Games Handbook For more information, contact: Vic, SA and Tas Michelle Button 0433 983 974 [email protected] Mangahigh is more than just about playing games! It is the clever combination of games and Prodigi (quizzes) lessons that makes the Mangahigh system a success in improving learning outcomes in students. The Gradebook allows teachers to assign both Prodigi and Games lessons for students based on curriculum coverage. That said, this handbook aims to provide an overview of all games available on Mangahigh, as at January 2014. Mangahigh is the first true Digital Games Based Learning platform to be successfully used in classroom globally. On Mangahigh, games are not just used as a reward upon completion of tasks – it is where your students actually learn and practise their maths! Games are excellent at developing procedural fluency – a skill that is truly lacking in many students. With every correct (or incorrect) answer, an interactive response is initiated – a way of ‘reinforcement learning’. The adaptive nature of the games ensures that students are continually challenged, gradually build on their skills as they learn related skills of increasing complexity. Meet the team http://www.mangahigh.com/en-au/about/meettheteam JETSTREAM RIDERS – Times Tables and numeracy skills Want to make it as a competitive balloonist? Well, your numeracy skills had better be good. Answer maths questions to make your balloon rise, and navigate tricky obstacles in this addictive multiplayer physics game. Achievement Goal Bronze Silver Gold Basic numeracy skills Complete Tennessee Hills training + beat the target time 02:00 01:55 01:47 Elementary numeracy skills Complete Darjeeling Dreams training + beat the target time 02:00 01:54 01:49 Intermediate numeracy skills Complete Caverns of Grimsvotn 02:50 02:43 training + beat the target time 02:37 PINATA FEVER – Add and Subtract with Negative Numbers Keep the party pumping in this fast n’ furious piñata smash-‘em-up! Move along the number line to intercept the descending piñatas, and then whack them for candy. Come on, catch the fever! Achievement Goal Bronze Silver Gold Extending the number line Finish a Mode 1 game + beat the Target Score 8,000 Adding negative numbers Finish a Mode 2 game + beat the Target Score 12,000 30,000 60,000 Adding & subtracting negative numbers Finish a Mode 3 game + beat the Target Score 16,000 40,000 80,000 20,000 40,000 INSTRUCTIONS – Pinata Fever Game Goals In this maths game you’re the host of a crazy piñata party. To keep the party pumping you need to keep the candy jar topped up – and the only way to get more candy is by smashing piñatas! These colourful, goody-stuffed toys descend slowly from the top of the play area. You must move quickly to intercept them by adding and subtracting positive and negative numbers. Once in position, smash open the piñatas to release their tasty treats! Think fast because if you run out of candy, the party’s over! How To Play • To start a game, click ‘Play’ and then select a Mode. The tougher the mode, the more points you score. The first time you play, only the easiest Mode is available. • Now click either Carlito or Carlita to select your favourite hero and begin play. (There are no differences between the two heroes other than the way they look.) • Piñatas appear randomly along the top of the play area and start to descend slowly toward the number line. Your task is to intercept and smash the piñatas in order to grab the candy inside. • You move the hero by clicking on the number line and then answering a maths problem: • Answer the problem correctly and you see the hero move to your chosen position. • Answer the problem incorrectly and you see the hero move to the position as indicated by your incorrect input, shake their head, and then move back to their original position, all of which costs precious time. • Once the hero is beneath a piñata, you get the chance to smash it! A strike meter appears over the hero’s head: - Stop the meter in the blue zone and you miss the strike, wasting time. But don’t worry you can try again! - Stop the meter in the yellow zone and you whack the piñata, earning you points and candy. - Stop the meter in the red zone and you smash the piñata’s critical ‘Sweet Spot’, winning you points and even more candy. Sometimes you also make a special Gift Box fly out. • To collect Gift Boxes, move your hero to its position in the usual way; the box will be picked up automatically. Gift Boxes contain presents such as bonus points and special power-ups, so they’re well worth grabbing! • If a piñata gets too close to the number line it will be stolen by El Nibblo, the notorious sweet-toothed piñata thief, and you lose precious candy. • Candy is important as it keeps your hungry guests happy. Your candy count is shown in the top-middle of the screen. If you run out of candy, the party ends – game over! How long can you keep your party going? Basic Strategies • Generally you should aim to smash the lowest piñatas first. However, if you’re starting to get swamped and running all over the place then it may be wise to sacrifice a piñata or two so you can catch your breath and plan a new strategy. • If you have several piñatas descending together in a row, start at the leftmost one and work your way right – this will mean you get easier maths. • The fancier the gift box, the better the present inside. So if you have several gift boxes to choose from, go for the fanciest-looking one first. • If a gift box starts flashing, that means it’s about to disappear. If you haven’t started moving yet to collect the box, probably best to forget it – unless you’re super-fast, chances are you won’t reach it before it disappears. