The crowd memory report
What players
remember.
Every finished pile leaves a map of gaming memory: the reflex answers, the eras that dominate, and the places where recall slows down. These figures come from real, completed Name 100 Games runs—not surveys or generated articles.
3,289
qualifying completed runs
328,900
verified answers in the sample
16,871
distinct games remembered
Sample window Jul 13, 2026–Sep 15, 2026 · updated from the latest qualifying run
Enter the collective memory mapSee which games people recall together01 · The memory shelf
The games that refuse to be forgotten
Ranked by the share of qualifying runs containing each title. A game can appear only once per run, so this measures piles containing the game—not raw repetitions.
- #1

Minecraft
64.8% of runs
- #2

Call of Duty
53.3% of runs
- #3

Fortnite
45.5% of runs
- #4

League of Legends
44.6% of runs
- #5

Dark Souls
39.5% of runs
- #6
ELDEN RING
39.4% of runs
- #7

Mario Kart: Double Dash!!
38.7% of runs
- #8
Overwatch®
36.6% of runs
- #9

The Legend of Zelda
36.5% of runs
- #10

Valorant
35.8% of runs
- #11

Super Mario Bros
35.4% of runs
- #12

Halo: Combat Evolved
35.4% of runs
02 · The starting grid
Which game lands first?
Openers reveal the titles closest to the surface before strategy, series runs, and memory detours take over.
- 1
10.9%Minecraft
Opens 357 runs
- 2
4.3%Super Mario Bros
Opens 142 runs
- 3
3.7%Fortnite
Opens 122 runs
- 4
3.0%Halo: Combat Evolved
Opens 99 runs
- 5
2.2%Pokémon Red Version
Opens 74 runs
- 6
1.9%Call of Duty
Opens 62 runs
- 7
1.9%Super Mario 64
Opens 61 runs
- 8
1.6%League of Legends
Opens 53 runs
03 · The hundred-step climb
Recall gets heavier near the top
Each step shows the median time spent on that ten-game segment. The clock beneath it is the median elapsed time when that milestone lands.
- 10+0:470:47 elapsed
- 20+0:491:38 elapsed
- 30+0:512:32 elapsed
- 40+0:523:28 elapsed
- 50+0:554:29 elapsed
- 60+0:575:30 elapsed
- 70+0:586:29 elapsed
- 80+0:597:31 elapsed
- 90+1:008:36 elapsed
- 100+1:029:41 elapsed
04 · The memory fog
Where the longest pauses gather
Within each ten-game stretch, we found every run’s longest single pause, then took the median across runs. These are the five stretches where a typical run hits its thickest fog.
- Fog bank 1
0:16
longest typical pause · games 91–100
- Fog bank 2
0:15
longest typical pause · games 81–90
- Fog bank 3
0:15
longest typical pause · games 71–80
- Fog bank 4
0:15
longest typical pause · games 61–70
- Fog bank 5
0:14
longest typical pause · games 51–60
05 · The arcade timeline
The eras inside the pile
Share of answers with a known release year, grouped by decade. Release metadata covers 67.3% of all answers in this sample.
06 · The recurring deep-cut crate
Rare, but not a one-off
These titles appeared in at least two completed runs while staying at or below 5% of the sample. That recurrence keeps one-off anomalies out of the crate.

Jak and Daxter: The Lost Frontier
166 runs · 5.0%
PAYDAY 2
166 runs · 5.0%

Sonic the Hedgehog 3
166 runs · 5.0%

Fire Emblem: Three Houses
165 runs · 5.0%
Little Nightmares
165 runs · 5.0%

Club Penguin
164 runs · 5.0%

Flappy Bird
164 runs · 5.0%
NBA 2K19
164 runs · 5.0%
Split Fiction
164 runs · 5.0%

Candy Crush Saga
162 runs · 4.9%
Dying Light
162 runs · 4.9%
Enter the Gungeon
162 runs · 4.9%
How original is a pile?
The median completed run has an average title overlap of 10.9%. The most original 10% average 7.6% or less.
Methodology
We scan at most the latest 5,000 candidate standard SOLO/100 runs under the current rules version; 3,289 qualified for this report. A qualifying run must contain exactly 100 distinct normalized game titles with ordered timestamps and a duration between ten seconds and 24 hours. Internal test users, Daily, Live, Twitch, Ultra, Perma Death, incomplete, malformed, and exact duplicate timelines are excluded.
A “run” is not necessarily a unique person: 2,952sample runs were guests and 337 belonged to accounts, while repeat attempts can remain in either group. Frequencies therefore describe completed runs, not the percentage of all players who remember a game.
Pace figures use median ten-game segment times. Stall figures first take each run’s longest single pause within a ten-game stretch, then use the median of those maxima, so one abandoned browser tab cannot dominate the result. Release-era percentages use only answers with a known year; failed optional metadata lookups never remove a game from any other count. No rejected speech text or audio is used here.
Game rankings are cover-driven: current catalog artwork is used to fill older run metadata, and titles still lacking a cover are omitted from visual ranking slots. Those titles remain in the aggregate run, answer, uniqueness, timing, and era denominators.
Sample begins
Jul 13, 2026
Last updated
Sep 15, 2026
Dated answers
221,274 · 67.3%
Your memory, on the clock