Quick help
Reaction time game
- Start a round and wait while the signal is red.
- Pressing early costs the round; react only when the signal turns green.
- Complete five rounds to earn points from your reaction times.
Controls: Space / Enter · Tap
Wait for green, then tap the panel or press Space / Enter. Five rounds make one run; early taps score zero for that round.
How to play
Reaction time game
Hold steady through the wait, then strike the instant the signal turns green.
- Start a round and wait while the signal is red.
- Pressing early costs the round; react only when the signal turns green.
- Complete five rounds to earn points from your reaction times.
Controls
Reflex Rush controls
About this game
Five rounds, measured in milliseconds
Reflex Rush measures how quickly you react to a visual cue, five times in a row. The wait before each cue is randomised so it cannot be anticipated, and reacting before the signal appears is penalised rather than ignored. Your points are literally your reaction time, subtracted from a thousand.
Typical session: 1–2 minutes.
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How Reflex Rush measures you
The wait, the cue, and the penalty
Each round begins with a waiting phase. The delay before the go signal is randomised between roughly 1.2 and 3.4 seconds, redrawn every round, which is a wide enough spread that you cannot learn the rhythm and pre-load your press.
When the cue appears, the game timestamps it. When you respond, it timestamps that too and reports the difference in milliseconds. The measurement uses a high-resolution clock rather than frame counting, so the number is not rounded to your display’s refresh interval.
Responding during the waiting phase — before the cue — does not simply void the round. It records a fixed one-second penalty, which is far worse than any genuine reaction would have been. Guessing is actively punished, not merely discouraged.
The only strategy is refusing to anticipate
Because the delay is re-randomised every round across a two-second-wide window, there is no pattern to read. Any attempt to time the cue rather than react to it is a gamble against a distribution you cannot see, and the downside is a full second — larger than the entire spread between a fast reaction and a slow one.
What genuinely helps is preparation rather than prediction. Rest your finger in contact with the button or trackpad so the press is a movement of millimetres. Look at the panel rather than around it, since peripheral vision detects change more slowly than foveal vision. Keep your hand still during the wait, because a hand already in motion has to stop and reverse before it can press.
- Treat the penalty as the thing to avoid. One early press costs more than several merely-average rounds.
- Do not blink deliberately during the wait; a blink lasting a tenth of a second is enough to swallow a good result.
- Take the five rounds in one settled sitting — the score is the sum, so a single distracted round drags the whole set down.
A thousand minus your milliseconds
Each round scores one thousand minus your reaction time in milliseconds, with a floor of zero. React in 250 milliseconds and the round is worth 750 points. React in 400 and it is worth 600. Take longer than a full second and the round scores nothing at all — it cannot go negative.
The five rounds are summed for your final score, so the theoretical maximum is 5,000 and a realistic strong set lands well below that. The scale is deliberately linear: every millisecond you save is worth exactly one point, wherever on the range you save it.
| Reaction time | Round score |
|---|---|
| 180 ms — exceptional | 820 |
| 250 ms — fast | 750 |
| 320 ms — typical adult | 680 |
| 450 ms — slow | 550 |
| 1,000 ms or more | 0 |
| Pressed early | 1,000 ms penalty recorded |
Common mistakes
Every one of these is a way of trading a reliable result for a gamble.
- Trying to guess the cue. The delay is re-randomised every round across a two-second window, and an early press books a full-second penalty — the single most expensive outcome available.
- Hovering the finger above the button. Any gap has to be crossed after you see the cue. Resting in contact removes that travel entirely.
- Watching the whole screen. Fixing your gaze on the panel itself detects the change measurably sooner than catching it peripherally.
- Tensing up between rounds. A tense hand tends to twitch during the wait, and a twitch during the waiting phase is scored as an early press.
What is different about this version
Timing uses the browser’s high-resolution performance clock, taken at the moment the cue renders and at the moment of your input, so the reported figure is a real measurement rather than a count of animation frames. Every result is also floored at a minimum of one millisecond, which prevents a zero from being recorded as a suspiciously perfect reaction.
Pausing is handled honestly. If you pause or the tab is interrupted during a waiting phase, the round is restarted rather than resumed, so a backgrounded timer can never hand you a cue you were not present to see.
Common questions about Reflex Rush
What is a good reaction time?
A typical adult visual reaction is around 250 to 320 milliseconds, which scores roughly 680 to 750 points a round here. Consistently below 250 is genuinely fast, and anything under 200 is exceptional.
What happens if I press too early?
The round records a fixed one-second penalty. That is worse than almost any real reaction you could have produced, so guessing at the cue costs you far more than simply waiting for it.
Can I predict when the signal appears?
No. The delay is randomised between roughly 1.2 and 3.4 seconds and redrawn independently every round, so nothing about the previous rounds tells you anything about the next one.
How many rounds are there?
Five, and the scores are summed. That makes a single bad round costly, since there are only four others to offset it, and one early-press penalty can outweigh a strong result elsewhere in the set.
Written by the Silverweb Games team from this game’s own implementation. Last reviewed July 31, 2026.
Run complete
What next?
You opened a private challenge. No player or recipient identity is attached.