Ninja Math is a 2 player arcade style game created by The Ninjaneers (Team 16) for ME218A in Autumn 2013.
When the game is turned on it shows 2 dashes on the 7 segment display indicating that the game is in lockdown mode. To start the game, one of the users slides the access badge into the slot and a number will appear on the 7 segment display. This is the target number for Stage 1. The users are trying to manipulate their inputs to achieve this number.
Each user has three inputs. The user twists a ninja star potentiometer to indicate 2, 4, 6, or 8, pushes a nunchuck button to indicate 1, 3, 5, or 7, and karate swipes an IR transceiver on the side of the box to submit their answer. How the users achieve the target number differs for the 3 stages.
Stage 1: Competitive addition. User 1 is racing User 2 to position his or her ninja star and nunchuck numbers so that they would equal the target number when added together. The first user to position their inputs correctly and karate swipe to submit their answer becomes the ninja captain for the next two stages.
Stage 2: Cooperative addition. The users need to work together so the numbers on all four inputs added together equal the target number. Once the inputs are positioned correctly, the ninja captain karate swipes to submit the answer.
Stage 3: Cooperative multiplication. The users need to work together so the numbers on all four inputs multiplied together equal the target number. Once the inputs are positioned correctly, the ninja captain karate swipes to submit the answer.
A ninja figurine to the right of the target number moves up and down to indicate which stage the game is on. The vibration motors in the karate belt provide haptic feedback to the user. The motor buzzes once when the submitted answer is correct and twice when the submitted answer is incorrect. The maximum game time for all stages is 45 seconds. A sun moves from left to right over the mountains showing approximately how much time has passed.
Ninja math is perfect for tricking 3rd graders into learning teamwork and multiplication or for observing how a grad student's separation anxiety from his or her TI-89s manifests itself.
When the game is turned on it shows 2 dashes on the 7 segment display indicating that the game is in lockdown mode. To start the game, one of the users slides the access badge into the slot and a number will appear on the 7 segment display. This is the target number for Stage 1. The users are trying to manipulate their inputs to achieve this number.
Each user has three inputs. The user twists a ninja star potentiometer to indicate 2, 4, 6, or 8, pushes a nunchuck button to indicate 1, 3, 5, or 7, and karate swipes an IR transceiver on the side of the box to submit their answer. How the users achieve the target number differs for the 3 stages.
Stage 1: Competitive addition. User 1 is racing User 2 to position his or her ninja star and nunchuck numbers so that they would equal the target number when added together. The first user to position their inputs correctly and karate swipe to submit their answer becomes the ninja captain for the next two stages.
Stage 2: Cooperative addition. The users need to work together so the numbers on all four inputs added together equal the target number. Once the inputs are positioned correctly, the ninja captain karate swipes to submit the answer.
Stage 3: Cooperative multiplication. The users need to work together so the numbers on all four inputs multiplied together equal the target number. Once the inputs are positioned correctly, the ninja captain karate swipes to submit the answer.
A ninja figurine to the right of the target number moves up and down to indicate which stage the game is on. The vibration motors in the karate belt provide haptic feedback to the user. The motor buzzes once when the submitted answer is correct and twice when the submitted answer is incorrect. The maximum game time for all stages is 45 seconds. A sun moves from left to right over the mountains showing approximately how much time has passed.
Ninja math is perfect for tricking 3rd graders into learning teamwork and multiplication or for observing how a grad student's separation anxiety from his or her TI-89s manifests itself.