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.
The science, playfully
go / no-go · signal detectionThe 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.