AMC 10 & 12 — prep map (unofficial)
AMC 10 & 12 — prep map (unofficial)
The American Mathematics Competitions AMC 10 and AMC 12 are multiple-choice contests that feed into AIME qualification for high scorers. Official rules, dates, and problems come from the Mathematical Association of America (MAA) — use maa.org and official AMC resources for the real thing.
This page is not affiliated with the MAA. It is an unofficial topic map and a bridge to what you practice in First Principles (graphs, slopes, function behavior) — not a substitute for past papers or a coach.
AMC 10 vs AMC 12 (high level)
| AMC 10 | AMC 12 | |
|---|---|---|
| Typical audience | Grades ≤ 10 (eligibility rules on MAA site) | Grades ≤ 12 |
| Difficulty / ceiling | Strong middle/high-school contest | Harder tail; more “late-precalculus” flavor |
| Calculus on the official syllabus? | No — problems are intended without calculus | No — same intent; calculus is never required |
| Still useful to know? | Graph intuition (monotonicity, max/min mood) parallels thinking like (f’) even when you solve with algebra | Logs, trig, exponentials show up more; a calculus course can be a shortcut on a few items after you know the contest baseline |
Takeaway: prepare with official AMC topics first; treat calculus as enrichment and intuition — see also our Competition math stage ((\ln), concavity) and Math concepts index.
Topic buckets that show up constantly
Algebra & functions
- Linear / quadratic / polynomial fluency; factoring; sensible substitution.
- Exponentials and logarithms (especially AMC 12): laws of logs, solving (a^x = b), (\log) equations with domain checks.
- Functional equations “light” — plug values, hunt symmetry, periodicity mood.
- Piecewise and absolute value — case splits (mirrors kinks you see on graphs).
Geometry & counting (not the game’s main focus)
- Triangles, circles, 3D; similarity; coordinate bash when allowed.
- Combinatorics (count carefully, bijections, PIE mood); probability with clean sample spaces.
Number theory
- Divisibility, gcd/lcm, modular arithmetic, Fermat/Euler mood for small cases — not the core of First Principles, but standard AMC bread.
Where calculus thinking still helps (unofficial)
Even when problems are designed for elementary methods:
- “Where is the expression smallest/largest?” — matches optimization instincts (vertex, boundary, AM–GM).
- Increasing / decreasing — matches sign of slope without naming a derivative.
- Concave / convex mood — links to (\ln), tangents/chords, and our Competition math in-game stage.
- Area / Riemann intuition from area / Riemann levels supports discrete → continuous metaphors (sums vs integrals) when you study series bounds later.
Game levels that echo AMC-friendly graphs (no exam claims)
Use the game for visual slope / domain / log / trig / absolute value gut checks — not for timed AMC drill:
- Absolute Path, parabola / cubic stages — shape & extrema.
- Trig (sine, cosine, tan window) — identities show up more on paper, but graphs build fluency.
- (\ln) / (\sqrt{\cdot}) BC-style levels — domain discipline like contest log problems.
- Competition math: ln, concavity & bound tricks — explicit contest lens.
Study pairing (official-first)
- MAA competition hub + recent AMC 10/12 papers (timed practice).
- Error log by bucket: logs, geo, NT, combo — not only “graph stages.”
- AIME path: if you qualify, add longer algebra and careful arithmetic training; First Principles stays a calculus graph supplement.
Related repo docs
- Competition math — contest style, (\ln) stage, bounds & concavity.
- AP Calculus BC — prep — formal calculus syllabus map (overlaps skills, not AMC format).
- Math concepts & snippets — in-game curriculum glossary.
Unofficial · not affiliated with the MAA · First Principles is proprietary.