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/pinatafever and click ‘Instructions’ SUNDAE TIMES LITE – Basic Mental Maths Use your mental maths skills to build the tallest, most incredible ice cream sundae possible! Play against the computer or head-to-head versus other students from around the world. Achievement Goal Bronze Silver Gold Adding & subtracting up to 10 Beat the Target Rating in all Group A tables 7 8 9 Adding & subtracting up to 20 Beat the Target Rating in all Group B tables 7 8 9 Adding & subtracting up to 100 Beat the Target Rating in all Group C tables 7 8 9 Multiplying & dividing by up to 5 Beat the Target Rating in all Group D tables 7 8 9 SUNDAE TIMES – Times tables from ×2 up to ×15 Use your knowledge of times tables to build the tallest, most incredible ice cream sundae possible! Play against the computer or head-to-head versus other students from around the world. Achievement Goal Bronze Silver Gold Understanding the ×2, ×3, ×4 and ×5 times tables Beat the Target Rating in all Group A tables 7 8 9 Understanding the ×6, ×7, ×8 and ×9 times tables Beat the Target Rating in all Group B tables 7 8 9 Understanding the ×10, ×11 and ×12 times tables Beat the Target Rating in all Group C tables 7 8 9 Understanding the ×13, ×14 and ×15 times tables Beat the Target Rating in all Group D tables 7 8 9 INSTRUCTIONS – Sundae Times and Sundae Times Lite Game Goals In this maths game you race against two rival players to build the tallest, most incredible ice cream sundae possible! The game tests your mental maths skills, challenging you with a range of addition, subtraction, multiplication and division problems. Each problem answered correctly earns you a fresh scoop of delicious ice cream, but mistakes lose you time – so think carefully, because those precious few seconds could cost you the race! How to play On the main title screen, you can choose to play either Solo or Multiplayer: • Solo: In this mode you race against two computer rivals. Choose from one of 12 levels ranging from ‘Adding up to 10’ to ‘Multiplying & dividing by up to 5’. • Multiplayer: In this mode you race online against other students from around the world, tackling a random mix of problems from adding & subtracting up to 20 and multiplying & dividing up to 5. • Once you’ve made your choices, prepare to race! • Sundae bowls are shown at the bottom of the screen, with your bowl in the middle and those of your rivals to the left and the right. • Mental maths problems appear at the top of the screen. If you answer a problem correctly, you earn a scoop of ice cream and your sundae grows taller. If you answer a problem incorrectly, the scoop falls past your bowl and has to be cleaned up – during this time you cannot answer a new problem, giving your rivals the chance to pull ahead. • Every 8 scoops you pass a ‘?’ icon, which randomly awards you a power-up that can either help you or hinder your rivals. Clever use of power-ups at the right time can mean the difference between winning and losing! • When time runs out, the heights of the sundaes are calculated and then Gold, Silver or Bronze Stars are awarded according to final position, numbers of problems answered correctly, and accuracy. Basic Strategies • Some players find it quicker to use the keypad rather than the keyboard – try both to see which feels more comfortable. • If a rival hits you with the Squirt-Squirt Cream or Frozen Desserts powerup, as soon as the power-up takes effect start clicking the mouse button or tapping ENTER rapidly. • If you have an ‘attack’ power-up (Chilli Sauce Splat, Frozen Desserts, Hungry Hound, Scooper Stealer, Squirt-Squirt Cream) and either of your rivals have Shields active, wait until they expire before unleashing it. • When you’re in the lead, you become a target for everyone! If you have a Shield power-up, wait to activate it until your rivals are just about to collect power-ups of their own – this ensures you get maximum protection from it. • In Solo mode, there is a maximum limit to how many points you can score. As there are 12 different levels, the best you can achieve is Gold Stars in each, i.e. 12 × 100 = 1,200 points. If you want to get a high Rank, then Multiplayer is the place to be – each race has the potential to earn you a new Gold Star! For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/sundaetimeslite and click ‘Instructions’ A TANGLED WEB – Angles, from basic rules to circle theorems Help Itzi the spider climb the clock to rescue his family! Solve cunning angle puzzles to reveal a path through each level’s maze of tangled webs and reach the goal. It’s sure to make your head spin! Achievement Goal Bronze Silver Gold Basic angle rules Complete Stage 1 + beat the Target Score 40,000 70,000 92,000 Angles and parallel lines Complete Stage 2 + beat the Target Score 32,000 66,000 96,000 Angles in triangles Complete Stage 3 + beat the Target Score 32,000 66,000 96,000 Angles in quadrilaterals Complete Stage 4 + beat the Target Score 36,000 70,000 104,000 Angles in polygons Complete Stage 5 + beat the Target Score 40,000 74,000 112,000 Angles in circles Complete Stage 6 + beat the Target Score 40,000 74,000 110,000 INSTRUCTIONS – A Tangled Web Game Goals In this maths game you control a tiny robotic spider named Itzi, who lives with his family at the top of a strange old grandfather clock. One dark night, the clock struck midnight with a mighty mechanical ‘Clang!’