Brainmaxing

Brainmaxing · The bench

Brain Games

All fifteen are free to play here with no account. Ten of them are part of Core on Train, where a member's runs are kept.

  • ChronoscopeReaction TimeHow fast are your reflexes?Focus
  • SequencerSequence MemoryRepeat the growing patternMemory
  • PlateVisual MemoryFind the tiles that flashedMemory
  • LexiconVerbal MemoryHave you seen this word before?Memory
  • ReticleAim TrainerHit the targets, fastFocus
  • CoreChromatographStroopName the colour, not the wordControl · inhibition
  • CoreDelay LineN-BackHold the stream in mindMemory
  • CoreGateGo / No-GoTap — but hold when toldControl
  • CoreRouterTask SwitchChange the rule on the flyLearning · flexibility
  • CoreGoniometerMental RotationSame shape, or mirrored?Learning · spatial
  • CoreRegisterNumber SpanHow long a number can you hold?Memory
  • CoreCollimatorFlankerAnswer the middle arrow, ignore its neighboursFocus
  • CoreComparatorChange DetectionOne item comes back — did it change?Memory
  • CoreTitratorRule LearningFind the hidden rule from the feedbackLearning
  • CoreGantryTowerPlan the whole sequence before the first moveControl

Every game here is one instrument on a bench: it times one task and reports what you did on that task, on this device, on this day.

There is no score for the person behind the run — no percentile, no ranking, no brain age, and no game here is an intelligence test. A group below is a family of tasks, never a claim about the person doing them.

If you arrived from the word itself, start with what brainmaxing is.

What practice on a game changes, and what it does not: Why training a game trains the game.

Focus — pressing at the right moment

Play the Reaction Time test
Press the instant the field changes colour, over a run of goes. You get the middle one of your own press times, in milliseconds, on this device.
Play the Aim Trainer test
Hit a target that jumps somewhere else the moment you catch it. You get your average time per target and the share of hits that landed.
Play the Flanker test
Answer the middle arrow while the arrows beside it point the other way. The number is what those misleading neighbours cost you against your own agreeing rows.

Memory — holding something for a few seconds

Play the Sequence Memory test
Tiles light in an order and you give the order back; it grows by one each time. Your number is the longest order you reproduced on this grid.
Play the Visual Memory test
Several tiles flash at once, go dark, and you tap the ones that lit. Your number is the level you reached before the lives ran out.
Play the Verbal Memory test
One word at a time: have you already seen it in this run, or is it new? Your number is how long you kept the growing list straight.
Play the N-Back test
A square moves around a grid; answer when it lands where it landed N steps back. Your number is the highest N you cleared, and it reads this task and nothing else.
Play the Number Span test
A number loads a digit at a time and you key it back, forward or in reverse. Your number is the longest span you reproduced, forward or reversed.
Play the Change Detection test
An array of coloured squares flashes, the screen blanks, and one item comes back. Your reading is a capacity in items, from your own hits and false alarms, with a wide band around it.

Learning — working out a rule, or a shape

Play the Task Switch test
A digit sits under a rule that flips without warning: odd or even, low or high. Your number is your own switch cost: what a changed rule costs you.
Play the Mental Rotation test
Two figures, one of them turned: the same shape, or its mirror image? You get your accuracy, your decision time and what the turn cost you.
Play the Rule Learning test
Sort each card and read the feedback; the rule is never told to you, and it changes. Your number is how far you got through rules ordered by how hard people find them.

Control — planning, and holding a press back

Play the Stroop test
A colour word is painted in an ink that may disagree with it. Answer the ink. Your number is your interference cost: mismatched answers against your own matching ones.
Play the Go / No-Go test
Press fast on nearly every item, and hold the press completely on the rare one. You get your accuracy and the holds you missed, in the run's own counts.
Play the Tower test
Three pegs, three discs and a goal to match, with a commit step before you move. A problem counts only when it is done in the fewest moves, so the reading is in moves.

Questions

Are these brain games free?
Yes. All fifteen play in your browser with no account and nothing to buy. Keeping a run so it is still there next week is what a plan is for.
Do I need an account to play?
No. Nothing asks for an e-mail before you play, and a run stays in this browser unless you choose to keep it in an account.
Do these scores mean I am smart?
No. Each number describes one task, on one device, on one day. There is no norming sample here, so there is no percentile and no ranking, and no game here is an intelligence test.
Which test should I start with?
Reaction Time is the shortest. Sequence Memory grows as you go. Neither needs an account, and there is no order to follow.