Sequence Squares Game
How long a sequence can you hold? Fifteen squares, five across and three high, light up one after another. Tap them back in the same order. Each level keeps the sequence and adds one more square to the end, so the game climbs one step at a time until your memory runs out.
Fifteen squares light up one after another. Tap them back in order as the sequence grows by one each level.
How to play
- Watch the squares. Level 1 lights one square, level 2 lights that square and one more, and so on. A square can come up more than once.
- When the lights stop, it's your turn. Tap the squares in the same order. There is no time limit for your turn.
- Get the whole sequence right to clear the level. A wrong square shows in red, the one you should have tapped gets a dashed outline, and the same sequence plays again.
You have three lives. Each wrong square costs one, and the game ends when the last one goes. The lights get a little quicker each level.
The squares are shaded from deep at the bottom left to pale at the top right. With sound on, each square has a soft tone of its own, rising with the shade, but the game is just as playable in silence.
On a keyboard, move between the squares with Tab or the arrow keys and tap one with Space or Enter. Escape pauses, and a pause during the lights plays the sequence again from the start.
Scoring
- Clearing a level scores 10 points for each square in its sequence, so level 5 is worth 50.
- The high scores show your score and the level you reached. Your five best runs are saved in this browser.
- Practice mode costs no lives and saves no scores, so you can stay on a level as long as you like.
About sequence memory
Remembering things in order is a different skill from remembering what they were. Most people can hold about seven items in a row before they start to drop some. Grouping helps: a run of three squares across the bottom row is one shape, not three squares to remember.
A memory palace is the classic way to hold a long sequence: give each item a place along a route, and walk the route to get them back in order.
Like Simon, with Fifteen Squares
Sequence Squares plays like Simon, the electronic memory game with four colored buttons that Milton Bradley released in 1978: watch a sequence light up, repeat it, and the next round adds one more step. Simon has four buttons, so each step is one of four. Here each step can be any of fifteen squares, which makes a sequence of the same length harder to hold, and a wrong square costs one of three lives instead of ending the game. For the four-button start, try Growing Ring.
Try Memory Grid, where squares light up all at once, Melody Lock, a sequence of piano keys, or play our other free memory games.