FLASH is a dynamic vision test where numbers appear on screen for a split second and you type what you saw. It starts gently — 3 digits for 0.5 seconds — and ends in the 0.02-second range, where a blink literally costs you the run.
The format mirrors tachistoscope drills used in sports vision training: see something for an instant, hold it in memory, reproduce it. One run takes 1–2 minutes, one mistake ends it, and your record goes straight to the global leaderboard.
▶ FLASH — Play free nowEach level changes only one thing: digit count or speed, never both at once. Level 13 is advanced, level 21 enters the “oni” (demon) zone, and level 28 is nicknamed “beyond human”.
Aggregated from 48 personal-best records stored on MIKIRI's own servers (as of 2026-08-07; one record per player, flagged runs excluded). The sample is still small, so read this as where early players are stalling rather than a settled trend.
The median is LEVEL 11. Only 42% of players get past LEVEL 13 (advanced).
| Result | players | share | |
|---|---|---|---|
| LEVEL 1–2 | 3 | 6% | |
| LEVEL 3–4 | 2 | 4% | |
| LEVEL 5–6 | 4 | 8% | |
| LEVEL 7–8 | 3 | 6% | |
| LEVEL 9–10 | 8 | 17% | |
| LEVEL 11–12 | 8 | 17% | |
| LEVEL 13–14 | 5 | 10% | |
| LEVEL 15–16 | 5 | 10% | |
| LEVEL 17–18 | 9 | 19% | |
| LEVEL 19 | 1 | 2% |
FLASH is not a test of eyesight. It asks how much of the image survives in your head after the digits disappear — the very short window of memory that follows a glance. Psychology labs have done the same thing for a century with a device called a tachistoscope: show a stimulus for a few dozen milliseconds, then ask what was there.
That changes how you improve. Reading digit by digit stalls fast. Past four digits, the players who keep climbing are the ones who stop reading and start taking the whole row in as a shape, then reading it back from memory once the screen is blank.
Each level changes exactly one thing: either the digit count or the display time, never both. Levels that add a digit relax the timing; levels that shorten the flash keep the digit count. Early levels repeat the same setting twice, so a failure tells you which axis beat you.
Losing it during entry. The most common failure is seeing the number and then watching it evaporate while typing. Saying it to yourself the instant it appears buys you the few seconds you need.
Not holding the centre. If your eyes drift off the fixation cross before the flash, you lose the outer digits as soon as the row gets long. There is no time to scan — the whole row has to arrive at once.
Rushing. FLASH is not a reaction game. There is no time pressure after the flash ends. Locking in all the digits while the afterimage is still there beats starting to type early.