. So loud was the noise that the whole clock rattled and shook, sending Itzi and his family tumbling down through its rusty innards. Now Itzi must climb back up the clock, rescue his stranded family members, and return home! On each level Itzi must find a safe path through an intricate maze of tangled webs, solving cunning angle puzzles as he goes. You’ll need brains and bravery to succeed, so get going – Itzi’s family are depending on you! How To Play • To start a game, click ‘Play’ and then ‘OK’ to skip past the family portrait. (As you rescue family members, their images appear in the portrait – save everyone to complete the painting!) • On the ‘Select Level’ screen, click on any unlocked level to begin play (locked levels are indicated by a padlock symbol). The first time you play, only Stage 1: Level 1 is available. • In each level, your ultimate goal is to guide Itzi safely to the Warp Gate. You don’t control Itzi’s movement directly; instead, you rotate the giant cog and then Itzi ‘rolls’ according to gravity. • Dotted around each level are blue Glo-Flies. Itzi must collect all the blue Glo-Flies to activate the Warp Gate – only then can he enter it and travel to the next level. • On some levels you will find special gold Glo-Flies. You don’t have to collect them to activate the Gate, but they’re worth big bonus points if you do. Typically gold Glo-Flies are tucked away in hard-to-reach places, designed to challenge expert players. If you can’t reach one on your first play-through, that’s okay – just move on and come back later when you’ve honed your skills! • At certain points, a coloured line will block Itzi’s path to the Gate. To remove the line, you must click on the angle puzzle of the same colour and input its value: • If the angle value is correct, the line disappears and Itzi can pass. • If the angle value is incorrect, the line remains in place and Itzi loses energy. • A bar in the top-left of the screen shows Itzi’s energy – if it runs out, you fail the level. You also fail the level if you don’t reach the Gate before time runs out. But don’t worry: you can always try again! • Itzi also loses energy if he hits the cog rim or bumps into dangerous obstacles, such as Laser Walls and Spike Balls. Basic Strategies • When you start a new level, spend a few moments to spot its main mathematical features. Are there any triangles that will be useful? Any parallel lines? Any circles that will help you with your calculations? • Try to decide the best order in which to calculate the angles. Often you need to work out other angles in order to calculate the angles needed to remove lines. • Sometimes it helps to imagine extra lines in your diagram to solve problems. • You will need to remove some lines more than once. Remember that once you’ve correctly found an angle you can remove its line as often as you wish. • Sometimes it’s useful to rest Itzi against a line you can remove; then, when you remove it, Itzi will start rolling. Use this control to your advantage when timing is important. • As you progress through the game, you will need to use more and more facts about angles. Use the in-game maths help to find out what you need to progress. • Don’t assume that two lines are parallel or the same length unless they are marked as being so. It’s easy to think that because two lines look roughly the same length they are the same length. Likewise, it’s easy to think that two lines are parallel because they have roughly the same direction. • It’s always possible to complete a level without Itzi taking any damage – and it’s the only way to get A and S Ranks! • Getting an S Rank is tough... really tough! To earn them, you need to achieve or surpass the best scores of Mangahigh’s team of designers and testers. Not only do you need to be razor sharp on your maths, get ALL the flies and take NO damage, you also need to complete the level in a super-fast time. Look for shortcuts and tricks that will save you seconds, and be prepared to take risks! For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/atangledweb and click ‘Instructions’ THE WRECKS FACTOR – Factorise simple and harder quadratics, including quadratics with common factors S.O.S.! Ships navigating the treacherous Bermuda Rectangle are falling prey to bizarre disasters. Factorise quadratic expressions to answer the ships’ distress calls and save their stricken crews! Achievement Goal Bronze Silver Gold Quadratic factorising like (x + 2)(x + 3) Complete Mode 1 + beat the Target Score 175,000 375,000 800,000 Quadratic factorising like (x - 3)(x + 2) Complete Mode 2 + beat the Target Score 150,000 325,000 700,000 Quadratic factorising like (2x + 1)(x - 3) Complete Mode 3 + beat the Target Score 125,000 275,000 600,000 Quadratic factorising like 2(3x - 1)(x + 2) Complete Mode 4 + beat the Target Score 100,000 225,000 500,000 INSTRUCTIONS – The Wrecks Factor Game Goals In this maths game you are the chief of rescue operations for the Bermuda Rectangle. Your task is to protect the ships crossing this notorious body of water, keeping watch for any vessels that fall prey to its strange and terrifying phenomena. Stricken ships will transmit their search area coordinates encoded as a quadratic expression. You must decipher the code before the ship sinks, and dispatch a rescue chopper to locate life rafts and save the crew. How To Play • To start a game, click ‘Play’ and then click ‘OK’ to accept the default settings on the two menu screens that follow. • Ships will sail into view from either side of the screen. Randomly ships will fall victim to the terrors of the Bermuda Rectangle and start to sink. Your task is to intercept these ships and rescue their crews before they finally slip below the surface. • When a ship starts sinking it transmits its search area encoded as a quadratic expression. First, you decipher the signal by factorising the quadratic. Next, you ‘draw’ a search area around the ship using your mouse, making sure the lengths of the area’s sides correspond directly to the quadratic’s factors. • If you factorise the quadratic correctly and draw the search area accurately then a rescue chopper is dispatched to scour the search area for life rafts and rescue the survivors. Your rewards are... - Points added to your score - Seconds added to the timer - A lifering added to the Multiplier bar (in the top-left corner of the screen). If you fill this bar then your Multiplier increases. This Multiplier is applied to any points you earn, and can really help you score big – see if you can build up a massive ×5 Multiplier If you factorise the quadratic incorrectly and/or draw the search area inaccurately then a warning sounds and the ship continues sinking. Your penalties