NEXT is a reaction game where circles appear one after another. A gap in the current circle points toward the next location, so you react to one target while preparing attention for the next.
After 20 targets, NEXT reports a trimmed-average reaction time plus the difference between cued and uncued targets. Mirrored fixed-distance routes keep lucky short jumps out of the leaderboard.
▶ NEXT — Play free nowTarget size and route distances are matched across runs, with four uncued trials. Touching early or outside the circle adds 1,000ms. The fastest and slowest two trials are removed before averaging.
Aggregated from 16 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 600–625ms. Beat it and you are in the faster half.
| Result | players | share | |
|---|---|---|---|
| 425–650ms | 9 | 56% | |
| 650–875ms | 5 | 31% | |
| 1100–1325ms | 1 | 6% | |
| 2900–3000ms | 1 | 6% |
NEXT is not a plain reaction test. The gap in each circle points at where the next one will appear, so you have to act now and read ahead at the same time. It separates raw reaction from the preparation that comes with anticipation.
In the real data, average reaction times cluster in the 425–650ms band. That is slower than a pure simple-reaction figure because it includes travel and aiming time — for a like-for-like number, use the reaction time test instead.
Ignoring the gap. Without the cue you start every trial from scratch, and the travel distance becomes your time. Reading the gap direction just before you tap lets your eyes arrive first.
False starts. Jumping early costs 1,000ms and wipes out a good read.
Not resetting. On uncued trials, returning your finger toward the centre caps the worst-case distance.