W tilts the plank left, P tilts it right — hold them, do not tap them like buttons, and on a touch screen use the two circles in the bottom corners. Keep the ball inside the grey target band, which jumps to a new place every six to fourteen seconds. A coloured circle appears from time to time: press its letter (G Y R B) or simply click the circle, which is always the right answer. If the ball rolls off, the clock stops and SPACE gives you a new one. Watch the middle of the screen: when it reads CONTROLS REVERSED the two keys have traded places. Pick a mode below and play the real module.
WIZZ AIR
TestAir360: Eye-Hand Coordination
Independent preparation for the Eye-Hand Coordination test in the Wizz Air Pilot Academy selection process. A ball rests on a plank you tilt with two keys, and a target band keeps moving underneath it. The plank does not stop when you let go, and the centre is not a resting place. Every fifteen to forty seconds the two keys swap places, a coloured circle asks for a fifth key on top of all that, and the exam runs for five minutes without a pause.
- Phone, tablet & PC
- Performance analytics
- Keyboard or touch
Nothing stops
when you let go.
The task is one sentence long and you will have it in ten seconds: keep the ball inside the band. What makes it a test is everything the sentence leaves out. The plank keeps tilting after you release the key, the ball keeps rolling for nearly a second after the plank is level, and a ball that is even slightly off centre tips the plank further on its own. On top of that the band moves, the keys swap places without a fixed schedule, and a second, unrelated job interrupts you roughly every ten seconds. The five steps below are the order in which they are worth learning.
One plank, one ball, one moving target
A ball sits on a plank hinged in the middle. W tilts it left, P tilts it right, and the grey band somewhere along the plank is the target — it teleports to a new place every six to fourteen seconds, anywhere inside the middle 76 % of the plank. The keys are switches, not buttons: while a key is down the plank keeps accelerating, so holding it is a command and tapping it is a nudge. What is actually scored is not time inside the band but how far the ball is from the target on every single frame, measured against the half-length of the plank. The band is what you can see; the distance is what is recorded.
Lead the ball.
Never chase it.
An aircraft answers a control input late and keeps answering it after the input stops; so does this plank. That is the whole reason a toy-looking balance task is in a pilot battery: it rewards anticipating a lagging system and punishes reacting to it. Underneath, four separate things are being recorded at once — how close you hold a target that keeps moving, how you behave when the controls reverse, what a second task costs you, and how you actually push the keys.
Lead the ball. Never chase it.
Everything in this task answers late and keeps answering after you stop asking. Hold a key and the plank settles into 18.3° per second; let go and it drifts another 3.66° before the tilt decays over 0.20 s. The ball is four times slower again — its speed takes 0.82 s to bleed away, so it is still rolling when the plank is already level. A candidate who waits to see the result of an input is always one correction behind; a candidate who levels the plank before the ball arrives is not. That single habit is what this module is really looking at, and it is the same habit a lagging aircraft asks for.
Holding a band that keeps moving.
The score is not time in the band — it is how far the ball is from the target on every frame, measured against the half-length of the plank. That distinction matters, because the score has a floor: a session with no input at all leaves the ball dead centre and still averages about 62, since the target is drawn around the centre. So the raw number tells you very little at the low end. Time inside the band does not have that floor. Doing nothing collects 10.5 % of the session inside an EXAM band; a run that is actually driven collects 74.3 % — measured on the module’s own engine.
When the rule flips mid-task.
Every 15 to 40 seconds the two keys trade places, roughly 10 times in a five-minute session. The module does not hide it — CONTROLS REVERSED is printed across the play area while it lasts — so what is measured is not surprise but whether you keep reading the screen while you are busy. Two traps do most of the damage: a fresh ball resets position, speed and plank angle but leaves the swap exactly as it was, and the flip can land in the middle of a correction you have already started. Measured on the engine, the same driver loses 7.8 points purely by not reading that line — 60.2 with the line read against 52.4 without it, over forty seeded sessions.
A second job that must not cost the first.
Roughly 32 coloured circles appear across a session, each one waiting four seconds for its colour key. The economics are unusual: a wrong key costs literally nothing — it does not close the circle, does not touch the score, is not counted as an error — while silence burns the window and is recorded as a miss. A correct answer even brings the next circle forward — it is then due three seconds after your answer. So hesitation is the only expensive option. What the module is watching is not whether you can name a colour but what happens to the ball while you do it, because alerts never enter the score and the balance always does.
Your score has a floor. Your report does not.
Read the headline number on its own and you will mislead yourself: because the target is drawn around the centre, a session with no input at all still averages about 62. The lines that actually separate candidates are underneath it, and the module records every one of them — time inside the band, how far you sat from the target on average, whether you drift systematically to one side, how many balls you lost and when, how your accuracy behaved while the controls were reversed compared with when they were not, and how you pushed the keys: direction changes per minute, how long a key was held, how much of the session carried any net input at all.
Time in the band, not just the score
Your distance-to-target average has a floor built into it; the share of the session spent inside the band does not. Measured on the engine, doing nothing collects 10.5 % of an EXAM session inside the band and a driven run collects 74.3 %. This is the line to watch from one session to the next.
