Simon Says
Repeat five fixed color-and-sound sequences with touch controls or number keys and finish on an exact 1,000 points.
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How to use
- 1.Choose Play round to watch and hear the current fixed sequence of numbered drum controls.
- 2.Repeat the sequence in order by tapping the four controls or pressing number keys 1 through 4.
- 3.Clear five rounds for exactly 1,000 points before two incorrect cues deadlock the run.
About Simon Says
Simon Says Game is a compact browser sequence exercise built around four colored drum controls. Choose Play round to watch and hear the current fixed sequence, then reproduce the same order by tapping the controls or pressing number keys 1 through 4. The challenge starts with one cue and grows by one cue per round until the fifth round contains five cues. Every completed round awards 200 points, so a full five-round run ends at exactly 1,000 points.
The sequence is deliberately fixed rather than random. Round one is control 1. Round two is 1, 3. Round three is 1, 3, 2. Round four is 1, 3, 2, 4. Round five is 1, 3, 2, 4, 1. This disclosed fixture makes local testing, production verification, accessibility checks, and score comparisons reproducible. Restart always returns to the same opening round, zero score, zero matched cues, and zero errors. There is no hidden daily seed and no result that changes according to the clock.
Each control combines several signals. It has a number, an English label, a geometric symbol, a site-token color, a visible pressed state, and a short synthesized tone. The visual state means the sequence remains playable when sound is muted or unavailable. The numbers and labels mean players do not need to distinguish colors alone. The sound is an optional reinforcement produced with the browser Web Audio API; it is not a calibrated instrument, hearing test, musical reference, or statement about standardized pitch.
During playback the four controls are temporarily disabled so a touch or key press cannot be confused with the demonstration. When playback ends, enter the sequence from its first cue. A correct partial entry updates the matched count. Completing the current sequence adds 200 points and advances to the next round. An incorrect cue resets the matched position for that round, allowing the player to replay it and start that round again. The error remains visible for the rest of the run.
Two incorrect cues create a terminal deadlock. At that point the cue buttons, replay action, and keyboard input are frozen until Restart. Successful completion is also terminal, so later clicks or keys cannot add points twice. These rules are enforced in a separate pure state transition function rather than inferred from the visible interface. The self-contained logic test follows every correct cue through all five rounds, checks the exact score after each round, verifies the recoverable first error, reaches the two-error deadlock, rejects invalid cue numbers, and confirms that both terminal states ignore later input.
The primary interaction works equally with pointer, touch, and keyboard input. The large two-column controls provide generous touch targets on a narrow screen. Number keys 1, 2, 3, and 4 activate the corresponding drums without requiring focus movement. The replay button and shared Restart control remain reachable through normal Tab navigation. The common GameShell also provides the double-Escape boss key, which swaps the game for a neutral spreadsheet view and returns on another double Escape.
All game logic and audio generation stay in the current browser tab. No cue entry, mistake, score, best score, or play history is sent to a remote game service. When browser storage is available, only the best score is retained locally by the shared game shell. Audio synthesis uses short local oscillator notes and does not download recordings. The game introduces no package, account requirement, upload, paid API, timer, random generator, or server-side computation.
This page is a fixed entertainment and practice activity. It is not a clinical memory screening, cognitive assessment, attention test, hearing exam, neurological measure, education placement test, or diagnostic tool. A perfect result only means that the disclosed five sequences were entered correctly under these game rules. A deadlocked run only means that two entries differed from the fixed fixture. Results must not be used to infer health, intelligence, age-related change, learning ability, or fitness for any task.
The intentionally small scope keeps the result understandable. You can inspect the fixed practice rules on the page, replay any active round as often as needed, use the visual cues without sound, and restart immediately. Because the same five rounds and scoring contract are used every time, the game offers a stable quick break rather than a claim of adaptive difficulty or scientific measurement.
Methodology & sources
A pure state transition compares each submitted cue id with the current position in one of five fixed sequences. A complete round resets the input position, advances the round, and adds 200 points; the fifth completion sets exactly 1,000. A mistake resets only the current round input position, two mistakes deadlock, invalid ids are ignored, and complete or deadlocked states return unchanged. The UI maps the same four ids to deterministic visual and synthesized audio cues.
Frequently asked questions
- Is the sequence random?
- No. The five rounds use a disclosed fixed fixture so every run and production check is reproducible.
- Can I play without sound?
- Yes. Every cue also has a number, label, geometric symbol, color, and visible active state; audio is optional reinforcement.
- What happens after a wrong cue?
- The matched position resets for the current round. You may replay and retry it, but two total errors deadlock the run until Restart.
- Does this game measure memory or cognitive health?
- No. It is a fixed entertainment and practice activity, not a clinical, diagnostic, educational, or cognitive assessment.
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