HAJIKI is MIKIRI's time-attack game. Twenty blue balls and five red balls marked with × move around the field. After a "3, 2, 1" count the clock starts, and you tap the blue balls to clear them. The run ends when every blue ball is gone, and your clear time goes on the leaderboard. It is one run per play — there are no levels.
No two balls move the same way. Each one has its own speed, and they follow four kinds of paths: straight lines, slow curves, sudden zigzags and bursts of speed after slowing down. Red × balls never disappear; touching one adds 5 seconds to your time. When only 10 blue balls are left, every ball speeds up, so the second half is where most of the time is won or lost.
▶ HAJIKI — Play free nowHAJIKI has no levels: every run uses 20 blue balls and 5 red × balls. Ball speeds vary from about half to about 1.6 times the standard speed, and the mix of path types is random each run (about 40% straight, 25% curving, 20% zigzag and 15% bursting). When 10 blue balls remain, all balls, including the red ones, speed up to 1.4 times over about a third of a second.
In HAJIKI you pick out the targets you are allowed to clear from a field of moving objects, and tap exactly where they are right now. How fast you find blue balls, how accurately you bring your finger to their centre, and whether you can stop a tap that is heading for a red × ball all end up in one clear time.
Every ball has its own speed and way of moving. Straight movers are easy to read ahead, but zigzagging and bursting balls are no longer where they were a moment ago. The order in which you clear them matters as much as raw speed.
Red × balls never disappear, and each touch adds 5 seconds. Clearing one blue ball usually takes less than a second, so a single red touch costs the time of several balls. Balancing speed against not tapping is the heart of the game.
Chasing the fast balls. Following a fast or zigzagging ball with your finger wastes time. Clear the slow, straight movers first and take the fast ones when they come toward you.
Tapping when blue and red overlap. A tap goes to the ball whose centre is closest to your finger, so tapping as they overlap can catch the red one. Wait a moment and they separate.
Falling apart at the speed-up. With 10 blue balls left, every ball becomes 1.4 times faster. Even when you know it is coming, your taps tend to stay at the earlier pace. When the message appears, choose each target again, one at a time.
Freezing after a miss. Tapping empty space costs nothing. Moving straight on to the next ball saves more time than stopping to worry about the miss.
There is no full-screen flashing. When you touch a red ball, only that ball shakes and shows a ring.
The game keeps your eyes on moving objects, so take a break if your eyes feel tired.
Your score is your clear time in this game. It is not a medical assessment and does not measure eyesight or reflexes themselves.