Color Game Unlimited: Test Your Color Memory

A color fills the screen, a timer runs out, and it is gone. Rebuild it from memory on three sliders and see how much of a color your mind can actually hold.

  • Free to play
  • No sign-up
  • Daily + unlimited
  • Works on mobile
Color Game

See a color. Lose it. Rebuild it from memory.

Five colors, up to 10 points each, 50 for a perfect run.

The color game is a memory test with one rule. A color fills the card for five seconds on Easy, or two on Hard and Brutal, then disappears. You bring it back with three sliders, hue, saturation and brightness, and lock it in. The original appears beside your version with a score from 0 to 10, worked out from how different the two look to a human eye rather than from the slider numbers.

Five colors make a color game run and a perfect run is 50. Nobody gets 50. The reason is the subject of half this page: memory holds a color's name and a rough impression, then quietly fills in the rest from what that kind of color usually looks like. Greens come back greener, dusty blues come back plain blue, and everything comes back a little brighter than it was.

Play today's colors, the same five for everyone on the date, or an unlimited color game run with a fresh five every time. The color game is free, needs no account, keeps your best and average on your device, and runs on a phone as well as a desktop. Brutal mode adds a barrage of wrong color words while you are trying to look, and a clock on the sliders.

Color Game

How to play Color Game

  1. 1

    Pick a mode and a difficulty

    Today's colors deals the same five to every color game player and records one result per day on your device. Unlimited deals a fresh five. Easy shows each color for 5 seconds, Hard for 2, and Brutal for 2 under a storm of wrong color words, with 3.5 seconds to answer.

  2. 2

    Look at the color

    After a ready, set, go, the color fills the card with a countdown. Do not just stare. Say what it is, then say how it differs from that name: a blue that leans green, a red that is a little dusty. The lean is the part memory drops first.

  3. 3

    Rebuild it on the sliders

    When the color is gone, three vertical sliders appear: hue around the wheel, saturation from gray to vivid, brightness from black to full. The color game starts the sliders on a hue at least 60 degrees from the answer so the starting point gives nothing away. The whole panel shows your current mix. Press Lock in when it matches what you remember.

  4. 4

    Read the reveal, then finish five

    Your color and the original sit side by side with their hue, saturation and brightness values and a score out of 10. Five colors make a color game run out of 50. The results screen lists every pair, your total, your best and average for that mode and difficulty, and a share text with one square per color.

Color Game

Game modes

Today's colors

Five colors dealt from the date, identical for every color game player, with a new set at midnight in your own time zone. Pick any difficulty; the colors are the same and only the timers change. One result per day per device.

Unlimited runs

A fresh five every time you press play, no daily cap and no cooldown. Unlimited is where you train your eye for the color game; the daily is where you prove it against friends.

Easy, Hard, Brutal

Easy gives you 5 seconds to look. Hard gives you 2. Brutal gives you 2 while wrong color words flash over the color in other colors, then 3.5 seconds on the sliders before the color game locks in whatever you have.

Share text

A line of five squares, green from 9.3, yellow from 7.5, orange from 5 and red below, with your color game total out of 50 and the puzzle number. Nothing in it spoils the colors.

What you get

  • A color memory test, not a trivia quiz: there is no color theory to know and nothing to name
  • Scored on how different two colors look, using CIELAB and the CIEDE2000 color-difference formula, not on slider arithmetic
  • Five colors per color game run worth up to 10 each, for a maximum of 50
  • Three difficulties: 5 seconds, 2 seconds, or 2 seconds under Stroop interference with a 3.5-second answer clock
  • A daily color game set shared by everyone plus unlimited runs with fresh colors
  • Sliders start on a hue at least 60 degrees from the answer, so the starting point never hints
  • Colors drawn from the whole wheel with saturation and brightness between 15 and 100 percent
  • Best score and average kept on your device for every mode and difficulty, no account
  • Keyboard play on the sliders with arrow keys, Page Up and Page Down
  • Free in the browser on phone, tablet or desktop, nothing to install

Color Game

Questions

The rules, and the questions people ask.

