201Number memory
A number appears, hides, and you type it. Every right answer adds a digit.
3 digits
No best score yet.
You will see a number for a few seconds; when it hides, type it.
How it's made
The idea
I show you a number for a few seconds, hide it, and you have to type it. Get it right and the next one has one more digit; get it wrong and the game ends with your score.
Short-term memory is often said to hold about seven digits: George Miller's “seven, plus or minus two”, from 1956. This game is the most direct way to find where your own limit is.
The parts
The screen
Every digit has its own cell and never leaves it. Levelling up doesn't redraw everything: one more cell appears at the end.
The timer
The number stays visible for one second plus seven tenths per digit. The emptying bar is that time. With no time limit there is no bar: you hide it when you're ready.
The keyboard
A field that only takes numbers: on a phone it opens the number pad, and Enter checks. Focus moves to the field every round, so you can play without a mouse.
The phases
Idle
Before starting or after a game ends. Your best score is shown.
Look
The number is on screen and the clock runs, or you wait to say “Got it”.
Type
The cells empty and you type what you remember.
Result
If it matches, one digit is added and you look again; if you picked a level, they all have the same length and right answers in a row are counted. If not, you see your number next to the right one and the game ends.