Training Arena · beta
Flick Grid
Read the controls and intent below. The module preloads on supported layouts; only Start begins the run.
Target acquisition
Flick Grid — setup
Move the pointer to each target and click. A hit or miss advances.
- Finish condition
- 24 targets · finishes by attempts, not a fixed time
- Input and controls
- Mouse or trackpad recommended; pointing and clicking required. Pause/Resume and optional fullscreen are available during play. Aim drills also offer pointer lock.
- Read the result
- Throughput (bits/s), higher is better; read beside hit rate. 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
Fitts's law · target selectionThe science behind it
Flicking to a target is the most-studied movement in motor science: Paul Fitts showed the time to hit one scales with the log of its distance-to-size ratio, so aiming behaves like a communication channel with a bitrate.
Reading your score
Your headline is mean throughput over hit targets, in bits per second, using nominal target diameter (2 × radius) — not effective width from click spread. Read it beside hit rate and movement-time spread. There is no validated universal good-score band.
The honest limits
We measure the pointer the browser reports, in screen pixels — shaped by your sensitivity, DPI, and OS mouse acceleration. That is the pointer, not your hand, and not motion capture, so throughput is same-setup relative. No physical-latency or throughput confidence interval is established.