What is the color game?

The color game is a browser memory test. A color is shown for a few seconds, taken away, and you rebuild it from memory with hue, saturation and brightness sliders. Each color scores from 0 to 10 by how close your rebuild looks to the original, and five colors make a color game run out of 50. It is free, needs no sign-up and has a daily set as well as unlimited runs.

How is the color game scored?

The color game converts both colors to CIELAB, a color space designed so that equal distances look roughly equally different, and measures the gap between them with the CIEDE2000 formula, written ΔE00. A gap of about 1 is the smallest most people can see. The score follows a curve: a ΔE00 of about 4 scores around 9.5, about 10 scores around 8, 25 scores 5, and 50 or more scores little. A small bonus is added when the hue is nearly right on a strong color, and a small penalty when the hue is more than 30 degrees off on one.

What counts as a good score in the color game?

On a single color, 8 or more means the same color by name and only a little off side by side; 9.5 or more is a near copy. For a color game run, 40 out of 50 is strong, 45 is excellent, and anything above 48 is rare. First runs on Easy usually land between 25 and 38. The share text marks each color green from 9.3, yellow from 7.5, orange from 5 and red below.

Is the color game unlimited?

Yes. Besides today's colors, which is one set per day, the color game has an unlimited mode that deals five fresh colors every time you press play, with no daily limit, no cooldown and no account. Your best and average for each difficulty are kept separately for the daily color game and for unlimited runs.

What is the difference between Easy, Hard and Brutal in the color game?

Only the timers and the interference. Easy shows each color for 5 seconds, Hard for 2 seconds, and Brutal for 2 seconds while color words in the wrong colors flash over the swatch every half second. Brutal also puts a 3.5-second clock on the sliders and locks in whatever you have when it runs out. The color game draws its colors from the same range in every difficulty, and the scoring is identical.

Why are colors so hard to remember?

Because memory stores a color as a name plus a rough impression, then rebuilds the rest from what that kind of color usually looks like. Experiments since 1960 have found that remembered colors come back more saturated than they were and drift toward the center of their color category. The color game puts one color at a time well inside the two-or-three-item limit of visual working memory, so a low score is a color that drifted, not one that was forgotten outright.

Which colors are hardest in the color game?

Muted, dark and in-between ones. A vivid red has a name, and the name carries you most of the way back. A teal, a mauve, an olive or a dusty rose has no single word, so memory rounds it toward blue or green, pink or purple. Dark and grayish colors are harder again in the color game, because hue counts for less on them and the exact brightness and saturation count for more.

Does my screen change my color game score?

Not the number. The color game compares the values it drew with the values you set, so a dim screen, a night-light mode or a different phone makes no difference to the arithmetic. It can change how hard the color game feels: a warm tint shifts the original and your rebuild by the same amount, but a dim screen squeezes dark colors together and makes brightness harder to judge.

Is there a daily color game?

Yes. Today's colors deals the same five colors to everyone from the date, with a new set at midnight in your local time zone. You can play the daily color game on any difficulty, the result is kept on your device, and you can share it as five colored squares without spoiling the colors. Unlimited runs are available all day alongside it.

Can I play the color game if I am color blind?

You can, and the scoring does not change, but the score will reflect what your eyes can separate. About 1 in 12 men and 1 in 200 women of European descent have some red-green color deficiency, which makes certain hue differences that the CIEDE2000 formula counts as large look small. Brightness and saturation are unaffected, and many color-blind color game players do well by concentrating on those two sliders.

How do I get better at the color game?

Name the color, then name the lean: a blue that leans green and is a little gray. Spend the countdown on saturation and brightness, because the hue is the part memory keeps anyway. Set saturation a notch below what feels right, since remembered colors come back more vivid than they were. Work the sliders in a fixed order, hue, brightness, saturation, then a last look at hue. And read the color game reveal, not just the score, to learn which way you miss.

Is the color game free, and does it work on a phone?

The color game is free, runs in any modern browser, and needs no app, account or payment. On a phone the three sliders respond to touch and the whole panel shows your current color. Your best and average scores live in the browser's local storage on the device you played on.