are: Seconds deducted from the timer. Three liferings deducted from the Multiplier bar (in the top-left corner of the screen). If the bar drops to or beyond empty then your Multiplier decreases. When the timer falls to zero your game ends, and you are shown a summary of the ships you saved and how many points you earned. Basic Strategies Before drawing a search area, think carefully about where to place the cursor: - If the correct factorisation is (x + 3)(x + 2) then place the cursor to the bottom left of the ship, as dragging up and to the right will create the search area. - If the correct factorisation is (x – 3)(x – 2) then place the cursor to the top right of the ship, as the search area will be created by dragging down and left - If the correct factorisation is (x + 3)(x – 2) then place the cursor to the top left or bottom right of the ship, as the search area will be created by dragging up and left or down and right - The bigger the number terms in the correct factorisation, the bigger the search area. Be careful: count squares to ensure that the search area fits the grid from your chosen start point - The smaller the number terms in the correct factorisation, the smaller the search area. Make sure your start point is close enough to the ship that the search area contains the ship Look out for special cases. The search areas for factorisations like x2 – 9 = (x + 3)(x – 3) are especially easy to draw: it’s square and you drag either down and right or up and left. Choose carefully which ship to save next. For each ship you need to figure out how long it’s been waiting for rescue, and how difficult its factorisation is. You should be able to decide quickly how difficult a factorisation is by looking at the numbers in the quadratic. Sometimes it’s worth leaving an ‘easy’ factorisation (even if the ship has been waiting for longer) and focus on a difficult one. Once you save the difficult ship, you can return to the easier one. Each ship type is worth a different amount of points and sinks at a different rate. Focus on saving the fastest sinking ship types first for the biggest scores. Once you save a ship, it will stop sinking. Use this fact to wait until you have a lot of ships sinking in the same area, then save them all as quickly as possible while ensuring their search areas overlap – this can generate huge bonus points! For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/wrecksfactor and click ‘Instructions’ PYRAMID PANIC LITE – Lengths, Perimeters and Areas of Shapes Help, you've been mummified! Use your geometry skills to build a path and escape from the pyramid, staying ahead of the mongrel demon Ammit. Battle skull bats and skeleton thieves with your magical ankh cross. Achievement Goal Bronze Silver Gold Lengths in circles Complete Zone 1: The Underworld 12,000 (E) 28,000 (M) 64,000 (H) Area of squares & rectangles Complete Zone 2: The Catacombs 21,000 (E) 58,000 (M) 144,000 (H) Perimeter of triangles Complete Zone 3: The Temple 32,000 (E) 68,000 (M) 208,000 (H) Perimeter of squares & rectangles Complete Zone 4: The Pyramid 44,000 (E) 102,000 320,000 (M) (H) PYRAMID PANIC – Basic Shapes to Advanced Geometry Help, you've been mummified. Use your geometry skills to build a path across the voids, and escape from the pyramid, staying ahead of the mongrel demon Ammit. Battle skull bats and skeleton thieves with your ankh cross. Achievement Goal Bronze Silver Gold Lengths and areas with circles & triangles Complete Zone 1: The Underworld 16,000 (E) 32,000 (M) 64,000 (H) Lengths and areas in quadrilaterals Complete Zone 2: The Catacombs 28,000 (E) 66,000 (M) 144,000 (H) Pythagoras' Theorem Complete Zone 3: The Temple 40,000 (E) 94,000 (M) 208,000 (H) Trigonometry ratios Complete Zone 4: The Pyramid 70,000 152,000 320,000 (E) (M) (H) INSTRUCTIONS – Pyramid Panic Lite and Pyramid Panic Game Goals In this geometry game set in Ancient Egypt, you have been prematurely mummified and entombed within a pyramid. The object of this maths game is to help your mummy to escape to freedom, by solving geometry puzzles and building a path across the voids of the pyramid's burial chambers. Unfortunately, the pyramid contains many evil characters such as skull bats, skeleton thieves and a ferocious mystical Egyptian demon called Ammit, all of whom are intent on preventing your escape. Stay ahead of Ammit and zap other enemies with your Ankh Sceptre while you select shapes and build a path out of the tomb. How to Play At the beginning of every turn, four puzzle stones appear at the top of your screen, and a red arrow appears in front of your mummy. Each puzzle stone has a shape on it, with one of the key lengths of the shape indicated in red. You are given enough information to be able to calculate each of the red lines in the puzzle stones. Build a path by selecting a puzzle stone where the length indicated in red on the shape is equivalent to the length of the arrow in front of your mummy, and dragging that puzzle stone onto the arrow. Choose the angle of your path through the pyramid by dropping the puzzle stone onto the arrow at the right moment. If you choose a puzzle stone where the red line is not an equivalent length to the arrow, the puzzle stone will explode and momentarily stun your mummy. Navigate wisely across the voids, collecting the maximum number of gems and pick-ups to boost your score and prepare you for enemy encounters. Basic Strategies Use the mini-map in the bottom-left corner of the screen to plan your path to the exit Try to stay in the higher regions of each level - that's where the most valuable treasures lie! Don't waste your magical Ankh energy - on the later levels you'll need every last drop to survive. If running low on Ankh energy, focus on blasting bats as they can knock you to your doom. