Flash Recall
Twelve words are shown for six seconds; the instant that window closes, every character you haven't reached yet turns invisible for the rest of the attempt, so what you type has to come from what you memorised, not from what's on screen.
Memorise — 6s
Men like with work life came like after, change she word as.
Flash Recall shows a twelve-word passage in large, readable type for six seconds, counting down visibly. The moment that window closes, the screen switches to the ordinary typing surface, except every character you haven't reached yet is rendered invisible — it still holds its place in the line, so nothing reflows as you move through it, but there is nothing there left to read. What you took in during those six seconds is the only version of the passage you get.
Your own typing stays visible behind you as you go. A character you've already placed shows in the normal colour if it was right, or underlined if it wasn't, exactly as it would on any other page — so you can look back and see precisely where something went wrong. The one exception is the character you're currently on, which stays highlighted and readable the way it does everywhere on the site, so you always know where you are. That's the limit of what's shown: nothing further along the current word, and nothing beyond it.
Twelve words is short enough that most typists recognise every one of them on sight — the interesting gap isn't recognition, it's production. Knowing you've seen the word 'necessary' and being able to type it with no live reference in front of your hands are two different skills, and this format is built to separate them, in the same spirit as the procedural-versus-declarative distinction covered in The Science of Muscle Memory in Typing, by removing the reference for the entire rest of the attempt, not just an opening stretch of it.
How to Play
The six-second countdown is fixed and doesn't pause or extend, whether or not you've finished reading when it runs out. Read at whatever pace you can, and when the timer hits zero, everything past your very first character goes dark and the typing surface takes over immediately — there's no buffer between the two states.
Once typing starts, there's no clock running against you the way there is during the reading window; this stage is untimed, and your net WPM, gross WPM, and accuracy are measured the same way they are on every attempt anywhere on the site, from the moment your first keystroke lands. What's different is what you can see while that happens: your own finished characters stay visible behind the caret, right or wrong, and the one you're currently on is highlighted and legible, but everything past it stays invisible until you actually reach it.
Finishing the twelve words brings up the ordinary results screen, and starting again draws a completely fresh set of twelve words with a new six-second window — nothing here is fixed the way Ghost Race's passage is, so you can't build familiarity with one specific set of words across repeated attempts.
What Stays Visible and What Doesn't
The rule is exact, not impressionistic. Anything you've already typed remains on screen, coloured to show whether it landed right or wrong, and the single character you're currently on is highlighted and readable — the same caret convention every other page on the site uses. Everything past that position is rendered invisible rather than deleted: it still holds its width and its place in the line, so the passage doesn't visually reflow as you move through it, but there's nothing legible there. You get a look backward and a look at exactly where you are. There is no look forward.
Two Different Kinds of 'Not Looking'
True Touch Typing: The No-Look Discipline and the guide on Why Not Looking at the Keys Works are both about removing the keyboard as a visual reference. Flash Recall removes a different reference for the whole rest of the attempt — the passage itself, everywhere past your current position — which tests a separate kind of independence: whether you can hold and reproduce a sequence of words with no visual fallback at all, rather than whether your fingers can find a key without looking down at it.
Twelve Words Is a Deliberate Size
Long enough to require actually sequencing several words in order, rather than just holding one thing in mind, but short enough that six seconds is a realistic window to read the whole thing at least once. A much longer passage would turn this into pure memorisation with almost no typing left in it; a single word would remove the sequencing element that makes recall meaningfully different from simple recognition. Since nothing past your current position is ever shown, length is really the only dial controlling how hard the memory side of this gets.
A Hesitant Start Has Nowhere to Recover To
On an ordinary test, a shaky opening can be salvaged just by reading a little further ahead before your hands catch up. That option is gone the moment the caret passes a word here — there's no rereading, no falling back on the screen, because the screen has nothing left to show for it. A hesitant start now means exactly what it looks like: the six seconds weren't enough, and there's no recovering that inside the same attempt.
Frequently Asked Questions
Once typing starts, can I still see the passage on screen?
Only what you've already typed, plus the single character you're on right now. Everything past that position is rendered invisible for the rest of the attempt, not just for a moment after the switch — there's no falling back on the screen once the six seconds end.
Can I tell where I made a mistake after I've already typed past it?
Yes — a character you've already typed stays on screen and is underlined if it didn't match what was expected, so your own record is fully readable behind you. It's only what's still ahead of your current position that's invisible, for the rest of the attempt.
Is the twelve-word passage the same set every time I play?
No — a fresh set of twelve words is drawn for every attempt, unlike Ghost Race, which reuses one fixed passage on purpose so its own comparisons stay clean across attempts.
Is there a time limit once I actually start typing?
No. The six-second limit only applies to the reading window; once the typing surface opens, there's no clock running, only the ordinary net WPM and accuracy measurement taken from your first keystroke onward.
How is not seeing the passage different from not looking at the keyboard, which touch typing already trains?
They're separate references. Not looking at the keyboard, covered on Why Not Looking at the Keys Works, is about your hands finding keys without a glance down. This format removes the passage instead, for the whole rest of the attempt rather than briefly, which tests whether you can reproduce a sequence of words from memory alone — a different dependency than the one touch typing addresses.