The color game guide to remembering a color

What is the color game?

The color game is a test of one narrow ability: holding an exact color in your head for a few seconds. A color fills the card, a countdown runs, and the color vanishes. Three sliders appear, for hue, saturation and brightness, and the panel behind them shows whatever you have mixed so far. When it matches what you remember, you lock it in. The original comes back beside your version, each labeled with its three values, and a score from 0 to 10 tells you how close the two look.

That is the whole loop. There is nothing to name, no palette to learn, no hex codes. Five colors make a color game run, scored out of 50, and the game keeps your best and your average for each difficulty on the device you play on. The daily color game deals the same five colors to everyone on the date; unlimited runs deal a fresh five as often as you like.

What makes the color game interesting is not the rules but the gap it exposes. While the color is on screen it feels completely known. Two seconds after it is gone, you discover that what you kept was a word and a mood, and that the sliders ask for far more than that. The rest of this page is about why, and about how to close the gap.

Why colors are so hard to remember

Psychologists have run a version of the color game in the lab for over twenty years, and their results explain most of what happens on the sliders.

Memory keeps the name, not the shade

In 2015 Gi-Yeul Bae and colleagues asked people to reproduce colors on a continuous wheel, some while the color was still visible and some from memory. Answers from memory were pulled away from the borders between color names and toward the center of each category, by up to ten degrees of hue, and even a sub-second delay roughly doubled the pull compared with matching a color in view. The brain seems to store a color as a label, "blue", plus an estimate of the exact shade, and when the estimate fades the label takes over. A teal drifts toward plain green or plain blue; a mauve becomes pink or purple. Every color game round replays this experiment.

Berlin and Kay counted the basic color terms of English in 1969 and found eleven: black, white, red, green, yellow, blue, brown, orange, pink, purple and gray. Pointer and Attridge estimated in 1998 that the number of surface colors a person can tell apart is about 2.3 million. Eleven labels for millions of colors is the whole problem of the color game in one ratio.

Remembered colors come back more vivid

In 1960 C. J. Bartleson asked fifty people to pick the colors of ten familiar things, grass, sky, brick, skin, from a large set of Munsell chips, from memory. Every one of the ten came back different from measurements of the real thing, and in most cases more saturated and lighter. Memory does not just blur a color; it exaggerates it. In 2006 Hansen and colleagues showed that this leaks into perception itself: asked to adjust a photograph of a banana until it looked gray, people stopped on a slightly bluish banana, because a truly gray one still looked faintly yellow to them.

For the color game sliders, this has a direct consequence. If your rebuild keeps coming out as the more vivid of the two on the reveal, you are not misremembering by accident. You are doing what everyone does, and the fix is to aim below what feels right.

Two or three colors, then nothing

Zhang and Luck, in Nature in 2008, used a wheel of 180 equally bright colors in CIELAB, the same space the color game scores in, and found that people hold a precise copy of about three colors and nothing at all of the rest. A year later they showed that a held color does not fade gradually; it stays precise for a while and then drops out whole, which they called sudden death. The color game asks for one color at a time, well inside that limit, so a bad round here is almost never a color forgotten outright. It is a color that was held and then drifted, and the drift has a direction you can learn.

How the color game scores a rebuild

Slider numbers would make an unfair score. Hue 359 and hue 1 are the same red. At zero saturation every hue is the same gray, and at zero brightness every color is black. So the color game scores what you would see, not what you typed.

Both colors are converted from hue, saturation and brightness to sRGB, then to CIELAB, the CIE's 1976 color space built so that equal distances stand for roughly equal visible differences. The gap between the two points is measured with CIEDE2000, the CIE's color-difference formula of 2001, written ΔE00, which corrects the raw distance for the way the eye is more forgiving of lightness errors on very dark and very light colors, less forgiving of hue errors on strong colors, and oddly tolerant in the blues. A ΔE00 of 0 is an exact match. About 1 is the smallest difference most people can pick out. Dentists, who match tooth shades for a living, have measured where visible begins: in a 2015 study across seven sites, half of 175 observers could see a difference of 0.8, and half would accept 1.8 as a match. Ten is plain side by side. Thirty is another color.

