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.
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.
Broken Tile
playablebroken_tile · math · function_world.limit
Concept: Limit exists at a hole
Player does: The tile at x = a is missing, but both paths converge on one spot
Breaks: No f(a), no limit
A limit can exist at a point even when the function itself is undefined there, as long as both sides converge to the same value.
★ Decoy Destination
playabledecoy_destination · math · function_world.limit
Concept: Limit ≠ function value
Player does: Nearby paths converge on one platform, but the tile at a teleports elsewhere
Breaks: The limit always equals f(a)
A limit describes where nearby values head, which can differ from the function's actual defined value at that point.
Split Gate
playablesplit_gate · math · function_world.limit
Concept: Jump discontinuity (DNE)
Player does: Approaching from the left raises one gate half; from the right, a different height
Breaks: Every function has a limit at every point
When the left and right limits disagree, as at a jump, the two-sided limit does not exist.
Runaway Elevator
playablerunaway_elevator · math · function_world.limit
Concept: Infinite limits
Player does: Near the forbidden floor the elevator climbs faster and never settles
Breaks: An infinite limit is a very large number
An infinite limit means the function grows without bound, describing behavior, not a specific large numeric value.
Long Horizon
playablelong_horizon · math · function_world.asymptote
Concept: Limits at infinity
Player does: Travel far; the terrain levels toward a fixed altitude
Breaks: A curve can never cross its asymptote
A function can cross a horizontal asymptote near the middle of its domain; the asymptote only describes its far-away behavior.
Closing Walls
catalogclosing_walls · math · function_world.squeeze
Concept: Squeeze theorem
Player does: Upper and lower walls close in; predict where the trapped orb ends
Breaks: The trapped function can escape between the bounds
If two bounding functions converge to the same limit, the squeezed function trapped between them must converge there too.
Precision Zone
catalogprecision_zone · math · function_world.epsilon_delta
Concept: ε-δ definition
Player does: The target band shrinks; choose how close x must stay to a
Breaks: You pick δ first, then ε
The ε-δ definition works the other way: for any tolerance ε chosen first, a matching δ must be found.
Unbroken Track
playableunbroken_track · math · function_world.continuity
Concept: Continuity
Player does: A cart rides the track; mark where holes, jumps, and blow-ups stop it
Breaks: Continuous just means defined everywhere
Continuity requires the limit to exist and equal the function's value at every point, not merely being defined there.
Repair the Track
playablerepair_the_track · math · function_world.continuity
Concept: Removable discontinuity
Player does: Place the missing piece where the surrounding track says it belongs
Breaks: Any discontinuity can be patched with one point
Only a removable discontinuity, where the limit exists but the function value doesn't match, can be fixed by redefining one point.
Slope Scanner
playableslope_scanner · math · function_world.slope
Concept: Slope depends on position
Player does: Cross curved terrain with a tangent scanner; mark the steepest spot
Breaks: A curve has one slope
A curve's slope, given by its derivative, changes from point to point rather than staying fixed.
Speed Snapshot
playablespeed_snapshot · math · function_world.secant
Concept: Instantaneous rate
Player does: Freeze time over shorter windows to read the vehicle's speed
Breaks: Instantaneous rate = average rate over the trip
Instantaneous rate is the limit of the average rate as the time window shrinks to zero, not the average over the whole trip.
Closing Gates
playableclosing_gates · math · function_world.secant
Concept: Difference quotient → derivative
Player does: Two checkpoints slide together while Δy/Δx updates
Breaks: The secant slope is the derivative
The derivative is the limit of the secant slope as the two points merge, not the secant slope at any fixed separation.
Momentum Direction
playablemomentum_direction · math · function_world.slope
Concept: Sign of f′
Player does: Mark where the terrain pushes you forward vs back
Breaks: f′ < 0 means f < 0
The sign of f′ tells whether f is increasing or decreasing, which is unrelated to whether f itself is positive or negative.
Zero-Force Zones
playablezero_force_zones · math · function_world.slope
Concept: Critical points
Player does: Find every spot where the horizontal push vanishes
Breaks: f′ = 0 always means a max or min
A critical point where f′ = 0 can be a local max, local min, or neither, like a saddle point.
Curvature Gravity
playablecurvature_gravity · math · function_world.slope
Concept: Concavity
Player does: Steering bends with how the slope itself changes
Breaks: Concave down means decreasing
Concavity describes how the slope itself is changing, which is independent of whether the function is increasing or decreasing.
Gravity Flip
playablegravity_flip · math · function_world.slope
Concept: Inflection points
Player does: Mark where the world's curvature flips
Breaks: An inflection point is where f′ = 0
An inflection point is where concavity changes, marked by f″ = 0, not necessarily where f′ = 0.