Topology
Ports on the cell, switch, bulb, meter, and lamp. A wire is a seated plug. The lamp or bulb lights only if there is one closed path through the cell and a closed switch. Count of parts stays small. Snap radius is generous.
Spark Village · Mission 1
Build notes after the science pass. Play stays on the spec. This page is what not to simulate, what to log, and what done means.
Ports on the cell, switch, bulb, meter, and lamp. A wire is a seated plug. The lamp or bulb lights only if there is one closed path through the cell and a closed switch. Count of parts stays small. Snap radius is generous.
The dial sets I. The engine does not compute it from resistance. Time and charge follow I = Q/t in coulombs, seconds, and amperes. The unit ring converts milliamperes or minutes before a check.
Valid only when the meter is in the same path as the bulb or lamp. Clipped across the bulb, the needle is unusable and the trial stops. The marker snaps to a labelled tick.
The lens does not change the circuit. The jar pictures charge accumulating. The swarm pictures nearly 6 × 10¹⁸ electrons per coulomb. Neither is a lab instrument.
After the copper view is open, the student may steer Amp between the model electrons. A few hits and Amp overcharges, the round ends, and he resets. Skip is always there. No mastery flag, no miss count, no change to the circuit. Overcharge is the toy’s game-over, not a claim about real electrons.
Only a committed try increments the miss count: Try, a released marker, wheels checked, a decade set, or arrows released. Fiddling does not.
M1-A through M1-I are flags. The lamp and the cutscene play even if a flag is unset. A flag that needed the explanation can be earned on one skippable retry. Coins and the badge never gate a stage.
Store this beside any authored check. Game-facing words stay original. Do not paste a board paper into the scene.