Picture Reveal Guessing Game
Reveal useful fragments of five original illustrated scenes and score more by recognizing each picture early.
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How to use
- 1.Press R or choose Reveal next tile to uncover the first useful fragment of the original illustration.
- 2.Choose one of three fixed scene titles now, or reveal more tiles while watching the possible score decrease.
- 3.Recognize all five scenes after one tile each for the exact 1,000-point perfect route.
About Picture Reveal Guessing Game
Picture Reveal Guessing Game is a five-round early-recognition challenge made from original code-drawn illustrations. Every round starts with a three-by-three opaque tile cover over one square scene. Reveal a useful fragment, compare three scene titles, and decide whether to guess now or uncover more visual evidence for fewer points.
The five scenes are Moon Garden, Kite Harbor, Cactus Camp, Teacup Train, and Lamp Library. Each is authored directly as SVG geometry with the site's color variables. There are no photographs, generated image files, stock assets, third-party icons, downloads, uploads, model output, factual landmarks, or external reference data. The names describe fictional game scenes only.
A fully covered scene cannot be guessed. Reveal next tile removes one opaque panel according to a fixed useful-first order unique to that round. The first fragment is chosen to contain a meaningful piece of the illustration while leaving most of the picture hidden. Subsequent clicks continue through a complete permutation of all nine positions, so no tile repeats or disappears unpredictably.
Early recognition has a visible score rule. Guess after one revealed tile for 200 possible points, after two for 160, after three for 120, after four for 80, or after five through nine for 40. The formula is max 40 and 240 minus 40 times the reveal count for any guessable state. Zero revealed tiles remain locked and carry no score.
A correct title awards the currently displayed possible score and advances to the next fully covered scene. The perfect route reveals exactly one tile in each of five rounds, earning 200 five times for exactly 1,000 points. A cautious player can reveal more and still complete the game with a lower, honestly calculated total. There is no timer bonus, random shuffle, streak bonus, or hidden multiplier.
Three title buttons use fixed positions in each round. Keys 1 through 3 choose those titles, and R reveals the next tile. Pointer and touch users receive the same labeled controls with practical target sizes. The masked canvas uses a generic accessible label and tile-position test IDs; it does not announce the hidden scene title through alternate text while the active puzzle is covered.
One distinct wrong title is recoverable. Repeating the same wrong title in the same round is deduplicated and leaves the error count unchanged. A second different wrong title closes the run. Invalid choice indices, guesses before the first reveal, extra reveals after all nine positions, and actions after completion or deadlock preserve the state.
The independent logic test restates all five scene IDs, title trays, answer positions, and nine-tile reveal orders as literal fixtures. It proves every order is a permutation of zero through eight, checks the 200, 160, 120, 80, and 40 score boundaries, executes the exact 1,000-point one-tile route, repeats one wrong answer, triggers the second-error deadlock, rejects invalid and out-of-phase guesses, and verifies terminal freeze and deterministic restart.
The scene canvas maintains a stable square aspect ratio, and every cover cell occupies one third of each dimension. Revealed tiles transition through opacity without moving the underlying artwork, while reduced-motion styling removes the transition. Text beside the canvas repeats the current possible score, reveal count, round count, solved count, and errors without depending on the picture alone.
Everything runs in this page. No account, storage permission, camera, file picker, network service, remote random source, or personal data is required. Only the shared best completed score can remain in localStorage. Restart returns to the fully covered Moon Garden with zero score and no recorded errors.
Double-press Escape to show the simulated spreadsheet boss screen and repeat it to resume the same cover state. For related original visual games, try Hidden Object Game, Pattern Memory Game, Shadow Matching Game, or Memory Match. Each uses a different visual task rather than duplicating this progressive reveal-and-name loop.
Methodology & sources
Five immutable rounds declare an original scene ID, three titles, one answer index, and a nine-position reveal permutation. Revealing appends the next unique tile and sets possible score to max(40, 240 minus 40 times count). Correct choice adds that score and resets the next round fully covered. Wrong signatures use round and choice for repeat dedupe; two distinct misses deadlock. Invalid, pre-reveal, exhausted-reveal, and terminal actions are atomic.
Frequently asked questions
- How does revealing more tiles affect the score?
- One tile is worth 200, two 160, three 120, four 80, and five through nine 40 points for that round.
- Are the pictures external images?
- No. All five fictional scenes are original SVG geometry authored inside the game with project color tokens.
- Can I guess before revealing a tile?
- No. The choices remain disabled until at least one tile is uncovered, so a fully covered scene cannot score.
Related tools
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