Overview
The Full Run plays our four practice games back to back in one sitting: Memory Grid (game 1, working memory), Cannon Interception (game 2, anticipation), Connect (game 3, cognitive control) and Attention (game 4, attention), each in its full version. Every game opens with an instruction card and starts when you press the button.
At the end you get each game's points, their total, and every game's results and block-by-block review in one place. About ten minutes; mouse or touch for game 1, keyboard for games 2, 3 and 4. The Long run plays each game at its longest instead, about twenty-five minutes: stamina training.
Game Phases
1
Game 1: Memory Grid
Blue cells flash for 0.7 seconds; click them back, a wrong cell ends the round. Then spot the one triangle that turned. 24 rounds.
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2
Game 2: Cannon Interception
Coloured balls hold at a spout, then fall at their colour's speed, a new one every 3.6 seconds. The diagonal cannons score most when they meet a ball far from their corner; a missed shot costs 50. 25 balls.
Practice this game on its own
3
Game 3: Connect
Two balls left and right, the central ball a moment later: press 1 if the left ball has its colour, 0 if the right ball has it, as fast as you can. 64 balls.
Practice this game on its own
4
Game 4: Attention
A red cue, then a row of five arrows above or below the ball: answer the direction of the middle one, fast. Part 1 sets your speed, part 2 has to beat it. 16 + 16 rows.
Practice this game on its own
We are not affiliated with BrainsFirst or IMC. The Full Run strings together our own four practice games, each built to train the skill that one of the NeurOlympics games measures; all information provided is for educational purposes to help students prepare for interviews.
Scoring
Pts
Points per game
Each game is scored exactly as on its own page, in points, and keeps its own results: the points scale, the part 1 against part 2 speeds, the block-by-block table.
Σ
Total
The four games' points added up. Compare it with earlier runs of the same length, not across games: each game scores on its own scale, so there is no skill profile.
Top
Leaderboard
Every finished run posts its total to the Top Scores board, with the four games' points beside it. The Full run and the Long run each have their own board, and each keeps a player's best run.
Best
Progress
Your best total, run count and last ten runs are kept, separately for the Full run and the Long run. Quit run ends the whole run, not just the current game, and a quit run is not scored.
The leaderboard ranks whole runs only: a quit run is not scored, so it never reaches the board. Use the Full Run the way you would a mock exam: once the four games feel automatic on their own pages, play them back to back a few times so the switch from one kind of demand to the next, memory to timing to control to attention, stops costing you the first trials of each game. On the day, the instruction screens in the assessment itself are the ones to read carefully.
Top scores
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Your progress
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