World Player Statistics

The distribution of results across every MIKIRI run (each completed run counts once, so repeat plays by the same person are included; flagged runs excluded; refreshed hourly). Use it to see where your record sits. Samples come from browsers worldwide, so this is play data, not an academic dataset.

Updated: 2026-10-04 03:16 UTC

FLASH โ€” rapid recognition

The level reached maps to how many digits you read and for how many frames (1/60 s each). Level 1 is 3 digits for 0.5 s; level 13 is 5 digits for about 0.17 s; level 21 is 7 digits for about 0.07 s; level 28 is 10 digits for 0.05 s. Each step makes only one thing harder โ€” digit count or speed (levels that add a digit slow the display down) โ€” so the level where you stop tells you which of the two held you back.

runs334
medianLV.11
top 10% lineLV.17
LV.1LV.22
Level / round reached
View as table
Level / round reachedruns
LV.16
LV.29
LV.36
LV.44
LV.518
LV.610
LV.711
LV.87
LV.912
LV.1058
LV.1127
LV.1233
LV.1318
LV.1440
LV.1524
LV.169
LV.1725
LV.188
LV.196
LV.202
LV.221

MATCH โ€” visual search

Total time to keep picking the digit that matches the sample. Each wrong tap adds one second, so this distribution mixes speed and accuracy. One second is worth several answers, so cutting a single mistake usually saves more than rushing one answer.

runs178
median35โ€“40s
top 10% line25โ€“30s
15โ€“20s340โ€“345s
Clear time (5s bins)
View as table
Clear time (5s bins)runs
15โ€“20s6
20โ€“25s9
25โ€“30s26
30โ€“35s28
35โ€“40s30
40โ€“45s32
45โ€“50s17
50โ€“55s13
55โ€“60s8
60โ€“65s1
65โ€“70s2
70โ€“75s1
75โ€“80s2
95โ€“100s2
340โ€“345s1

NEXT โ€” read-ahead reaction

Reaction time that includes movement. Unlike a simple press-a-button test, you move your finger to the next circle and aim, so values cluster noticeably slower. Do not read these as a slow simple reaction time โ€” it is a different task.

runs158
median550โ€“575ms
top 10% line400โ€“425ms
300โ€“325ms2975โ€“3000ms
Average reaction time (25ms bins)
View as table
Average reaction time (25ms bins)runs
300โ€“325ms1
325โ€“350ms1
350โ€“375ms1
375โ€“400ms5
400โ€“425ms10
425โ€“450ms10
450โ€“475ms7
475โ€“500ms20
500โ€“525ms11
525โ€“550ms10
550โ€“575ms7
575โ€“600ms8
600โ€“625ms8
625โ€“650ms13
650โ€“675ms10
675โ€“700ms3
700โ€“725ms5
725โ€“750ms5
775โ€“800ms4
800โ€“825ms3
825โ€“850ms6
925โ€“950ms1
950โ€“975ms1
975โ€“1000ms1
1000โ€“1025ms1
1025โ€“1050ms1
1100โ€“1125ms1
1750โ€“1775ms1
2025โ€“2050ms1
2500โ€“2525ms1
2975โ€“3000ms1

FOLLOW โ€” eye tracking

Rounds survived while tracking one highlighted dot among identical moving dots. Each round adds dots, speed and shuffle time. Once your eyes lose the target it cannot be recovered, so the peak of the distribution shows where attention tends to slip.

runs120
medianR.9
top 10% lineR.13
R.1R.23
Level / round reached
View as table
Level / round reachedruns
R.14
R.22
R.36
R.43
R.58
R.66
R.712
R.813
R.913
R.1016
R.1116
R.128
R.134
R.144
R.151
R.162
R.191
R.231

INTERCEPT โ€” trajectory sniping

Rounds survived by predicting where a vanished target is now. The multiplier grows the longer you wait, so the top records reflect judgement about when to shoot as well as accuracy. The gap between the median and the top 10% tends to be wide because of that risk-and-reward choice.

