How to play
- Press StartA circle appears somewhere random inside the panel.
- Click the circleThe moment you hit it, the next one appears somewhere else.
- Avoid the backgroundA click off the circle counts as a miss and lowers your accuracy.
- Finish all 30Your score is how many targets you hit per second.
What this test measures
Two skills work together here. First, your eyes have to find each new circle, which shows up somewhere you cannot predict (visual search). Then your hand has to make a fast cursor move that stops inside a 48-pixel circle (motor execution). The reaction time test is simpler: one signal, one press, no aiming. Pointing is a different skill, and it gets stuck in different places.
Speed and accuracy pull against each other. Move faster and you miss more. Slow down to be accurate and your average climbs. That is why the page shows both numbers. In our view, a quick run with a few misses and a slower run with no misses often show two strategies, not two skill levels.
There is no time limit, but the clock runs until you hit each target. Any pause goes straight into your average. If something interrupts you mid-run, ignore that score and play again.
What counts as a good score
The badge on your result follows this table, which is for Normal mode with a mouse. Hard and Very hard keep separate records.
| Time per target · per second | Badge | What it means |
|---|---|---|
| Under 350 ms · 2.9+ | Superhuman | Finding, moving and clicking all happen in one beat. |
| 350-469 ms · 2.1-2.9 | Pro tier | Your hand barely waits for your eyes. |
| 470-589 ms · 1.7-2.1 | Skilled | Fast and steady. Probably someone who plays shooters. |
| 590-719 ms · 1.4-1.7 | Above average | A notch quicker than a typical hand. |
| 720-899 ms · 1.1-1.4 | Standard | An ordinary hand. Too early to blame the mouse. |
| 900 ms or more · under 1.1 | Needs practice | Often a trackpad, an unfamiliar sensitivity or a first run. |
The same person scores differently from run to run, because the circles land at different distances. Watch the trend across several runs, not one.
Real scores recorded on this site
So far, 439 runs of this test have been recorded here. Computers and phones score quite differently, so each gets its own table.
Computer (mouse)
| Range | Share |
|---|---|
| Under 350 ms · 2.9+ · Superhuman | |
| 350-469 ms · 2.1-2.9 · Pro tier | |
| 470-589 ms · 1.7-2.1 · Skilled | |
| 590-719 ms · 1.4-1.7 · Above average | |
| 720-899 ms · 1.1-1.4 · Standard | |
| 900 ms or more · under 1.1 · Needs practice |
Phone (touch)
| Range | Share |
|---|---|
| Under 350 ms · 2.9+ | |
| 350-469 ms · 2.1-2.9 | |
| 470-589 ms · 1.7-2.1 | |
| 590-719 ms · 1.4-1.7 | |
| 720-899 ms · 1.1-1.4 | |
| 900 ms or more · under 1.1 |
Every finished run counts, so someone who plays five times adds five runs. The numbers are recounted every day, and a device table shows up once it passes 30 runs. Last updated: 1 Nov 2026.
Who should you compare your score with?
We think the comparison that holds up best is you against yourself. The same score means one thing for a shooter-game veteran and another for someone on a laptop trackpad. Your own history comes from the same hands, mouse and screen. So when your average drops after a week of practice, the improvement is real.
If you want to measure up against other people, use the leaderboard. Phones score faster than computers here. The targets sit closer together on a small screen, and you tap them directly. So the leaderboard and your own records keep mouse and touch apart. The badge evens it out too. On a touchscreen, a fixed amount is added to your time first, so the table above reads it on the mouse scale.
Fitts's law
In 1954, psychologist Paul Fitts showed that movement time grows as a target gets farther away and shrinks as it gets wider (Fitts, 1954, Journal of Experimental Psychology). It is one of the most often confirmed results in experimental psychology. The link is logarithmic. Doubling the distance adds a roughly fixed amount of time instead of doubling it.
A pointing move is really two moves: a fast, rough swing toward the target, then small corrections at the end. A far target makes the swing longer. A small target makes the corrections harder, because there is less room for error at the end.
In Normal mode the circle size never changes, so distance is the only thing that varies. Some circles are a short hop away and some are a full diagonal. That is why part of your average is simply luck, and why the score averages thirty targets.
The difficulty modes only shrink the circle, to 32 and then 24 pixels. Try them and you can feel the final corrections take longer.
How gear and settings change your score
DPI and sensitivity decide how far your hand has to move to get the cursor across the screen. Too high, and the cursor flies past the circle, so you need extra corrections. Too low, and the long moves eat your time. There is no single right value. The one your hand already knows is usually the fastest.
Mouse acceleration (Windows calls it "Enhance pointer precision") makes the cursor travel farther when you move quickly. Fast aiming depends on your brain guessing where a move will stop. Acceleration makes that guess less reliable, so we suggest turning it off.
A low polling rate on the mouse or a low refresh rate on the monitor adds a small delay between your hand and the screen. In a test scored in milliseconds, that delay goes straight into your score.
Trackpads and touchscreens are different motor tasks. On a trackpad, clicking tends to drag your finger. A touchscreen has no cursor at all. So do not compare scores across input devices.
How to get faster
Keep one sensitivity
Every change makes your brain relearn how hand movement maps to the cursor. People who settle on one value get much faster.
Use your arm for distance
Swing your whole arm for long moves and save the wrist and fingers for the final adjustment. Wrist-only aiming runs out of room on long diagonals.
Look at the circle
Snap your eyes to each new circle and let the cursor sit in your peripheral vision. Your hand is built to go where your eyes are looking.
Warm up first
The first run of a session is usually the slowest. Judge yourself on the runs that come after your hand and eyes have synced up.
Expect a plateau
Early gains come from fixing habits like gaze and sensitivity. After that only raw hand speed is left, and progress slows. A flat average after a few weeks is normal.
All tests
- Reaction Time TestClick the moment the panel turns green. Five rounds, median scored.
- Aim TestThirty targets, one at a time. Average time and accuracy.
- Number Memory TestA number flashes, then you type it back. One digit longer each round.
- Sequence Memory TestSquares light up in order. Repeat the pattern as it grows.
- Visual Memory TestSquares flash all at once. Find every one, in any order.
- Chimp TestNumbers flash, then hide. Click them in order.
- Verbal Memory TestWords appear one at a time. Call each one SEEN or NEW.
- Color Match TestOne tile is a slightly different shade. The gap shrinks every level.
- Focus TestFind 1 to 25 on a scrambled grid, in order, as fast as you can.
- Stroop TestPick the color of the ink, not the word it spells.
- 10 Second ChallengeThe clock hides after 3 seconds. Stop it at exactly 10.00.
- Typing Speed TestCopy the sentence for 30 seconds. Only correct letters count.
- F1 Reaction TestGo the instant the five red lights go out, like a real Formula 1 start.
Related guides: Reaction time on a phone vs a mouse