Simon Says

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Controls

  • Click Start to begin.
  • Watch the sequence of colours that light up.
  • Click the colours back in the same order.
  • Each round adds one more colour to the sequence.

Simon is the 1978 electronic memory game by Ralph Baer and Howard Morrison (manufactured by Milton Bradley), one of the most successful electronic toys ever made and a cultural icon of the late 1970s and early 1980s. The disc-shaped toy has 4 large colored buttons (red, green, blue, yellow); the game plays a sequence of lights and tones; you repeat the sequence. Each correct repetition adds one more step. Simple, addictive, and the basis for an entire genre of memory games.

How to play

  • 4 colored pads arranged in a circle: Green (top left), Red (top right), Yellow (bottom left), Blue (bottom right).
  • The game plays a sequence: one pad lights up + one tone plays.
  • You repeat the sequence by clicking or tapping the pads in the same order, or with keys 1 to 4 (1 = green, 2 = red, 3 = yellow, 4 = blue).
  • Each correct repetition: game plays the same sequence + ONE NEW step at the end.
  • Wrong pad: in Normal mode the game replays the sequence and you try the same level again. In Strict mode one mistake restarts you from level 1.
  • Choose Slow, Normal or Fast playback speed. Your level = the longest sequence you correctly repeated; your best is saved in your browser.

Beginner strategy

  • Listen, don’t watch. The 4 pads each play a distinct tone (green E, red C, yellow A, blue a low E). Tones are easier to memorize than positions.
  • Chunk by 3-4. Don’t try to remember 10 individual taps. Group them: “Red-Green-Yellow, then Blue-Red-Green, then…”
  • Use spatial patterns. Sometimes the sequence forms a visual shape (clockwise loop, zigzag). Recognize patterns.
  • Repeat aloud. Saying the colors aloud uses your verbal memory as well.
  • Don’t rush input. The game waits for you. Take a breath between taps.

Intermediate strategy

  • Tone-based memorization. From highest to lowest, the tones are green (E), red (C), yellow (A) and blue (the E an octave below green). With practice, you can “sing” the sequence in your head.
  • Combine vision + sound. Multi-channel encoding makes sequences stickier in working memory.
  • Recognize repeat sub-sequences. If the sequence is “Red Green Blue Red Green Blue Yellow”, you’ve effectively got 3 elements (RGB pattern + Yellow).
  • Don’t pause too long. The original Simon has a timeout. This version has no time limit, but excessive pausing breaks rhythm and verbal repetition.
  • The 20+ level barrier. Long sequences get hard fast. Past about 20 steps, chunking strategies become essential.

Advanced strategy

  • Mnemonic encoding. Convert the sequence to mental imagery: “Red rocket, green grass, blue sky, yellow sun…” The story sticks better than abstract sequence.
  • Internal beat. Develop a steady tap-back rhythm. Don’t speed up or slow down based on remembered vs unsure.
  • Recovery from misclick. In Normal mode a wrong pad isn’t the end: the sequence replays, so refocus and go again.
  • Practice sequences. Start on Slow speed, then move to Normal and Fast once long sequences feel comfortable.
  • Eyes-closed play. Once tone-recognition is strong, you can play purely by sound, removing visual confusion.

Simon’s history

  • 1978 — Simon released: Milton Bradley releases Simon. Designed by Ralph Baer (the “father of video games”) and Howard Morrison. Inspired by an Atari arcade game called Touch Me.
  • Late 1970s–early 1980s — peak popularity: Simon becomes one of the best-selling toys of the era.
  • 1980s — pop culture: Simon becomes a household toy and a familiar sight in TV and films.
  • Later variants: Simon Trickster, Simon Swipe, Simon Air. Hasbro continues to release variants.
  • Today: classic-style Simon units are still sold, and the game is widely copied as an app and browser game.

Why Simon works as a game

  • Pure memory test. No reflexes, no strategy. Pure recall.
  • Growing difficulty. Each round is harder than the last. Forces incremental improvement.
  • Multi-modal feedback. Color + sound + button position. Rich sensory experience.
  • Quick rounds. 30 seconds to 2 minutes per attempt. Easy to play “one more time.”
  • Social. Taking turns to beat each other’s best level is entertaining for everyone watching.

Common mistakes

  • Rushing input. Tapping too fast = more wrong inputs.
  • Watching the buttons instead of listening. Visual confusion at high levels.
  • Not chunking. Trying to remember 15 separate taps is harder than 5 chunks of 3.
  • Forgetting the start of the sequence. Always replay from the beginning in your head before tapping.

Variants and successors

  • Simon (original). 4-button disc. The classic.
  • Simon Trickster. Adds extra game modes to the classic formula.
  • Simon Air. No buttons — motion-sensor based.
  • Sequence Memory. Grid-based digital adaptation. Same mechanic, less iconic.
  • Memory. Card pair matching — different mechanic but same memory genre.
  • Visual Memory / Number Memory / Chimp Test. Modern memory tests building on Simon’s foundation.

FAQ

  • Q: How many colors? A: 4 — Red, Green, Blue, Yellow.
  • Q: What’s the maximum level? A: No theoretical max. The sequence keeps growing by one step for as long as you keep repeating it correctly.
  • Q: Should I use color names or sound names? A: Both help. Multi-modal encoding wins.
  • Q: Why is each button a different tone? A: The tones give you a second channel to remember the sequence by. In this version they are E, C, A and a low E, notes that sound pleasant in any order.

For other memory games, try Memory Match, Sequence Memory, Visual Memory, or Chimp Test.

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