Ninja Typing Game

Slice letters out of the air before they fall, while every move your fingers make from one key to the next is timed. Free, no account, nothing to download.

Keys
0Score
0Sliced
-Chain
Lives

Letters are thrown into the air. Press one to slice it before it falls back past the floor, and slice without a miss to chain the cuts into a single stroke. Every move your fingers make from one key to the next is timed, and at the end you find out which journeys are costing you. Press Escape to pause.

How to play

  1. Press any key to begin. Letters are thrown up from the floor in an arc.
  2. Press the key shown on a throw to slice it. One key, one cut.
  3. Slice without a miss and the cuts chain into one blade stroke across the board.
  4. A letter that falls back past the floor costs a life. You have three.
  5. Take the one closest to falling first. The throws come faster as you go.
  6. At the end you are shown which moves between keys cost you. Escape pauses.

It times the moves, not the keys

This is the part no other ninja typing game does. The others throw letters at you and add up a score. This one measures the thing that actually governs how fast you type, which is not the keys at all but the moves between them.

That is not a hunch. The largest study of typing ever run, covering more than a hundred million keystrokes, found that whether a letter pair is typed by different hands or different fingers predicts typing speed better than the individual keys do. Your fingers are rarely slow at pressing a key. They are slow at getting from one key to the next, and which journeys cost you is personal: it depends on your hands, your habits and the fingering you taught yourself years ago.

Almost nobody has ever seen their own figures. The research has them in a dataset and no typing site will tell you yours. So this game times every move you make from one key to the next, throws away anything that was really a pause rather than a journey, and names the handful that genuinely cost you more than your usual.

The three kinds of move

  • Same finger means one finger has to leave a key and travel to another, as in E to D. It is the slowest move there is and the one most worth drilling.
  • One hand means two fingers of the same hand in succession, as in A to S. These are usually quick, especially rolling inwards.
  • Hand to hand means one hand then the other, as in T to H. This should be your fastest move of all, because the second hand can start moving while the first is still finishing.

The reading ahead test

The single most useful line on the end screen compares your hand to hand moves against your moves within one hand. Going hand to hand should be quicker, because your two hands can work in parallel: while the left finishes one letter the right is already travelling to the next.

If it comes out the other way round, the hold-up is not in your fingers. It means you are reading only as far as the key you are typing, so the other hand has nothing to prepare for and has to start from a standstill each time. That is a reading habit rather than a hand problem, and the fix is to let your eyes run a few characters ahead of your hands. It feels wrong for a day and then it does not.

Four sets of keys

  • Letters throws the twenty-six letters, which is where most of your typing happens.
  • My weak keys leans towards the characters you keep missing, read from your own record here.
  • Numbers throws the digit row, for anyone practising data entry.
  • Mixed adds digits and punctuation, so the journeys cover the whole board.

How the timings are kept honest

Because the letters come one at a time, the gap between two keys also holds the moment spent spotting the next letter in the air. That is roughly the same however the letter is typed, since finding it on screen has nothing to do with which hand reaches it, so it adds a near constant to every pair and cancels out when the three kinds of move are set against each other. The comparison is what carries the insight, and it survives intact; the individual pair timings are shown for what they are, slowest to reach rather than pure travel. Beyond that, anything longer than a second and a bit is thrown away as a pause rather than averaged in, a pair has to be seen several times before it is named, and your usual move is the middle of every timing rather than the average, so a few fumbles cannot drag the baseline up to meet them.

How to get quicker between keys

  • Drill the named pairs on their own, slowly, until the travel stops feeling like a reach.
  • Let your eyes run ahead of your hands. It is the cheapest speed there is.
  • Keep your fingers resting on the home row so every journey starts from the same place.
  • For a stubborn same finger pair, check your fingering. Many people fix E to D by using a different finger for one of them.
  • Come back after a week and see whether the same pairs are still being named.

Questions about the ninja typing game

Letters are thrown into the air and you slice each one by pressing that key before it falls back past the floor. Slicing without a miss chains the cuts into a single blade stroke across the board. You have three lives. It runs in your browser with no download and no account.

Pair it with the A to Z run

The A to Z game finds the keys you are slow at. This one finds the journeys between them. Run both and you have the whole picture of what your hands are doing, then take a timed test to see what fixing it was worth.

Take a typing test Play A to Z All typing games