Speed you can measure
A speed game is only useful if the number at the end means something. In this race, it does. Each word counts as five characters, spaces and punctuation included. When you finish, your WPM is the number of characters in the text divided by five, divided by the minutes you took. The result also shows your accuracy, which is the share of your keystrokes that were correct.
The computer cars use the same unit. The Quick car drives at exactly 50 WPM, the Racer at 70 WPM and the Champion at 90 WPM. If you finish ahead of the Racer, you typed that passage faster than 70 WPM. Your place is a speed reading in its own right.
How the race compares with the typing test
Both tools measure WPM, but they are built for different jobs.
| Speed race | Typing test | |
|---|---|---|
| Clock starts | At Go, after the countdown | On your first key |
| Main result | Place, plus WPM and accuracy shown separately | One score, WPM multiplied by accuracy |
| Opponents | Three cars at fixed speeds | None |
| History | Not saved | Saved in your browser |
Because the race clock runs from Go, a hesitant start lowers your WPM. Because the test multiplies speed by accuracy, mistakes lower its score more directly. Expect the two numbers to differ a little.
Using both together
Use the typing test to track your real level over weeks, since it keeps a history. Use the race when you want pressure. A car pulling ahead of you makes it easier to hold a quick pace than a silent clock does. If your race WPM is well above your test score, mistakes are probably costing you on the test. If it is well below, you may be slow off the line at Go.
Speed targets
This site rates 52 to 69 WPM as above average, 70 to 89 as fast and 90 or more as exceptional. In this race, that maps neatly onto the cars: beat the Quick car, then the Racer, then the Champion. For tips on going faster without losing control, read fast typing games. If these cars are out of reach, the standard typing games race starts at 25 WPM.