Tap the green circle fast, never touch the red diamond. It speeds up; lose 3 lives and it ends.
This is a go/no-go test. A green circle means tap as fast as you can; a red diamond means do not touch it at all. That second rule is what separates this from a plain click-fast timer — you are not just measuring speed, you are measuring speed while holding back a response you have already started to make.
Tap the green circle. Every hit adds to your score and the combo multiplier grows while you keep hitting cleanly.
Never touch the red diamond. Touching one costs a life, and you have three.
Letting a green circle expire also costs you, so hesitating is not a safe strategy.
There are twelve levels. Each one shortens the time a target stays on screen, so the same reflex that was comfortable at level three will not be at level ten.
Go and no-go targets differ in shape as well as colour — circle versus diamond — so the game works if you are colour-blind.
For a simple visual reaction — one signal, one response — most people land around 200–300 milliseconds. That is close to a floor set by biology: the signal has to reach the brain, be recognised, and travel back out to your hand.
Because it is. When you have to decide whether to respond, not just when, you add a decision and an inhibition step. Go/no-go times typically sit above simple reaction times, in the neighbourhood of 300 milliseconds or more.
No. It is a game. Your score depends on your device, your screen's refresh rate, your input method and how awake you are, so treat it as something to beat rather than a measurement of anything.
Green circles expire. If one disappears before you tap it, that counts against you — the test rewards responding fast, not responding carefully.