Near, middle and far targets at once. See which distance is your weak spot.
This task records hits 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.
Targets move side to side at three distances. Near ones are big but cross the screen fast; far ones are small and slow. Your results are split by distance, so you can see which range is your weak spot.
Hits 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.
Far targets test small, precise movements; near ones test fast tracking and flicks. Most players are noticeably weaker at one of the two. 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.