Settling time, and the targets you never reached
Every target jump is stored with its position and its timestamp, so the report can say how long you took to get inside the band after each jump — and how many jumps you never reached at all. That second number is the clearest single sign of whether you were really driving.
Reversed versus normal, side by side
The session is binned in two-second slices and each slice knows whether the controls were reversed at that moment. That is what makes the comparison possible: your accuracy while reversed against your accuracy while normal, for the 10 or so swaps in a five-minute run.
How you actually pushed the keys
Direction changes per minute, total time with a key held, time with a net input, and time with both keys down at once — which cancels out and leaves the plank untouched. Together they describe your control style: pulsed or continuous, early or late, committed or hesitant.
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What is the TestAir360: Eye-Hand Coordination test in the Wizz Air Pilot Academy selection process?
It is a continuous balance task with a second job layered on top. A ball rests on a plank hinged in the middle; you tilt the plank left with W and right with P, and your job is to keep the ball inside a grey target band that teleports to a new place every six to fourteen seconds. There is no round structure and no question to answer — the exam mode simply runs for five minutes. Two things make it hard: the plank keeps tilting after you release a key, and the centre is unstable, so a ball even slightly off centre pushes the plank further in that direction on its own.
Which keys does it use, and can I play it on a touch screen?
Only five keys matter. W tilts the plank left and P tilts it right — they are held down, not tapped, because the plank accelerates for as long as a key is down. SPACE gives you a new ball after one rolls off. G, Y, R and B answer the coloured alerts. Arrow keys are not bound. On a touch screen the two circles in the bottom corners do exactly what W and P do, and you can hold them; the alert circle can be clicked instead of typed, which always sends the right key. If you switch tabs the module releases both keys for you, so the plank is never left stuck at an angle.
What is actually scored?
Not time inside the band, and not the alerts. On every frame the module measures how far the ball is from the centre of the target, divides it by the half-length of the plank, and averages the result over the whole session. Dropping the ball costs you the time you spend off the plank — those frames are simply not sampled — and the alerts are recorded separately and never enter the number. One consequence is worth knowing before you read your result: because the target is always drawn around the centre, a session with no input at all still averages about 62. The headline score therefore says very little at the low end, which is why the time-in-band line matters more.
What happens when the ball rolls off the plank?
Everything stops. The countdown, the alert window and the whole simulation freeze until you press SPACE for a new ball, so there is no reason to rush — use the pause to check whether the controls are currently reversed. A fresh ball resets its position, its speed and the plank angle, but it does not reset the reversal state, which is how most people lose the replacement ball within a second or two. For scale: measured on the module’s own engine, a single 17 ms touch with no correction afterwards loses the ball 7.4 s later, and a key held down without release loses it in 2.15 s.
What are the coloured circles for?
They are a second, unrelated task running on top of the balance. In exam mode a circle stays for four seconds and the next is scheduled three to eight seconds after that, so they arrive seven to twelve seconds apart if you ignore them — and roughly three seconds after each answer if you do not. It wants the first letter of its colour: G, Y, R or B. Clicking the circle also works and is always correct. The incentives are unusual and worth internalising: a wrong colour key costs nothing at all — the circle stays open, the score is untouched and it is not counted as an error — while saying nothing uses up the whole four seconds and is recorded as a miss. Answering correctly brings the next circle forward: it is then due three seconds after your answer instead of seven to twelve, so answering makes them arrive more often, not less. So guess rather than hesitate, but never trade the ball for a circle.
Do the controls really reverse, and is there any warning?
Yes, and yes. At intervals drawn between fifteen and forty seconds the two keys swap places, about 10 times in a five-minute session. It is not hidden: the module prints CONTROLS REVERSED across the middle of the play area for as long as it lasts, so the skill being tested is reading the screen while you are already busy, not guessing. Measured on the engine, the same controller loses 7.8 points purely by ignoring that line — 60.2 with the line read against 52.4 without it, over forty seeded sessions.
What is the difference between the four modes?
Only two things change: how wide the target band is and how often the alerts come. EASY runs three minutes with the widest band (16.7 % of the plank) and feedback switched on — the band changes colour so you can see exactly where "inside" is. MEDIUM runs four minutes with a narrower band (11.9 %) and no feedback. HARD and EXAM are identical to each other: five minutes and the narrowest band (8.33 %). Everything else — the physics, the six-to-fourteen-second target jumps, the fifteen-to-forty-second reversals, the four-second alert window — is the same in all four. EASY is not a slowed-down version; it is the same speed with a wider band and the answer shown to you.
Is the demo on this page the real module?
Yes. The player above loads the same module from hub.cadetpro.com that PRO subscribers use, inside a sandboxed frame, with no sign-up. All four modes are open in the demo. What PRO adds is the detailed performance analysis after each session and unlimited access across the whole Wizz Air module set.
Is this an official Wizz Air product?
No. CADETPRO is an independent preparation platform. It is not affiliated with, endorsed by or connected to Wizz Air or Aon in any way, and it does not promise a pass or a job. What it provides is practice against a faithful reproduction of the task and a detailed report on how you performed.