In a Go No Go vs Stop Signal Task comparison, the main difference is timing: a Go/No-Go task asks whether to act on a cue, while a stop-signal task asks whether to cancel a response already initiated or prepared. In a Go/No-Go setup, a go cue invites a response and a no-go cue asks for withholding. In a stop-signal setup, a participant can begin responding to a go cue before a later stop cue appears, making cancellation the central challenge. That distinction does not turn this browser game into a laboratory procedure. The tool built for the task searched here is the Go / No-Go Test, a small classification game with a fixed 12-cue route: six Green circles and six Purple triangles. Its rule stays visible: choose Go for a Green circle and No-go for a Purple triangle. Every cue requires one explicit selection, so silence, a hidden tab, or an interruption is never inferred to be a no-go response. At the end, the completion panel separates hits, misses, false alarms, and correct rejections. The result is a transparent record of that local round, not a stop-signal simulation, an inhibition score, an IQ result, or a clinical assessment.

Where Go/No-Go and stop-signal tasks diverge
Start with the decision each task asks. In a Go/No-Go task, the cue tells you whether a response should be made or withheld. In a stop-signal task, the go cue invites action, but a later stop signal may require that action to be cancelled. The stop-signal version therefore concerns what can still be stopped after a response has begun; the Go/No-Go version centers on withholding a response to a designated cue.
| Feature | Go/No-Go task | Stop-signal task | Go / No-Go Test |
|---|---|---|---|
| Main decision | Respond or withhold according to the cue | Start responding, then cancel if a stop signal arrives | Choose Go or No-go from the visible shape |
| Cue structure | Go and no-go cues | A go cue that may be followed by a stop signal | 12 fixed cues: six Green circles and six Purple triangles |
| Critical behaviour | Withhold on a no-go cue | Stop the response after the signal | Make a deliberate choice for every cue |
| Timing role | Response speed may feature in laboratory versions | The timing of the stop signal is essential | No response timer or timeout |
| Recorded outcome | A pattern of responses and withheld responses | Whether initiation was successfully stopped | Hit, miss, false alarm, or correct rejection |
These are related but not interchangeable formats. A Purple triangle in this game is a visible No-go cue, not a stop signal delivered after you start responding. Selecting No-go completes that cue and advances the route; it does not interrupt a movement or response already under way. For a practical comparison, identify the cue and rule first, then check which response category the browser game can actually observe.
What this browser route does—and does not do
The route is authored and fixed rather than generated by a hidden algorithm. Starting it places a large cue in a central panel beside a reminder of the two rules. Each cue asks for exactly one classification, and every selection is evaluated against the shape and colour shown to you. The result counts describe visible choices, including choices made with the optional keyboard shortcuts.
- Fixed sequence: The twelve-cue route contains six Green-circle Go cues and six Purple-triangle No-go cues.
- Visible rule: The Green circle and Purple triangle instructions remain available with the cue.
- One-choice accounting: One response advances one visible cue. Repeated key events, rapid clicks after a transition, and inputs after completion do not add classifications.
- No timer: The game never waits for silence, a countdown, or an invisible timeout to infer a response.
Restarting begins the same product-authored route again. That repeatability makes the rules and totals transparent, but it does not make the result a standardized assessment. Each round still reflects the choices made in that particular local session.
Play the 12-cue classification route
- Open the Go / No-Go Test and select Start the twelve-cue route.
- Read the large cue in the central panel and keep the rule reminder visible: a Green circle means Go, while a Purple triangle means No-go.
- Choose the labelled Go or No-go button. The G and N keys provide optional shortcuts, while the buttons remain available for touch and pointer use.
- Wait for the next visible cue after each response. One selected classification advances the route, so avoid pressing the same key repeatedly or clicking again during a transition.
- Finish all twelve cues, review the four result categories, and select Restart if you want to play the same route again.
Do not try to improve the result by waiting. The route only advances after a visible choice, and No-go is recorded only when you deliberately select it. This differs from a timed no-go procedure in which an absent response might be interpreted as withholding.
Read the four result categories
The completion panel evaluates each choice against the disclosed cue and separates the result into four clearly defined outcomes.
| Displayed cue | Your choice | Recorded outcome |
|---|---|---|
| Green circle | Go | Hit |
| Green circle | No-go | Miss |
| Purple triangle | Go | False alarm |
| Purple triangle | No-go | Correct rejection |
Accuracy is the percentage of explicit selections that matched the fixed rule. Since the route contains one classification for each of its twelve cues, the calculation uses twelve explicit selections as the denominator: matched classifications divided by twelve, expressed as a percentage. Hits and correct rejections are matched classifications; misses and false alarms are not.
A clean route means the game was completed with no misses and no false alarms. It is not a passing threshold, grade, diagnosis, standard test result, or proof that you would perform the same way elsewhere. The related guide Commission vs Omission Errors: A Twelve-Cue Game places the four labels in a broader error-language context.
Why every No-go is deliberate
A timer-based no-go task can mistakenly treat a hidden tab, notification, accessibility interruption, or abandoned page as a meaningful lack of response. This browser route avoids that inference. No-go means pressing the labelled No-go control or using the N key. If no selection is made, the route does not advance and no response category is assigned.
That design makes the interaction clearer than a traditional stop-signal procedure, but it also limits what the game can represent. There is no stop cue to cancel a response already under way, no stop-signal delay to manage, and no opportunity to demonstrate response inhibition. The game records only whether your visible Go or No-go selection matched the Green-circle or Purple-triangle rule. A hit, miss, false alarm, or correct rejection describes that particular choice; it does not establish a broader ability or trait.
Use the score as a private game record
The fixed route, visible rules, and local result counters make the game easy to audit, but they do not turn it into a clinical or cognitive assessment. Familiarity, screen readers or other input methods, interruptions, screen size, browser behaviour, and ordinary daily variation can all affect a round. The most accurate interpretation is a description of the visible choices made during that local session.
- Local processing: Everything happens on your device. The page requests no account, personal profile, camera, microphone, upload, or contact detail.
- Local best score: The shared game shell may save a best score in browser storage, but it is not sent to Lizely and there is no public leaderboard.
- Entertainment scope: The game has no clinical protocol, population norm, educational score, health interpretation, or professional use. It does not diagnose attention, measure intelligence, evaluate inhibition, determine capacity, or establish eligibility for anything.
If you need an evaluation for health, school, work, or accessibility, use an appropriate qualified service. For casual classification practice, the value of the route is its clarity: read the shape, make the visible choice, complete all twelve cues, and inspect an unambiguous record of what happened.
For a deeper look, see Grammar Errors vs Grammatical Errors: Quiz Guide.