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/pyramidpaniclite and http://www.mangahigh.com/en-au/games/pyramidpanic and click ‘Instructions’ SIGMA PRIME LITE – Prime Factorisation with Multiplication and Division Use multiplication and division with primes and prime factorisation to defeat the alien invasions. Make use of divisibility strategies to achieve higher scores and progress to the next challenge. Achievement Finding prime factors Goal Finish a game Bronze Silver Gold 40,000 120,000 400,000 SIGMA PRIME – Prime Factorisation with Multiplication and Division Use multiplication and division with primes and prime factorisation to defeat the alien invasions. Make use of divisibility strategies to achieve higher scores and progress to the next challenge. Achievement Prime Factorisation Goal Finish a game Bronze Silver Gold 40,000 120,000 400,000 INSTRUCTIONS – SIGMA PRIME LITE and SIGMA PRIME Game Goals In this maths game your goal is to protect the remote moonbase Sigma Prime from marauding alien invaders. The game tests your skill at splitting numbers into the product of their prime factors. By firing prime numbers at the aliens you must reduce their values to 1 and destroy them! The alien assault is merciless and relentless – how long can you survive? How To Play The alien invaders appear randomly at the top of the play area and home in on Sigma Prime. Each alien displays a number value – by firing prime number missiles at the alien, your aim is to divide its value down to 1 and so destroy it! But take care, you must only hit an alien with its prime factors. If an alien makes it through your defences or you hit an alien with a prime that is not a factor, ‘Remainder Rubble’ will rain down. As Remainder Rubble accumulates at the bottom of the screen, it pushes Sigma Prime closer and closer to the lethal Laser Wire at the top of the screen – one touch of this deadly barrier spells disaster, and ends the game! Stay alert for surprise appearances by alien Motherships. These giant vessels glide across the top of the play area and are worth big points if you manage to bring them down! The aliens attack in waves. As the waves progress, the aliens become faster and tougher to destroy. Fortunately, after each wave, any Remainder Rubble is cleared from play so you always start a new wave back on the ground. Sigma Prime features 22 unique attack waves. Before a game begins, you have the option to start play from any wave reached previously – though note that skipping the earlier waves will reduce your score and make medals harder to earn! If you beat all 22 waves, the game will ‘loop’ back to the start – but now with the aliens faster than before! Basic Strategies When a new wave starts, familiarise yourself with which primes correspond to which buttons as quickly as possible. Try to destroy aliens as quickly as you can after they appear – if you let the alien hordes build up, you can get overwhelmed quickly. Remember: you don’t need to destroy the Motherships to complete a wave. Although they’re worth big points, if you’re struggling it’s better to focus on the aliens. Learn basic divisibility tricks to get in some early hits, reducing your alien enemies to more manageable quantities. When an alien appears, if its number is small enough then try to work out all of its prime factors and destroy it with a quick salvo of shots. For example, if an alien appears with 25 on it then fire off two 5s in quick succession – this will destroy it because 25 = 5 × 5. Similarly, learn standard finishes – for example, 2, 2, 3 will finish off a 12 because 2 × 2 × 3 = 12 Aliens attack at different speeds so take this into account when deciding which ones to target and exactly when to fire. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/sigmaprimelite and http://www.mangahigh.com/en-au/games/sigmaprime and click ‘Instructions’ BIDMAS BLASTER LITE – The Order of Operations Professor BIDMAS roborators have run amok and need to be destroyed. Use your order-of-operations code-cracking abilities and powerful weaponry to close these robo-rebels down. Achievement Goal Bronze Silver Gold Using addition Complete the first stage, Training Ground 10,000 20,000 30,000 Using subtraction Complete the second stage, Robo-Barracks 10,000 20,000 30,000 Using multiplication Complete the third stage, Assembly Line 10,000 20,000 30,000 Using division Complete the fourth stage, Weapons Store 10,000 20,000 30,000 The four operations Complete the fifth stage, Professor's Lab 10,000 20,000 30,000 BIDMAS BLASTER – The Order of Operations Apply your knowledge of the four operations (addition, subtraction, multiplication, division) to crack the attacking Roborator’s shield codes and then blast them into scrap metal! Achievement Goal Bronze Silver Gold Addition & subtraction Complete the first stage, Training Ground 10,000 20,000 30,000 Brackets, multiplication & division Complete the second stage, Robo-Barracks 10,000 20,000 30,000 Brackets & the 4 operations Complete the third stage, Assembly Line 10,000 20,000 30,000 Introducing powers & roots Complete the fourth stage, Weapons Store 10,000 20,000 30,000 Full BIDMAS: all operations Complete the fifth stage, Professor's Lab 10,000 20,000 30,000 INSTRUCTIONS – BIDMAS BLASTER LITE and BIDMAS BLASTER Game Goals This maths game helps with division, multiplication, addition and subtraction essential skills for BIDMAS, the order of operations. Roborators were created to help us, but Professor BIDMAS has infected them with a virus: they now classify all human life as litter and plan on eradicating mankind. You must hurry to the Roborator factory and destroy the Roborators with your powerful weapons. The Roborators are equipped with shields, which you can deactivate with your arithmetic code-cracking skills. Blow up Roborators to gain experience points and earn bounty money. The cash can be used to buy more powerful weapons in the shop, and the experience points are required to clear the level. How To Play You must clear five different stages, each corresponding to a different part of the factory, in order