How to Play

  • Pick Flow changes when execution jumps, calls, returns, traps, or branches.
  • Pick Continue for normal data movement and arithmetic.
  • cmp and test update FLAGS but do not change control flow.
  • Conditional jumps only branch when the shown FLAGS make their condition true.

Keyboard

  • A or Left: Continue
  • D or Right: Flow changes
  • J: Use a time joker
  • Space: Start, confirm, or retry
  • Escape: Pause or return to menu

Examples

je target with ZF=1 -> flow changes

jne target with ZF=1 -> continue

call func -> flow changes

mov eax, ebx -> continue

Stats

Progression

Score 0
Streak 0
Level 1
Combo x0 +0
Lives

Instruction Stream

Warm-up timing

FLAGS Register

Displayed state only, simplified for teaching

Does this instruction change control flow?

Decision Timer
0.0s
Slow Joker x0

Earn one every 6 correct answers.