A moving object memory game in browser form shows you two marked discs, hides them among four identical companions, slides every disc to a new position across three or four fixed frames, and asks you to pick the final location of the two original targets. The Multiple Object Tracking Test delivers that experience across five immutable rounds on a 2-by-3 field, with six identical circles per round, motion advancing every 650 milliseconds, and exact scoring that ends at 1,000 points. Every frame is a declared permutation of the six disc identities zero through five, so the field always contains exactly one disc in every cell and never collapses two paths into the same square. The rings disappear the moment motion starts, so once Tracking begins no visible cue, color tag, label, or data attribute follows the targets. That deliberate stripping of post-Preview information is what makes the game a genuine motion-tracking exercise rather than a recognition test in disguise. The same final positions are reached whether you let the timer play out or hit Finish motion now, so the deterministic short play reproduces the validator at any pace.

How the game defines two targets on a six-disc field
The field is a compact 2-by-3 grid that is wide enough to spread six discs across distinct positions without crowding and short enough to keep the entire scene inside your peripheral attention. Each round starts in a Preview phase during which exactly two of the six circles wear an accent ring. Every other visible attribute of the targets - fill, stroke, size, hover style, and accessibility text - matches the four non-targets, so the rings are the sole marker of identity during Preview. Memorize which positions the rings sit on rather than the disc shapes themselves, because during Tracking the rings unmount and every disc looks identical to the eye.
Each round contains either three or four literal position frames. Each frame is a complete permutation of the six disc identities labeled zero through five, which guarantees three useful properties at once: every cell holds a disc, no two paths overlap, and no disc is missing from the field. That is why the discs cannot collide or disappear even when motion paths cross visually; the permutation table reserves a unique destination for every identity at every tick. Motion advances automatically every 650 milliseconds with a visible CSS transition between fixed coordinates, and the layout keeps a stable five-by-three aspect ratio so reframing is impossible.
Play the moving object memory game in three phases
The five rounds repeat the same three-phase flow, so once you internalize the loop you can finish the entire moving object memory game the same way every run.
- Memorize the two ringed discs during Preview, then press Space or click Start motion to leave the preview and unmount the rings.
- Follow both identical discs through the fixed frames. Let the 650 ms timer carry you to the final frame, or choose Finish motion now to jump to the same declared positions and skip the wait.
- Toggle exactly two final positions and submit. Numbers 1 through 6 toggle the answer buttons, and Enter submits a complete pair for validation. A correct pair awards 200 points and returns to Preview with a fresh target pair; repeat the loop four more times to reach exactly 1,000 points.
Selection edits are free; choosing an active position deselects it and choosing an inactive position adds it until the pair is full. Attempting a third selection does nothing, and the submit control stays disabled until exactly two positions are marked.
How the five rounds total 1,000 points
Scoring is the simplest part of the game because it never varies. Each correct unordered pair adds exactly 200 points, five correct rounds therefore produce exactly 1,000 points, and there is no speed bonus, click penalty, or hidden multiplier anywhere in the validator.
| Round | State after a correct submit | Points awarded this round | Cumulative score |
|---|---|---|---|
| 1 | Return to Preview with a new target pair | 200 | 200 |
| 2 | Return to Preview with a new target pair | 200 | 400 |
| 3 | Return to Preview with a new target pair | 200 | 600 |
| 4 | Return to Preview with a new target pair | 200 | 800 |
| 5 | Run ends at the declared terminal state | 200 | 1,000 |
Only submitting a complete wrong pair records a miss, but the game forgives the first one. Submitting the identical unordered pair again is recognized as a repeat and does not consume another error. Change at least one position and submit a second distinct wrong pair to record the second miss and close the run. Selections themselves never count, so a player can reconsider freely before pressing Submit.
Keyboard, mouse, and touch play
The full game is reachable with a keyboard, which matters because the moving object memory game removes visual labels during Tracking and benefits from hands that never leave the home row.
- Space starts motion from Preview and finishes motion during Tracking. The same key covers both directions of the start/finish flow.
- 1 through 6 toggle the six final-position buttons during Answer. The button order matches the on-screen numbers, so muscle memory survives across rounds.
- Enter submits a complete pair. The control stays disabled while fewer than two or more than two positions are marked.
Pointer and touch users receive equivalent start, finish, position, submit, and restart controls. The buttons are sized as large tap targets with visible selected states, and reduced-motion styling removes the 650 ms CSS animation while preserving every intermediate frame as a static state. Answer buttons announce only their final position numbers and whether they are currently selected, so screen reader output stays short.
Where the moving object memory game keeps your data
The game runs entirely inside the browser. There is no camera, eye tracker, file input, account, API call, model, external asset, random service, or personal-data request on the page, so nothing leaves your device. Only the shared best completed score may remain in this browser. The on-screen ledger reports the frame count of the current round, the number of positions you have selected, the cumulative score, and the number of misses, all of which reset to zero alongside the first Preview when Restart is chosen.
Double-press Escape to open a simulated spreadsheet boss screen that hides the active round, and double-press Escape again to resume the unchanged field. The boss screen is the same feature on every page of the site and does not change the in-progress state, so it is safe to invoke at any phase without losing progress.
How this moving object memory game differs from a clinical attention test
The title borrows the familiar task description, but the page itself is built as an entertainment game with original paths. No score is compared to population norms, no result claims to measure a cognitive trait, and no medical or attention claim is implied. The disc paths, target pairs, frame intervals, scoring rules, and error rules are original fixed product fixtures rather than calibrated clinical stimuli. For other fixed visual-memory formats that rely on static layouts or recognition rather than the two-target motion loop, the Position Memory Game and the Visual Memory Test cover nearby ground.
If you want a guided walkthrough that scores 1,000 in five rounds using the same Multiple Object Tracking Test, the Attention Tracking Game guide walks the route from a different angle.