🎮 How to Play
- A grid flashes briefly with some squares lit blue.
- After they hide, click only the squares that were lit.
- Wrong clicks cost a life. Grid grows from 3×3 up.
About this tool
A grid is shown briefly with some squares lit. After they hide, click only the squares that were lit. Wrong clicks cost a life. The grid grows from 3×3 to 7×7+ as you advance.
About visual memory
Visual memory is the cognitive system that briefly stores the position, shape and configuration of objects you have just seen. The grid-recall paradigm used on this page is descended from Phillip Corsi's 1972 block-tapping task, which is still the standard neuropsychological measure of visuospatial span. Where Corsi tests sequential order, this tool tests simultaneous-pattern recall: you see the lit squares all at once, hold them for roughly 1 to 1.8 seconds while the grid is shown, and then click them back from memory. That difference matters because parallel-pattern recall recruits the right posterior parietal cortex more heavily than sequential recall, which leans on the dorsolateral prefrontal loop.
The game scales difficulty along two axes: the count of lit squares (level + 2) and the grid size (3x3 grows to 7x7 every three levels). That double ramp prevents the early plateau most simple memory tests hit around 7 items, the magic-number-seven span George Miller reported in 1956. With three lives, the natural game terminates somewhere between level 9 and level 15 for most adult players. The score reported is the last completed level before two errors emptied your lives.
How the test works
Lit squares at level L = min(grid_squares - 1, L + 2) Grid size at level L = min(7, start_size + floor(L / 3)) Flash duration (ms) = max(800, 1800 - L * 80) Cycle = flash, hide, click, score, level + 1 Lives = 3 (one per wrong click; correct order does not matter)
- Level 1: 3 lit on 3x3, 1800 ms flash. Trivial encoding load.
- Level 5: 7 lit on 4x4, 1400 ms flash. First real challenge for new players.
- Level 10: 12 lit on 5x5, 1000 ms flash. Above Miller's seven; requires chunking.
- Level 15: 17 lit on 6x6, 800 ms flash floor. Elite range.
Worked example: chunking a 5x5 pattern
At level 10 the screen shows 12 lit squares on a 5x5 grid for one second. Trying to memorise each square independently overflows working memory. Chunking strategy:
- Scan corners first (250 ms). Note any of the four corners lit; record as a single chunk.
- Scan central cross (300 ms). The middle row and column carry strong perceptual weight; encode lit cells as a sub-pattern.
- Scan diagonals (250 ms). Lit diagonal pairs collapse into "NW-SE" or "NE-SW" tags.
- Encode remainder (200 ms). Whatever survives turns into a memorised L-shape, T-shape, or named cluster.
- Click in chunk order, fastest first to free up rehearsal capacity.
Percentile reference table
Based on aggregated scores from public visual-memory leaderboards (Human Benchmark, MyBrainTest), here is roughly where each level sits in the adult population.
| Level reached | Lit squares | Percentile | Description |
|---|---|---|---|
| Level 4 or below | 3-6 | Below 10th | Slow encoding; usually distracted, tired, or unfamiliar |
| Level 5-7 | 7-9 | 10th-30th | Below average; first attempt range for most adults |
| Level 8-10 | 10-12 | 30th-60th | Average range after 3-5 practice runs |
| Level 11-13 | 13-15 | 60th-90th | Above average; chunking strategy is working |
| Level 14-16 | 16-18 | 90th-99th | Top decile; consistent strategy plus prior practice |
| Level 17+ | 19+ | 99th+ | Elite; common in chess players and trained mnemonists |
Common pitfalls
- Sequential clicking habit. The game does NOT require recall in shown order. Click the fastest-to-find cells first to free up rehearsal capacity for the harder ones.
- Eye-darting during the flash. Saccades cost roughly 200 to 300 ms of usable encoding time each. Fix gaze on the centre of the grid and use peripheral vision to take in the whole pattern at once.
- Verbal labelling. Naming each lit square ("top-left, middle, bottom-right...") routes through the phonological loop, which is the wrong system. Stay visual: keep the after-image in the visuospatial sketchpad.
- Skipping warm-up levels. Brain takes 30 to 60 seconds to engage the right encoding network. Restarting after a game-over is often a higher-scoring attempt than the first run.
- Trying again immediately after a fail. The interference from the wrong recall pollutes the next trial. A 10 to 15 second gap clears working memory.
- Comparing scores across days. Sleep, caffeine and stress move scores by 1 to 2 levels easily. Track a 5-attempt median, not a single best.
Related tools on 3Tej
Frequently asked questions
What is visual working memory and why does this test measure it?
Visual working memory is the brain's short-term store for spatial patterns and locations, held active in posterior parietal cortex for roughly 5 to 30 seconds. This test loads it by flashing a set of lit squares, then forcing recall by click. Most adults reach level 9 to 12 (roughly 11 to 14 squares) before exhausting their three lives. Researchers use similar paradigms (the Corsi block-tapping task) to assess visuospatial span in neuropsychology clinics.
What is the average score on a visual memory test?
Across large online datasets the population average sits at level 11 on the standard 3x3-up-to-7x7 ramp. The top 10 percent cross level 15, and elite scores past level 20 are rare. Mean scores climb from age 16 to about 28 and then decline by roughly half a level per decade as posterior-parietal volume shrinks.
How is this different from the Corsi block-tapping test?
The Corsi test is sequential: the examiner taps a path across nine blocks and you reproduce the order. This tool is positional: all lit squares appear at once and order does not matter. Sequential memory and positional memory load slightly different networks, so the two scores can diverge by 1 to 2 levels in either direction.
Does practising visual memory transfer to real-world tasks?
Direct transfer is small. Meta-analyses on working-memory training (Melby-Lervag and Hulme, 2013; Sala and Gobet, 2017) find specific gains on the trained task but limited generalisation to reading, maths, or general IQ. The honest claim is that you get better at this test, with modest spillover to similar visuospatial tasks like map reading or chess board reconstruction.
Why does the grid grow as I level up?
Larger grids force you to encode both position AND configuration, increasing the visuospatial chunking load. The size increment at every third level keeps difficulty climbing even after you optimise the encoding strategy on smaller grids. Stopping size growth too early creates a ceiling around level 12 where everyone caps out at the same score.
