Sequence Memory Test

Press Start, watch the tiles flash one at a time, then click or tap them back in the same order, one flash longer every level.

Ready Press Start, watch the tiles light, then tap them back.
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The standard run. One tile flashes, you tap it, and every cleared level plays the same sequence again with one more flash on the end. Flashes last 500 ms with 250 ms between, which is 80 a minute. A wrong tile is a strike and the sequence replays. The third strike ends the run.

This round is silent. Tones belong to the rounds that name them.

–This run

–Your best

–Last run

Watch the tiles light up, then tap them back in the same order. The first sequence is 1 flash on a 3 by 3 grid. Get it right and the same sequence plays again with one more flash. A wrong tap is a strike, and the same sequence plays again. The run ends at 3 strikes. The result is the longest sequence you repeated, up to 30 flashes. A tile lights for about 500 ms, with 250 ms dark between tiles, and the same tile never lights twice in a row.

1 to 4 flashes: watch it as one gesture. Four flashes allow 4,608 sequences and play in 3,000 ms. At this length the sequence is a single sweep of the hand, and you can tap it back without naming anything. Use these levels to find the beat, because the playback never changes speed.

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All 23 rounds and techniques

Growing rounds 3

  • Growing sequence on 3 by 3 The standard run. One tile flashes, you tap it, and every cleared level plays the same sequence again with one more flash on the end. Flashes last 500 ms with 250 ms between, which is 80 a minute. A wrong tile is a strike and the sequence replays. The third strike ends the run.
  • Head start sequence from 5 flashes Opens with a five-flash sequence and grows from there with three strikes. A growing run is slow to reach the hard part: clearing level 12 from the start means watching 78 flashes, against 68 here. The price is that the first five arrive at once, with no rehearsal behind them.
  • One-slip growing sequence The same growing sequence with a single strike, so the first wrong tile ends the run and there is no replay to lean on. Clearing level 12 this way means 78 right taps in a row across the run. It shows the length you can hold every time, not the one you reach on a lucky day.
Show all 23 rounds and techniques (20 more)

Fresh, reverse, tempo and tone rounds 6

  • Fresh sequence every level Each level deals a brand-new sequence, starting at three flashes, so nothing carries over from the level before. At level 7 all seven flashes are new to you, where a growing run would hand you six you had already tapped. There are 2,359,296 possible sequences of seven.
  • Quick sequence: 250 ms flashes A growing sequence at nearly double speed: 250 ms flashes with 150 ms between, which is 150 a minute against 80, and still under three flashes a second. Level 12 plays in 4,800 ms where the standard round takes 9,000 ms. There is no time to name each tile, so the order has to go in as a movement.
  • Reverse sequence from 2 flashes A growing sequence that you tap back from the last flash to the first. The newest flash is always your first tap, and what follows is your previous answer unchanged: number the tiles 1 to 9 like a phone keypad, and after 1, 5, 9 grows a 2 you tap 2, then 9, 5, 1. It starts at two flashes because one has no order to reverse.
  • Sequence in groups of three flashes A growing sequence whose playback pauses after every third flash: 250 ms between flashes inside a group, 750 ms between groups. The pauses do the chunking for you, so level 9 arrives as three groups of three. Play it, then go back to the even beat and put the pauses in yourself.
  • Sequence with nine tones The standard growing sequence with sound. Each tile plays its own note for as long as it is lit, rising through a C major scale from C4 (261.6 Hz) at the top left to D5 (587.3 Hz) at the bottom right, so every sequence is also a tune. Every other round is silent. Start with the volume low.
  • Slow sequence study: 1,000 ms flashes Practice at half speed: each flash lasts a full second with 500 ms between, 40 a minute. Use it to try one technique, such as numbering the tiles, with time to think between flashes. Nothing from this round is scored or saved.

Flash by flash 5

  • 1 to 4 flashes: watch it as one gesture Four flashes allow 4,608 sequences and play in 3,000 ms. At this length the sequence is a single sweep of the hand, and you can tap it back without naming anything. Use these levels to find the beat, because the playback never changes speed.
  • 5 to 7 flashes: start counting tiles Seven flashes allow 2,359,296 sequences and play in 5,250 ms. A sweep of the hand stops being enough somewhere in here. Give the tiles their keypad digits and hold the sequence as a short number: 1, 5, 9, 5, 2, 4, 8 is 159 5248.
  • 8 to 10 flashes: three groups Ten flashes allow 1,207,959,552 sequences, about 1.2 billion, and clearing level 10 from the start means you have watched 55 flashes in all. Hold the digits in threes with a spare. In a growing round the first two groups are old by now, and only the end is soft.
  • 11 to 15 flashes: guard the newest group Level 15 plays for 11,250 ms, and by the time you clear it you have watched 120 flashes. You have tapped the first flash fifteen times and the fifteenth once. Put all your attention on the last group, and rehearse it while the old part of the playback runs.
  • 16 to 30 flashes: a long number by now Level 30 plays for 22,500 ms, and a run that clears it has shown 465 flashes. Thirty keypad digits are ten groups of three, more than rehearsal alone will carry, so the early groups need a meaning: a year, a door code, a route on the grid. Clearing level 30 ends the run with a full score.

