An attention tracking game is a browser puzzle that asks you to follow two marked discs across a moving grid and then name where they end up, with each round of the Multiple Object Tracking Test worth exactly 200 points and a perfect run totaling exactly 1,000 points across five rounds. The Multiple Object Tracking Test is a deterministic, local version of that format: six identical discs sit on a two-by-three field, two of them carry accent rings during a Preview phase, the rings vanish the moment motion starts, and you must keep the two originals in working memory as they permute through three or four fixed frames. Every frame is a complete permutation of the six disc identities, so exactly one disc sits in every location and no disc can overlap or disappear. Motion advances automatically every 650 milliseconds with a visible CSS transition, a Finish motion now button jumps to the same final frame without changing the answer, and only a correct unordered pair of positions earns the 200 points for that round.

What the Game Actually Asks of You
Each of the five rounds opens with a Preview that highlights exactly two of the six discs using accent rings. After you press Space (or click Start motion), those rings are unmounted, and every disc shares the same fill, stroke, size, label, and accessible description. There is no remaining color cue, no special class, no data attribute, and no number that follows either target. The discs then move through either three or four literal position frames, and the round closes with an Answer phase where the moving SVG is replaced by six numbered position buttons. Your only job is to identify the two locations the original targets occupy in that final frame and submit them as an unordered set.
The disc paths, target pairs, frame count per round, frame intervals, scoring, and error rules are all fixed product fixtures. Nothing is random, nothing is adaptive, and nothing compares your run with a population norm. The game does not claim to measure attention, vision, cognition, or any other trait; it is an entertainment format with deterministic inputs and a fixed five-by-three field.
How to Play the Multiple Object Tracking Test
- During Preview, lock your eyes onto the two discs with accent rings and memorize their starting positions, then press Space or click Start motion to begin Tracking.
- Follow both original discs through the fixed frames as the field permutes every 650 ms. If you want to skip the timer, click Finish motion now and the field jumps to the same declared final frame.
- When Answer opens, click two of the six numbered position buttons to mark the locations where you believe the original discs ended up. Choosing an active button deselects it; choosing an inactive button adds it until you have two; a third selection does nothing.
- Press Submit (or hit Enter) to record the pair. The button stays disabled until exactly two positions are selected.
- If the unordered pair matches the original targets, you receive exactly 200 points and the next target preview appears. If it does not match, one miss is recorded and the round stays in its current Answer phase, because one submitted wrong pair is recoverable. Submitting the identical unordered pair again is treated as a repeat and does not consume another miss, and the only way to return to the next preview is to submit a correct pair. Changing at least one position and submitting another wrong pair records the second distinct miss and closes the run.
- Repeat the cycle for all five rounds to bank exactly 1,000 points.
Keyboard and Touch Controls Compared
Pointer, touch, and keyboard users all reach the same game states. Keyboard play covers the complete game without a mouse, and the on-screen buttons stay large for touch users on small displays. The table below summarizes the available inputs for each control surface.
| Action | Keyboard | Pointer or Touch |
|---|---|---|
| Begin motion from Preview | Space | Start motion button |
| Skip the timer during Tracking | Space | Finish motion now button |
| Toggle a final position (1 to 6) | Keys 1, 2, 3, 4, 5, 6 | Tap any of the six numbered position buttons |
| Submit a complete pair | Enter | Submit button (enabled only with exactly two selections) |
| Restart the run | Restart control on screen | Restart button |
| Pause and resume via simulated screen | Escape pressed twice | On-screen boss-key affordance |
How the 1,000-Point Score Is Earned
Scoring is intentionally simple: a correct unordered pair of final positions awards exactly 200 points, and nothing else changes the total. There is no speed bonus, no click penalty, no hidden multiplier, and no streak modifier. A clean run therefore always totals the same fixed number, which you can verify with a short arithmetic check:
200 points per round × 5 rounds = 1,000 points on a perfect run.
Misses do not subtract from the score; they simply record that a wrong unordered pair was submitted. Because selection edits are free, a player can change their mind freely before pressing Submit, and only the final submitted pair for a round can possibly become a miss. A correct pair on any round still returns the game to a fresh Preview for the next target set, so the round-by-round rhythm is identical regardless of how the previous round ended.
Why Discs Lose Their Rings During Motion
The accent rings exist only during Preview, and they are unmounted as soon as Tracking begins. Every visible disc then uses the same shape, color, size, label, and styling, and the target-ring elements are removed from the DOM. There is no follow-up target label, target data attribute, special class, or numbering on either object during motion, so the only way to keep the targets in mind is through memory of where they were on the Preview frame and how they have moved across the permutations since. This is what makes the task an attention tracking exercise rather than a visual matching exercise, and it is also why the round length is short: most fields show three frames and the longest show four, so the working-memory load stays bounded.
What Counts as a Miss and How to Recover
A miss is recorded only when a complete unordered pair is submitted and it does not match the original two targets. The validator compares sorted two-position sets, so swapping the two selected buttons before submitting cannot turn a wrong pair into a correct one. Submitting the identical unordered pair twice in a row is recognized as a repeat and does not consume another miss; only changing at least one position and submitting a second distinct wrong pair will lock the run as a two-miss state. Changing a selection on its own — clicking an active button to deselect it, or adding an inactive button to grow the set back to two — never counts as an error, so you can rethink the answer freely as long as you have not yet pressed Submit. Both the automatic timer route and the Finish motion now shortcut end at the same declared positions and pass through the same validator, so neither input changes which pair is correct.
Privacy, Storage, and Restart Behavior
The game requires no camera, eye tracker, file input, account, API, model, external asset, sound, or hardware sensor. Everything runs locally in the browser, and only the shared best completed score can remain in this browser across sessions. Restart restores the first target preview, frame zero, zero score, and no selected positions or misses. The field reserves a stable five-by-three aspect ratio, CSS transitions move discs between fixed coordinates without layout reflow, and a reduced-motion style sheet removes animation while preserving each state. A double press of Escape opens a simulated spreadsheet screen for quick privacy; pressing Escape twice again returns to the unchanged field without resetting progress.
Other Browser Memory Games in the Same Family
If you enjoy the two-target motion loop, the same site hosts other deterministic visual-memory formats that use static layouts or recognition rather than motion. Position Memory Game hides three shapes on a 3×3 board and asks you to restore them, the Visual Memory Test reveals fixed grid patterns and lets you enter them at your own pace, the Pattern Memory Game shows 3×3 patterns that you choose from four options, and the Face Memory Test asks you to identify each of five illustrated profiles from three alternatives. Each of these uses its own fixed fixtures and its own deterministic scoring, so the experience stays consistent across visits.