Hits{{ hud.hits }}
Accuracy{{ number(hud.accuracy,1) }}
{{ hud.mode === 'timed' ? 'Left' : 'Active' }}{{ number((hud.mode === 'timed' ? hud.remainingMs : hud.elapsedMs)/1000,1) }} s

{{ textState }}

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Selecting a small button across the screen involves locating it, moving the pointer into its landing area and pressing while the pointer is still inside. Repeated target drills bring those actions together as target acquisition. Their times combine finding, reaching and selecting a target, so they cannot isolate the reaction to a visual signal.

Distance and target size change the task. A small target leaves less room for error at the landing point, while reaching a distant target requires a larger pointer movement. Comparing attempts with different target sizes or layouts mixes these changes into the timing result.

Speed also needs to be read alongside accuracy. Rushing may reduce the time of successful attempts while producing more misses. Hit rate describes how often a selection lands inside the target; click offset describes how far that landing point is from its centre. Closely grouped landings show more consistent placement than a wide scatter, but a tight group can still sit away from the centre.

Three circular targets with six illustrative hits each: tightly centred, tightly grouped to the right, and widely scattered.
Illustrative hit patterns with equal hit rates but different placement and spread.

Timing consistency matters too. A few unusually long acquisitions can raise an average even when most attempts are similar. Looking at individual attempts helps distinguish a generally slower session from one interrupted by a handful of difficult targets.

A mouse moves an on-screen pointer, a finger lands directly on the display, and a keyboard moves a crosshair before firing. These are different ways of reaching a target. Pointer sensitivity, browser zoom and the size of the displayed field also change the movement needed to cover the same layout.

Practice comparisons are most useful with the same input method, target conditions and display setup. Mouse aiming, direct touch and keyboard movement involve different actions. A better result describes that practice session; it does not establish a skill ranking or guarantee better performance in another game.

How to Use This Tool:

The setup starts with three choices, Mode, Targets and Size, followed by Play. Defaults are Count, 10 targets and Medium. Keep the browser zoom and playfield size unchanged when repeating a comparison.

  1. Choose Count for 10, 20 or 40 successful hits, or Timed for a run of 15, 30 or 60 seconds. The target count is hidden in Timed mode. Select Timed length under More options, where the default is 15 seconds.
  2. Select Small, Medium or Large under Size. To specify a repeatable sequence, enter a Seed in More options and retain the same setup. The initial seed is aim-1.
    A seed must contain 1 to 96 characters after surrounding spaces are removed. If Play is disabled because the seed is blank, enter a seed to continue.
  3. Select Play and click or tap the amber disc. A press on the disc counts as a hit and reveals the next target. A shot inside the field but off the disc counts as a miss and leaves that target in place. Presses in any letterbox space outside the field are ignored. With the arena focused, the arrow keys move a crosshair in fixed steps, and Space or Enter fires. Each keyboard shot needs a fresh press. Escape never advances play.
  4. Choose Pause, or press P, if you need a break. Resume continues the current target with paused time excluded. Switching focus away from the window or hiding the tab also pauses the run. Restart discards the unfinished attempt and repeats its sequence; End run keeps an early result as a partial session.
  5. Review Hits, Accuracy and Mean / target when the run ends. Use Retry same to repeat the positions, or Play again to keep the setup with a new seed.
    If the Offset map cannot load, choose Retry map. Target times and its CSV download remain available.

The results have three tabs. Target times supports copying or downloading CSV, exporting DOCX and copying an individual row. Offset map downloads PNG, WebP, JPEG or CSV. Device sessions lists matching saved summaries and provides Clear history.

Interpreting Results:

A lower Mean / target is most persuasive when Accuracy stays similar or improves under the same conditions. If accuracy falls, the faster time may reflect accepting more misses. In a timed run, check the hit count as well, because the average covers only targets that were eventually hit.

  • Target times shows the successful acquisitions individually. A mean noticeably above the median can indicate a few slow targets pulling up the average; inspect the rows before treating the whole run as slower.
  • Offset map places every successful hit relative to its target centre. Right and up are positive; left and down are negative. The square plot uses the same scale on both axes, and the circle marks 100% of target radius. Misses are absent, and identical hit positions overlap, so the visible dots are not a count of every shot.
  • Mean distance describes closeness to the centre. A tight cluster displaced to one side shows a placement pattern, but does not by itself prove overshooting because approach directions vary. Centre and edge hits receive equal credit in Accuracy.
  • For a Count run, check that Hits reached the chosen goal. Time complete means the time allowance expired and can appear before that goal was reached.

Device sessions matches mode, size and the relevant target count or timed length. It does not match the seed, input method, sensitivity, display size or pause history. Compare those conditions yourself, and distinguish partial runs from runs completed under the same stopping rule.

The first target can be visible during setup, repeated sequences become familiar, and pausing preserves the current target. Those conditions can allow preparation before a timed acquisition resumes. Compare repeated sessions under similar conditions instead of treating one unusually fast attempt as evidence of a lasting change.

Technical Details:

Target acquisition measures the active interval from a target becoming available to the successful shot. Accuracy counts all accepted shots, while placement statistics use successful hits only.

