★ Number Line Leap
playablenumber_line_leap · math · mapper.number_line
Concept: Magnitude, fractions, negatives
Player does: Land on 3/8 or −2.5 with only coarse landmarks labeled
Breaks: A bigger denominator means a bigger fraction
A fraction's size comes from how far along the line it lands, and a bigger denominator makes each step smaller.
Equivalent Landing
playableequivalent_landing · math · mapper.number_line
Concept: Equivalent fractions
Player does: Two different-looking fractions must land on the same stone
Breaks: Different numerals mean different amounts
Equivalent fractions name the same point on the line, no matter how they are written.
Log Scope
playablelog_scope · math · mapper.number_line
Concept: Scientific notation, orders of magnitude
Player does: Place 10⁻⁹ m, 10³ m, 10⁶ m on a zoomable log line
Breaks: 10⁻⁹ is a large negative number
A negative exponent means a tiny positive number; each step on a log line multiplies by ten.
Integer Lift
playableinteger_lift · math · mapper.number_line
Concept: Signed-number arithmetic
Player does: Ride the elevator through basement floors: −3 − (−5)
Breaks: Subtracting a negative makes a number smaller
Subtracting a negative moves you up the line, because it undoes a move down.
Gear Ratio Gate
playablegear_ratio_gate · math · tuner.formula
Concept: Ratios & proportion
Player does: Set gear tooth counts so the portcullis rises at the target speed
Breaks: Ratios scale by adding the same amount
A ratio scales by multiplying both parts by the same factor, never by adding to them.
Percent Shop
playablepercent_shop · math · tuner.formula
Concept: Percent change
Player does: Apply successive markups and discounts to hit an exact price
Breaks: −20% then +20% returns to the start
Successive percent changes multiply, so a 20% drop and a 20% rise do not cancel.
Unit Pipeline
playableunit_pipeline · math · transformer.composition
Concept: Dimensional analysis
Player does: Chain conversion-factor pipes; joints connect only when units cancel
Breaks: Units are labels you can drop
Units multiply and cancel like numbers, which is exactly how a chain of conversions works.
Order of Operations Forge
playableorder_of_ops_forge · math · transformer.trace
Concept: Order of operations
Player does: Predict what the calculator machine outputs for a nested expression
Breaks: Operations always go left to right
Operations follow precedence and grouping, not reading order.
★ Balance Chamber
playablebalance_chamber · math · balance.equation
Concept: Solving linear equations
Player does: Apply the same operation to both pans until x stands alone
Breaks: You can move a term across without changing its sign
Moving a term to the other side is really applying the same operation to both sides, which flips its sign.
Intersection Hunt
playableintersection_hunt · math · mapper.plane
Concept: Systems of equations
Player does: Mark the one point both laser paths pass through
Breaks: A solution only has to satisfy one equation
A system's solution must satisfy every equation at once, which is exactly where the lines intersect.
Allowed Region
playableallowed_region · math · mapper.plane
Concept: Inequalities
Player does: Only tiles where y < 2x + 1 are solid; mark the safe region
Breaks: Multiplying by a negative keeps the inequality direction
Multiplying or dividing an inequality by a negative number flips the inequality's direction.
Distance Field
playabledistance_field · math · mapper.number_line
Concept: Absolute value
Player does: Beacons light where |x − 3| < 2; mark the whole lit stretch
Breaks: |x| just deletes a minus sign, so |x| = x
Absolute value is distance from zero, so |x| equals x only when x is nonnegative; otherwise it flips the sign.
Graph Terrain
playablegraph_terrain · math · tuner.curve
Concept: Slope & intercept
Player does: Tune m and b so the ramp meets the ledge
Breaks: Slope is run over rise
Slope is rise over run, the vertical change divided by the horizontal change, not the other way around.
Function Factory
playablefunction_factory · math · transformer.function_machine
Concept: What a function is
Player does: Feed inputs, watch outputs, predict the output for a new input
Breaks: A function must be a formula
A function is any rule pairing each input to exactly one output, whether given by a formula, table, or graph.
Reverse Factory
catalogreverse_factory · math · transformer.inverse
Concept: Inverse functions
Player does: Run the machine backward to recover the input
Breaks: f⁻¹(x) means 1/f(x)
The inverse function f⁻¹ undoes f by swapping inputs and outputs; it is not the reciprocal 1/f(x).
Machine Pipeline
playablemachine_pipeline · math · transformer.composition
Concept: Composition
Player does: Order two machines so the crate exits as the target
Breaks: f(g(x)) = g(f(x))
Function composition is generally not commutative, so f(g(x)) and g(f(x)) usually differ.
