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What is Whack-a-Mole?

A Whack-a-Mole computes whack-a-mole from the inputs you provide. It applies the standard formula to the values you enter and returns the result instantly, without sending any data to a server. 30 seconds. The tool runs entirely in your browser,.

Whack-a-Mole

Tap moles fast. 30s.

Score: 0 Time: 30s Lvl: 1 Best: 0
🐹 +1 · ⭐ +5 (golden) · ⚡ +2 (fast) · ⏱ +5s (time) · 💣 -3 + freeze (don't hit!) · 🎁 mystery

🎮 How to Play

  1. Tap the moles 🐹 as fast as you can when they pop up.
  2. Each hit = +1 score. The mole disappears after a short time.
  3. 30-second round. Try to beat your high score.

About this tool

Reflex game from arcades. Moles pop up randomly - tap them before they hide. Tests reaction time and hand-eye coordination.

About whack-a-mole

Whack-a-Mole originated as the Aaron Fechter / Bob's Space Racers arcade cabinet "Mogura Taiji" in 1976 (Japan) and was rebranded for North American arcades by 1977 as the foam-mallet game still found on boardwalks today. The browser version on this page keeps the 3-by-3 grid and 30-second timer of the original 1990s "redemption" cabinets but adds five special tile types (golden, fast, time, bomb, mystery) to reward target discrimination on top of pure speed.

Each round is a fixed 30 seconds. Moles spawn on a Poisson-like timer governed by the current level, stay visible for a lifetime that shrinks with level, and pay points only if clicked while up. Special tiles change the payoff matrix: golden +5, fast +2 with short lifetime, time +5 seconds clock, bomb minus 3 and freeze, mystery rolls a random effect. The level rises every 10 hits, which tightens spawn cadence and shortens lifetime, both of which compound difficulty.

How scoring works

Round                = 30 s (default)
Hit normal mole      = +1
Hit golden mole      = +5
Hit fast mole        = +2
Hit time mole        = +5 s on the clock
Hit bomb             = -3 score, 600 ms input freeze
Mole lifetime (ms)   = max(400, 1100 - level * 60)
Level up             = every 10 hits
  • Lifetime at level 1 is 1.1 s; at level 12 it floors at 400 ms.
  • Bombs are the only negative; total expected value of clicking randomly is therefore positive but volatile.
  • Time moles give you a chance to push past the 30 s cap; veterans target them first.
  • Click anywhere on a tile counts; you do not have to hit the mole sprite exactly.

Worked example: a 47-score run

Sample 30-second session, decomposed by spawn type. Assume 50 moles spawn total (default cadence) and you hit 40 with one bomb mistake:

  1. Normals hit (28 at +1): 28 points.
  2. Golden hit (3 at +5): 15 points.
  3. Fast hit (5 at +2): 10 points.
  4. Time moles hit (2 at +0, +5 s each): 0 direct points; clock extends to 40 s, adds ~10 more spawn opportunities (estimate +7 mixed points).
  5. Bomb hit (1 at minus 3): minus 3 points plus 600 ms freeze that costs ~2 more missed normals (estimate minus 2 opportunity cost).
Result: total = 28 + 15 + 10 + 7 minus 3 minus 2 = 55 points before opportunity loss, roughly 47 final on a typical run. A perfect bomb-avoidance round would have added the missing 5 points and freed the freeze window.

Score percentiles (30 second rounds)

Compiled from public whack-a-mole leaderboards (Crazy Games, Coolmath community boards) for a default 3x3 30-second round:

ScorePercentileProfile
Under 15Below 20thFirst attempt, kids under 8, or distracted play
15-2520th-40thCasual; ignoring specials, hitting bombs sometimes
26-3540th-65thMedian adult; basic bomb avoidance
36-4565th-85thAbove average; chasing goldens and times
46-6085th-97thPractised; zero bombs, full grid coverage
61+97th+Top tier; mouse-on-rail strategy with peripheral vision

Common pitfalls

  • Chasing bombs. Bombs look enough like moles to bait a reflex click. Train your eye to delay 50 to 80 ms on every tile to identify the sprite before clicking.
  • Mouse-anchoring on one cell. Camping the centre cell loses the corners. Use small wrist arcs to scan the whole grid; the mouse should never stop moving.
  • Ignoring time moles. Each +5 s mole is worth roughly 7 to 10 extra points in expected spawns. Prioritise them over normal moles.
  • Eyes tracking each spawn individually. Saccades cost 200 to 300 ms. Use peripheral vision; the centre of the screen catches all 9 cells at typical sitting distance.
  • Playing through the freeze. When a bomb triggers a 600 ms input freeze, do NOT mash the mouse; the queued clicks become wasted hits on cells the mole has already left.
  • Phone double-taps. iOS interprets a fast second tap as zoom; tap once, lift, retap. Add the page to home screen as a PWA to suppress zoom and gain 30 to 40 ms per click.

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Frequently asked questions

What is a good whack-a-mole score in 30 seconds?

On a 3x3 grid at default tempo, a casual player scores 25 to 35 in a 30 second round. Above 45 is fast and consistent. Top scores past 60 require golden-mole spotting (each is worth 5 points) and zero bomb hits. The bomb penalty is the single biggest score swing: one bomb costs 3 points plus a freeze, easily 8 to 10 missed regular moles.

What reaction time does whack-a-mole train?

It trains choice reaction time, the response to a stimulus that requires selecting between alternatives. Choice RT for visual targets averages 250 to 350 ms for adults, slower than simple RT (about 200 ms). Whack-a-mole adds spatial-target selection on top of that, pushing useful response times to roughly 400 to 500 ms per mole. Pure simple RT (any key for any flash) is faster but unrelated to the gameplay loop here.

Why do I miss moles I clearly saw?

Two reasons. Saccades take 200 to 300 ms during which your central vision is effectively offline (saccadic suppression), so a mole that appears while you are mid-look at another cell is invisible until the saccade lands. Second, the mole lifetime drops with level (default 1100 ms minus 60 ms per level), so by level 8 each mole stays for under 600 ms, faster than a typical click cycle.

What do the special moles do?

Golden moles (about 8 percent spawn rate) are worth +5 points. Fast moles (12 percent) flash briefly but pay +2. Time moles add 5 seconds to the clock. Bombs (10 percent) subtract 3 points and freeze input for 600 ms; avoiding bombs is the single largest tactical lever. Mystery gifts roll a random effect, usually neutral to positive.

Does whack-a-mole improve hand-eye coordination?

It trains the visuomotor loop that maps target detection to motor planning, a real component of hand-eye coordination. Effect sizes from acute play are small but measurable. Sustained play (4 to 6 sessions per week over 6 weeks) raises scores by 30 to 50 percent through familiarity and grid-coverage strategy, not through underlying motor speed, which is roughly fixed in adulthood.

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