67 Speed Scoring Explained
What the Score Represents
Your 67 Speed score is the number of valid arm-movement repetitions detected during the 20-second playing window. It is not a keyboard click count, and it is not calculated from raw camera speed alone. The score increases only when the pose detector sees a clear movement pattern from your arms.
In plain English: one point means the game saw both arms move enough to count one readable rep.

The Scoring Flow
The current scoring logic follows this sequence:
- The game opens your camera and runs MediaPipe pose detection in the browser.
- For each video frame, it looks for key body points: left wrist, right wrist, left shoulder, and right shoulder.
- The wrists and shoulders must be visible enough for that frame to be trusted.
- Both wrists must stay within the camera area.
- The game compares each wrist's height against the matching shoulder's height.
- If a wrist moves up or down by enough distance compared with the previous frame, that arm is marked as moved.
- When both arms have registered movement, the score increases by 1.
- The arm states reset, and the game waits for the next readable movement.
This is why the game rewards movement that is fast, visible, and clear, not just frantic shaking.
Why Shoulders Are Used as the Reference
The detector does not only look at the absolute screen position of your wrists. It compares wrist height to shoulder height:
- left wrist compared with left shoulder
- right wrist compared with right shoulder
This helps the game understand arm motion even if you stand slightly higher or lower in the frame. But it also means your shoulders matter. If your whole upper body bounces up and down, the shoulder reference line moves too, and the wrist movement can look smaller or noisier to the detector.
Best practice: keep your torso and shoulders stable, then make the wrists and forearms do the visible work.
The Movement Threshold
The game ignores tiny changes. In the code, a wrist must move by more than a small threshold before the arm state changes to "up" or "down". This prevents random camera noise from becoming free points.
That means:
- very small wrist vibration may not count
- shaky camera movement may not count reliably
- fast motion with almost no vertical distance may undercount
- a short but clear pump is better than an invisible tremble
You do not need a huge arm swing. You do need enough vertical change for the camera to read it.
Both Arms Matter
A score is added only after both arms have moved from the neutral state. If one arm is moving clearly and the other is barely moving, the detector may mark only one side and wait for the other side before counting.
This is why alternating with both arms usually performs better than relying on one dominant side. The game is looking for a two-arm pattern, not a one-hand flick.
Visibility Rules
Before checking for a repetition, the game verifies that important landmarks are visible enough. It needs:
- left wrist visible
- right wrist visible
- left shoulder visible
- right shoulder visible
- both wrists inside the camera bounds
If these conditions are not met, that frame will not produce a valid rep. This is why lighting and framing affect the score so much.
Why Scores Vary
Scores can change even when you feel like you moved the same way. Common causes include:
- Different frame rates: A smoother camera gives the detector more motion samples.
- Low light: Dim rooms make wrists and shoulders harder to locate.
- Backlight: A bright window behind you can turn your arms into a silhouette.
- Wrists leaving frame: The game cannot count what it cannot see.
- Body bounce: Moving shoulders can reduce the wrist-to-shoulder difference.
- Tiny high-speed movement: Faster motion can become too small to pass the threshold.
- Unbalanced arms: One arm may register while the other does not.
- Device performance: Slower devices may process fewer useful frames.
How Average Speed, Max Speed, and Consistency Are Calculated
The visible score is the main count. After the 20-second round, the game also calculates extra stats:
- Average speed: score converted to a per-minute rate.
- Max speed: the fastest valid interval between detected reps, capped to avoid obvious glitches.
- Consistency: how steady your rep intervals were. If your timing jumps around a lot, consistency drops.
These stats depend on valid reps. If the detector misses reps because of poor visibility, your score and performance stats can both look worse.
How to Make Your Score More Consistent
Use this setup when testing:
- Stand about 3-5 feet from the camera.
- Keep both wrists and shoulders visible.
- Use bright front lighting.
- Keep the camera still.
- Keep your shoulders steady.
- Move both arms with a short, readable up-down rhythm.
- Start after the countdown and continue until the timer ends.
How to Compare Attempts Fairly
To compare two attempts, keep the setup the same: same device, same browser, same room, same lighting, and same camera position. Run several attempts and compare the average. A stable average is more meaningful than one unusually high or low score.
What a Fair Attempt Looks Like
A fair attempt uses visible human arm movement during the timer. Scripts, automated tools, mechanical devices, or other score manipulation methods are not valid and may be removed from the leaderboard.