The color game score follows a smooth curve from that distance. A ΔE00 of about 4 scores roughly 9.5. About 10 scores roughly 8. A ΔE00 of 25.25 scores exactly 5, and the curve is built so that it is gentle on near misses and steep further out, which means the right color a shade off still scores well while a different color scores little. Two small corrections sit on top. When the hue is within about 25 degrees of the answer on a reasonably saturated color, up to a quarter of the missing points are given back, because getting the hue right on a strong color is the hard part. When the hue is more than 30 degrees off on a saturated color, up to 15 percent of the score is taken away. Finally the second decimal is nudged by a few hundredths in a fixed way, so that two different near-misses do not show identical numbers.

The color game's implementation is checked against test pairs published by Sharma, Wu and Dalal in 2005, which is the standard way to confirm that a CIEDE2000 routine is correct. The five scores in a run are added two decimals at a time, and the run total is out of 50.

Hue, saturation and brightness, explained

Three numbers describe any color on a screen, in the order a painter thinks about mixing one, and they are the three sliders of the color game.

Hue is which color it is, as a position on the wheel: red at 0 degrees, yellow at 60, green at 120, cyan at 180, blue at 240, magenta at 300, and round to red again at 360. The hue slider in the color game runs through the whole wheel.

Saturation is how far the color is from gray, from 0 percent, which is gray at that brightness, to 100 percent, the purest version of that hue the screen can produce. A dusty rose and a hot pink can share a hue and differ only here.

Brightness is how much light the color has, from 0 percent, black, to 100 percent, as much as the screen gives that hue. It is not lightness. On the CIELAB lightness scale, where 0 is black and 100 is white, full-brightness yellow sits near 97 and full-brightness blue near 32, because a screen emits far more light for yellow than for blue. So a deep, dark-looking blue or violet can be at full brightness, while a yellow turns olive well before its brightness slider is halfway down. This is why full blue looks so much darker than full yellow at the same setting, and why the color game's brightness slider rewards a different instinct for every hue.

Splitting a color into these three goes back to the painter Albert Munsell, whose A Color Notation of 1905 called them hue, chroma and value and arranged them in steps meant to look even. The sliders are the screen-age cousin of that system, HSB, also called HSV. Alvy Ray Smith wrote the conversion between it and the red-green-blue values a monitor actually uses for a paint program in the 1970s, and published it in 1978. The three interact: at zero saturation the hue slider does nothing, and at zero brightness nothing does anything, so a hue error costs little on a pale or dark color game round and a lot on a vivid one.

Easy, Hard and Brutal in the color game

The three difficulties change how long you can look and what gets in the way. They do not change the colors, which the color game draws from the whole wheel with saturation and brightness anywhere between 15 and 100 percent, and they do not change the scoring.

Easy shows each color for 5 seconds, with no clock on the sliders. This is where most people should start the color game, and where the habits below are easiest to practice, because five seconds is long enough to name the color and then name the lean.

Hard shows each color for 2 seconds. That is enough to read the hue and get a feel for brightness; it is rarely enough to judge saturation carefully, which is why Hard color game scores are usually a few points lower on exactly the colors that have no name.

Brutal shows each color for 2 seconds while wrong color words flash over it every half second, each in an ink chosen to contrast with the swatch, sometimes rotated, sometimes stacked three high, sometimes replaced by a plain block of another color. Then the sliders get 3.5 seconds, and when the clock runs out the color game locks in whatever you have. Brutal is less a memory test than a test of attention under interference, and a color game run above 35 on it is a genuine achievement.

The Stroop effect, and why Brutal is brutal

In 1935 John Ridley Stroop printed color words in mismatched inks, the word "red" in green, and timed people naming the ink. They were markedly slower than when naming the color of a plain block, and they made more errors. Reading is automatic for a literate adult, and the automatic reading of the word competes with the deliberate naming of the color. The effect is one of the most replicated in psychology.

