Balance Beam Test
Neuro-SensomotoricA ball on a seesaw and two keys to tilt it. Keep the ball in the zone as the zone moves further out, then while you answer a colour lamp, then with the two keys swapped. Built to the format of the hand-eye coordination test in TestAir360, stage 1 of Wizz Air's cadet selection.
Overview
The Balance Beam Test is built to the format of the hand-eye coordination test in TestAir360, the online aptitude test that opens Wizz Air's cadet selection. It measures fine, continuous control through just two keys, and then how much of that control survives a second task and a reversed mapping. Not dropping the ball comes first; time in the zone comes second. Three habits carry most of the score. Tap, don't hold: the beam keeps turning while a key is down, so a long press becomes a steep tilt and a fast ball. Stop the ball before it arrives, with a small tap the other way as it nears the zone, rather than chasing it once it has passed. And when the zone sits far out, expect to keep tapping: the seesaw leans toward the ball, and holding it off-centre takes a steady rhythm against that lean. In the colour phase, answer the lamp with a quick glance and go straight back to the ball, because the ball still comes first. In the swapped phase, cross your hands before it starts rather than after the first mistake, so each hand stays on the side it tips down. Keyboard only: there is no mouse, touch or joystick control. The results break every phase down round by round, with drops, time on an empty beam and any time spent with two balls on it.
Assessments
Could show up in TestAir360-based selections.
Airline mappings are based on public information and may change.
Hold the zone
The zone has moved out to the right. The ball sits left of the middle and the beam leans a little left, so the ball is creeping further away. What do you press?
Colours while you balance
The ball is where it should be and the lamp has just lit. What do you press?
Swapped keys
The same ball and the same zone as the first example, in the swapped phase. Which key sends the ball right now?
Drops, empty beams and second balls
A ball off either end costs 2 points, and the beam then stays empty until you press Space, which is time out of the zone as well. Every round starts with a fresh ball in the middle, so a Space press that lands just as a round begins puts a second ball on the beam. It earns nothing and both have to be inside the zone for the time to count. Each phase scores its time in the zone less its drops, the colour phase averages that with the colour answers, and the run is the mean of its phases. The target of 60 is ours.
Game Phases
A Seesaw and Two Keys
W turns the left end down, P the right. The ball rolls toward the lower end, and the seesaw leans toward the side the ball is on, so a ball left alone always rolls off.
Tap, Don't Hold
A key turns the beam for as long as it is down. Short taps set the angle in small steps; a held key tips it all the way and the ball runs.
The Zone Moves Out
Seven rounds, the zone further from the middle each time. The further out it sits, the harder the seesaw leans and the steadier your tapping has to be.
Colours While You Balance
A lamp lights up red, yellow, green or blue. Press R, Y, G or B before it goes out, then eyes straight back to the ball.
Swapped Keys
The tilt keys work the other way round for the last seven rounds. Cross your hands so each one stays on the side it tips down.
More Practice
Coordination & Motor Control
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