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Number Quest

Learning through adventure

The camera follows Finn as you run along rolling ground. After a correct answer, the question and unused flag numbers change. The submitted flag keeps its number and turns green with a tick. Completed flags cannot be submitted again; when all three are complete, continue right to the next flags. Finn, platforms, holes and scenery stay exactly where they are. Keep running right to find more platforms along the same prebuilt trail. The three answer values are listed below the controls, in left-to-right order. Run underneath your chosen answer, then jump onto its platform. Scenery changes as you travel further along the trail, through meadows, dunes, snowy peaks and twilight woods. Terrain and obstacles already on screen stay in place when you answer; the entire trail is built before play begins. Stand beside its flag and press Enter, or tap Submit, to select the answer. Landing alone does not submit. Platforms can be jumped through from below. Explore rolling hills, terraced slopes, valleys, raised stone routes and wooden bridges. Some answer platforms are taller: use their ladders. Jump across small gaps, collect stars and dodge roaming critters. Slow snails appear first, bouncing mushrooms further along, then beetles guarding bonus stars. Landing on a critter stuns it. A fall or bump returns Finn to the nearby checkpoint without losing maths progress or stars. Use Up/W or the Climb button at a ladder. Space always jumps. Correct answers move straight on without stopping.

Use Left/Right or A/D to move, Space/Up/W to jump, or the large touch buttons. P pauses. Up or W also climbs when you are next to a ladder. Move away and jump again if you miss a flag. Easy answer buttons provide the same questions without requiring platform controls.

Choose three consecutive Big Maths Learn Its steps. Every question in those steps appears, shuffled within each step. Untimed adventure is the default so movement does not rush the maths. Optional timed adventures count down during play and maths help; a manual pause stops the timer. In timed mode, switching away pauses play and the timer.

A wrong answer shows a picture and allows another try. Results distinguish first-try answers from answers found with help. Multiple-choice scores measure recognition, not independent recall. Bests are separate for each range and time setting. Progress is saved only in this browser, separately from the other games.

The supplied PDF is the source of Steps 1–15. Step 12’s 3 × 6 and Step 15’s repeated 12 × 2 are retained as printed. This is an independent family game, not an official Big Maths product.

A rabbit, hedgehog, squirrel, badger and owl join after 5, 10, 15, 20 and 25 correctly completed questions in the current adventure, including questions completed with help. They actively catch up, turn with you and gather nearby when you stop, without colliding with enemies or affecting maths scores. Willow the owl is the fifth friend and flies above Finn, following him over jumps and platforms. Each adventure starts with no friends. The trail contains 50 different terrain profiles and 12 landscape palettes, all fixed before play begins.

The game artwork, gameplay code and optional sounds are included with the game. Nothing is sent online.