Simon

Simon's Calm pattern, same rules

How NoCharge implements a reduced-motion alternative for a flashing sequence game without changing the rules, target length, or difficulty.

By NoCharge EditorialReviewed by NoCharge Editorial3 min read

Sequence games usually flash a colour. Simon is the classic example — and flashing is exactly the kind of motion some players need to avoid. NoCharge’s answer is not a different game; it is a presentation switch inside the same rules.

What changes

Aspect Standard Calm pattern
Highlight Colour flash (short) Static highlight held longer
Announcement Visual only Spoken pad names via live status
Pause between pads 380 ms 520 ms
Rules, sequence, target Identical

The engine stores pad ids, not colours. The UI maps ids to colour + icon + label, so “calm” is a rendering decision the rules never see.

What does not change

  • The sequence is random and the same length in both modes.
  • A wrong pad still ends the run; 12 pads still completes it.
  • Sound remains optional via the shared shell’s mute control.

Why “reduced motion” is stated precisely

NoCharge does not say Calm pattern is “safer for everyone” or “recommended for photosensitivity” — that would be a medical claim. It says what the mode does: no flashing, no pulsing animation, longer gaps, announced names. The CSS also honors prefers-reduced-motion by disabling the press scale transform, independent of the in-game toggle.

Where the toggle lives

In the game HUD, saved under nocharge:pref:simon-calm. The guide documents both modes and the exact pause times; the game page documents the controls. If the values drift from the guide, the catalog review flags it before release.

Next step

Use the documented controls.

Open Simon, or use its complete guide for the full rule set.

Play nowOpen guide

Keep reading

More Simon notes