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INTERCEPT (Trajectory Sniping)

Snipe what you cannot see.

In INTERCEPT, a flying target cloaks mid-flight and keeps moving invisibly. Burn its speed, angle and curve into your mind, keep advancing the trajectory in your head, then tap where you believe the target is at that very moment.

When you fire is up to you. Shooting right after the cloak is easy but pays ×1.0; waiting grows the multiplier up to ×3.0 while the invisible target keeps flying and your uncertainty grows. Inspired by temporal-occlusion tasks used in sports-anticipation research, this original MIKIRI mode is built around that risk-reward decision.

▶ INTERCEPT — Play free now
Free, no signup, runs in your browser ・ Global leaderboard ・ 日本語 / English / 中文 / 한국어 / Español / Português / Indonesia / Français / ไทย / Tiếng Việt / Türkçe / Nederlands / Polski / हिन्दी / فارسی / العربية / Русский
Skills challenged
Trajectory predictionSpatial extrapolationRisk judgement

How to play

  1. Enter a username and choose INTERCEPT
  2. Read the launch direction and the visible part of the flight
  3. When the target cloaks, keep tracing its path in your head
  4. Tap where you think it is right now — before it escapes off-path

Difficulty

Early rounds are straight and mostly visible. Each new round hardens exactly one axis: speed, visible fraction or curve. From demon class (round 21) the target ricochets off walls, and beyond human (round 28) adds a second ricochet.

Real player data

Aggregated from 25 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.

records25
medianROUND 4
top 10% lineROUND 14
best resultROUND 22

The median is ROUND 4. Only 12% of players get past ROUND 13 (advanced).

Distribution of results
Result playersshare
ROUND 1–2728%
ROUND 3–4728%
ROUND 5–6312%
ROUND 7–828%
ROUND 9–1028%
ROUND 11–1214%
ROUND 13–1414%
ROUND 21–2228%

See distributions for every mode →

These figures aggregate in-game records measured in browsers worldwide. They are not medical or academic measurements.

Tips

What INTERCEPT actually tests

INTERCEPT asks where a target is right now, after it has gone invisible. You have to read its speed, angle and curve while you still can, then keep advancing the trajectory in your head. Psychologists call this temporal occlusion; it is a standard tool in sports anticipation research.

What is specific to MIKIRI is that you choose when to fire. Shooting right after the target vanishes is easy but pays ×1.0. Waiting grows the multiplier to ×3.0 while the unseen target keeps moving. The risk-reward call is the game.

Where people get stuck

Shooting the vanishing point. The target is not where you last saw it. Use the first few rounds to learn how far short you personally tend to aim.

Greedy multipliers. ×3.0 is tempting, but a miss is zero. Landing ×1.5–×2.0 consistently scores better than chasing the top band before your reads are calibrated.

Extending a curve as a straight line. Predict a curving target with a straight line and you will always miss to the outside. Catch at least the direction of the bend while it is visible.

FAQ

Q. Is INTERCEPT free?
A. Yes. It is free, requires no account, and runs in phone and desktop browsers.
Q. What does it measure?
A. Your in-game accuracy at extrapolating an invisible trajectory, plus your judgement of when to fire. It is not a medical test.
Q. How is the score calculated?
A. Each hit earns 100pt × the multiplier at the moment you fire (×1.0–×3.0), and a dead-center bullseye adds another ×1.5.
Q. How is ranking calculated?
A. By total points earned before two misses, with weekly and all-time world top-100 tables.

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▶ INTERCEPT — Play free now