- 01Reveal the first card
- 02Recall a matching location
- 03Reveal the second
- 04Match or remember and cover
Memory pairs and reuse
Reveal two hidden cards. Matches remain visible; mismatches turn back over. Even failed attempts provide information that can improve later choices.
Play the lab
An original teaching experiment. Parameters explain a tradeoff and do not reproduce the referenced games.
The player's decision
Explore an unknown card or complete a pair using remembered locations?
Original scenario
Original lab: eight cards form four pairs. Try an eight-attempt budget, then six. A fixed layout compares strategies; replay improvement does not prove transfer to new layouts.
Start with this prototype
Build eight cards with four shapes and six/eight-attempt budgets. Reveal only two; let players dismiss mismatches. Match all to win, exhaust attempts to lose, and allow reset without a timer.
Change one variable
Change attempt budget before layout; memorizing one board is not the sole measure of understanding.
What to observe in a playtest
Can one card be clicked twice for a false match? Does completing the final pair on the last attempt win?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Hidden-card accessible labels must not reveal faces. Rapid auto-hiding tests reading speed instead of memory.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Original MEMORY Game
The official rules link hidden locations to retaining matched pairs.
- Clubhouse Games: 51 Worldwide Classics
Nintendo's collection includes Matching, a digital-interface comparison for a physical memory game.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build eight cards with four shapes and six/eight-attempt budgets. Reveal only two; let players dismiss mismatches. Match all to win, exhaust attempts to lose, and allow reset without a timer.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.