MAA Memo Games

A memory championship from memory athletes for memory athletes
The MAA Memo Games are a brand new kind of memory competition. It was created by the Memory Athletes Association with the purpose of offering fast, exciting and useful memory tests to memory athletes and memory sports.

Each discipline is build with very fair rules which allow much higher scores compared to traditional more rigid rules.

Another aspect is the presentation of the sport. The Memo Games are entirely digital and offer the athletes a very quick system to see only the important information in exactly their own pace. Further does this allow digital presentation for an audience. It is possible to watch each competitors screen or see live growing score bars through the software. Other presentation modes for the future are thinkable as well.

It is also easy to stream the entire championship live online with tools like Google hangouts. With little manpower a fascinating show can be initiated, including moderation, watching the athletes screens live, immediate results and even a live price ceremony.

 

 

Two Types of Disciplines

Memo Events

Four events with 5 minutes to memorize a set amount of different information each. The time is the key to win. Each mistake will give a penalty time which is always 300 seconds divided by the information amount of each discipline.

Rush Events

Three events with 2 minutes to memorize as much of a given kind of information. The highest score will win. Each mistake will give no penalty but will be omitted from the result. These events are intended to create very high records.

Memo Chess

Memo Time

5 minutes to memorize all 32 chess pieces. The pieces are shuffled randomly across the board and have no relation to actual chess rules. A highlight field will show the athletes the selected piece together with its board position A-H and 1-8. The highlight field will directly jump from piece to piece and skip all empty fields. A timer can be stopped after memorizing all pieces.

Recall Time

5 minutes to assign all 32 chess pieces to to their position on the board. Each field is click-able.

Scoring

The memo time is key. To that a penalty for each wrong piece will be added. The overall 300 memo time seconds are divided by the amount of 32 Chess pieces. That results in a penalty of 9,375 seconds per piece. The fastest time wins.

Memo Cube

Memo Time

5 minutes to memorize all 54 colour positions of the cube. The colours are randomly shuffled but follow the logic of the cube with always 8 distinct centre stones. A highlight field will show the athletes one of the six selected sides of the cube. The highlight field can be navigated in four directions. A timer can be stopped after memorizing all pieces.

 

Recall Time

5 minutes to assign all 54 colour positions to an empty cube. Each field on the overview map as well as the highlight map is click-able.

Scoring

The memo time is key. To that a penalty for each wrong colour will be added. The overall 300 memo time seconds are divided by the amount of 54 colour positions. That results in a penalty of 5.55 seconds per piece. The fastest time wins.

Memo Password

 

Memo Time

5 minutes to memorize a 512-bit password containing out of exactly 39 different ASCII symbols. These symbols are out of all 95 printable ASCII symbols, including upper and lower case letters, single digit numbers and signs like @, % or #.

A highlight field will show the athletes the selected symbol.

Recall Time

5 minutes to assign all 39 symbols from the password in original order. A legend of all symbols at the side will allow the athletes with a simple click to assign uncommon symbols. The keyboard can be used as well.

Scoring

The memo time is key. To that a penalty for each wrong symbol will be added. The overall 300 memo time seconds are divided by the amount of 39 symbols. That results in a penalty of 7,69 seconds per symbol. The fastest time wins.

Memo Puzzle

Memo Time

5 minutes to memorize the position of 40 equally rectangles dividing an image. These puzzle pieces will be shown in a highlight field according to their position number going from 01 to 40. The highlight field can be navigated in four directions. A timer can be stopped after memorizing all pieces.

Recall Time

5 minutes to assign all 40 puzzle pieces to their original position number. The highlighted pieces are randomly shuffled. An overview map shows the athletes which pieces already have been assigned but they will never see more of the original image than the currently highlighted piece. It is not possible to jump to a specific puzzle piece that has been assigned already. This will avoid the possibility of mere puzzling.

Scoring

The memo time is key. To that a penalty for each wrong puzzle piece will be added. The overall 300 memo time seconds are divided by the amount of 40 pieces. That results in a penalty of 7.5 seconds per piece. The fastest time wins.

Data Rush

Memo Time

2 minutes to memorize as many business cards as possible. Each card consists besides the photo out of the following information:

  1. First Name
  2. Second Name
  3. Profession
  4. Phone Number (8 digits)
  5. Street
  6. House Number (1-3 digits)
  7. ZIP Code (5 digits)
  8. City (all capitols and above million citizens)

Recall Time

5 minutes to recreate the information on each memorized business card. Only the photo will be visible as a reminder. It is possible to have only parts of each cards but this will heavily influence the scoring. All text based fields except the names will offer a dropdown selection to pick the right answer. It is therefore impossible to make spelling mistakes for the profession, street and city. A wrongly spelled name on the other hand is a wrong input.

Scoring

The amount of information is key. There is no penalty for a wrong information, it will just be omitted from the result. Every correctly filled in data will give one point. The points of each card will be multiplied with themselves. For example: 8 correct fields give 8x8=64 points. Are only two information correct the result will be 2x2=4. It is therefore important to have as many facts of each card as possible, to get the highest score. This will prevent athletes from only memorizing their favourite kind of data. The highest score wins.

Number Rush

Memo Time

2 minutes to memorize as many digits as possible. There is no penalty for a wrong or omitted digit. Before the start athletes can choose between different kind of common memory system to highlight the numbers accordingly.

Recall Time

5 minutes to write down all remembered numbers.

Scoring

The amount of digits is key. There is no penalty for a wrong or omitted digit. The highest score wins.

Card Rush

Memo Time

2 minutes to memorize as many poker cards as possible. There are no decks used, so each card can appear several times, sometimes even directly in a row. All 52 poker cards are used. Before the start athletes can choose between different kind of common memory system to highlight the cards accordingly.

Recall Time

5 minutes to recreate the order of the memorized cards.

Scoring

The amount of information is key. There is no penalty for a wrong or omitted card. The highest score wins.

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