to vanquish the Roborator menace. In each stage, Roborators will spawn and advance slowly towards you. Each Roborator has a code, or formula, displayed above its head: you must type in the answer to this formula to disable the Roborator's shield and blast it. There are four classes of Roborator (green, purple, yellow, and red), which get progressively harder within each stage. If you achieve a 'Combo' of nine consecutive correct answers for any given Roborator class, then the next, higher class of Roborator appears. The tougher Roborators are worth more experience points and higher cash values (see below). You get four Lives in each level, which are lost one at a time with blows from the advancing Roborators. An incorrect answer results in loss of time but not loss of a life. Your selected weaponry appears in the bottom-left of the screen. Switch weapons and ammunition to fire more rapidly or unleash greater destructive power. Basic Strategies Don't let Roborators get too close. The further away they are when you blast them, the more cash you earn: a "Far" Roborator is worth 4 times more than a "Near" one. Combos can boost your score quickly. Focus on getting as many consecutive correct answers as possible. Combo x 9 gives you the maximum bonus and brings on the next Roborator class. Higher-class Roborators are worth more money and earn more experience points per hit. Try to get to the red Roborators as quickly as possible, with as many lives to spare as possible. Your ComboCounter gets reset if you enter an incorrect answer or lose a life. You have four Lives that get replenished at the end of the stage. It is often worth risking a life or two to get the extra few seconds to work out the right answer. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/bidmasblasterlite and http://www.mangahigh.com/en-au/games/bidmasblaster and click ‘Instructions’ FLOWER POWER LITE – Ordering Decimals, Fractions and Percentages Grow flowers and harvest them to make money in this addictive order-‘em-up. It may look simple but it’s fractionally harder than you might imagine. Remember to wait for the bee! Achievement Bronze Silver Gold Grow at least one perfect Daisy and reach Market Day $10 $25 $50 Grow at least one perfect Tulip and reach Market Day $20 $50 $80 Ordering fractions & decimals Grow at least one perfect Rose and reach Market Day $30 $75 $120 Ordering harder fractions Grow at least one perfect Lily and reach Market Day $40 $100 $160 Ordering harder fractions & decimals Grow at least one perfect Orchid and reach Market Day $50 $125 $200 Ordering whole numbers & halves Ordering whole numbers, halves & quarters Goal FLOWER POWER – Ordering Decimals, Fractions and Percentages Grow flowers and harvest them to make money in this addictive order-‘em-up. It may look simple but it’s fractionally harder than you might imagine. Remember to wait for the bee! Achievement Goal Bronze Silver Gold Ordering decimals Grow at least one perfect Daisy and reach Market Day $10 $25 $50 Ordering fractions: halves & quarters Grow at least one perfect Tulip and reach Market Day $20 $50 $80 Ordering general fractions Grow at least one perfect Rose and reach Market Day $30 $75 $120 Ordering fractions, decimals & percentages Grow at least one perfect Lily $40 and reach Market Day $100 $160 Ordering including negatives Grow at least one perfect $50 Orchid and reach Market Day $125 $200 INSTRUCTIONS – FLOWER POWER LITE and FLOWER POWER Game Goals This maths game helps with division, multiplication, addition and subtraction essential skills for BIDMAS, the order of operation The object of this maths game is to make as much money as possible by growing and harvesting valuable and exotic flowers. Use your fractions and decimals ordering skills to correctly order the blooms in the garden, and then harvest mature stems and sell them. Develop more interesting varieties by growing simple flowers and leaving them to pollinate and seed. New and improved strains will germinate from perfectly ordered flowers. Balance pollination and harvesting to achieve a high score, and demonstrate your mastery of fractions and horticulture. How To Play In your market garden, flower stems will grow from seeds. Blooms grow on flower stems, and each bloom carries a fraction, decimal, or a percentage. Flower stems must be ordered with large blooms at the top, and small blooms at the bottom. Order the blooms by clicking on buds at the base of the stem and dragging them into place. Buds will flower into blooms if released, or if not positioned quickly enough. When a stem grows to its full height of seven blooms, it will stop growing, and the player has the opportunity to either harvest it, or wait and allow it to be pollinated by a bee. To harvest, simply click on the scissors that appear if you mouse-over the stem value displayed at the base of the stem. To pollinate, leave the stem standing, and wait for the bee. When the bee pollinates the flower, it will spread more seeds. Basic Strategies Don’t waste your time on cheap flowers – grow perfect stems and let them pollinate, so you progress quickly to more valuable flowers and fungi. Balance pollination and harvesting and attempt to keep at least six high-value stems growing at the same time. Work left to right, ordering one bloom on each stem in sequence, taking extra care when ordering negatives and fungi. Use the Bumper Harvest as often as possible, especially for high-value flowers. For the most efficient harvests, cut stems from left to right. As soon as you hear the end-of-day bell tolling, harvest all of your flowers in one Bumper Harvest. