Sequence Memory
Repeat an ever-growing pattern of flashing tiles.
Play now →The blocks flash — then the grid goes dark. Click every block that was lit, clear the level, and face a bigger grid with one more block. Pure spatial working memory, no sequence to remember.
Memorize the lit blocks, then click them all.
A grid flashes a few lit blocks, then goes dark. Click every block that was lit — one wrong block ends the run. Clear the level and a new grid appears with one more block to remember.
Clearing 3–5 levels is typical on a first run. Seven or more is strong spatial memory, and ten means you are holding a lot of positions at once — the grids also grow from 3×3 to 5×5 as you advance.
Same family, different flavor: pattern-memory games show a fixed shape, while this one scatters unrelated blocks that increase in number each level. Both train spatial working memory; this one gets harder faster.
Scan the flash in a fixed order (rows, or a Z path) and encode positions as coordinates ("row 2: first and last"). Chunking adjacent blocks into clusters also buys you a lot of capacity.
Sequence Memory tests order — pads flash one by one and you repeat the sequence. This game tests layout — everything flashes at once and order does not matter. They exercise related but distinct memory skills.