An object with no identity attached. Fit an orbit, measure its brightness, read its thermal emission, take a spectrum — then say what it is, and whether it is entering the solar system or entering the atmosphere.

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What is real here

Every object in the identification game is a real record from a live archive, and the answer key is the archive's own classification — nothing is invented and nothing you do is sent anywhere or contributes to any survey. The measurements are computed from the real relations: the magnitude–diameter law, Planck's radiation law and Wien's displacement law for the thermal reading, and the eccentricity test for whether an orbit is bound at all.

The deflection game uses the momentum enhancement factor NASA's DART mission actually measured at Dimorphos in 2022 (β ≈ 3.6, meaning crater ejecta contributed more recoil than the spacecraft itself), closed-form gravitational focusing for the encounter geometry, and a displacement that grows linearly with lead time. It does not model resonant returns.

No game here uses a quantum computer. The quantum physics involved — Planck, Wien, and the discrete electron transitions that make spectral classification possible — is real and central, which is a different claim and worth keeping distinct.

Kinetic interception inside the atmosphere is not a real planetary-defence capability. Nothing deployed or planned does it. The real playbook is deflection years ahead — which is what DART demonstrated and what the second game models — or evacuation. Two things in the third game make that concrete rather than rhetorical. The clock runs seven times slow, because a real entry from 100 km lasts between about four and twenty seconds — less time than it takes to decide where to put a battery, and human reaction time is itself one of the reasons this is not a plan. And breaking a body up can enlarge the area it affects: blast radius goes as the cube root of energy, so splitting one body into eight gives each piece a radius smaller by half but covers roughly twice the total ground, provided the fragments scatter far enough apart not to overlap. The game says so when it happens rather than scoring a hit as a win.

The entry model behind it is the single-body equations integrated with drag and ablation, and a body comes apart when the dynamic pressure it meets exceeds its own strength. That one comparison is what separates a Chelyabinsk-class stone, which bursts near 30 km, from an iron body of similar energy that reaches the ground — and both of those outcomes are checked against the real events in the test suite rather than tuned to feel right.