Motion Predictor
playablemotion_predictor · physics · mapper.number_line
Concept: Velocity
Player does: Predict where the cart will be after Δt, then watch
Breaks: Speed and velocity are the same thing
Velocity includes direction as well as speed, so two objects with the same speed can have different velocities.
Thrust Vehicle
playablethrust_vehicle · physics · tuner.formula
Concept: Acceleration
Player does: Set thrust so velocity hits the target at the checkpoint
Breaks: Zero velocity means zero acceleration
Acceleration is the rate velocity changes, so an object can have zero velocity while still accelerating, like at the top of a toss.
Free Fall Drop
playablefree_fall_drop · physics · truth_finder.predict_reveal
Concept: Free fall
Player does: In the vacuum chamber, predict whether the boulder or the feather lands first
Breaks: Heavier objects fall faster
Without air resistance, gravity accelerates every object at the same rate regardless of mass.
Frictionless Arena
playablefrictionless_arena · physics · truth_finder.predict_reveal
Concept: Newton's 1st law
Player does: Predict the puck's path after you stop pushing
Breaks: Moving things need a force to keep moving
An object in motion stays in motion at constant velocity unless a net force acts on it.
★ Formula Engine
playableformula_engine · physics · tuner.formula
Concept: Newton's 2nd law (and any formula)
Player does: Same push on different masses; set the force that hits the target acceleration
Breaks: A constant force produces constant speed
A constant net force produces constant acceleration, not constant speed, since F = ma.
Recoil Movement
playablerecoil_movement · physics · simulator.intervene
Concept: Newton's 3rd law
Player does: Move only by throwing mass the opposite way
Breaks: The bigger object pushes harder
Newton's third law pairs are always equal and opposite in force, regardless of the objects' relative size.
Collision Arena
playablecollision_arena · physics · tuner.formula
Concept: Momentum conservation
Player does: Set mass or speed so the post-collision motion hits the target
Breaks: Momentum is lost in collisions
Total momentum is conserved in a collision; what looks lost has transferred between the colliding objects.
Force-Time Shield
playableforce_time_shield · physics · tuner.formula
Concept: Impulse
Player does: Stop the boulder with a short hard shield or a long soft one
Breaks: Stopping force depends only on speed, not stopping time
Impulse equals force times time, so stretching the stopping time over a longer duration reduces the force needed.
Energy Converter
playableenergy_converter · physics · balance.ledger
Concept: Energy conservation
Player does: Route energy among potential, kinetic, and spring meters
Breaks: Energy gets used up
Energy is conserved and converts between forms like potential and kinetic; it is never simply used up.
Height Bank
playableheight_bank · physics · tuner.formula
Concept: Gravitational PE
Player does: Choose the ledge height that banks exactly enough energy
Breaks: PE depends on the path taken
Gravitational potential energy depends only on height above the reference, not on the path taken to get there.
Force Path
playableforce_path · physics · tuner.formula
Concept: Work
Player does: Push at an angle; only the component along the path counts
Breaks: Any force on a moving object does work
Work is done only by the force component along the direction of motion; a perpendicular force does no work.
Surface Strategy
playablesurface_strategy · physics · tuner.formula
Concept: Friction
Player does: Pick the surface coefficient that stops the sled on the pad
Breaks: Friction depends on contact area
Friction force depends on the normal force and the surfaces' coefficient, not on the contact area.
Lever Door
playablelever_door · physics · balance.torque
Concept: Torque
Player does: Place the weight at the distance that opens the lever door
Breaks: Only the force matters, not where it's applied
Torque depends on both the force and its distance from the pivot, so where a force is applied matters as much as its size.
Balance Builder
playablebalance_builder · physics · balance.torque
Concept: Center of mass
Player does: Stack cargo so the center of mass stays over the base
Breaks: Center of mass is always the geometric center
Center of mass depends on how mass is distributed, so an unevenly loaded object's center of mass shifts off its geometric center.
Catapult Range
playablecatapult_range · physics · tuner.formula
Concept: Projectile motion
Player does: Set the angle to clear the wall without landing in the lava
Breaks: Horizontal speed slows during flight
Without air resistance, a projectile's horizontal speed stays constant; only its vertical speed changes under gravity.
