BLINK HUNT is MIKIRI's selective visual-memory game. A rule appears first — for example, remember only blue lights, only stars, only edge cells, or only the last flash. Then several lights appear briefly and disappear.
The twist is that you are not trying to memorize everything. You must decide what matters while the lights are visible, ignore decoys, and then tap only the cells that matched the rule. One wrong tap costs a life.
▶ BLINK HUNT — Play free nowEarly rounds use a small grid and simple color rules. Later rounds add more cells, shapes, edge rules, shadow decoys and last-flash memory. The display time becomes shorter while the answer time also shrinks gradually.
Aggregated from 88 play records stored on MIKIRI's own servers (as of 2026-10-04; each completed run counts once, so repeat plays by the same person are included; flagged runs excluded). The sample is still small, so read this as where runs tend to stop rather than a settled trend.
The median is ROUND 9. Only 16% of runs get past ROUND 13 (advanced).
| Result | runs | share | |
|---|---|---|---|
| ROUND 1–2 | 6 | 7% | |
| ROUND 3–4 | 3 | 3% | |
| ROUND 5–6 | 7 | 8% | |
| ROUND 7–8 | 12 | 14% | |
| ROUND 9–10 | 27 | 31% | |
| ROUND 11–12 | 19 | 22% | |
| ROUND 13–14 | 5 | 6% | |
| ROUND 15–16 | 5 | 6% | |
| ROUND 17–18 | 4 | 5% |
BLINK HUNT is not about memorising the whole board. You have to pick out only the cells that meet the condition and discard the rest. Deciding what not to remember — selective attention — matters more here than raw capacity.
As the number of targets grows, so does the effort of suppressing the cells that do not qualify. That is why trying to look at everything equally makes you miss more, not less.
Trying to hold everything. Fix the condition in mind before you look at the board, and the targets select themselves.
Remembering order instead of position. Order decays fast. Remember the shape the targets make on the board.
Tapping the uncertain ones. Answering only what you are sure of scores better than padding the list.