Chimp test

The chimp test shows numbers on a board, then hides them. Tap them in order from memory.

Example

Example

Unscored example

Tap 1. The other numbers will hide.

An example to explore. No score or practice round is recorded.

The numbers stay up until your first tap. Take as long as you like over them.

The board always has 40 squares. Tap the numbers in order, starting with 1.

Then tap 2, 3 and the rest in order. Clear a board and the next one has one more number.

A wrong tile ends that board and costs a strike. Three strikes end the run.

Your result is the longest board you cleared.

Every mode starts at four numbers.

Learn how

Tap the numbers in order

The board always has 40 squares. Tap the numbers in order, starting with 1.

Then tap 2, 3 and the rest in order. Clear a board and the next one has one more number.

A wrong tile ends that board and costs a strike. Three strikes end the run.

Your result is the longest board you cleared.

Help

A board holds the numbers 1 to a count, starting at four, and one more each time you clear one.

While there are nine numbers or fewer, no two of them sit in touching squares. Above nine they can.

Classic leaves the numbers up until your first tap. The two look modes take them away after a set time, so the whole board has to be taken in at once.

The longest board you cleared is not a count of taps and not a count of boards.

This is a memory practice. The number says how much of one board you held at once, on this screen, today. It says nothing else.

The lesson says where the name comes from.

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Chimp test

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About this practice

How to play

In Classic, tap 1 to hide the remaining numbers, then tap them in order. In timed modes, wait for all the numbers to hide, then start with 1.

A tile you have already cleared does nothing if you tap it again, and costs nothing. Nor does a square with no tile on it.

A wrong tile ends the board at once. Every number is then shown in place, with your tap ringed in red and the tile you needed ringed in green. The next board has the same count.

Three wrong tiles end the run.

A tap is your answer, so there is no undo and no hint. Nothing on this page ever shows you a number that is face down.

Arrow keys move the ring over the board. Enter or Space taps. R starts the run over from four numbers. Escape or End stops the run.

A run that ends on three strikes saves one result in this browser. A run you stop early saves nothing.

The statistics page compares your longest board with your other runs in the same mode.

Your screen, how tired you are and how much you have played all move this number. A result in a browser is not a laboratory measurement.

Remember where each number sits, then tap the numbers in order from 1 upward. Every mode starts with 4 numbers on a board of 40 squares. Clearing a board adds one number to the next board. A wrong numbered tile ends that board and costs a strike; 3 strikes end the run.

What each mode changes

  • Classic: study for as long as you like. Tapping 1 hides the remaining numbers, then you continue with 2.
  • One second look: the numbers hide after one second. Wait until they are hidden, then begin with 1.
  • Half second look: the numbers hide after half a second. Again, wait for them to hide before tapping 1.

The time limit in the look modes applies to studying the board, not to recalling it. The board keeps the same number of squares as the run grows. Up to 9 numbers, no two numbered tiles touch, even at a corner; above that count, they can.

A worked example

Imagine a four-number board with 1 in the upper left, 2 in the upper right, 3 in the lower right and 4 in the lower left. Trace that clockwise route before the numbers hide. In Classic, tap 1 to hide the rest, then follow the remembered route through 2, 3 and 4. Clearing all four moves you to a new five-number board.

If you tap the tile hiding 4 when 3 is next, the board ends with a strike and reveals the numbers. The next board has the same number count in new positions. A tap on an empty square or a tile you already cleared does nothing. A wrong numbered tile cannot be undone.

What your result means

Longest board is the most numbers you cleared in order on one board. Suppose you clear the first board, then use all 3 strikes on five-number boards. Your longest board is 4 numbers, and Boards played is 4. Reaching a five-number board does not give you a score of five: you must clear it.

Active time records time spent in the run and pauses when the tab is in the background. It adds no points to your longest board. Only completed runs are added to statistics; stopping early saves no result. Compare runs in the same mode, since the amount of study time changes the task. Your longest board describes this practice session, not your memory in everyday life.

For a method to try, open the lesson Trace the route. The guide Chimp Test: what the longest-board score means explains the result and the research behind the practice’s name.

For a broader mix of practices, explore the memory practice test. Sign in free to start a test.

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