Super Massive GamesArcade that starts on the first click
Arcade · single player

Target Rush

A circle appears, you destroy it, another one appears somewhere else. Sixty seconds of pure speed or thirty targets where every stray click is held against you — three target sizes, a reaction average taken per hit, and a separate best for every combination.

0Hits
0Misses
-Avg ms
-Fastest ms
1:00Clock
0Best

Click, tap or press space to start a round.

Pointer: click or tap the circle. Keyboard: Space starts a round and pauses one in progress. Changing the mode or the size clears the board and loads the best score for that combination.

How to play

A circle appears somewhere inside the frame. Hit it and it is gone; the next one shows up somewhere else, never in the same spot and never right next to where you just clicked. That distance is deliberate. If new targets could appear a few pixels from the old one, the whole exercise would collapse into twitching in the middle of the board, and the pointer would never have to travel.

Two modes ask two different questions of the same skill. Timed gives you sixty seconds and counts how many circles you destroy, reporting the average gap between hits in milliseconds. Precision gives you thirty targets with no clock and counts every click that lands on empty board, then reports the share of your clicks that found something. Speed and accuracy pull against each other, and that tension is the entire game: pushing one of them up alone is easy, pushing both at once is the part that takes practice.

The three target radii are 34, 24 and 16 pixels of board space. They are not difficulty levels stacked on top of one another so much as three different tasks — a large circle rewards how fast you can throw the pointer across the screen, a small one rewards how well you stop. Each mode and size pairing stores its own best result in your browser, six slots in total, so a good small-target run is never buried under an easier large-target one.

Controls

  • Mouse or trackpad: click the circle. The press is what registers, not the release, so the timing is not padded by how long you hold the button.
  • Touch: tap the circle. Page scrolling is suppressed while your finger is on the board so a fast tap sequence does not drag the page around.
  • Keyboard: Space or Enter starts a round, pauses a running one and resumes a paused one. Aiming itself needs a pointer or a touchscreen; every button and switch on the page is reachable by Tab.
  • Pause behaviour: the clock stops and the current target's timer is re-armed when you come back, so a pause in the middle of a target never lands in your average as a fake slow hit.

Four habits that move the numbers

The first is to let your eyes arrive before your hand. Most people track the pointer with their gaze, which means the hand and the eye move at the same speed and neither leads. Find the new circle first, hold your gaze there, and let the pointer come to the place you are already looking. It feels wrong for about a minute and then it feels obvious.

The second is to separate the throw from the stop. A pointer movement has two phases: a fast ballistic launch that covers most of the distance, and a slower correction that lands on the target. Beginners blur them into one nervous slide and end up circling the circle. Commit hard to the launch, accept that you will land slightly off, and make the correction a single short adjustment rather than three.

The third is consistency of setup. Same surface, same grip, same pointer speed. Your hand is learning a mapping between physical distance and screen distance, and that mapping is destroyed every time you change sensitivity. If you want to test a new setting, do it deliberately with several rounds on the same mode and size, not halfway through a session.

The fourth is using the right mode for the fault you have. If your Precision accuracy is high but your Timed count is low, you are being too careful — push the launch and let a few misses happen. If your Timed count is decent but accuracy is poor, you are firing before you have stopped, and slowing the last fifth of every movement will cost you almost nothing on the clock.

Rough bands from our own play testing on a desktop mouse, offered as estimates rather than records: in Timed, 70 to 95 hits on Large is a good session, 55 to 75 on Medium, and 40 to 60 on Small. In Precision, most people sit above 95% on Large and somewhere near 80% on Small. Anything under a 700 ms average on Small means your movement is genuinely efficient.

What an aim drill is actually training

It helps to be blunt about the scope. Clicking circles trains you at clicking circles with the device in front of you. What improves is the calibration between your hand and this pointer at this sensitivity on this surface: how far to push for a given distance, how early to start decelerating, how much correction a small circle needs. That is a motor skill like any other repeated physical task, and it transfers to other things that use the same pointer, which is why the drill is popular with people who play shooters. We make no claim beyond that — not about your brain, your health or anything happening away from the screen.

The trade-off underneath the whole exercise is old news in interface design: the smaller and further away a target is, the longer it takes to land on it, and shrinking a target hurts more than moving it further away. It is the reason screen corners and edges are such comfortable places for buttons — you can slam the pointer into them without stopping. Target Rush deliberately keeps every circle away from the border for that exact reason.

One more piece of honesty about the milliseconds on screen. The timer starts when the code draws a new circle and stops when your click event arrives, so the number contains your monitor's refresh interval, the delay in the input device, the browser's event handling and your own hand. There is no way to separate those in a web page, and any site that tells you otherwise is guessing. Use the figures to compare your own runs on the same machine, which is what they are good for, and not to compare hardware with a friend.

Questions players ask

Why is the average slower than a reaction time test?

Different measurement. A reaction test asks for one key press when the screen changes. Here the clock runs from the target appearing until you click that target, so it also contains finding it and moving the pointer there — usually the biggest chunk of the total.

Do the three sizes share one best score?

No. Mode and size each get their own slot, six in total, stored on your device. Target size changes the difficulty far more than effort does, so one shared number would tell you nothing.

Does a stray click cost me anything in Timed?

Only the time it wasted. Misses are shown in both modes but they subtract from the result only in Precision, where accuracy is the number being reported.

Can I play it on a phone?

Yes, and the touch point is remapped on every event so zoom and rotation stay accurate. Expect different figures than on a mouse: your finger hides the circle you are aiming at. Treat phone runs as their own scale.

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