Learn the basics
Meet the controls and begin with familiar ideas such as needs, wants and saving.
Phase 1 · Primary school · Ages 9–11
Run, jump, collect and answer. Phase 1 introduces financial vocabulary and everyday choices through a colourful platform game across Sarawak.

The story
A financial crisis has sent prices out of control. FinPintar and the support companion Cent travel through Sarawak to recover coins, overcome Coin-Creeps and face the dragon behind the disruption.
The story gives young learners a clear mission while each encounter introduces a small, manageable money idea.

Game flow
Movement, questions and rewards are connected so students stay focused on the mission.
Move through the stage, jump over gaps and find coins.
A Coin-Creep blocks the path with a short money question.
A correct answer clears the obstacle and awards coins.
Reach the target, earn badges and continue to the next stage.
Across Sarawak
Meet the controls and begin with familiar ideas such as needs, wants and saving.

Use growing knowledge to answer more questions and keep collecting.
Correct answers reduce the dragon's health and complete the main adventure.
Learning goals
Recognise the purpose and value of money.
Tell essential spending from optional spending.
Understand why keeping some money for later matters.
Think before spending when money is limited.
Spot choices that may waste money or be too good to be true.
Build confidence using clear financial terms.

Positive reinforcement
Coins, stars and five milestone badges make improvement visible. They encourage students to keep trying without turning a wrong answer into a harsh penalty.
For teachers and facilitators
Share a class invitation, let learners play, then use the questions and results to talk about why one choice may be better than another. No student email or password is needed to join a session.
Phase 1 gives primary learners a friendly first step into financial literacy.
Play FinPintar