Some clarifications about what's under the hood in each game:
Reasoning & working memory
• Relation Cascade — derived relational responding. You get premises and must derive relations that were never stated, across sameness, comparison, opposition and distinction frames, including mutual and combinatorial entailment. Contextual cues can flip what a frame means mid-round.
• Proportion — an analogy n-back. Each trial gives you a reference pair that defines an unnamed relation; you decide whether the current glyph relates to the one n steps back the same way. Relational mapping under working-memory load.
• Frame Forge — RFT relational fluency in the SMART vein: arbitrary symbols, transformation of stimulus functions, mixed frames, and transfer probes to untrained relations.
• Rule Forge — inductive reasoning: discover the concept, test it against counterexamples, integrate multiple constraints.
• Last Lights — visuospatial running span. Watch a stream of lights, then report the most recent cells in order, without knowing in advance when it stops.
Auditory
• Pitch Recognition — absolute-pitch category training on a chromatic wheel, with the note set expanding and timbres progressing as you improve.
• Pitch Recognition Forge — the same categories drilled under variation: different timbres, octaves and tunings.
• Sing the Note — see a target note, sing it, get pitch-accuracy feedback. Auditory imagery plus vocal matching.
• Note Hunter — hear simultaneous notes, sing each one back. Auditory scene analysis and pitch isolation.
Speed, attention & vision
• Speed of Processing — central identification plus a peripheral localisation, with the display window shrinking adaptively. Divided and selective attention.
• Object Tracking — multiple object tracking. Keep several moving targets indexed among identical distractors.
• Ayumu Memory — a limited-hold spatial test. Numerals flash, then mask; tap their positions in order.
• Saccade Training — oculomotor drill for fast, accurate saccades between targets at rising speed and precision.
• Dichoptic Falling Blocks — dichoptic Tetris. The falling piece and the landed stack are split between the eyes, so you have to fuse to play. If you don't have red/cyan glasses there's a colour mode that plays as ordinary two-colour Tetris.
• Reading Comprehension — dichoptic reading. Most of the passage is visible to both eyes, but a growing proportion of individual words is shown to one eye only. The comprehension questions hang on those words, so answering the questions requires integrating what each eye saw — one eye's input alone isn't enough.
Mental math (Anzan)
• Addition and Subtraction — mental abacus, from animated beads to pure visualisation, with complement coaching.
• Multiplication and Division — mental abacus, partial products and trial quotients up to multi-digit decimals.
• Flash Sequence — Flash Anzan at sequence length 1; longer sequences add sequence memory on top of bead reading.
A couple of practical notes. The two dichoptic games ask you to run a short one-time colour calibration first, and they're easier on a laptop than a phone. The singing games (Sing the Note, Note Hunter) need microphone permission — pitch detection runs entirely in your browser, so no audio is recorded or uploaded — and those two are often better on a phone, since the mic is right there.