Aim trainer
A target appears. Hit it and the next one appears somewhere else. Thirty seconds.
A target appears. Hit it and the next one appears somewhere else. Thirty seconds.
One targetHit it as fast as you can
The next appearsSomewhere else in the box
Thirty secondsThe count is your score
One target is on screen at a time. Hit it and the next appears somewhere else in the square; miss and nothing happens except the clock running. The round is thirty seconds and your score is the number of targets you hit, with your average time per target and your accuracy shown afterwards.
The clock starts on your first hit, not when you press start, so there is no penalty for taking a second to get your hand ready.
Misses are counted but never subtracted. Penalising them would make hesitating the winning strategy, and hesitation is the opposite of what this measures.
A mouse beats a touchscreen here by a wide margin, so compare phone with phone where you can.
Pointing at a target is one of the few movements with a law attached to it. Fitts's law says the time it takes scales with the distance to the target and inversely with its size — so a run is mostly decided by how far your hand has to travel, and practice mostly buys you a straighter, better-committed movement rather than a faster arm.
That is also why the targets here are seeded rather than random per player: two people racing the same link get the same distances in the same order, which is the only way the comparison means anything.
Target positions are random every round, not fixed for the day — a sequence you have already learned is a drill, not aim. A link you share replays your exact sequence, so a head-to-head is still fair.