Position Memory Game is a deterministic browser position-memory game that hides three fixed geometric shapes on a 3×3 board and asks you to restore every original cell across five literal rounds for an exact 1,000-point finish. The route carries no randomness: each Show phase reveals the Orb, Wedge, and Loop in numbered cells from one through nine, and every Restart returns to the same auditable fixture. During Show, a visible count of three ticks down through Count down, or you can trigger Hide now to jump straight to Recall. You then move the three objects back from a separately authored tray using the input method of your choice, with drag, click-select, and full keyboard routes passing through one placement reducer. A round awards 200 points only when all three objects occupy their exact original cells, so five rounds produce 1,000 points and no more. One distinct wrong placement is recoverable; a second distinct wrong placement closes the file without partial state changes. Everything runs locally in the browser with no account, upload, camera, model, or external API involved.

What makes a position-memory game deterministic
A position-memory game reads better when the player can audit every cell it stores. Position Memory Game commits to that idea at every layer: the five target maps, the five tray shuffles, the placement reducer, the error thresholds, and the 1,000-point ceiling are all fixed original fixtures rather than rolled dice. Numbering cells left to right from 1 through 9, the first file places the Orb in cell 1, the Wedge in cell 5, and the Loop in cell 9. The second file uses cells 3, 4, and 8. The third file uses cells 7, 2, and 6. The fourth file uses cells 9, 1, and 5. The fifth file uses cells 4, 8, and 3. These coordinates are literal, so the same route is reproducible from any browser session that begins with Restart.
Independent tests own all five target-coordinate maps and all five tray orders as literal fixtures, and eight coordinate goldens sample every object plus multiple board regions. Separate paths verify pure Show ticks, Hide now, exact 1,000 completion, a recoverable error, identical-error deduplication, second-error deadlock, occupied-cell rejection, cursor boundaries, illegal input, Restart, and terminal freezing. No random service, model, or API participates, which removes timing races from both the Show phase and the Recall phase. The shared game shell adds two complementary tools: best-score storage that persists between sessions, and a double-Escape Boss Key that hides the board without closing the page.
Three input routes, one placement reducer
You can drive the position-memory game with a pointer, a finger, or a keyboard, and every route funnels through the same placement reducer. Pointer and touch players drag a tray object onto a board cell; every drag runs through the same path as a click, so the result is identical whichever gesture you choose. Players who prefer precision can click a tray object first and then click the remembered cell on the board, which keeps the cursor stationary until they commit. Keyboard players press 1, 2, or 3 according to the visible tray order, navigate the board cursor with the arrow keys, and commit a placement with Enter or Space. Enter or Space also hide the board during Show, which makes the keyboard route complete rather than partial.
Input methods at a glance
| Method | Selecting an object | Placing an object | Hiding during Show |
|---|---|---|---|
| Drag (mouse or touch) | Pointer down on a tray object | Drop on the remembered cell | Use the Hide now control |
| Click select | Click the tray object | Click the remembered cell | Click Hide now |
| Keyboard | Press 1, 2, or 3 | Arrow keys, then Enter or Space | Enter or Space |
All interactive targets clear the 44-pixel minimum, so the same paths work for touchscreens, low-vision players, and keyboard-only sessions. The reducer accepts only legal moves, so occupied cells, unknown objects, fractional cell indexes, negative cell indexes, and any cell outside the zero-through-eight range are rejected atomically without leaving the board in a half-updated state.
How to restore a round
- Wait for Show to display the Orb, Wedge, and Loop on the 3×3 board, with a visible count of three.
- Mentally map each shape to its cell number (cells read left to right, 1 through 9); press Count down to shorten Show, or press Hide now to skip straight to Recall.
- Read the recall tray. The tray order is authored independently from the target order, so it is the same every round but does not mirror the cell order.
- Move each tray object to its remembered cell through your chosen route: drag it onto the board, click it then click the cell, or press 1–3, navigate with arrows, then press Enter or Space.
- If a placement is wrong, the object stays selected for recovery. Place it on the correct cell without reselecting; if you repeat the exact same wrong placement, the action is a no-op that adds no error.
- Confirm that all three objects occupy their exact cells before the round ends. The round then awards 200 points and the next file starts.
- Advance through all five files. Five exact finishes give 5 × 200 = 1,000 points, and the score display freezes at that maximum.
Wrong placements can be retried because the reducer stays in selection mode until the object is moved somewhere correct or until a second distinct mistake closes the file. Completion or deadlock freezes selection, placement, cursor movement, and Show controls, so the only way back to a fresh board is Restart.
The exact scoring route from 0 to 1,000
The scoring formula is straightforward because it leaves no room for partial credit. Each round awards 200 points only when all three unique objects occupy their exact original cells. The arithmetic then runs as 5 rounds × 200 points = 1,000 points, which is the maximum the game can display. There is no bonus for fast play and no penalty for slow play, since Count down is a pure step and Hide now is an instant transition with no hidden timing race. Wrong placements therefore never subtract points; they only close the file, which prevents any chance to recover.
File-by-file target cells
| File | Orb | Wedge | Loop |
|---|---|---|---|
| 1 | cell 1 | cell 5 | cell 9 |
| 2 | cell 3 | cell 4 | cell 8 |
| 3 | cell 7 | cell 2 | cell 6 |
| 4 | cell 9 | cell 1 | cell 5 |
| 5 | cell 4 | cell 8 | cell 3 |
These coordinates double as a self-check: if the recalled board does not match the table above, the round will not award points even if the tray looks empty. The score reflects only these five disclosed layouts, and it is entertainment rather than a cognitive assessment, medical screen, or guarantee of memory performance.
Recovery rules, Restart, and the Boss Key
The error model is the most unusual part of the position-memory game, and it is worth understanding before the first file. A correct placement removes the object from the tray and leaves it visible on the recalled board. A wrong placement keeps the object selected so the player can recover without repeating the selection step. Repeating the identical wrong object in the identical wrong cell during the same round is an atomic no-op that adds no error, so a single misclick will not lock the round out. A different wrong placement, however, creates the second distinct error and closes the file.
Restart is the cleanest way to reset a session: it restores the first literal layout, Show count three, empty placements, the first board cursor, zero score, and zero errors. The shared game shell layers two tools on top of the round logic: a best-score storage that records the highest exact 1,000 finish between sessions, and a double-Escape Boss Key that hides the board without closing the page. Everything remains local in your browser, so there is no account, upload, camera, model, or random service involved. For readers who want a deeper tour of each Show phase, the Position Memory Game: Five Layouts to a Perfect 1,000 guide walks through all five coordinate maps and tray orders in order.