TypeMaster Pro Help Documentation

A complete guide to the typing speed test and trainer, from the first practice text to the progress charts.

Last Updated: October 7, 2026

Table of Contents

  1. Getting Started
  2. The Toolbar
  3. Practice
  4. The Keyboard
  5. Level, Goals and Daily Challenges
  6. Speed Test
  7. Lessons
  8. Games
  9. Progress
  10. Settings
  11. Export, Import and Clearing
  12. How the Numbers Are Measured
  13. Keyboard Shortcuts
  14. What Is Remembered
  15. Troubleshooting
  16. Support

1. Getting Started

1.1 What you need

1.2 The layout

The tool is one page with six tabs: Practice, Speed Test, Lessons, Games, Progress and Settings. Above them the toolbar shows a status pill with your level, XP and best speed, and buttons for the key sounds, the virtual keyboard and the shortcuts. Each tab holds cards; on a tablet or phone the cards stack one above the other and the tabs wrap into two rows. The tab you were on is remembered for the next visit.

1.3 Where your results go

Nowhere but this browser. Sessions, custom lessons, high scores, goals and settings are kept in the browser's storage so they survive a reload; nothing is uploaded and there is no account. Export progress in Settings gives you one file to move them to another computer, and Clear all data removes them.

2. The Toolbar

3. Practice

3.1 Choosing a text

Three pills set the text: Difficulty (Beginner, Intermediate, Advanced, Expert: the word and sentence pools, from short common words to rare long ones), Text (Common words, Sentences, Paragraphs, Code, Numbers, Punctuation) and Time limit (None, 30 seconds, 1, 2 or 5 minutes). Changing any of them loads a new text at once; New text (Alt+N) loads another with the same settings. The header of the card counts the words and characters and names the kind of text. Difficulty applies to words and sentences; paragraphs, code, numbers and punctuation have their own pools, and the numbers are different every time.

3.2 Typing

Click the typing box under the text and type what you see. The clock starts with your first keystroke. In the text, a correct character turns green, a wrong one red (a wrong space is a red block), and the next character to type is marked with a bar. Backspace corrects a mistake; it still counts against accuracy, as in every standard test. The box scrolls the text to keep the current line in view. Pasting into the box is blocked.

Code texts contain line breaks, shown as a small arrow at the end of each line, and indents. Press Enter for the line break; type the spaces of the indent, or press Tab at the start of a line and the tool types the expected run of spaces.

3.3 The live tiles and chips

Four tiles update as you type: Words per minute (the bar fills at 120), Accuracy, Time (the bar shows the time limit, or five minutes) and Streak, the characters typed in a row without a mistake (the bar fills at 100; toasts mark 25, 50 and 100). Under the box, three chips count the correct characters, the mistakes made so far (corrected ones included) and the characters remaining.

3.4 Pause, reset and the end of a session

Pause (or Esc) stops the clock and opens a window; Resume, Space or Esc gives a three-second countdown and continues, and the paused time is not counted. Switching to another browser tab pauses the session too. Reset (Alt+R) starts the same text again from the beginning.

When the text is finished or the time limit is reached, the result window shows the speed, accuracy, mistakes and time, and notes: a new personal best, a level reached, achievements unlocked, challenges completed, and a warning when accuracy fell under 90 percent. Next text loads another; in a lesson the button says Again. A session needs at least ten typed characters, ten keystrokes and two seconds to be recorded; anything shorter shows "Too short to record".

4. The Keyboard

The Keyboard card shows a standard layout with every key coloured by the finger that should press it: red little fingers, amber ring fingers, green middle fingers, blue index fingers, purple thumbs (the space bar). F and J carry a bar for the bumps that mark the home position. While you type, the next key lights up in its colour, together with the Shift key of the other hand when a capital letter or a symbol needs it, and the key you actually press is shown pressed. Symbol keys show both characters.

The labels follow the Keyboard labels setting: QWERTY, Dvorak or Colemak. The setting does not change what your keystrokes produce; it makes the highlight point at the right physical key when your system uses that layout. The card can be hidden with the toolbar button, Alt+K or the switch in Settings, and is always hidden on phones.

5. Level, Goals and Daily Challenges

6. Speed Test

Pick a length, 30 s, 1 min, 2 min or 5 min, and press Start test. The text is a run of sentences of every difficulty, long enough for the whole time at 150 words per minute. The big clock counts down from your first keystroke; the live tiles and chips work as in practice. The test ends when the time is up or the text is finished, and the result window opens. Stop ends a test early; a test under two seconds is not recorded. Tests cannot be paused.

Best Results keeps your best speed per length (hover a tile for the accuracy and date). Recent Tests lists the last eight with their length, speed, accuracy and mistakes.

7. Lessons

Eight built-in lessons in the order a typing course teaches them: Home Row, Top Row, Bottom Row, Home and Top Together, Numbers, Symbols and Punctuation, Capital Letters and Full Keyboard (pangrams). Each card shows its difficulty, a description, the start of its text and your best speed on it. Start opens the lesson on the Practice tab, where the card is headed "Lesson: ..." until you load a new text; finishing it records a session of mode Lesson.

Create a lesson opens the editor: a name, an emoji, a description, a difficulty label and the text, 50 to 10,000 characters, pasted or read from a text file with Open a text file (the file's name becomes the lesson's name if the field is empty). Line breaks and indentation are kept; tabs become two spaces. Custom lessons appear after the built-in ones with Edit and Delete buttons and are included in the progress export. Sessions recorded on a deleted lesson stay in the history.

8. Games

Each game card has a difficulty pill (Easy, Medium, Hard), Play and High scores. A game opens over the page with a score, a clock, an Exit game button (Esc does the same) and a box to type in, which has the focus.

When a game ends, a window shows the score and asks for a name (remembered in Settings); Save score adds it to that game's top ten and opens the list, Skip discards it. High scores lists rank, name, difficulty, speed where it applies and date; Clear this game's scores empties the list after a confirmation. Games do not count as practice sessions.

9. Progress

10. Settings

Every setting is saved as you change it. The light and dark theme is the site's: the moon button at the top right (or Ctrl+D) switches it for every page.

11. Export, Import and Clearing

Export progress downloads one file named typemaster-pro-progress-YYYY-MM-DD.json with every session, custom lesson, high score and setting. Import progress reads such a file and merges it: sessions and lessons already present are not duplicated, high scores are merged into each game's top ten, and your current settings are kept. Clear all data removes everything the tool keeps in this browser after a confirmation; nothing else on the site is touched.

12. How the Numbers Are Measured

Comparing results

Speeds depend on the text (code and numbers are slower than sentences), the length (long tests are harder to keep fast) and the keyboard (a phone is slower than a desk keyboard). Compare sessions of the same kind, and use the one-minute speed test as the benchmark.

13. Keyboard Shortcuts

On a Mac, Option stands in for Alt and Cmd for Ctrl. The tabs also take the arrow keys, Home and End when one of them has the focus.

14. What Is Remembered

In this browser's storage, under the tool's own keys: the sessions with the keys you mistyped, the custom lessons, the high scores, and the settings (keyboard labels, keyboard visibility, text size, sounds, volume, name, goals, the practice pills, the test length, the game difficulties and the open tab). Nothing is sent anywhere. If storage is blocked or full, the tool still works for the visit and says so when a save fails.

15. Troubleshooting

16. Support

Need more help?

The FAQ answers the common questions in short form. For anything else, use the contact form and say which browser and device you use and what you expected to see.