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Pipwing

Play · Learn · Soar

The game loads when you press play.

  • Free
  • No ads
  • No account needed
  • No install — plays in your browser

About the game

Eight original learning activities for young flyers — numbers, letters, memory, logic, strategy and telling the time. Fully offline.

Pipwing is a pocket learning arcade for young passengers, hosted by Pip the finch. Eight original activities cover early maths, reading, memory, logic, strategy and clock-reading, each with its own difficulty rating and a ladder of levels that ends in a small celebration.

Number Nibble is a grid muncher: eat only the numbers that fit the rule while creatures roam the board. Letter Rain drops characters to catch on a touch or physical keyboard. Pair Perch is a memory game that grows into matching sums to their answers. Ring Towers is the classic three-peg puzzle. Lantern Grid asks you to put every lantern out, one cross-shaped press at a time. Code Nest hides a row of colours to deduce. Sky Four is four-in-a-row against Pip or a friend. Tick Tock teaches the hour and minute hands, colour-coded so the digits match the hands.

Everything runs from one self-contained file with no internet connection, no accounts, no advertising and no purchases. A Learning Setup screen lets a parent or crew member tune lives, pace, grid sizes, opponents and clue style for every activity, and a Progress board tracks levels cleared rather than a score, because the point is learning, not leaderboards.

How to play

  1. Move the nibbler across the grid and eat only the numbers that match the rule at the top. A wrong number costs a life, and so does bumping into a wandering creature.
  2. Characters drift down from the clouds. Press the matching key before one reaches the grass. Every miss costs a life.
  3. Turn over two cards. A pair stays open, anything else turns back. Later levels pair a sum with its answer.
  4. Move every ring onto the right-hand peg. Only the top ring of a peg may move, and a ring may never sit on a smaller one.
  5. Tapping a lantern flips it and its four neighbours. Put every lantern out.
  6. Guess the hidden row of colours. After each guess you learn how many sit in the right place and how many are the right colour in the wrong place.
  7. Drop a seed into a column. The first to line up four across, down or diagonally wins.
  8. Drag the hands until the clock shows the time that is asked for, then press Check.

Controls

TouchTap what you want. Drag when an activity asks you to drag.
MouseClick what you want, and drag with the mouse when an activity asks you to drag.
KeyboardArrow keys and Enter or Space move through menus and play each activity; letter and number keys answer where asked. P pauses, M toggles music, Esc goes back.
GamepadD-pad or left stick moves, A acts, B goes back, Y restarts the level, Start opens the menu.

Screenshots

  • Code Nest on a brown Mastermind board: six rows of ball-headed pegs, black and white key pegs, the hood over the answer
  • Lantern Grid at Expert 9: brass lanterns on slate, amber glass where lit and smoked green where dark, Lit 24, Moves 0 / 13
  • Tick Tock, close on the dial: red and blue blade hands, a blue minute cog ring, green gears turning in the face above the hub
  • Pair Perch on square memory tiles: speckled backs, white chipboard edges, two matched pairs face up and one turned over
  • Ring Towers from above at Expert 4: six lacquered rings on three beech dowels as nested circles, Moves 0 / 48 · Fewest 46
  • All eight activities, each with an Expert best: Number Nibble 9, Ring Towers 12, Lantern Grid 9, Code Nest 6, Pair Perch 7

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