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/flowerpowerlite and http://www.mangahigh.com/en-au/games/flowerpower and click ‘Instructions’ ALGEBRA MELTDOWN – Linear Equations and Number Machines Solve linear equations to guide atoms through the reactor. But don’t keep the scientists waiting too long or they blow their tops! It’s the ultimate nuclear test of your maths skills! Achievement Goal Bronze Silver Gold Introducing equations and function machines Complete all Easy shifts 8,000 16,000 32,000 Two-step equations, including brackets Complete all Medium shifts 22,000 45,000 90,000 Harder two-step equations Complete all Hard shifts 60,000 120,000 240,000 Three-step equations Complete all Extreme shifts 90,000 180,000 360,000 INSTRUCTIONS – ALGEBRA MELTDOWN Game Goals In this maths game you have been recruited by Lissaman Industries to assist in one of their super-secret, ultra-dangerous research projects. As the new controller of the mighty Nuclear Generator, your job is to serve scientists waiting at the Generator's outlets. Each scientist needs a certain atom, which you create by solving linear equations and then guiding 'raw' atoms through the Generator's maze of machines and tubes. Be quick: the scientists are impatient to continue their work. Take too long to serve them and they grow annoyed and eventually storm off; let this happen too many times and you will be fired! The ultimate aim of the project is to construct a monstrous mega-machine known only as 'The Device'. But exactly what does this strange contraption do? Play the game and find out! How To Play Algebra Meltdown's action takes place across multiple level or 'shifts', each featuring a unique Nuclear Generator layout. At the start of each shift scientists queue up at the Generator's outlets, with speech bubbles above their heads to indicate the atoms they need (A). Across the top of the screen is a rack dispensing 'raw atoms' between values -9 and +9 (B). When an atom is dragged and dropped onto the intake funnel (C), it gets sucked inside the Generator and automatically squirted through the tubes in the direction of the chevrons. If an atom passes through a machine, a nuclear reaction takes place and it's transformed by the operation shown (D). For example, if a '4' atom passes through a '+ 2' machine, it turns into a 4 + 2 = 6 atom. If that atom then passes through a '÷ 2' machine, it turns into a 6 ÷ 2 = 3 atom. And so on. You direct the atoms through the tubes and machine by clicking switch boxes (E). The currently active path from the intake funnel to an outlet is illuminated, and its corresponding linear equation displayed on the Quality Controller's monitor (F). For example, if the path takes an atom through a '× 3' machine, then a '- 5' machine, and the scientist at the outlet wants a '4' atom, then the QC's monitor shows '3x - 5 = 4'. Once a scientist receives the atom needed they run off-screen happy, and the next scientist walks to the front of the queue. In addition the Energy Gauge receives a boost (G); if you fill the Energy Gauge before your shift ends (as indicated by the timer (H)) then you have cleared the shift and graduate to the next, tougher one. But work fast: take too long to serve scientists and they become bored or even angry. Scientists also get angrier if you accidentally serve them incorrect atoms. Eventually angry scientists will blow their tops and storm off-screen, costing you a 'Miss' counter (I). If you lose all five 'Miss' counters or fail to fill the Energy Gauge before the shift ends, then you get fired. If the pressure gets too much then click on the 'Tea Break' button (J) - a delicious cuppa makes all the scientists happy again, giving you time to collect your thoughts. You start with just one 'Tea Break' but win a bonus one each time you earn promotion to a higher difficulty. Basic Strategies Work Backwards Imagine what number the atom needs to be at each stage of its journey, so that it shows the right number when it reaches the scientist. For example (referring to the image on the right): 1. The scientist wants a 2 atom... 2. So when the atom's at this point it needs to be value 8... 3. And when it's at this point it needs to be value 6 ...Or use the Quality Controller's monitor The equation displayed on the monitor screen corresponds to the currently selected route through the Generator. Note that if the equation shows '= ?', this means there are no scientists in the queue! Set your route first If you're new to the game, it's safest to set the route by toggling the switches before putting an atom into the machine. However, experienced players may find they can save time and so get higher scores by changing the route when the atom is already moving through the Generator. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/algebrameltdown and click ‘Instructions’ ICE ICE MAYBE – Fast Estimation with Basic Number Calculations Help penguins migrate across a perilous ocean patrolled by hungry killer whales. Use your estimation and approximation skills to position floating icebergs and bounce the penguins safely from glacier to glacier. Achievement Goal Bronze Silver Gold Estimate with addition & subtraction Complete the Emperor Penguins path 24,000 60,000 120,000 (E) (M) (H) Estimate with multiplication & division Complete the Adelie Penguins path 24,000 60,000 120,000 (E) (M) (H) Estimate a percentage of a number Complete the Macaroni Penguins path 24,000 60,000 120,000 (E) (M) (H) Estimate a fraction of a number Complete the Fairy Penguins path 24,000 60,000 120,000 (E) (M) (H) INSTRUCTIONS – ICE ICE MAYBE Game Goals In this maths game your aim is to help four waddles of penguins reach the holiday paradise of Summer Isle. The penguins' vacation migration sees them journey across the perilous Estim Ocean, a vast icy sea patrolled by ever-hungry killer whales. Use your estimation and approximation maths skills to position floating icebergs and bounce the penguins safely from glacier to glacier. How To Play On each level your task is to get a target number of penguins across the Estim Ocean, so they can continue their quest for a rest. The penguins start on the left bank, where they've erected a pengopult. Unfortunately, it's not powerful enough to fling the penguins all the way to