Memory · visual working memory
Visual Memory Test
Tiles flash all at once — remember which lit up, then tap them.
No IQ score. No cognitive age. No percentile.
Memory · visual working memory
Visual Memory
The plate over-exposes: several tiles flash at once. Hold their positions, then find them in any order.
Your best · —
- 01ExposeSeveral tiles flash at once for a beat. Hold where they were.
- 02RecallTap every tile that lit — order does not matter.
- 03ClimbClear it and the matrix grows. Three misreads and the run ends.
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What practice on a game changes, and what it does not: Why training a game trains the game
Keep going
All games- Chronoscope · FocusReaction TimeHow fast are your reflexes?
- Sequencer · MemorySequence MemoryRepeat the growing pattern
- Lexicon · MemoryVerbal MemoryHave you seen this word before?
- Reticle · FocusAim TrainerHit the targets, fast
- Chromatograph · Control · inhibitionStroopName the colour, not the wordCore
- Delay Line · MemoryN-BackHold the stream in mindCore
- Gate · ControlGo / No-GoTap — but hold when toldCore
- Router · Learning · flexibilityTask SwitchChange the rule on the flyCore
- Goniometer · Learning · spatialMental RotationSame shape, or mirrored?Core
- Register · MemoryNumber SpanHow long a number can you hold?Core
- Collimator · FocusFlankerAnswer the middle arrow, ignore its neighboursCore
- Comparator · MemoryChange DetectionOne item comes back — did it change?Core
- Titrator · LearningRule LearningFind the hidden rule from the feedbackCore
- Gantry · ControlTowerPlan the whole sequence before the first moveCore
Free to play here. On Train, part of Core.
What this measures
Your visual working memory — how many tile positions you can hold at once. It is not an intelligence test and does not predict anything away from this game.
The grid grows every level.
Where this task comes from
Flashing several items at once, blanking the screen and then asking what was there is the change-detection family of tasks, which Luck and Vogel (1997) used to ask how much of a briefly seen set survives the blank. This page asks the same question a simpler way: instead of bringing one item back and asking whether it changed, it asks you to find the tiles that lit. The unit those laboratory versions report — a capacity in items, estimated from hits and false alarms — is the one Cowan (2001) reviewed at length, and it is what Change Detection on this bench reports. This page does not: a level is not a capacity, and calling it one would be borrowing a number.
How to read your number
Your number is the level you reached before the lives ran out, on this grid and on this screen. There is no norming sample behind it, so it carries no percentile and compares you to nobody. A cautious run and a fast run are not the same reading either: a wrong tap costs a life, so the level you reach is partly a statement about how willing you were to guess.
What changes your number
Screen size and viewing distance move it, because a grid you can take in at one glance is a different task from one you have to scan. Sleep and time of day move it. Practice at this particular layout moves it, and that is the honest reading of a better second run. Nothing here transfers: it is the same tiles, on the same grid, getting easier to read.
Questions
- What does this measure?
- Your visual working memory — how many tile positions you can hold at once and recognise. It is not an intelligence test and does not predict anything away from this game.
- How is it different from Sequence Memory?
- Sequence Memory is about order — you repeat a sequence step by step. Visual Memory is about a set: several tiles flash at the same time and you find them in any order.
- How does scoring work?
- Each level you find all the lit tiles to advance; the grid grows as you climb. You have three lives, and a wrong tile costs one. The level you reach is your score.
- Does this make me smarter?
- No. You get better at this task, which is a real and honest thing. We do not claim it transfers to work, school, or IQ.
Sources
- Luck SJ, Vogel EK (1997). The capacity of visual working memory for features and conjunctions. Nature 390:279–281. · link checked 2026-09-20
- Cowan N (2001). The magical number 4 in short-term memory: a reconsideration of mental storage capacity. Behavioral and Brain Sciences 24:87–114. · link checked 2026-09-20