The color game's Brutal mode runs that experiment on you while you are trying to encode the swatch. The words are chosen so that none of them is the plain name of the color you are looking at, and their inks are chosen to be readable against it, so the interference is maximal: every half second a loud, wrong label arrives through the channel your memory would most like to use. The defense is the same one that works in the lab. Do not read. Fix on the edge of the swatch where there are no words, decide the hue first, then brightness, and accept that saturation on a Brutal color game round is a guess you will refine over many runs.

How to get better at the color game

The experiments above each point to a habit. These five turn a color game 30 into a 40.

Name the color, then name the lean

The label is the part memory keeps best, and it drags the rest of the color toward a typical example of that label. So use the color game countdown to say, silently, how the color differs from its name: a blue that leans green and is a little gray; an orange that is nearly brown. The lean is exactly what the label would otherwise erase, and three or four words of it survive the gap far better than an unspoken impression.

Spend the seconds on saturation and brightness

Hue is the easy thing to hold. It has a name. Brightness and saturation are the two things a name says nothing about, and they are where most color game points are lost. Once you have the hue, give the rest of the countdown to the questions how dark is this, and how gray is this, and try to attach a rough number to each: about 70 percent bright, about half saturated.

Set saturation a notch low

Two biases push the same way. Remembered colors are more saturated than the originals, and memory pulls an in-between color toward a plain, typical one. If the color game reveal keeps showing your color as the more vivid of the pair, aim one notch below what feels right. Most players need this correction on almost every muted color and never on the vivid ones.

Work the sliders in one order

Hue first, then brightness, then saturation, then one last look at hue. A fixed order stops you chasing one slider while another is wrong, which is the most common way to turn a good memory into a bad color game score. On a pale or dark color, the hue matters least, so if time is short on Brutal, settle brightness before you touch anything else.

Read the reveal, not only the score

The color game reveal shows both colors with their values. Note which slider was off and which way: too light, too vivid, too warm. Most players miss in the same direction nearly every round, and a bias you know about is one you can correct on the next color. The results screen lists all five pairs for the same reason.

Daily colors or an unlimited run

The daily color game deals five colors from the date, so everyone who plays on the same calendar day sees the same five in the same order, including the same starting positions on the sliders. The set changes at midnight in your own time zone. You can play it on any difficulty, and the color game records one result per day on your device, with the difficulty noted in the share text so a friend on Brutal is not compared with you on Easy.

Unlimited color game runs deal a fresh five every time. They are the practice mode, and the stats screen keeps a separate best and average for unlimited runs on each difficulty. The numbers you want to watch are the averages. A best score is a lucky set of nameable colors; an average that climbs is a habit forming.

Reading your color game results

Each color scores from 0 to 10 with two decimals. A score of 8 or above means the two colors would get the same name and sit only slightly apart side by side, a ΔE00 of roughly 10 or less. From 9.5 the pair is a near copy, a ΔE00 of about 4 or less. From 6 you are in the right family on a visibly different shade. Under 4 the two look like different colors.

For a color game run, 30 is a fair first result on Easy and the number most people settle at before they start correcting their biases. A run of 40 means every color came back as the right color, a touch off. A run of 45 means you were within a couple of visible steps on each. The color game share text compresses this into five squares: green from 9.3, yellow from 7.5, orange from 5, red below. A row of five greens is the thing to chase.

Does the screen change the color game score?

Not the arithmetic. The color game compares the numbers it drew with the numbers you set, and those do not depend on the display. A dim phone, a night-light mode or a cheap monitor leaves the scoring exactly where it is.

What a screen changes is the difficulty. The original and your rebuild are shown on the same display, so a warm tint shifts both the same way and you can still match by eye. But a dim screen or a night mode squeezes dark colors closer together, which makes brightness harder to judge, and a very bright screen in a dark room exaggerates saturation. If you are comparing color game scores with a friend, play in similar conditions, or accept that the daily is a contest of eyes and screens together.