Input Filter
cataloginput_filter · math · transformer.domain_filter
Concept: Domain & range
Player does: Choose which crates the √ or 1/x machine accepts without jamming
Breaks: Every real number is a valid input
A function's domain excludes inputs that break it, like negatives under a square root or zero in a denominator.
Projectile Architect
playableprojectile_architect · math · tuner.curve
Concept: Quadratics (standard form)
Player does: Tune a, b, c so the arc threads the rings
Breaks: c changes how wide the parabola is
In standard form the leading coefficient a controls the parabola's width, while c only shifts the y-intercept.
Move the Arc
playablemove_the_arc · math · tuner.curve
Concept: Vertex form
Player does: Drag h, k, a to move the parabola onto its target
Breaks: (x − 3)² shifts the graph left
In vertex form, (x − h)² shifts the graph right by h, so (x − 3)² shifts right, not left.
Sea Level Roots
playablesea_level_roots · math · function_world.roots
Concept: Zeros / roots
Player does: Mark every point where the terrain meets sea level
Breaks: Every quadratic has two real roots
A quadratic can have two, one, or zero real roots, depending on whether its graph crosses, touches, or misses the x-axis.
Factor Forge
playablefactor_forge · math · builder.tiles
Concept: Factoring
Player does: Arrange algebra tiles into a rectangle whose sides are the factors
Breaks: x² + 5x + 6 = (x + 5)(x + 1)
Factoring requires two numbers that multiply to the constant and add to the middle coefficient, here 2 and 3, giving (x + 2)(x + 3).
Replication Chamber
playablereplication_chamber · math · simulator.reach_state
Concept: Exponential growth
Player does: Set the growth factor so the colony hits the target on day n
Breaks: Exponential growth is fast linear growth
Exponential growth multiplies by a constant factor each step, which eventually outpaces any linear growth no matter how fast.
Reverse Growth
playablereverse_growth · math · tuner.formula
Concept: Logarithms
Player does: Choose how many doublings reach the target population
Breaks: A logarithm is division
A logarithm answers how many times to multiply by the base to reach a value; it is the inverse of exponentiation, not division.
Pattern Path
playablepattern_path · math · transformer.function_machine
Concept: Arithmetic & geometric sequences
Player does: Jump to the stone holding the next term
Breaks: Every sequence adds a constant
An arithmetic sequence adds a constant difference, but a geometric sequence multiplies by a constant ratio instead.
Inheritance Machine
playableinheritance_machine · math · simulator.reach_state
Concept: Recursive sequences
Player does: Set a₁ and the rule so generation 5 matches
Breaks: Recursive and explicit rules can't describe the same sequence
A recursive rule and an explicit formula can generate exactly the same sequence, just computed differently.
Exponent Mimic
playableexponent_mimic · math · truth_finder.mimic
Concept: Exponent rules
Player does: Expose the chest claiming x²·x³ = x⁶
Breaks: Multiply exponents when multiplying powers
When multiplying powers with the same base, exponents add, so x²·x³ = x⁵, not x⁶.
Transform Key
catalogtransform_key · math · transformer.geometric
Concept: Rigid transformations & symmetry
Player does: Rotate, reflect, translate the key until it fits the slot
Breaks: A line reflection equals a 180° rotation
A reflection flips a shape's orientation while a 180° rotation preserves it, so the two are not the same transformation.
Mirror Angles
playablemirror_angles · math · tuner.formula
Concept: Reflection angles
Player does: Set mirror angles so the beam hits the crystal
Breaks: Light bounces straight back off any mirror
Light reflects so the angle of incidence equals the angle of reflection, not straight back unless it hit head-on.
Area Tiler
playablearea_tiler · math · builder.tiles
Concept: Area vs perimeter
Player does: Tile the room, then fence it; compare both counts
Breaks: More area always means more perimeter
Area and perimeter can change independently, so a shape can have more area with less perimeter, and vice versa.
Pythagoras Bridge
playablepythagoras_bridge · math · tuner.formula
Concept: Pythagorean theorem
Player does: Cut the plank that spans the diagonal gap
Breaks: The hypotenuse is a + b
The hypotenuse's length is the square root of a² + b², not the simple sum of the legs.
Scale Shifter
playablescale_shifter · math · tuner.formula
Concept: Similarity; square-cube law
Player does: Grow ray: double your size, 8× your weight, too big for the gap
Breaks: Doubling length doubles volume
Volume scales with the cube of linear size, so doubling length multiplies volume by eight, not two.
Congruence Stamp
playablecongruence_stamp · math · sorter.bins
Concept: Congruence criteria
Player does: Sort triangle pairs into SSS / SAS / ASA / not enough info
Breaks: SSA proves congruence
Side-Side-Angle does not guarantee congruent triangles; it can produce two different triangles from the same measurements.