Techniques for order 9

  • After a strike, watch the replay for the break A strike replays the same sequence, so use it. If you went wrong on the sixth flash of 1, 5, 9, 5, 2, 4, 8, do not rewatch all seven evenly. Lock in the two flashes either side of the break: 5, 2, then 4, 8.
  • Give every return its own word A tile never lights twice running, but it can come straight back: 4, 8, 4. A there-and-back move is easy to flatten into 4, 8. Say it as four, eight, back while you watch, so that the return takes up a slot of its own.
  • Hum the tune in the tone round With tones on, the tiles rise through a scale from the top left to the bottom right, so 1, 5, 9 sounds low, middle, high. Hum the sequence back as you tap it. A wrong tile then sounds wrong a moment before it looks wrong.
  • In reverse, tap the newest flash first A reverse growing round is kinder than it sounds. When 1, 5, 9, 5, 2 gains a 4, your answer is 4 followed by exactly what you tapped last level: 2, 5, 9, 5, 1. Store the new flash as the front of an answer you already know.
  • Number the tiles like a phone keypad Give each tile the digit it has on a phone: 1, 2, 3 along the top and 7, 8, 9 along the bottom. Top left, centre, bottom right, centre becomes 1, 5, 9, 5. A short number is something you can already mutter under your breath.
  • Only the last flash is new In a growing round the playback at level 8 repeats seven flashes you have tapped before, some of them seven times. Let those run past while you rehearse, and save your sharpest attention for the eighth flash. It is the only new thing to store.
  • Put your own pauses in the playback The standard playback has an even beat, so add the commas yourself: 1 5 9, 5 2 4, 8. At level 10 that is three groups and a spare. Breathe at each comma as you tap back, and a lost flash shows up as a short group.
  • Shadow the playback with a finger While the sequence plays, point at each tile in the air or on the desk without touching the screen. By level 8 your hand has rehearsed the opening move seven times, and the movement carries the order on the levels where the digits wobble.
  • Tap back on the beat you were shown The standard round plays 80 flashes a minute. Answer at that pace, not faster: the rhythm went in with the order, and keeping it keeps the two together. A rushed answer is where neighbours swap and 5, 9 comes out as 9, 5.

How this list was compiled: Rounds, length notes and techniques written for this page. There is no outside list behind it. Every figure was computed on 2026-09-19. A flash of 500 ms with 250 ms between is 750 ms a step, 80 a minute; 250 ms with 150 ms is 400 ms a step, 150 a minute and 2.5 flashes a second; 1,000 ms with 500 ms is 40 a minute. Playback at 750 ms a step lasts 3,000 ms for 4 flashes, 5,250 ms for 7, 7,500 ms for 10, 9,000 ms for 12, 11,250 ms for 15 and 22,500 ms for 30, and 12 flashes at 400 ms a step last 4,800 ms. A tile may return but never lights twice running, so 9 tiles allow 9 times 8 to the power n minus 1 sequences of n flashes: 4,608 of four, 36,864 of five, 2,359,296 of seven, 150,994,944 of nine and 1,207,959,552 of ten. A growing run cleared to level n from one flash has shown 1 + 2 + ... + n flashes: 55 at level 10, 78 at level 12, 120 at level 15 and 465 at level 30; from five flashes to level 12 it is 68. The nine notes are the C major scale from C4 to D5 in equal temperament from A4 = 440 Hz, each frequency being 440 times 2 to the power of its distance from A4 in semitones over 12: C4 261.63, D4 293.66, E4 329.63, F4 349.23, G4 392.00, A4 440.00, B4 493.88, C5 523.25, D5 587.33 Hz. No clinical test and no toy or game brand is named, and no average score is given. Licence: own work

How it works

This sequence memory test lights the tiles of a 3 by 3 grid one at a time. Watch, then click or tap them back in the same order. Every cleared level adds one flash, up to 30, and three strikes end the run. Your score is the longest sequence you repeated.

Read the full guide

How the sequence grows

Press Start and one tile flashes for 500 ms. Click or tap it, or press its number key: 1 is top left, 9 bottom right. The sequence plays again with one more flash on the end. After a strike the same sequence replays. Under Round, One-slip growing sequence ends on the first wrong tile, and Fresh sequence every level deals a new order each time.

What makes a sequence memory game hard

Only the last flash of a growing sequence is new. By the time you clear level 12 you have watched 78 flashes to learn 12 steps, so the opening is worn smooth and the end has barely been rehearsed. The count climbs fast: 5 flashes allow 36,864 sequences and 9 allow 150,994,944. Sequence with nine tones gives each tile a note from C4 to D5, so the order becomes a tune.

  • Number the tiles like a phone keypad. Top left, centre, bottom right becomes 1, 5, 9, a short number you can mutter under your breath.
  • Tap back on the beat you were shown, 80 a minute. A rushed answer is where 5, 9 comes out as 9, 5.
  • When order stops mattering the skill changes: the visual memory test shows every tile at once.

Questions and answers

How fast do the tiles flash?

In the standard round a flash lasts 500 ms with 250 ms between, 80 a minute, so level 12 plays back in 9,000 ms. Quick sequence: 250 ms flashes runs at 150 a minute and plays level 12 in 4,800 ms. No round passes three flashes a second. Compare a sequence memory score only with your own runs at one speed.

Does the sound make it easier?

It gives you a second handle on the same order. With tones on, the tiles rise through a scale from top left to bottom right, so 1, 5, 9 sounds low, middle, high. Only Sequence with nine tones has sound: pick it and switch Tones on under More options.

Is a low level a sign of a memory problem?

No. The level you reach moves with sleep, distraction, screen size and how many runs you have played this week. This is a game with a score, not a screening tool, and no result points towards or away from a diagnosis. If lapses are getting in the way of ordinary days, tell a doctor.