Our pre-race warm-up concept: five bursts of 8 targets, then one burst of 25 random battles. Quick reactions, brief resets and no scorecards.
Before a real-world or simulator race, the aim of this routine is to engage attention and responses, not to set a personal best. A target appears, you react, and the next task follows. Brief resets separate the bursts.
No scores. No comparisons. No performance judgments. The warm-up is designed to keep attention on the next action, without asking the racer to analyse whether today is faster or slower than usual.
This article describes the ReactionRacing pre-race warm-up concept. It is not a confirmed feature-release announcement. Use only while stationary, before driving, and learn the controls separately before using them in a rapid routine.
The core: five tap bursts, then one battle burst
The proposed sequence is 5 × 8 CLICK ME targets, followed by 1 × 25 random attack-and-defend screens. That is 65 actions in six short bursts, with a brief reset between each burst.
It uses familiar game controls in a dedicated warm-up flow. It is not a shortened qualifying session, a full race or a series of repeated lamp sequences. The emphasis is on seeing the next task and responding.
1. Tap bursts: find, tap, release
Each CLICK ME target appears in a different position. Tap it, release your finger and move straight to the next target. The transition should be brief, with no result screen to dismiss and no need to press Next.
Targets should remain comfortably tappable. Changing their position makes each response a new visual task; a memorised pattern would defeat that purpose. Complete eight targets, take a short reset, then begin the next burst.
2. Battle bursts: read, choose, slide
Attack and defend tasks arrive in an unpredictable order. In attack, read the defender and slide around the car. In defence, find the green area and slide towards it while avoiding danger. Finish the gesture, release and proceed.
Do not alternate attack and defend mechanically. Consecutive attacks or defences should sometimes occur, so the racer has to read the actual screen rather than assume which action comes next. Again, use twenty-five tasks in the single battle burst.
3. Brief resets, without a scorecard
Between bursts, pause briefly and loosen the grip. The next burst starts with a simple readiness cue. The pause is part of the rhythm: a concentrated run of reactions, a short reset, then another run.
The screen should still respond to the racer’s input: a target disappears and a car follows the swipe. That is interaction feedback, not performance feedback. Do not add milliseconds, streaks, accuracy percentages, failure messages or comparisons with a previous session. A missed or unfinished action should pass neutrally without restarting the burst.
How this fits a five-minute window
Five minutes is a session budget, not a claim that 48 actions take exactly five minutes. The core can finish sooner. Preserve the quick transitions rather than adding waiting time to fill the clock. The final timing and repetition count need checking against the actual warm-up implementation.
A longer version can repeat short bursts with fresh layouts and the same brief resets. Finish at a burst boundary, put the phone away and return attention to race preparation. The completion message needs to say only “Warm-up complete.”
Keep progress tracking separate
Regular in-game practice can involve reviewing mistakes, choosing a goal and following the Reaction Index. That belongs in a practice session, not in a rapid pre-race routine that deliberately avoids evaluation. Our practice guide covers that longer-term use.
This warm-up concept is not a test of fitness to drive or race. It does not establish that the racer is safer, faster or ready for the track. Any claim of improved real-world performance would need a suitable evaluation beyond completing the phone routine; the research framework explains that distinction.
