Swing or Take
Twelve pitches. One good decision at a time.
Watch the ball. Swing as it reaches the frame.
Twelve pitches. Trust your eyes.
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Keyboard: Space swings, ↓ takes, Enter starts / advances. Buttons also work with Tab and Enter. Leaving pauses play.
Read the pitch, then decide
Each pitch allows one decision after the windup: swing, or take. The ball grows as it approaches. Its centre on or inside the cyan frame at the plate is a strike; outside is a ball. The time rail shows arrival only, never whether to swing. Swing within 180 ms before or after arrival to hit a strike; within 75 ms earns perfect timing. No input counts as taking the pitch.
Twelve pitches, a fair arcade drill
A hit earns 3 points, a perfect hit 4, and taking a ball 2. Taking a strike, swinging at a ball, or mistiming a strike costs 1 point; totals can be negative. Streaks count consecutive correct decisions without bonus points. Results and points appear after the pitch settles. The fixed set has six strikes and six balls; replay repeats it. These are simplified arcade rules, not full baseball rules. Leaving the window pauses play; resume manually. Everything stays in this page, with no account, saved progress or rewards.