From Newton to CIEDE2000: how color became a number

The ruler the color game scores with took three centuries to build. Isaac Newton's prism experiments of 1672 showed that white light is a mixture of colors bent by different amounts, and his Opticks of 1704 bent the spectrum round into a circle, the first color wheel, with red and violet meeting where no spectral color exists.

Munsell's notation of 1905 gave every color three separate qualities in steps meant to look even, and his charts are still used to describe soil. In 1931 the International Commission on Illumination, the CIE, defined the color-matching responses of a standard observer, so that a color could be specified by numbers rather than by a painted sample. In 1943 Dean Farnsworth published the Farnsworth-Munsell 100 hue test, 85 colored caps to arrange by hue, still used to grade color vision.

In 1976 the CIE published CIELAB, a space built so that equal distances look roughly equally different. It was good but not perfect: distances in the blues and among very saturated colors did not match what people saw. The CIEDE2000 formula of 2001, developed by Luo, Cui and Rigg, added corrections for lightness, chroma, hue and a rotation term for the blues, and became the standard way to put one number on how different two colors look. Sharma, Wu and Dalal published a set of test pairs in 2005 so that anyone implementing it could check their work. That formula, checked against their pairs, is what turns a color game rebuild into a score.

Color game, colour game: one word, two spellings

Color reached English in the Middle Ages from Anglo-French, from the Latin color, which in Old Latin meant a covering. Colour was the usual English spelling for centuries, and scholars tidying words back toward their Latin roots made color an alternative. Noah Webster's dictionaries of 1806 and 1828 settled color for the United States, while British usage kept colour. Searches for the color game and the colour game land on the same page here, and the color game is the same under either spelling. The CIE itself, which defines the formula that scores it, writes colour.

The color game beyond the browser

The lab task the color game copies is called delayed estimation. Wilken and Ma introduced it in 2004: flash a few colored squares, blank the screen, and ask people to click the color of one of them on a wheel of 252 hues. Answering on a continuous scale instead of saying same or different turns a memory into a number, how many degrees round the wheel the answer landed from the truth, and that number is what let Zhang and Luck measure the two-or-three-item limit. The color game's sliders are the same idea with three dimensions instead of one.

Outside the lab, people are paid to do what the color game asks. Paint matchers at hardware stores, dental technicians choosing a tooth shade, printers checking a proof against a swatch, and colorists grading film all hold a color across a gap of seconds or minutes, and all of them learned the habits above. If you would rather test colors you have carried for years than for seconds, try remembering the exact color of a stop sign or a banana before you look at one. Bartleson's subjects could not do it in 1960, and nobody has done much better since.

Color Game

Terms, defined

Hue
Which color it is, as a position on the color wheel from 0 to 360 degrees. Red sits at 0, green at 120 and blue at 240, and the wheel closes back on red.
Saturation
How far a color is from gray, from 0 percent, which is gray at that brightness, to 100 percent, the purest version of that hue the screen can show.
Brightness
How much light the color has on the HSB scale, from 0 percent, black, to 100 percent, as much as the screen gives that hue. It is not the same as lightness: full blue looks far darker than full yellow at the same brightness.
HSB
Hue, saturation and brightness, the three sliders in the color game. Also called HSV, with V for value. Alvy Ray Smith published the conversion in 1978 for a paint program.
CIELAB
The International Commission on Illumination's color space of 1976, with one axis for lightness and two for color, built so that equal distances stand for roughly equal visible differences. The color game scores in this space.
CIEDE2000
The CIE's color-difference formula of 2001, written ΔE00: one number for how different two colors look, 0 for a perfect match, about 1 for the smallest difference a person can see.
Just-noticeable difference
The smallest change a person can detect. For color on a screen it is a ΔE00 of roughly 1, varying with the viewer and the setup.
Stroop effect
The slowdown and errors people show when a color word is printed in a different color, described by John Ridley Stroop in 1935. The color game's Brutal mode uses it to interfere with the seconds you have to look.
Basic color term
A single, common color word that applies to many kinds of thing. Berlin and Kay found English has eleven, and a color with a basic term is easier to remember than one without.

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