AGING CURVE / PLAY CLINIC

Thirteen games. One checkup.

Welcome to the Play Clinic. Quick checkup uses six core games and usually takes about four minutes. Full checkup uses all thirteen and usually takes about eight. Order is shuffled each run. Practice repeats one game and saves its own best score.

Your setup

Mouse, touch and keyboard scores are labeled separately, as are normal and expert difficulty. Expert tightens timing windows, shrinks targets and increases pressure. Keyboard Target Pop uses number choices, so it is not directly comparable with pointer aiming.

The thirteen mini-games

01 / Green Light Rush

Reaction · SPACE

Seven red-to-green cues. An early input restarts the round and costs points. Remove the fastest and slowest valid time, then average the other five. A missed cue counts as 2,500 milliseconds.

02 / Target Pop

Precision · 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9

Hit twenty shrinking targets in up to twenty-five seconds. Later targets move. Speed, completion and accuracy determine points. Keyboard mode is a separate number-choice task.

03 / Firefly Follow

Precision · ↑ / ← / ↓ / →

Follow the moving firefly for twenty seconds. Points measure time on target. Move a mouse, drag with touch or steer the ring with arrow keys.

04 / Beat Street

Timing · D / F / J / K

Hit eighteen falling notes at the timing line using D F J K or lane taps. Closer hits earn more points. Random extra inputs cost points.

05 / Dragon Claim

Timing · F

Four dragon encounters. Claim with F or a tap at 900 HP or less. An early attempt loses the encounter. Waiting until zero lets the rival claim it.

06 / Last-Hit Lane

Timing · 1 / 2 / 3

Four waves of three slimes. Attack only in the final twenty percent of HP. Early attacks cause a brief cooldown. Collect up to twelve last hits.

07 / Break the Spell

Timing · SPACE

Six closing-gauge trials. Break the spell in the gold window, as close as possible to the pink center line. Smaller timing errors earn more.

08 / Combo Comet

Reaction · Q / W / E / R / D / F

Enter fifteen key sequences using Q W E R D F. Single keys grow into pairs and triples. Wrong keys reset the sequence. Expired prompts do not count as clears.

09 / Ink Switch

Judgment · 1 / 2 / 3 / 4

Choose the ink color, not the displayed word, using 1–4 or the color buttons. Up to sixteen prompts in twenty-five seconds. Accuracy matters most; faster correct responses add points.

10 / Pattern Recall

Judgment · 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9

Repeat a flashing pattern. It starts at two tiles and grows to ten. One wrong tile ends the game. Points reflect your longest cleared pattern. The limit is sixty seconds.

11 / Meteor Dodge

Multitasking · ↑ / ← / ↓ / →

Avoid incoming sparks for up to forty seconds using arrows/WASD, pointer movement or dragging. One collision ends the game. Points reflect survival time.

12 / Tap Sprint

Reaction · SPACE

Tap for ten seconds. The first input starts the timer. Holding a key does not create repeated inputs. Standard reaches the score cap at fourteen taps per second; expert uses eighteen.

13 / Twin Locks

Multitasking · TAB / ↑ / ← / ↓ / →

Follow arrow sequences on two locks for forty-five seconds. Tab or a tap selects a lock. Red arrows mean the opposite direction. The unattended unopened lock drains 1.65 times as fast. Open both for a set; a timeout resets both.

Scores & gaming age

Each game produces 0–100 arcade points. Games in the same area are averaged first. The area weights are reaction 22%, precision 20%, timing 24%, judgment 22% and multitasking 12%.

Quick mode contains Green Light Rush, Target Pop, Beat Street, Dragon Claim, Ink Switch and Pattern Recall. It does not measure multitasking. Its four available area weights are normalized to add up to 100%.

The overall score is rounded to a whole number. The entertainment age is round(75 − total × 0.59): 100 points gives 16 and zero gives 75. These are arcade rules, not research-derived age norms, population percentiles or a medical assessment.

The profile comes from your strongest area. Similar scores produce an all-rounder. A low overall score produces a cozy-adventurer profile.

A fair rematch

Records & challenges

Up to twenty completed checkups and one practice best per game/setup stay in this browser. These are personal records, not a server-verified leaderboard. A challenge link contains version, checkup type, input, difficulty and a self-reported total. Share the PNG report or the link.

The optional prediction asks what gaming age you expect from the arcade. It does not ask for your actual age.

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