No—the objects and silhouettes in Shadow Matching Game are not taken from external images; they are original SVG artwork rendered locally in your browser. The catalog contains exactly five fictional specimens—the Orbit lamp, Fin vase, Arch chair, Kite clock, and Leaf kettle—and each card pairs one colored specimen with three solid silhouettes. Their names, shapes, option orders, and answer mappings were authored for the game rather than pulled from an online image collection.

Where the objects and silhouettes come from
Technically, SVG is a format for displaying images, but that does not make these assets external. In this game, the artwork consists of original local SVG paths: vector geometry rendered by the browser from the game’s own files. There are no photographs, downloaded images, emoji characters, licensed figures, generated assets, or network requests involved in presenting the catalog.
The implementation treats the five object names, SVG paths, three-option card orders, and answer mappings as fixed local fixtures. Independent tests restate the same object labels, card identifiers, option orders, and correct-answer positions as literal values. The game therefore does not search an image library, inspect arbitrary photographs, or send a specimen to an external recognition service. All processing remains in the browser.
| Part of the game | Verified origin | What it means for the player |
|---|---|---|
| Colored specimens | Original local SVG paths | The five objects are rendered directly in the browser. |
| Solid silhouettes | Original local SVG artwork rendered as solid shapes | No silhouette is downloaded from an external picture. |
| Object names, card orders, and answer mappings | Original fixed game fixtures | Every card and answer can be checked against a consistent local catalog. |
| External resources | None; the game makes no network requests | No external image service is needed to supply the artwork. |
The five objects and their defining outlines
Each specimen was designed with a distinct outer boundary rather than relying only on color or internal decoration. That distinction is central to the matching task because the solid silhouettes remove surface details and leave the overall shape to identify.
| Fictional object | Boundary cues to study | Fixed correct position |
|---|---|---|
| Orbit lamp | Circular shade, central stem, and wide base | Second choice |
| Fin vase | Rounded body with side fins | Third choice |
| Arch chair | Arched back, seat, and legs | First choice |
| Kite clock | Diamond-shaped case with a hanging stem | Second choice |
| Leaf kettle | Body, handle, spout, and leaf-shaped lid detail | Third choice |
The table describes original fictional shapes, not scans or photographs of real branded products. Color helps you recognize the colored specimen, but color is not the matching evidence. For example, the lamp’s combination of a round shade, narrow stem, and broad base should remain recognizable after those areas become one solid silhouette.
How to play a shadow matching round
- Study the colored specimen. Begin with the first card and look at the complete object shown in color. Pay attention to where the outline projects, narrows, or changes direction.
- Compare only the outside shape. Examine the three solid silhouettes and look for the one with the same overall boundary as the specimen. Internal decoration on the colored version should not be used as the deciding feature.
- Choose with a pointer or touch screen. Select the silhouette you believe matches. The interface provides an immediate response after the selection is submitted.
- Use the keyboard when preferred. Press any Arrow key to move among the three choices. A visible focus treatment marks the current selection, and Enter or Space submits it. Each button also meets the 44-pixel target-size requirement.
- Read the result before continuing. A correct match immediately opens the next fixed specimen, while the progress strip marks completed catalog cards. A first distinct wrong choice leaves the card recoverable so you can reconsider its outline.
- Complete all five specimens. Match the Orbit lamp, Fin vase, Arch chair, Kite clock, and Leaf kettle. Across the full catalog, 5 correct cards × 200 points = 1,000 points.
How mistakes affect the run
The game distinguishes a recoverable first mistake from a run-ending deadlock. One distinct wrong silhouette can be corrected on the same card. If you select that exact wrong silhouette again on that card, the repeated mistake is deduplicated and does not consume another error. Choosing a different wrong silhouette anywhere in the run, however, closes the catalog until you activate Restart.
Visible feedback identifies a correct match, a first mismatch, a repeated mismatch, completion, and deadlock. These states are distinct, so a repeated wrong choice should not be mistaken for a second different error. Completion and deadlock both freeze matching and navigation, which prevents the score from changing after a terminal result has been displayed.
Restart restores the original first card, the fixed option order, a zero score, zero mismatches, and the first-choice cursor. Unknown silhouette identifiers and invalid cursor movements produce no state change, so they cannot alter the score or move the selection unexpectedly. The shared shell provides Restart so the same catalog can be replayed under the same conditions.
Why the rounds always repeat
Although every card presents three silhouette choices, the game does not perform a random shuffle. Its three-option order is fixed and auditable, and the correct silhouette stays in the disclosed position for each card. A restart therefore recreates the same sequence instead of producing a new random arrangement.
The order and difficulty do not change because of a random draw, browser seed, previous score, or stored profile. That makes the catalog deterministic: the Orbit lamp’s answer remains second, the Fin vase’s remains third, the Arch chair’s remains first, the Kite clock’s remains second, and the Leaf kettle’s remains third. Local artwork and fixed answer mappings are separate facts—the game does not need either external pictures or random selection to produce its rounds.
This repeatable setup is also useful when checking the artwork itself. Because both the colored specimens and silhouettes are original local fixtures, there is no unrelated photograph hidden among the choices and no imported character whose licensing or source must be considered. The catalog is small, disclosed, and consistent from one run to the next.
What the result does and does not measure
The result measures completion of these five disclosed fictional specimens and nothing broader. It is an entertainment game, not a vision examination, developmental screen, accessibility diagnosis, educational placement test, or claim about a player’s real-world recognition ability. An exact 1,000-point result means that all five fixed cards were matched correctly; it is not a standardized or norm-referenced score.
Because the artwork is local and the catalog is predetermined, the game also does not build or transmit a personal visual profile. No personal gameplay history is transmitted or stored. The practical answer to the source question is therefore precise: the game does not take its objects or silhouettes from external images, and it does not need an outside image provider to run the matching activity.
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