Proof Ladder
playableproof_ladder · math · sequencer.linear
Concept: Two-column proofs
Player does: Order the rungs of a proof; one decoy reason doesn't follow
Breaks: If it looks true in the diagram, it's proven
A geometric proof needs a chain of justified statements, since a diagram can look true without the relationship being proven.
Volume Pour
playablevolume_pour · math · tuner.formula
Concept: Volume
Player does: Fill differently shaped tanks to the same volume
Breaks: The taller container holds more
Volume depends on the full shape, not just height, so a shorter but wider container can hold more.
Coordinate Treasure
playablecoordinate_treasure · math · mapper.plane
Concept: Distance & midpoint
Player does: Mark the midpoint between two torches on the grid
Breaks: The midpoint is the difference of the coordinates
The midpoint is the average of the two points' coordinates, not their difference.
Circular Navigator
playablecircular_navigator · math · mapper.plane
Concept: Unit circle
Player does: Walk the unit circle to where the x-shadow reads the given cos θ
Breaks: sin θ is the x-coordinate
On the unit circle cos θ is the x-coordinate and sin θ is the y-coordinate.
Projection Machine
playableprojection_machine · math · mapper.number_line
Concept: sin & cos as projections
Player does: Predict where the rotating point's shadow lands at θ
Breaks: sin and cos are unrelated functions
Sine and cosine are the two shadows of one rotating point, which is why they share a period and trade peaks.
★ Phase Gate
playablephase_gate · math · tuner.oscillator
Concept: Period
Player does: Dial the period so the vault rings lock
Breaks: A bigger b makes the period longer
The period of sin(bt) is 2π/|b|, so a bigger b squeezes the wave and shortens the period.
Pulse Matcher
playablepulse_matcher · math · tuner.oscillator
Concept: Frequency
Player does: Match pulses per second to the beacon
Breaks: Frequency and period are the same number
Frequency is the reciprocal of the period: cycles per unit time, not time per cycle.
Oscillation Reach
playableoscillation_reach · math · tuner.oscillator
Concept: Amplitude
Player does: Set the swing so the platform just touches each checkpoint
Breaks: Amplitude is peak-to-trough
Amplitude is the distance from the midline to a peak, half of the full swing.
Wave Alignment
playablewave_alignment · math · tuner.oscillator
Concept: Phase shift
Player does: Slide one wave in time until the peaks align
Breaks: sin(x + π/2) shifts right
Adding inside the argument shifts the graph left, because each output now happens earlier.
Radian Rune Line
playableradian_rune_line · math · mapper.number_line
Concept: Radian measure
Player does: Step onto 5π/6 on the unrolled circle
Breaks: π radians is a full turn
A full turn is 2π radians because the unit circle's circumference is 2π; π is half a turn.
Arc Builder
playablearc_builder · math · tuner.formula
Concept: Arc length s = rθ
Player does: Lay rope along the rim; the angle is arc ÷ radius
Breaks: An angle's radian measure depends on the circle's size
Radian measure is arc length divided by radius, so it is the same for any circle.
Identity Circuits
playableidentity_circuits · math · truth_finder.mimic
Concept: Trig identities
Player does: Several routes transform the signal; expose the non-equivalent one
Breaks: Identities only hold at special angles
An identity holds for every angle; one counterexample is enough to expose an impostor.
Trig Solve Bridge
playabletrig_solve_bridge · math · sequencer.linear
Concept: Solving sin x = k
Player does: Lay the planks: isolate, reference angle, quadrants, all solutions
Breaks: sin x = ½ has one solution
Solving a trig equation means isolating, finding the reference angle, then using every quadrant where the sign matches.
Approach Target
playableapproach_target · math · function_world.limit
Concept: Limit as x → a
Player does: Walk toward x = a while the f(x) marker approaches its destination
Breaks: A limit is the value at the point
A limit describes where f(x) approaches as x nears a, which can differ from f(a) or exist even when f(a) does not.
Two-Path Convergence
playabletwo_path_convergence · math · function_world.limit
Concept: Two-sided limits
Player does: Approach by left and right routes; the gate opens only if both reach the same height
Breaks: One side is enough
A two-sided limit exists only when the left-hand and right-hand limits agree.
Directional Scanner
playabledirectional_scanner · math · function_world.limit
Concept: One-sided limits
Player does: Scan the machine from one side only; predict where the output heads
Breaks: x → a⁻ means x is negative
x → a⁻ means x approaches a from values less than a, not that x itself is negative.