Trail
Making

PART Anumbers only
123…
PART Bnumber, letter, number…
1A2B…
Race both. B − A is how fast you switch.
Difficultyhelp on offer
Board sizemore = harder
Part A1→25Part B1→A→2
0.0snext: –
Part A · numbers
Tap the circles in order, 1 to 25, as fast as you can. The clock starts on 1.
YOUR TWO TRAILS

Same circles, twice the thinking

Both parts use the same number of circles and similar distances. Part B only adds one thing, switching between two sequences. The difference is what switching costs you.

Part A · 1 → 25–
Play part A to see your trail
Not played yet
Part B · 1 → A → 2 → B–
Play part B to see your trail
Not played yet
–
Switching cost
Part B minus part A
–
B ÷ A ratio
Under about 2.5 is typical for adults
–
Wrong taps
Across both parts

Where the seconds go

Every step of part B, in order. Tall bars are where you hesitated, often when hunting for a letter, or after losing your place.

A2B3C4D5E6F7G8H9I10J11K12L13
step to a numberstep to a letterincluded a wrong tap

Finish part B to see every step.

Keep two counters running

1
A
2
B
3
C
4
D
…
01

Look one ahead

While you move to 3, your eyes should already be hunting for C.

02

Say the pair

Whisper "3 – C, 4 – D". Saying it keeps both counters in step.

03

Scan in rings

If you lose a circle, sweep outward from where you are instead of searching the whole board.

INSIDE YOUR BRAIN

Search, hold, switch, move

A simple pencil test that uses much of the brain at once: which is why it's so widely used. Pick a region.

Side view of the brain with the four lobes shaded in different coloursFRONTALPARIETALTEMPORALOCCIPITALCEREBELLUM
1
Based on Gray's Anatomy, fig. 728 (public domain)
1944an army test

Trail Making began as part of the US Army Individual Test Battery. Ralph Reitan later made it a standard tool in brain-health assessment.

Reitan, 1958
B ÷ Athe ratio to watch

Because it cancels out plain speed, the ratio of part B to part A is often used as a cleaner measure of switching than either time alone.

Arbuthnott & Frank, 2000
SourcesReitan (1958), Perceptual and Motor SkillsArbuthnott & Frank (2000), J. Clinical and Experimental NeuropsychologyBowie & Harvey (2006), Nature Protocols
WHAT THIS GAME TRAINS

Connecting the dots, then alternating

Join numbers in order, then alternate between numbers and letters (1-A-2-B). One of the most widely used neuropsychological tests, dating back to US Army testing in 1944.

corestrongsomelight
coreVisual searchFinding the next circle quickly.
coreCognitive flexibilityAlternating between two sequences in part B.
strongProcessing speedMoving through the trail fast.
strongSequencingKeeping two orders straight at once.
REAL-WORLD MOMENTS

Pick a moment to see what's going on

Tap a situation to see which part of the skill it relies on.

SKILLS THESE MOMENTS DRAW ON
Visual searchcore
Cognitive flexibilitycore
Processing speedstrong
1 / 3
Planning a routeWorking out an efficient order for errands or stops.
WHAT'S GOING ONFinding the next circle quickly.
IN THE GAMEThe game drills visual search in short, scored rounds, the same ability this moment calls on.
Leans on: visual searchcore

More attention games

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Flexible thinking is one piece of the picture
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