Simon Says (also known simply as "Simon") is a classic electronic memory game that has challenged players since its introduction in 1978. The game features four colored buttons that light up in random sequences, accompanied by distinct tones. Players must watch the pattern carefully and then repeat it back by pressing the buttons in the correct order. Each successful round adds one more step to the sequence, making the challenge progressively harder.
This digital version captures all the addictive gameplay of the original handheld device while being accessible on any device with a web browser. Test your memory, concentration, and pattern recognition skills as you progress through increasingly complex sequences!
Simon Says is more than just a game - it's a cognitive exercise that engages multiple mental processes simultaneously. The game primarily tests your working memory, which is your brain's ability to hold and manipulate information over short periods. Working memory is crucial for many daily tasks, from following instructions to mental arithmetic.
The game also activates your attention systems. You must maintain sustained attention throughout the sequence, selectively focus on the relevant stimuli (the lights and sounds), and divide your attention between watching and remembering. This multi-faceted attention training has real-world benefits for concentration and focus.
Additionally, Simon exercises pattern recognition and sequential processing skills. Your brain naturally looks for patterns and regularities in the sequences, which can help you remember longer chains. This type of cognitive processing is fundamental to language, music, and many other complex human abilities.
Simon was invented by Ralph H. Baer and Howard J. Morrison, with software programming by Lenny Cope. It was launched by Milton Bradley (now part of Hasbro) in 1978 and became an instant sensation. The original handheld electronic game featured a circular design with four large colored buttons (red, blue, green, and yellow) and a simple but addictive gameplay loop.
The game arrived at the perfect time to capitalize on the late 1970s craze for electronic games and microprocessor toys. Simon's simple but challenging gameplay, combined with its futuristic electronic appeal, made it one of the bestselling games of the era. By 1980, over 10 million units had been sold worldwide.
Ralph Baer, Simon's co-inventor, is also known as the "Father of Video Games" for developing the first home video game console, the Magnavox Odyssey, in 1972. Simon represented his vision of creating simple but engaging electronic entertainment that anyone could pick up and play.
The game's popularity made "Simon Says" a household name beyond the traditional children's game. The distinctive lights and sounds became iconic symbols of 1980s gaming culture. Simon has appeared in numerous movies and TV shows as a symbol of memory challenges and 1980s nostalgia.
The game's influence extended to cognitive research, where psychologists and neuroscientists have used Simon and similar sequence-memory tasks to study working memory, attention, and cognitive development. Many modern brain-training apps and games owe a debt to Simon's pioneering gameplay mechanics.
The success of the original Simon led to numerous variations over the years:
Digital versions like this one have brought Simon to a new generation of players who may never have held the original handheld device. The core gameplay remains timeless, proving that great game design transcends technology.
Chunking: Instead of remembering "green-red-yellow-blue-green-red-yellow-blue" as eight individual items, chunk it into two groups of four: "(green-red-yellow-blue)-(green-red-yellow-blue)". Our working memory can typically hold 7±2 individual items, but each "chunk" counts as one item, effectively increasing capacity.
Story Method: Create a quick narrative connecting the colors. For example, "The frog (green) got angry (red) when the sun (yellow) reflected off the ocean (blue)." Stories are easier to remember than random sequences because they leverage our natural narrative memory.
Motor Memory: Pay attention to the physical movements your hand makes. Your motor cortex can remember movement patterns independently of conscious thought, giving you a second memory system to rely on.
Rehearsal: Mentally rehearse the sequence during the brief pause before you need to input it. This active rehearsal strengthens the memory trace and improves recall accuracy.
Progress in Simon is measurable and provides clear milestones for improvement:
The unofficial world record for the longest sequence correctly repeated on Simon is believed to be over 30 levels, though exact records vary depending on the specific version and timing settings. Some exceptional players have reportedly reached into the 40s or even 50s with the original handheld version. In competitive speed runs, players focus on how quickly they can reach specific levels rather than just maximum level achieved. The difficulty increases exponentially - while many people can reach level 10, getting to level 20 requires significantly more skill, and level 30+ represents truly exceptional memory and concentration abilities.
The sequence length equals your current level. At Level 1, you remember just 1 color. At Level 5, you remember 5 colors in sequence. At Level 10, you're remembering 10 colors. This linear progression means the game gets steadily harder - each new level adds one more item to remember. Human working memory capacity is typically around 7±2 items, so once you pass level 7-9, you'll need to employ memory strategies like chunking or pattern recognition rather than relying on pure memorization.
Yes, research suggests that working memory games like Simon can improve your memory capacity with regular practice. Studies have shown improvements in working memory span, attention control, and processing speed from consistent training with sequence-memory tasks. However, the improvements are most pronounced in the specific skills being trained. The benefits do transfer somewhat to real-world memory tasks, but they're not a magic solution for all memory problems. Think of it like physical exercise - regularly playing Simon will make you better at memory tasks generally, but it works best as part of a broader approach to cognitive health that includes good sleep, nutrition, and varied mental challenges.
The name cleverly references the popular children's game "Simon Says," where players must follow instructions only when prefaced with "Simon says." In that game, "Simon" is the authority figure whose commands must be followed precisely. The electronic game adopted this name because players must precisely follow the pattern that "Simon" shows them - no deviations allowed. The connection to the children's game also made it immediately recognizable to consumers and suggested the kind of follow-the-leader gameplay involved. It was a brilliant marketing choice that helped the game achieve instant name recognition.
Advanced players use several key strategies. First, use "chunking" - break the sequence into groups of 3-4 colors rather than trying to remember the entire string. Second, develop muscle memory by focusing on the physical pattern of button presses rather than just the visual sequence. Third, use verbal encoding - say the colors as they appear to engage your auditory memory alongside visual memory. Fourth, look for repeating patterns or symmetries within sequences. Fifth, eliminate all distractions and enter a focused, meditative state. Finally, practice regularly - memory skills improve significantly with consistent training. Many high-level players also recommend taking a brief pause before starting your input to mentally review the entire sequence one more time.
In the original electronic Simon, the game could theoretically continue indefinitely - the limitation was human memory capacity, not the device. However, the original game had a maximum sequence length of 31 steps due to its 8-bit memory limitations. This digital version has no such technical limitation and will continue adding steps to the sequence indefinitely until you make a mistake. From a practical standpoint, the "maximum" is determined by the limits of human working memory and attention. Most people find it extremely difficult to consistently exceed 20-25 steps, making that the effective maximum for all but the most exceptional players. The game essentially becomes impossible around level 30-40 for even the best memory athletes.
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