Island · Piko
Mind Tower
Puzzles, memory, logic and coding with Piko.
Hi, I'm Piko! Pick your age group, then tap the glowing stop to start the path.
Little stars Ages 3–5
Unit 1 · 0/5 steps
Sharp eyes
You found: The tower's big front door
Piko's story
The Mind Tower was dark, and its big front door was locked tight. Piko looked very, very closely and spotted a tiny keyhole shaped like a star.
"Sharp eyes open every door!" he laughed, and the door swung open with a creak.
Unit 2 · 0/5 steps
Find the way
You found: Two round, sunny windows
Piko's story
Inside the tower, the stairs twisted and turned like a maze. Piko went one step at a time and never gave up.
At the top of the first stairs he found two round windows, and warm sunshine poured in.
Explorers Ages 6–8
Unit 1 · 0/5 steps
Memory power
You found: A balcony with a view
Piko's story
On the second floor lived a parrot who kept forgetting his words. Piko taught him a trick: picture it, say it, then say it again.
Soon the parrot remembered everything. To say thank you, he gave Piko a balcony with a view over the whole island.
Unit 2 · 0/6 steps
Logic lab
You found: The great tower clock
Piko's story
The tower clock had stopped, and all its gears were jumbled up. Piko tried one idea, checked it, then tried the next.
Tick, tock! The clock started again, and the whole tower cheered.
Captains Ages 9–10
Unit 1 · 0/5 steps
Super thinker
You found: A giant golden gear
Piko's story
A riddle was carved on the third floor: "What is different, what has changed, and what comes back to front?" Piko compared, remembered and reasoned until the answer clicked.
A giant golden gear began to turn and lifted him higher up the tower.
Unit 2 · 0/5 steps
Grid masters
You found: A sparkling glass dome
Piko's story
The tower's roof was a dome of glass squares, and many of them were cracked. Piko worked row by row and column by column, and he never guessed.
When the last square clicked into place, the dome sparkled like the night sky.
Unit 3 · 0/5 steps
Code captain
You found: The tower's shining star beacon
Piko's story
At the very top of the tower stood a beacon that hadn't shone for a hundred years. Piko wrote a program with a loop: forward, turn, repeat.
The beacon flashed, and every island could see the light of the Mind Tower.
Free play
All games on Mind Tower
Play any game, in any order. Stars on the path only count when you start from a path stop.
- Ages 3–10
Memory Match
Turn over two cards at a time and find every pair. Three board sizes, new deck every game.Play - Ages 3–7
Odd One Out
Four pictures, one does not belong. Find it and see why: colour, shape, size or group.Play - Ages 3–6
Shadow Match
Which shadow belongs to the picture? Look closely at the outline and pick the matching one.Play - Ages 4–10
Spot the Difference
Compare two pictures and tap every change. Many scenes, from five differences up to ten.Play - Ages 4–10
Star Maze
Guide the little rocket to its star. Every maze is new, and they grow bigger as you go.Play - Ages 4–10
Colour Echo
Watch the planets light up and play the same order back. Each round adds one more step.Play - Ages 5–10
Shape Sudoku
Fill the grid so each row, column and box has every shape once. Start with 4×4, move up to 6×6.Play - Ages 5–10
Tangram
Slide and turn the seven pieces to fill the shadow. Animals, boats, houses and more.Play - Ages 5–10
Robot Coding
Line up arrow commands to guide Piko the robot to the battery. Loops arrive in later levels.Play - Ages 6–10
Slide Puzzle
Slide the tiles to put the picture back together. Start with 3×3, then try 4×4.Play - Ages 7–10
Star Switch
Tapping a star flips it and its neighbours. Light up the whole sky in as few taps as you can.Play
