Eight modes that measure how fast and how accurately you aim — including the spread of your reaction times and which way your misses drift.
| Mode | What happens | What it trains |
|---|---|---|
| Quickdraw | Three targets at all times; each hit respawns elsewhere. | Click rhythm, shifting your gaze |
| Snap | One target at a time, always far from the last one. | Big swings that stop on target |
| Follow | Keep the cursor on a moving target. No clicking. | Smooth, sustained wrist control |
| Recenter | Centre, then edge, then centre again. | Returning to a reference point |
| Precision | Tiny targets; a miss costs 50 points. | Stopping before you fire |
| Survival | Targets shrink and vanish. Three escapes ends it. | Prioritising under pressure |
| Sort & shoot | Round targets to hit, square ones with an X not to. Small gold ones are worth triple. | Deciding before you fire; not misfiring |
| Waves | A whole formation appears at once — a row, a ring, a diagonal, a cross. | Planning a clearing order; wide vision |
Each hit is worth 100 points, plus a speed bonus for reacting faster than 700 ms, multiplied by a combo bonus that grows up to 2×. Finish above 90% accuracy and the total is multiplied by 1.1. Only Precision mode subtracts points for a miss. In short: not missing pays better than going fast.
The level moves target size, movement speed, snap distance and survival pace together. Level 3 is the baseline. The Follow target travels about 86 px/s at level 1, 205 px/s at level 3 and 410 px/s at level 5 — measured in pixels, so the felt speed is the same on any screen size. Because the difficulty differs, best scores and history are stored separately for each level.
Round targets are yours; square ones marked with an X are not. Hitting one costs 150 points and breaks your combo. Letting a round target expire counts as a miss. The small gold targets that appear occasionally are worth triple.
This is a Go / No-Go task. Reacting quickly and withholding a reaction are separate abilities, so this mode trains the half that ordinary aim practice never touches. Shoot and no-shoot targets differ in shape as well as colour, so the mode still works in the monochrome setting. In no-click mode, where hovering counts as firing, it becomes a game of routing around the squares.
Targets arrive in one of six formations — a row, a ring, a diagonal, a cross, the corners, or scattered — and every target in a formation appears at the same moment. Spawning them one by one would reduce the mode to "shoot whatever just appeared"; showing them together makes the order you clear them in your decision, and that decision is the thing being practised.
The randomness sits in three other places: the gap between waves varies (0.26-0.94 s) so you cannot pre-time it, the formation is mirrored at random on both axes, and from wave 4 onward a reinforcement of one or two extra targets sometimes drops in while you are still clearing.
Clear a wave and the next arrives, with a clear bonus that grows the faster you finish. Waves you cannot clear simply expire. Later waves hold more targets, from three up to seven.
Rank comes from TPS × accuracy². TPS is targets destroyed per second. Because accuracy is squared, spraying will not raise your rank. Beginner → Player → Good → Skilled → Expert → Master.
The same score means different things depending on what you used. A finger fires faster than a mouse — you touch the position directly, with no cursor to carry there. But a finger is far worse at hitting the centre: the reported coordinate is the centroid of the contact patch, a few millimetres off where you aimed, and your finger covers the target. A pen sits between the two, keeping the directness while aiming much finer.
So this page records the input device on every shot and keeps best scores and history separately per device. The device is shown on screen while you play. If you mix two devices in one run it is filed as "Mixed" so it never contaminates either. The Input control on the home screen switches which device's records you are looking at; it is preselected to match your device.
Expect a finger to raise your TPS and lower your centre rate, and a mouse to do the opposite. A downward drift in "where your misses go" on touch is usually not your form — it is the contact centroid sitting below your fingertip. Compare only within the same device and grip.
Touch has no hover state, so the centre glow and the crosshair overlay do not appear for a finger (or for a pen, unless the device supports hovering). Treat those as mouse features.
Under Aiming assist you can draw a crosshair at the centre of the screen, add ticks to it, or draw a line to the nearest target. These are the same idea as a crosshair overlay or aim assist in a competitive FPS, and in real online play bringing an external overlay in is considered cheating in almost every title. Here they are training wheels, not something to take into a match.
Is it fair to practise with them? We think yes. If you do not know where the centre of the screen is, or how far your aim currently sits from the middle of a target, repetition alone will not fix the habit. Showing the reference line, learning where centre is, then taking it away is the same pattern as a guide line in any other sport.
What is not fair is putting a score made with an overlay next to one made without. So while an assist is on, the score is multiplied down: centre crosshair ×0.85, crosshair with ticks ×0.80, line to the target ×0.65. The multiplier is shown in the HUD while you play, and the result screen also shows the raw score you would have had without it. The run is still saved to your history.
The universal-design settings — no-click mode, larger targets, slow mode — carry no penalty. Those are not training wheels; they are what lets someone be on the field at all.
Accuracy and reaction time are drawn under the arena in two stacked bands rather than on one pair of axes — two different units on one plot makes neither readable.
The thick line on top is your accuracy over the last ten shots. A cumulative figure barely moves, so a slump never shows; the faint dotted line is the cumulative figure, and whenever the thick line sits below it you are in a slump right now. The lower band plots every individual reaction time — the same thing as the "pace over the session" chart on the result screen, watched live. Faster is higher. You can turn it off in the settings.
How long each target took you. The first shot is excluded — it includes the time it takes you to start moving. Values beyond the 95th percentile are folded into an out-of-range note so a single outlier cannot stretch the chart. Further left is faster; a narrow peak means you are consistent. If you have one or two very slow outliers, cutting those does more for your average than trying to beat your personal best.
Every click plotted relative to the centre of the target, with the red line showing the average. A cluster to the lower right usually means you are firing before the cursor settles — overshoot. A purely vertical drift is often a desk, chair or monitor-height problem rather than a sensitivity problem.
Reaction time across the run. A line rising to the right means you faded in the second half. Several short runs beat one long one.
This trainer is built the same way as the rest of SignCascade UD: it should not only work for people who can click fast and see red on green. Under Accessibility & comfort you can switch on, independently:
These settings change the difficulty, so only compare scores recorded with the same settings.
A free browser aim trainer with eight modes. The difference here is what happens after the timer runs out: instead of a single score, you get the shape of your reaction times, the direction your misses drift, and whether you faded in the second half — the things that actually tell you what to practise next.
Accessibility options are built in rather than bolted on: colour-vision friendly and monochrome target sets, high contrast, a no-click mode, slow mode, and visual or haptic feedback in place of sound. No install, no account; your records stay in your browser.