WiredReflex

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.

Not now

The science, playfully

Fitts's law · target selection

The 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.