Anticode Open builder

Make a matching memory game from your own images or words

A memory game is a grid of face-down cards and one rule: turn two, keep them if they match. The interesting choices are what counts as a match, how many pairs suit the player and how to stop it feeling like luck. Anticode can build one from your own photos or word lists, with levels and a timer, for a classroom or a stand.

Updated · By the Anticode team

What a pair can be

The classic version matches identical pictures. For teaching, the better version matches two different things that belong together, because the player has to recall the connection rather than a picture:

Pair types for a matching game
PairExampleSuits
Identical imagesTwo photos of the same productYoung children, brand stands
Word and picture"Pomme" and a drawn appleLanguage learning, early reading
Question and answer7 × 8 and 56Maths practice
Term and definitionPhotosynthesis and its one-line meaningRevision for older students
Two halvesCapital city and country, chemical symbol and elementQuiz-style revision
Sound and pictureA note played in code and its nameMusic lessons

Sizing the grid for the player

  • Ages four to six: 6 to 8 pairs in a 4 by 3 or 4 by 4 grid. Large cards, no timer.
  • Older children and casual adults: 10 to 12 pairs. A move counter is gentler than a clock.
  • Revision for teenagers and adults: 12 to 18 pairs of text cards, with the timer optional.
  • A brand stand: 8 pairs and a 60-second limit, so the queue moves.

Whatever memory game maker you use, check it on a phone: a 4 by 4 grid is about the comfortable maximum there; beyond that, cards get too small to read text. If you want larger games on phones, ask for the grid to reflow into more rows and scroll.

Making it less about luck

The first few turns of any memory game are guesses, which is fine. What makes the rest skilful is fair feedback: matched pairs stay visible, a mismatched pair stays face up long enough to read (about a second, longer for text), and the shuffle is fair so the same layout doesn't repeat. A short preview at the start, where every card shows for three seconds, turns it into a memory test for older players. A "peek" power-up, used once, helps younger ones.

Using your own pictures

Photos can be added to an Anticode build. Each one is checked by its first bytes and stored under your account, and the model sees them, so it can place each photo on the right card and choose a card style that suits them. For a stand, that might be your products; for a class, photos you've taken of classroom objects; for a family game, pets and relatives. Use pictures you have the right to use, and keep them small, since every image adds to how long the game takes to load on a phone.

If you'd rather not use photos, the model can draw the card faces in code: SVG icons, shapes, numbers or words. That keeps the file light and avoids any image rights question.

Describing it to Anticode

In your request, list the pairs and the levels: "A matching game for Year 4 French: level 1 matches eight words to drawn pictures (chat, chien, pomme, maison, livre, soleil, arbre, voiture), level 2 adds four more and a 90-second timer. Say each word aloud when it's turned, if the browser has a French voice. Stars at the end based on moves." The model writes it as one HTML document; the flip animation, timer and scoring are plain JavaScript. It honours reduced-motion settings by swapping the flip for a fade.

Best times and stars can save on the device so pupils see progress over a week, without any data leaving it. There's nothing to sign into and nothing for a school to approve about student accounts.

Limits

  • No class results for the teacher. Each pupil's scores stay on their own device. A teacher who needs results back could add a short form at the end that sends a name and score, but that's personal data, so think carefully before collecting it from children.
  • No shared leaderboard at a stand or across players.
  • Spoken words depend on the device. The browser's built-in voices vary by device and some languages may be missing.
  • No images from the web. Only photos you add to the build or visuals drawn in code.

For more learning formats see the educational game maker and the flashcard app; for a stand game with a sign-up, the branded game page.

Questions people ask

Can I change the pictures later?

Yes. Add the new images and ask for them to replace the old pairs; recent versions of the game are kept in the version history.

Can children play it on school tablets?

It runs in any modern browser and works at tablet size with touch. Load it once; play doesn't need a connection afterwards.

Can I add videos as cards?

Videos can be added to a build and placed by name, but a short video on every card is heavy for a phone. Photos or drawn faces work better.