Sequence Recall turns a small board into a temporary route. Seeing the right pads is only half the task: a route containing 2, 7 and 5 must come back as 2 → 7 → 5, not merely as the same three positions.
How Sequence Recall works
Each of the five rounds begins in Watch mode. One numbered pad lights at a time, with a short blank gap separating consecutive steps. When the route ends, the same board becomes interactive and you repeat every position from first to last.
The round ends when you enter the required number of steps or the recall timer expires. Feedback then shows the correct numbered route and reports how many entries matched at their exact position. A pad may return later in a route, but the generator never repeats it immediately; that keeps two adjacent flashes and an accidental double input from becoming ambiguous.
2→5→8→4
2→5→4→8
Why order changes the memory problem
Grid Recall asks which positions were present. Sequence Recall asks which position came first, which followed it and how the whole route progressed. Swapping two remembered pads changes every affected step even when the set of locations is otherwise correct.
The numbered pads give each position a stable name and ensure the active state is not communicated by colour alone. You can remember the route as digits, as movement across the board, or as a mixture of both. The fixed labels also make it possible to verify the revealed route without replaying the animation.
A dependable route-memory method
- Keep one tempo. Quietly mark each flash with the same beat. A steady rhythm helps prevent one step from merging into the next.
- Chunk a long route. Split eight steps into two groups of four rather than trying to hold one unbroken list. Preserve the join between the groups.
- Notice movement as well as pad numbers. A route such as “top-left, centre, bottom-right” can support the digit sequence instead of competing with it.
- Replay before pressing. Run through the complete route once internally, then enter it. Correct order carries far more score weight than a hurried response.
Difficulty changes
Every level uses five generated rounds. Easy stays on a 3×3 board and grows from three to six steps. Standard begins on 3×3, then introduces a 4×4 board while reaching eight steps. Hard uses 4×4 throughout, starts at five steps, reaches nine and shortens the time between flashes.
| Level | Board | Route length | Display pace |
|---|---|---|---|
| Easy | 3×3 | 3–6 steps | Longest flashes |
| Standard | 3×3 to 4×4 | 4–8 steps | Balanced |
| Hard | 4×4 | 5–9 steps | Shortest flashes |
How the Sequence Recall score is calculated
Every expected step is checked against the entry in the same position. Those exact positional matches supply 90% of the base score; average recall pace per expected step supplies the remaining 10%. A wrong entry and a step missed through timeout both count as errors.
Pace is progressively suppressed near the chance level for that board—one in nine on 3×3 and one in sixteen on 4×4—so rapidly pressing arbitrary pads cannot create a strong result. Easy receives a small downward adjustment and Hard a small upward adjustment before the final score is rounded to 0–100. Records compare only the same difficulty.
The seeded generator controls board size, route, flash timing and recall limit. Validation checks every position, exact route length, minimum variety, timing and the rule against consecutive repeats.
Controls and accessibility
On a touchscreen or with a pointer, press the numbered pads directly. With a keyboard, Tab enters the board, arrow keys move between pads, and Enter or Space selects one. Number keys 1–9 also select the matching pad when focus is in the board.
Pad numbers, step markers, route text and feedback mean colour is never the only cue. Important phase changes are announced, and hiding the browser tab pauses the display and requires an explicit resume. The fast visual sequence can still be a barrier for some screen-reader and low-vision players; the site does not claim that the timed visual task has an equivalent non-visual presentation.
Sequence Recall questions
Can the same pad appear twice?
Yes, a pad can return later in a route. It never appears twice consecutively, so two adjacent activations always describe two visibly distinct positions.
What if I double-tap accidentally?
A rapid repeat on the same pad is ignored for a short input window. Deliberately returning to that pad later in the route still works normally.
Does every new play use a different route?
Standalone attempts use fresh namespaced seeds and normally create new route sets. A supplied seed always reproduces the same five validated rounds, which keeps generated sessions testable and allows a future shared challenge to remain fair.
Is Sequence Recall in the Daily Brain Workout?
Not yet. It is currently an independent practice game. Adding it to the Daily pool requires a separate versioned release after complete Daily-controller testing.