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Memory Match in Bee Swarm Simulator

Memory Match is a mini-game that awards loot like Star Treats, tickets, and field boosts. Revolution plays the Basic, Mega, Extreme, or Winter types you enable as soon as they are ready. It skips loot you disable and pairs high-priority targets when they show up. This guide covers the settings on Collect → Memory Match.

  • You can find Memory Match at Collect → Memory Match, a separate Collect sidebar page from Collect → Dispensers.
  • Basic, Mega, Extreme, and Winter each have their own Enabled switch. Leave types you do not want off (default).
  • You can find global loot filters on General (Disabled Loot and High-Priority Loot). Per-type skips are on each type tab under Enabled Loot.
  • If you enable Memory Match, check Disabled Loot for stacks you already max or loot you never want matched.
  1. Open Collect → Memory Match. You see tabs General, Extreme, Winter, Mega, and Basic.

    Collect Memory Match page showing General and type module tabs

    Collect Memory Match page showing General and type module tabs

  2. Open the type tab you want (for example Basic) and turn Enabled on. Leave Enabled off on other types unless you want those types too.

    Basic Memory Match tab with Enabled switch and Enabled Loot control

    Basic Memory Match tab with Enabled switch and Enabled Loot control

  3. Optionally click Enabled Loot on that tab and uncheck loot you want skipped for that type only. Unchecked tiles look dimmed in the modal.

  4. Open General and optionally set Disabled Loot or High-Priority Loot. Leave High-Priority Loot at defaults (Star Treat, Festive Bean, Super Smoothie) unless you want different rare targets.

    Memory Match General tab showing Disabled Loot and High-Priority Loot

    Memory Match General tab showing Disabled Loot and High-Priority Loot

  5. Start the macro and wait until that type is off cooldown. Status shows Collecting: Basic Memory Match (or the enabled type name) while Memory Match plays.

Collect → Memory Match → Basic / Mega / Extreme / Winter

Turns that Memory Match type on or off for the scheduler. Default is off. Enable each type you want played on its cooldown.

After a successful collection:

  • Basic retries about every 2 hours
  • Mega and Winter retry about every 4 hours
  • Extreme retries about every 8 hours
Collect → Memory Match → Basic / Mega / Extreme / Winter

Per-type loot list for that Memory Match type. Unchecked loot is skipped when pairing on that type only. Global Disabled Loot still applies. Open Enabled Loot on a type tab and uncheck loot you want that type to skip.

Collect → Memory Match → General

Loot grid for skips on every Memory Match type. Checked loot is never matched when found. Only checked and named rows count. Known pairs of disabled loot are not clicked for a match.

Memory Match Disabled Loot grid with checked loot dimmed

Memory Match Disabled Loot grid with checked loot dimmed

Collect → Memory Match → General

Loot you want paired aggressively. Star Treat, Festive Bean, and Super Smoothie are checked by default. Checked rows add targets. Unchecked defaults remove them. When Revolution reveals a high-priority loot tile, it searches for the matching tile until that pair is found. On the last turn, it also prioritizes any known high-priority loot still on the grid. This does not schedule Memory Match.

Status shows On Cooldown or Memory Match never plays

Section titled “Status shows On Cooldown or Memory Match never plays”

Cause: Enabled is off for that type, or that type is still inside its cooldown after a successful collection.

Fix:

  1. Open the type tab under Collect → Memory Match and confirm Enabled is on.
  2. If Status shows Basic Memory Match On Cooldown (or the matching type name), wait for that type’s interval (Basic about 2 hours, Mega or Winter about 4 hours, Extreme about 8 hours) or confirm Memory Match is ready in-game.
  3. Leave Enabled off on types you do not want scheduled.

Failed To Detect Tiles, Grid Closed During Reveal, or the game aborts after about 5 minutes

Section titled “Failed To Detect Tiles, Grid Closed During Reveal, or the game aborts after about 5 minutes”

Cause: The Memory Match grid was not readable, closed mid-reveal, or the game ran longer than about 5 minutes.

Fix:

  1. Let the macro retry when Memory Match is fully open and stable in-game.
  2. Check the log for Failed To Detect Tiles or Grid Closed During Reveal on the failed run.
  3. If the log shows Memory match: exceeded 5m game time, redirecting, let Revolution reopen Roblox and wait for the next cooldown attempt.

Cause: That loot is not checked under Disabled Loot, or it is still checked under the type’s Enabled Loot.

Fix:

  1. Open Collect → Memory Match → General → Disabled Loot and check loot you never want matched on any type.
  2. For type-only skips, open that type’s Enabled Loot and uncheck the loot to skip.
  3. High-Priority Loot only changes which loot Revolution pairs aggressively when revealed. It does not schedule Memory Match or skip loot. Use Disabled Loot or Enabled Loot for skips.

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