Multitasking Game
Track two simultaneous tasks with independent visible deadlines, secure both in each of five fixed rounds, and finish on exactly 1,000 points.
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How to use
- 1.Choose Start both tasks to launch Aqua and Copper together, then read each card's explicit due time and live countdown.
- 2.Handle Aqua with its button or A key and Copper with its button or L key only while that task shows NOW; both deadlines remain active independently.
- 3.Secure both tasks to earn 200 points. Complete all five fixed rounds for exactly 1,000 points, or use Restart for a clean run.
About Multitasking Game
Multitasking Game is a five-round dual-deadline challenge. Every round starts two fictional desk tasks on the same screen at the same moment. Aqua and Copper each display an explicit due time, but their deadlines are independent and their order changes between rounds. Your job is to keep both clocks in view and handle each task only when its own acceptance window opens. Completing one task is never enough: both tasks must be secured before the round can score or advance.
The board makes the timing contract visible. Each card prints its due offset, shows a live countdown, changes to NOW during its window, and reports Secured after a valid action. The first round gives Aqua a due time of 1.20 seconds and Copper a due time of 2.20 seconds. Later rounds reverse the order, bring deadlines closer together, or narrow the authored timing windows. These values are fixed game fixtures. They are not workplace targets, scientific measurements, training standards, or population benchmarks.
Choose Start both tasks to create one shared round start time. The two task clocks then run concurrently from that same timestamp. Press the Aqua button or the A key for the left task, and press the Copper button or the L key for the right task. Native buttons also support Enter and Space when focused. Pointer, touch, and keyboard controls call the same pure timing reducer, so the rules do not change with the input method.
Timing boundaries are inclusive. A task is valid from its printed due time minus its authored window through the due time plus that window. Acting before the opening boundary fails the round as early. Leaving either incomplete task beyond its closing boundary fails the round as missed. A press first checks every incomplete deadline at the same timestamp, which prevents a player from completing a later task after the other task has already expired. Any early or missed action resets both task clocks because the pair is one round.
Aqua and Copper are truly parallel rather than two sequential prompts. Both are rendered and active together, both retain independent deadlines, and a successful action on one leaves the other clock running. No points are awarded for a single secured task. Handling both validly awards exactly 200 points and prepares the next authored pair. Five completed rounds produce the fixed maximum score of 1,000. There are no random rounds, adaptive difficulty values, hidden shortcuts, or score multipliers.
Error handling is deterministic. A failure signature records the round, lane, and error kind. Repeating the exact same early or missed failure does not add another error. A valid completion clears the repairable error history, while a second genuinely different failure closes the run in deadlock. Restart returns the score, round, errors, task state, and feedback to the exact initial values. Completion and deadlock are terminal: later clock ticks, task presses, starts, or visibility events cannot change the result.
Changing tabs or hiding the page cancels an active attempt without recording an error. This prevents background-tab timer throttling from turning a visibility change into an artificial miss. When you return, the same round is ready to start again with both clocks reset. The game uses requestAnimationFrame only to refresh the visible countdown and send elapsed timestamps into the pure state engine; scoring and acceptance are decided by the event timestamp rather than by animation frame count.
The interface is designed for both touch and keyboard play. Task buttons exceed a 44-pixel target size, focus rings remain visible, and starting a round moves focus to the task with the earliest deadline. After one task is secured, focus moves to the pending task. Success or failure returns focus to Start, while a terminal result receives programmatic focus so a keyboard or screen-reader user is notified of the outcome. Initial page load does not steal focus. Color supports the status display, but readable labels such as Waiting, NOW, Secured, error messages, and explicit due times carry the meaning.
Independent logic tests use separately written expected fixtures for all five rounds. They verify that each pair has two distinct deadlines, that one task cannot score alone, that both lanes can cause a missed-round failure, and that the opening and closing millisecond boundaries are inclusive. The tests also cover one millisecond outside each boundary, repeated-error deduplication, repair, second-error deadlock, exact 1,000-point completion, invalid timestamps and lanes, visibility cancellation, Restart equality, and frozen terminal states.
Everything runs locally in the browser. The game uploads no actions, uses no paid service, calls no game API, and adds no dependency. The shared game shell stores only an optional best score in local browser storage and provides Restart plus the double-Escape Boss Key. If storage is unavailable, the live game and its deterministic five-round scoring continue unchanged.
Multitasking Game is recreational entertainment. It does not measure or diagnose productivity, attention, cognition, reaction time, coordination, employability, learning ability, or any medical or psychological condition. A score reflects only completion of these five fictional authored timing rounds under the stated game rules.
Methodology & sources
Run five fixed, original dual-task rounds. Start two task clocks from one shared timestamp, expose a distinct due offset and inclusive acceptance window for each lane, and require both lanes to succeed before awarding exactly 200 points. Before accepting any lane press, atomically evaluate all incomplete deadlines at the same event timestamp so an expired companion task cannot be bypassed. Store successful lanes without scoring until the pair is complete. Build failure signatures from round, lane, and early-or-missed kind so identical repeats deduplicate; close the run only on a second distinct failure, and clear repairable errors after a correct pair. Cancel an active attempt without error when the document becomes hidden. Freeze completion and deadlock, make Restart equal the initial state, use no randomness, and cap five rounds at exactly 1,000. Independent literal fixtures verify deadlines, inclusive boundaries, both-lane requirements, each missed lane, deduplication, repair, deadlock, pause behavior, invalid-action atomicity, Restart, and terminal freezing.
Frequently asked questions
- Are Aqua and Copper actually active at the same time?
- Yes. Both tasks share one round start timestamp, appear together, and keep independent deadlines. Securing one does not pause or complete the other.
- What happens if I miss one task or switch tabs?
- Acting early or letting either deadline window expire fails and resets the whole round. Hiding the page safely cancels the attempt without adding an error, so you can start that round again.
- Does the score measure real multitasking ability or productivity?
- No. This is a fixed entertainment game with original timing fixtures. It is not a cognitive, reaction-time, workplace, educational, medical, or psychological assessment.
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