Find the colour
Locate the target-colour buttons across the light arena.
FIND YOUR COLOUR. CLEAR THE WALL.
Find and clear target colours, together or in three-team PK.

Challenge focus
Catalogue group-size reference
Catalogue room-area reference
16-page catalogue · p16 (mode descriptions). Reference values for initial planning; final configuration is confirmed in the proposal.
Memory Maze is a colour-target challenge in a light-button arena. Players observe the wall cues, locate the target colours and touch buttons to clear them. The catalogue describes both cooperative play across different zones and a competitive mode with three colour teams. Observation, communication and quick reactions work together.
Find and clear target colours across different zones before time runs out.
Explanation of the supplied catalogue; final controls and settings are demonstrated for the proposed model.
Memory Maze is a colour-target challenge in a light-button arena. Players observe the wall cues, locate the target colours and touch buttons to clear them. The catalogue describes both cooperative play across different zones and a competitive mode with three colour teams. Observation, communication and quick reactions work together.
Find and clear target colours across different zones before time runs out.
Explanation of the supplied catalogue; final controls and settings are demonstrated for the proposed model.
Memory Maze is a colour-target challenge in a light-button arena. Players observe the wall cues, locate the target colours and touch buttons to clear them. The catalogue describes both cooperative play across different zones and a competitive mode with three colour teams. Observation, communication and quick reactions work together.
Each team clears its own colour. The first to clear all of its buttons wins.
Explanation of the supplied catalogue; final controls and settings are demonstrated for the proposed model.
In Team mode, players work across the zones to find and clear the target colours before time runs out. In PK mode, three teams each have a colour; the first team to touch and clear all buttons of its own colour wins.
This is a colour-target task. The catalogue rules do not describe memorising and replaying a flashing sequence.
Locate the target-colour buttons across the light arena.
Split attention across zones and communicate which targets remain.
PK mode uses three colour teams competing to clear their own buttons first.
Identify whether you are playing cooperative Team mode or three-team PK mode. Read the assigned target colour and the goal.
Move between the zones and touch the relevant wall buttons to clear them. Communicate with teammates as you search for remaining targets.
In Team mode, clear the target colours before time expires. In PK mode, the first team to clear all buttons of its own colour wins.
The catalogue recommends 25–30 m² for 2–6 players. A room reference is a starting point; equipment footprint, access and circulation need a site-specific layout.
Plan access to the wall-button zones within the 25–30 m² catalogue room reference.
Consider player circulation between zones for both cooperative and competitive play.
Confirm the available Team/PK modes, player allocation and button layout.
Players cooperate across different zones to find and clear target-colour buttons before time runs out.
Three colour teams compete. The first team to touch and clear every button of its own colour wins.
2–6 players and 25–30 m². Ask the team to confirm how the players are split and which modes are included in the proposed system.
Share your location, usable area and floor plan to start a product-specific discussion.
