Go / No-Go Test: Tap or Hold Back

Tap for GO, freeze for NO-GO. One 30-second set, and the score rewards holding back as much as speed.

Key facts

Trains
Focus
One run
about 30 s
Score
Control score
Modes
Test mode · Training mode

How to play the go/no-go test

The go/no-go test is a classic psychology-lab task, and it plays like Simon Says: act on one signal, stay frozen on the other.

  1. Tap Start and wait for the countdown. Pictures of Coach Mochi then appear one at a time in the middle of a big tap pad. A legend under the pad reminds you which is which.
  2. GO is Mochi lifting a barbell on a round green plate, tagged GO. Tap anywhere on the pad as fast as you can.
  3. NO-GO is Mochi asleep on a red stop-sign octagon, tagged with a stop hand and SHH. Do nothing. Keep your thumb still and let him sleep.
  4. Each picture stays up for 0.6 seconds, and a tap still counts until 0.9 seconds after it appeared. Then comes a blank gap of 0.7 to 1.2 seconds before the next one.
  5. Watch the feedback: a green check and a cheering Mochi for a hit, a red ✕ and a startled Mochi if you tapped a No-Go (plus a short buzz when Vibration is on), and a gray Missed if a Go slipped by. From 3 in a row, a star counter shows how many right calls you’ve strung together, taps and holds alike.

There are two modes, and every run lasts 30 seconds:

  • Test mode has fixed rules. One picture in four is No-Go. Use it for your personal record.
  • Training mode has eight levels. As you climb, pictures show for less time (0.7 down to 0.4 seconds), the gaps get shorter, and the No-Go share rises from 25% to 40%. You move up a level when you catch at least 90% of Go pictures and tap no more than 10% of No-Go ones. You drop a level if false alarms reach 30% or hits fall below 70%.

What it measures

The main skill is response inhibition: stopping an action your brain has already started to prepare. Because three out of four pictures are Go, tapping turns into a habit within seconds. The No-Go picture asks you to cancel that habit on the spot. A second skill rides along: sustained attention, keeping your focus steady for the full set instead of drifting into autopilot.

Researchers use go/no-go tasks, and close relatives such as the SART (Sustained Attention to Response Task), to study exactly these two skills. In one of the largest studies, 10,430 people took a go/no-go-style attention test. The ability to stay on task peaked in the early 40s, while people’s strategy became steadily more cautious with age (Fortenbaugh et al., 2015).

Some honest limits:

  • The No-Go share sets the difficulty. When No-Go is rare, people make far more mistakes than when it shows up half the time. Numbers from different versions can’t be compared.
  • One set is a small sample. Judge your trend over a week, not a single run.
  • Phones add delay. Touchscreen web apps register taps roughly 58–70 ms late (Pronk et al., 2020). That lowers the speed part of your score, not your accuracy.
  • It is a game, not a diagnosis. A higher score means you got better at this task. Research on brain training finds that practiced tasks improve, while evidence that the gains carry over to everyday life is thin (Simons et al., 2016).

Averages and ranges

Published go/no-go numbers exist, but only for other versions of the task:

Version How often No-Go appears Published result Source
SART, online, keyboard (466 adults) Rarely False alarms: mean 53.5% (SD 24.5), median about 56%. Median Go reaction time: 348 ms Barzykowski et al., 2022 (raw data)
Equal go/no-go, small lab study Half the time False alarms: 1.3% in young adults, 3.4% in older adults Barry et al., 2024
Brainsquat Test mode One in four No published norm —

Our setup sits between those two, so we don’t show a percentile. Peer comparison may come later; for now, the target is your own record.

Here is how the score works, so you know what a good session looks like. The result screen shows one number, your control score in points:

Score = 100 × (hit rate − false-alarm rate) × speed factor. The speed factor is 1.3 minus your median Go reaction time in seconds, kept between 0.6 and 1.2. The score never drops below 0.

Your run Go hits False alarms Median Go tap Score
Clean and quick 100% 0% 300 ms 100
Clean but careful 100% 0% 400 ms 90
Quick, a slip or two 95% 10% 350 ms 81
Rushed 100% 30% 300 ms 70
Too cautious 80% 0% 450 ms 68
Tapping everything 100% 100% any 0

The lesson: accuracy moves the score more than speed. Being 50 ms slower costs about 5 points, but a set only has a handful of No-Go pictures, so a single false alarm can cost 10 points or more. Phone delay matters too: 60 ms of extra touch latency is about 6 points on a clean run, so compare records from the same phone.

FAQ

What is a go/no-go test?

It is a classic psychology task: you respond to one kind of signal (Go) and hold back on another (No-Go). It shows how well you can stop an action you were about to make.

What is a good score on the go/no-go test?

There is no published average for this exact setup (one picture in four is No-Go), so we don't show a peer rank. A clean run with no false alarms and a median Go tap around 300 ms scores about 100. Start by beating your own record.

Does playing on a phone change my score?

A little. Touchscreen browsers register a tap roughly 58–70 ms late, which lowers the speed part of the score. Accuracy is not affected. Compare records made on the same phone.

Is this a medical test?

No. It is a game version of a research task. It cannot diagnose any condition, and a single 30-second set says little about your attention in daily life.

Does practice improve my go/no-go score?

Yes. Scores on a practiced task usually go up. That means you got better at this game; it is not evidence of better self-control anywhere else.

Why not just tap on everything?

Tapping everything gives you 100% hits and 100% false alarms. The score is built on hits minus false alarms, so that run scores 0.

Sources