Formula Core

Recorded target time

Each successful acquisition is the difference between two readings of active elapsed time.

ti = Ehit,i − Estart,i

For target i, the two E readings are in milliseconds. The start is when that target becomes available for input; the finish uses the browser's recorded time for the successful initial press or touch. Paused intervals are excluded. A miss leaves the target and its start time unchanged, so recovery from misses remains part of the eventual successful acquisition.

An unfinished target contributes no target-time observation. Total active session time can also include intervals between targets and time spent on a target that is never hit. Dividing total active time by hits therefore does not reproduce the mean target time.

Accuracy and averages

Let H be the number of hits and M the number of counted misses. Accuracy is the percentage of counted shots that hit; mean time averages the H successful target times.

A = 100×HH+M t¯ = ∑i=1HtiH

A is the displayed accuracy percentage, and the mean time has the same millisecond unit as each observation. The median is the middle time after sorting, or the average of the two middle times when H is even. A very long acquisition can raise the mean much more than the median.

Only shots inside the playfield while a target is active are counted. Input outside the field, during a pause or between targets adds neither a hit nor a miss. With no counted shots, accuracy is shown as a dash. With misses but no hits, accuracy is 0%, while mean time, median time and mean distance remain unavailable.

Hit offset

Offset expresses distance from the centre as a percentage of the target radius. Let r be the radius, with Δx measured to the right and Δy measured upward from the centre, all in the same distance unit.

Xi = 100×Δxir Yi = 100×Δyir Oi = 100×Δxi2+Δyi2r

X and Y are the signed right and up percentages, while O is the nonnegative radial offset. A centre hit has 0% offset, halfway to the edge is 50%, and the edge is 100%. The circular boundary counts as a hit, with a negligible numerical rounding allowance. A hit nearer the centre has a smaller offset, without receiving extra hit credit.

Mean distance averages the individual radial offsets, so hits on opposite sides cannot cancel each other out.

O¯ = ∑i=1HOiH

Target placement and stopping rules

The playfield keeps a 4:3 shape, and target dimensions scale with it. The target diameters are 7.5%, 10.5% and 14% of field width for Small, Medium and Large respectively. These are proportions of the playfield, not fixed physical screen sizes.

Targets stay inset from the borders, and successive target centres are separated by at least three target radii. Seeded placement repeats the same sequence for the same setup regardless of misses or acquisition times. Replaying positions does not replay the previous performance.

Each run ends at the first applicable stopping condition.

Conditions that finish an aim training run
Condition Result
Chosen hit count reached in Count mode Sequence complete
120 active seconds in Count mode, or the selected duration in Timed mode Time complete
500 hits reached in Timed mode Session limit reached
End run selected before an automatic finish Session ended, with a partial result

A shot at the exact active-time deadline is not counted because time expiry takes precedence.

Precision and measurement limits

Individual times, mean and median are displayed as whole milliseconds. Accuracy and offsets use one decimal place, while the active or remaining duration uses tenths of a second. Statistics are calculated from the unrounded observations, so rounded table values may not reproduce the final average exactly.

Times are relative readings for this device, display and pointer. The moment a target becomes active is not a calibrated measurement of when its pixels reach your eyes. Finding and moving to the target, along with browser and input delay, contribute to the recorded interval. These intervals cannot isolate mouse latency, display latency or an intrinsic human reaction time.

Privacy Notes:

Target generation, timing and score calculations happen in your browser. The drill does not upload shot records to a scoring server. Opening the Offset map may load a chart resource from an external provider, so local calculation does not mean the page makes no network requests.

  • Up to 24 recent session summaries are retained across all setups in this browser's local storage. They include the setup, seed, date, completion status, hits, misses, active duration, accuracy, mean and median target time, and mean distance. Saved records are checked for valid setups and consistent results before being used. There is no age-based expiry: older summaries are replaced as the 24-record limit is reached, or removed when you clear history or browser data. They are not shared across browsers or devices.
  • Detailed target times and hit positions belong to the current run only. Save those details before beginning another attempt, changing setup or reloading if you need to keep them.
  • Clear history removes the saved collection across all setups when browser storage is accessible. If deletion is denied, only the list in the current page is cleared, and a message explains the limitation. Unavailable storage does not prevent play or viewing the current results.
  • Play uses ordinary mouse, touch or keyboard input without requesting camera, microphone or location access, and without locking the pointer. Full screen is optional; browser restrictions can also affect copying results.

Session results are practice records with no monetary value.

Worked Examples:

These cases use illustrative session records to show how the statistics behave.

Two hits after one miss

A Count run is ended early after one miss and two successful targets. The first target takes 300 ms, including recovery from the miss, and the second takes 500 ms. Accuracy is 66.7%, while mean and median are both 400 ms. If their offsets are 50% and 0%, mean distance is 25% of the radius. The partial result describes those two acquisitions and should be compared with similarly scoped attempts.

A target left unfinished at timeout

Suppose a 15-second Timed run records successful target times of 450, 500 and 550 ms, then expires while a fourth target remains unhit. Mean and median are both 500 ms. The unfinished target adds no fourth timing observation, even though its waiting time consumes the rest of the run. Checking the three-hit total alongside the average prevents that short mean from being mistaken for a fast overall session.