Game Guide
Reaction Speed, Iroyomi, Hanafuda, Karuta and Kana Scout all reward speed and punish errors. How the speed-accuracy tradeoff works and how to beat it in each game.
MyRin has a group of games where the clock is part of the challenge: Reaction Speed (Reflex in the app), Iroyomi, Hanafuda, Karuta and Kana Scout. Each one punishes mistakes, either by costing you a life, time or points.
That combination creates a familiar frustration. You try to go faster, and you start making errors. You slow down to be careful, and you run out of time. This article explains why that happens and how to improve speed and accuracy together instead of trading one for the other.
Psychologists have studied this for more than a century. When people are asked to respond faster, they make more errors. When they are asked to be careful, they slow down. This speed-accuracy tradeoff appears in almost every timed task.
The reason is simple. Your brain gathers evidence before it decides. Respond early and you decide on less evidence, so you are more likely to be wrong. Wait longer and you gather more evidence, but the time passes.
Pushing harder just moves you along the tradeoff: faster but sloppier. To genuinely improve, you need to move the whole curve, so you can be faster at the same level of accuracy. There are three ways to do that.
A lot of time in speed games is spent working out what the task is, not doing it. If you know exactly what you are looking for before the stimulus appears, there is less to decide when it does.
If the same answer always uses the same finger and the same movement, you do not have to plan the movement. Only the decision remains. Consistent gestures turn a two-step task into a one-step one.
Practising mistakes at speed makes them habits. Play at a pace where you are right almost every time, and let that pace rise naturally. Speed built on accuracy lasts. Speed built on guessing collapses under pressure.
Here is how those ideas apply to each game.
A green target appears somewhere on the screen and you tap it as fast as you can. You see each time in milliseconds and your average at the end.
Simple reaction time for a healthy adult is typically somewhere around 200 to 250 milliseconds, and it slows gradually with age. Our article on average reaction time by age has the details.
A colour word appears in a different ink colour, and you tap the swatch matching the ink, not the word. This is the classic Stroop task. Reading is so automatic that the word fights your answer. See the Stroop effect explained.
A card appears and you swipe it left or right into one of two categories before the timer runs out. A wrong swipe or a miss costs a life.
This game is the clearest example of the three principles:
See the Hanafuda guide for more.
The opening line of a classical Japanese poem appears, and you tap the card with its matching closing line before time runs out. If you miss, the correct card is revealed.
Karuta is a speed game, but it is also a memory game. The fastest players are not those who scan fastest. They are those who know the pairs, so a few words of the opening line are enough to know where to look.
Real competitive karuta players memorise which syllables identify each poem, so they can move after hearing only the first one or two. Our article on competitive karuta explains the system.
A grid of nearly identical katakana characters contains one that is different in shade, size or orientation. You tap it. Higher levels use bigger grids and smaller differences.
See the Kana Scout guide.
Speed games are the first to suffer when you are tired. Your reactions slow and, in games like Iroyomi, it becomes harder to suppress the wrong answer. If your scores suddenly drop well below your usual level, that is a signal to stop for the day, not to push harder. Training while exhausted mostly trains bad habits.
Play speed games early in a session, while you are fresh, and save calmer puzzles like the sorting games for later.