runs129
medianR.5
top 10% lineR.14
R.1R.25
Level / round reached
View as table
Level / round reachedruns
R.122
R.213
R.317
R.410
R.58
R.69
R.710
R.85
R.95
R.105
R.111
R.128
R.131
R.145
R.151
R.161
R.171
R.181
R.192
R.201
R.222
R.251

OFFBEAT โ€” rhythm perception

Rounds survived by finding the one dot whose beat is off. The offset shrinks every round. Records played with sound off are included, which is why many runs end early โ€” the format depends on hearing the rhythm.

runs87
medianR.2
top 10% lineR.9
R.1R.29
Level / round reached
View as table
Level / round reachedruns
R.131
R.216
R.37
R.44
R.58
R.64
R.74
R.84
R.93
R.101
R.123
R.141
R.291

MIRAGE โ€” illusions

Rounds survived choosing the objectively correct option under an optical illusion. The real difference shrinks and the time limit tightens each round. Deciding what to compare (edges, centres, area) before looking reduces the pull of the illusion better than trusting the first impression.

runs114
medianR.11
top 10% lineR.20
R.1R.61
Level / round reached
View as table
Level / round reachedruns
R.14
R.26
R.37
R.42
R.53
R.68
R.74
R.82
R.98
R.106
R.1112
R.126
R.134
R.149
R.153
R.166
R.173
R.186
R.191
R.203
R.212
R.221
R.232
R.261
R.271
R.301
R.371
R.421
R.611

GATEFALL โ€” gate reading

Rounds survived reading the approaching gate stones. Forbidden red stones must be let through, so the record reflects the decision not to react as well as speed.

runs59
medianR.6
top 10% lineR.11
R.2R.23
Level / round reached
View as table
Level / round reachedruns
R.23
R.33
R.44
R.59
R.612
R.712
R.86
R.93
R.112
R.191
R.213
R.231

BLINK HUNT โ€” selective memory

Rounds survived remembering only the lights that match the rule. It is about filtering, not memorising everything; boards and rules get more complex each round.

runs88
medianR.9
top 10% lineR.15
R.1R.18
Level / round reached
View as table
Level / round reachedruns
R.14
R.22
R.43
R.52
R.65
R.74
R.88
R.916
R.1011
R.118
R.1211
R.134
R.141
R.153
R.162
R.171
R.183

NAGARE โ€” moving numbers

Rounds survived reading a number as it crosses the screen. Each round either shortens the pass time or adds a digit, so the round where you stop shows which one held you back.

Not enough records yet (1 so far), so no distribution is shown. It appears once there are 10.

ZANZOU โ€” position memory

Rounds survived tapping, from 1 upward, where briefly shown numbers were. Each round makes either the count or the display time harder.

Not enough records yet (0 so far), so no distribution is shown. It appears once there are 10.

ANZAN โ€” flash mental math

Rounds survived adding up numbers shown one after another. Each round raises one thing: the count, the speed or the number of digits.

Not enough records yet (0 so far), so no distribution is shown. It appears once there are 10.

RENBAN โ€” number order

Rounds survived tapping 1, 2, 3โ€ฆ before time runs out. From round 13 the numbers move after every tap, so memorising the layout stops working.

Not enough records yet (0 so far), so no distribution is shown. It appears once there are 10.

SENKO โ€” gold digits

Rounds survived catching the gold digits in a fast stream. From round 13 there are two golds, and the closer together they are, the easier the second is to miss.

Not enough records yet (0 so far), so no distribution is shown. It appears once there are 10.

KIZAMI โ€” rhythm copy

Rounds survived tapping back the model rhythm. Offbeats start at round 7, triplets at 11 and quintuplets at round 21 (demon).

Not enough records yet (0 so far), so no distribution is shown. It appears once there are 10.

These statistics aggregate in-game records; they are not medical or academic measurements.

Set your own record โ–ถ