Every target needs 2 or 3 quick hits to break.
This task records targets per minute on a fixed, repeatable version of the task. Your result is comparable to your own previous attempts on the same device.
It does not diagnose anything, and it does not claim to improve anything beyond performance on this task. Reported times include display and input latency from your own hardware.
Stop if you feel dizzy, nauseous or strained.
Every target needs 2 or 3 quick hits to break. Hit, re-settle, hit again. You can make it shrink after each hit, or refill if you take too long.
Targets broken per minute. Higher is better. Each difficulty (Easy, Normal, Hard) keeps its own personal best, and custom settings are saved but not ranked, so your bests stay comparable.
Getting better at these drills is well supported. Whether it carries into a particular game depends on that game, your sensitivity and your setup, so we don't promise it.
Shooting drills combine aim with decisions: which target first, when not to shoot, when to wait. Holding back a shot you have already started is its own skill (response inhibition), and it can improve with practice on the task.
As with aim drills, getting better here is real practice on this drill. It is not proof of better results in a specific game.