Lengths, Perimeters and Areas of Shapes
Help, you've been mummified! Use your geometry skills to build a path and escape from the pyramid, staying ahead of the mongrel demon Ammit. Battle skull bats and skeleton thieves with your magical ankh cross.
In this geometry game set in Ancient Egypt, you have been prematurely mummified and entombed within a pyramid. The object of this maths game is to help your mummy to escape to freedom, by solving geometry puzzles and building a path across the voids of the pyramid's burial chambers.
Unfortunately, the pyramid contains many evil characters such as skull bats, skeleton thieves and a ferocious mystical Egyptian demon called Ammit, all of whom are intent on preventing your escape.
Stay ahead of Ammit and zap other enemies with your Ankh Sceptre while you select shapes and build a path out of the tomb.
How To Play
At the beginning of every turn, four puzzle stones appear at the top of your screen, and a red arrow appears in front of your mummy. Each puzzle stone has a shape on it, with one of the key lengths of the shape indicated in red. You are given enough information to be able to calculate each of the red lines in the puzzle stones.
Build a path by selecting a puzzle stone where the length indicated in red on the shape is equivalent to the length of the arrow in front of your mummy, and dragging that puzzle stone onto the arrow.
Choose the angle of your path through the pyramid by dropping the puzzle stone onto the arrow at the right moment.
If you choose a puzzle stone where the red line is not an equivalent length to the arrow, the puzzle stone will explode and momentarily stun your mummy.
Navigate wisely across the voids, collecting the maximum number of gems and pick-ups to boost your score and prepare you for enemy encounters.
You are pursued by Ammit, a demon from the ancient Egyptian underworld, who has the head of a crocodile, the body of a lioness, and the hind legs of a hippopotamus. Ammit is an implacable enemy and can be briefly frozen, but not destroyed, by firing your Ankh Sceptre at her.
Skull bats appear from time to time and will stun your character if not targeted and destroyed with the Ankh Sceptre. Successful attacks by three skull bats in succession may knock your character off the path, to certain death below.
Skeleton thieves pursue you along the path and will steal gems from you if they reach you, stunning you in the process. Different skeletons steal different colours of gems. Destroy them with the Ankh Sceptre.
At the end of each Zone, the mummy collects a canopic jar containing one of his own preserved body parts, and then faces a head-to-head battle with Ammit.
On this occasion, out of the four puzzle stones presented, only one bears a polygon or circle with a red line that is NOT equivalent in length to the arrow in front of the mummy. Select and drag this non-fitting puzzle stone, which will then explode and knock Ammit back into a pit.
Don't worry about being stunned - each canopic jar is guarded by a Son of Horus, who will magically appear and protect the mummy from puzzle stone blasts.
The pyramid has four Zones, each of which features three Levels and a Boss Level, making 16 Levels in total. Each Zone contains a unique mix of mathematical problems, with the problems becoming more challenging across the Levels. The Zones contain the following mathematical problems:
- Zone 1
- Diameter and radius of a circle
- Zone 2
- Area of squares and rectangles
- Zone 3
- Perimeter of equilateral and scalene triangles
- Zone 4
- Perimeter of squares and rectangles
Click and drag a puzzle stone onto the red arrow in order to select it.
Position the pointer over targets and then click to fire at them using the Ankh Sceptre. The Ankh Sceptre power bar is the green line at the top left of the screen. Recharge the Ankh power bar by collecting Ankh pick-ups.
If you get stuck in a dead end, use the "Back" arrow button (in the middle-bottom of the screen) to make the mummy retrace his steps. You can use this as many times as you like.
Pause the game by clicking on the Pause button at the top left of the screen.
Access the in-game instructions at any time by clicking on the question mark at the top left of the screen.
There are many treasures and special items to find; simply move your mummy near them to collect them automatically:
- Golden Scarab
- These is an exciting treasure that rewards the player with a big score boost.
- Silver Ankh
- This item tops up the Mummy's sceptre power and restore it to maximum
- Eye of Horus
- Temporarily gives the player invulnerability from monster attacks (although not from the jaws of Ammit).
- Heart Amulet
- Contains the mummified heart of a grave robber. It provides a tasty snack for Ammit, pausing her in her tracks and giving the mummy time to get further away.
- Akhenaten's Death Mask
- Collecting one of these rare and hard-to-retrieve items rewards the player with an extra life or "try".
The Pyramid Panic geometry game can be configured for access by colour-blind students affected with red-blindness. To use this feature, start the game as usual, then pause it, and select the blue box. Hereafter, all red lines in the polygons and circles will be rendered in blue.
The difficulty selected determines how fast Ammit and other enemies move as well as the effectiveness of certain pick-ups, such as the Eye of Horus. But the higher the risk, the greater the reward! The scoring is as follows:
|Ammit bonus (per metre)||Level x 10||Level x 20||Level x 40|
Improve your score
- Use the mini-map in the bottom-left corner of the screen to plan your path to the exit.
- Try to stay near the top of the screen and pick up the valuable treasure, but don't bump your head!
- Only fire one shot at a time to slow the demon Ammit. Multiple shots don't have an effect, so save your energy for when you really need it.
- Shoot bats and skeletons before they reach you. You can't shoot bats through walls, though!
Doing the Maths
- One approach is to work out the length of the red line in each of the stones until you find the one that matches the moving red arrow.
- Another is to use the number on the moving red arrow as the length of the red line in each stone. See if the stone gives you the correct values. Try the stones one at a time until you find the correct one.
- You can use doubling and halving for circles. The long line through the middle of a circle is twice as long as the short line from the edge to the middle.
- Area of Squares
- The letter A stands for 'area'. The area of a square can be worked out by multiplying the side length by itself. For example, if the side length is 4 cm then the area is 4 x 4 = 16 cm².
- When you know the area of a square you can work out the side length by finding a number that you can multiply by itself to make the answer for the area. For example, if the area is 25 cm² then you need to find a number you can multiply by itself to make 25. The answer is 5 x 5 = 25. So the side length will be 5 cm.
- Area of Rectangles
- The area of a rectangle can be worked out by multiplying the width by the height. For example, if the width of a rectangle is 4 cm and its height is 3 cm then the area is 4 x 3 = 12 cm².
- When you know the area of a rectangle and one of the side lengths you can work out the other side length by dividing the area by the side length you know. For example, if the area is 20 cm² and one side length is 5 cm then you need to divide 20 by 5 to give 4. So the unknown side length is now worked out to be 4 cm.
- The letter P stands for 'perimeter' – this is the distance all the way around the triangle. You can find the red line on each triangle by subtracting the two other sides from the perimeter.
- Another way to find the red line on each triangle is to add together the two other sides and work out how much more you need to add to make the perimeter.
- Perimeter of Squares
- All the sides of a square are the same length, so you can work out the perimeter by multiplying the side length by 4. Also, you can work out the side length by dividing the perimeter by 4.
- Perimeter of Rectangles
- You need to remember that the opposite sides of a rectangle are the same length. To find the length of the red line on one of the stones you can subtract TWICE the other length from the perimeter and then HALF your answer. For example, if the perimeter of a rectangle is 16 cm and one of the sides is 3 cm you can start by working out 16 - (2 x 3) to give 10 cm. Then half the answer to give 5 cm. So the red line is 5 cm long.