Orbit Slingshot
playableorbit_slingshot · physics · simulator.reach_state
Concept: Gravity & orbits
Player does: Set the launch speed that reaches a stable orbit
Breaks: There's no gravity in space
Orbiting objects are in continuous free fall under gravity; an orbit is a balance of gravity and sideways speed, not an absence of gravity.
Charge Navigator
playablecharge_navigator · physics · mapper.plane
Concept: Electric fields
Player does: Mark where the test charge feels zero net force
Breaks: Field lines are paths charges must follow
Field lines show the direction of force at each point; a charge's actual path depends on its motion and other forces, not a fixed track.
Voltage Height Map
playablevoltage_height_map · physics · truth_finder.predict_reveal
Concept: Electric potential
Player does: Predict where charges roll on the voltage landscape
Breaks: Voltage flows through a circuit
Voltage is a potential difference between two points, like height on a landscape; current, not voltage, flows through a circuit.
Flow Network
playableflow_network · physics · balance.ledger
Concept: Current
Player does: Fill each branch's current so every junction balances
Breaks: Current is used up by bulbs
Current is conserved through a circuit; a bulb converts electrical energy to light and heat, but the current itself is not consumed.
Flow Restrictors
playableflow_restrictors · physics · tuner.formula
Concept: Resistance, Ohm's law
Player does: Choose the resistor that sets the bulb to target brightness
Breaks: More resistance means more current
By Ohm's law, more resistance at a fixed voltage means less current, not more.
Power Grid Builder
playablepower_grid_builder · physics · builder.circuit
Concept: Series vs parallel
Player does: Wire the town so every house gets full voltage
Breaks: Adding bulbs in parallel dims all of them
Parallel branches each get the full source voltage, so adding a parallel bulb does not dim the others.
Wave Generator
playablewave_generator · physics · tuner.formula
Concept: v = fλ
Player does: Tune the frequency so the wavelength fits the chamber
Breaks: Raising frequency raises wave speed
Wave speed is set by the medium; raising frequency shortens the wavelength instead of increasing the speed.
Resonance Breaker
playableresonance_breaker · physics · tuner.optimize
Concept: Resonance
Player does: Drive the oscillator at the frequency that shatters the crystal
Breaks: Pushing harder always makes bigger oscillations
Oscillation amplitude grows largest when the driving frequency matches the system's natural frequency, resonance, not just from pushing harder.
Wave Bridge
playablewave_bridge · physics · tuner.oscillator
Concept: Superposition, interference
Player does: Set the second wave's phase so the sum flattens into a path
Breaks: Two waves always make a bigger wave
Superposition can produce destructive interference, where waves cancel instead of adding to a bigger wave.
Light Bender
playablelight_bender · physics · tuner.formula
Concept: Refraction (Snell's law)
Player does: Angle the beam so it bends through the water onto the sensor
Breaks: Light bends away from the normal entering water
Light slows and bends toward the normal when entering a denser medium like water, not away from it.
Gas Balloon
playablegas_balloon · physics · tuner.formula
Concept: Ideal gas law
Player does: Heat the balloon until lift reaches the ledge
Breaks: Gas pressure doesn't depend on temperature
By the ideal gas law, pressure rises with temperature at fixed volume, so temperature and pressure are directly linked.
Heat Flow Rooms
playableheat_flow_rooms · physics · simulator.predict
Concept: Thermal equilibrium
Player does: Predict final temperatures when rooms share a wall
Breaks: Cold flows into warm objects
Heat flows from the warmer object to the cooler one until both reach thermal equilibrium; cold itself does not flow.
Half-Life Vault
playablehalf_life_vault · physics · tuner.formula
Concept: Radioactive decay
Player does: Set the wait so exactly the target fraction remains
Breaks: After two half-lives it's all gone
Each half-life halves the remaining amount, so after two half-lives a quarter remains, not zero.
Phase Diagram Pin
playablephase_diagram_pin · physics · mapper.plane
Concept: Phases vs pressure & temperature
Player does: Place the substance on the P–T diagram to make ice, water, or steam
Breaks: Water always boils at 100 °C
Boiling point shifts with pressure, so water boils below 100°C at low pressure and above it at high pressure.