WiredReflex

Training Arena · beta

Bomb Squad

Read the controls and intent below. The module preloads on supported layouts; only Start begins the run.

Go / no-go discrimination

Bomb Squad — setup

Click the green sphere (go). Do not click the red cube (no-go).

Finish condition
40 trials · 1.5-second response window each
Input and controls
Pointer selection required; a wide viewport is needed for readable stimuli. Pause/Resume and optional fullscreen are available during play. Aim drills also offer pointer lock.
Read the result
Sensitivity d′, higher is better; read beside commission and omission errors. Mode-specific points are secondary, not a universal skill grade.

Fixed-protocol benchmark. Anonymous raw telemetry is submitted automatically on completion for server validation and provisional ranking. Acceptance is not guaranteed. A paused/restarted nontracking run instead stays local-only and unranked.

Browser-observed, same-setup relative measurements; not physical latency or a guaranteed improvement in games. All Arena tasks are visual; no auditory drill.

Waiting for supported layout… No run has started.

Not now

The science, playfully

go / no-go · signal detection

The science behind it

Stopping a response you have already started is its own skill, studied with go/no-go tasks. "Hits on targets" versus "false alarms on bombs" is a signal-detection setup, which yields a clean d′.

Reading your score

d′ measures how cleanly you tell go from stop — mashing everything or freezing on everything both collapse it; only genuinely telling them apart raises it. Higher is sharper.

The honest limits

d′ needs enough of both go and no-go events to mean anything, so read the number cautiously when either class is thin. It is discrimination on this task, not an impulse-control score, not a clinical measure or an established confidence interval.