the safety of the opposite bank. As a penguin hops into the pengopult, a clock and a maths calculation appears on-screen - when the clock runs out the pengopult launches automatically, and the penguin splashes down at the point corresponding to the answer. Use your powers of estimation and approximation to work out roughly where the penguin is going to land and place an iceberg. If your iceberg is positioned close enough to the correct answer, the penguin bounces to safety; if not, it tumbles into the whale-infested waters and is lost. Basic Strategies Don't waste time (and points!) working out the exact answers Although the additions and subtractions may be simple, you almost certainly won't have time to calculate them exactly! Try rounding the numbers in the question to one significant figure Doing the calculation with the rounded values will be a lot quicker and easier and it will give you some idea of where the "real" answer is. For example, if the question is 6.1 × 4.2, think about 6 × 4 instead. This tells you that that the "real" answer will be near to 24. Next, think about whether the answer will be bigger than or smaller than the number you got For example, it's clear that 6.1 × 4.2 will be a bit bigger than 6 × 4 and that 5.8 × 3.9 will be a bit smaller than 6 × 4. You should take this into account when you position the iceberg. What about 6.1 × 3.9? If you are taking percentages or fractions of numbers then try to visualise how much of the number you need on a number line For example, if the question is ⅓ of 74.4 imagine where 74.4 is on the number line and think about where ⅓ of the way to that number is. For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/iceicemaybe and click ‘Instructions’ TRANSTAR – Reflections, Rotations, Enlargements and Translations Guide TranStar through the perilous voids of space in search of a new home. Call upon the power of exotic space transformation phenomena to reflect, rotate, translate and enlarge TranStar into the safety of the StarGate. Achievement Bronze Silver 244,000 297,000 352,000 Complete all Introducing integer/fractional zones in Sectors enlargements 04 to 05 164,000 196,000 232,000 Introducing negative enlargements 174,000 206,000 240,000 254,000 302,000 368,000 Reflections, rotations & translations Advanced composition: all types Goal Complete all zones in Sectors 01 to 03 Complete all zones in Sectors 06 to 07 Complete all zones in Sectors 08 to 10 Gold INSTRUCTIONS – TRANSTAR Game Goals In this maths game your aim is to guide the alien entity TranStar across the cosmos as it searches for the mysterious Core. By calling upon the awesome power of exotic space phenomena you apply transformations to TranStar, allowing you to reflect, rotate, translate and even enlarge it. But think carefully one false move and TranStar's star trek could come to a tragic end! How To Play TranStar's adventure takes place across multiple levels or 'zones'. In each zone your goal is to guide TranStar from its starting position to the pulsating StarGate, so it can continue its journey. Each zone is populated by one or more space phenomena, such as Rifts, Vortices and Singularities. By clicking on these phenomena, you apply a different type of transformation to Transtar: Rifts reflect, Vortices rotate and Singularities enlarge. By using each of the phenomena wisely and together in the right combinations, you move TranStar until it matches the position, orientation and size of the StarGate. Be aware that you only have so many moves or 'jumps' available on each level if you run out of jumps before you reach the StarGate, you have failed and must try again. If you fail three times in a row then the game ends. In certain zones you will encounter powerful relics of an ancient and longextinct alien race - Tek Orbs. By harnessing their awesome power you can activate Warps (which translate TranStar across space) and even summon space phenomena into existence. Using them is easy: simply drag and drop them onto the designated release points. But be warned: space is a cold and dangerous place. Some zones are home to Zarts, vicious void-dwelling creatures that will attack TranStar if it strays too close. TranStar has defensive shields but they can only withstand so much - take too many hits and TranStar will perish. Take care near Red Giants too - even brushing the searing surface of one of these swollen dying stars will destroy TranStar in an instant. Stay alert for StarSeeds. Like TranStar, these helpless tiny creatures have strayed too far from the Core and become lost - rescue them for a score bonus. You may have to bend the rules of space and even time to reach them, though Basic Strategies General Position Try to work out roughly where each transformation will leave TranStar without worrying too much about which way round it would be; it can give you clues about which transformation to use next. But be careful about relying on this to much - you will need to think about which way round TranStar will be quite a lot too! Exact Position To work out exactly where each transformation leaves TranStar, you need to count squares. Out of Bounds When a level starts, try to work if there are any transformations that will take TranStar outside the grid from its starting position. If they do, then you know these can't be the first move. Which way round? Look at which way round TranStar needs to be in its finishing position compared to how it starts. This will give you vital clues to which transformations you need and when you should use them. Saving StarSeeds Having trouble reaching some of the more elusive StarSeeds? You may have to bend the laws of time to get them, which is what the '<<<' button is for! For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/transtar and click ‘Instructions’ SAVE OUR DUMB PLANET – Linear, Quadratic and Cubic Equations Defend Earth from deadly meteorites using the planetary missile defences. A team of dumb scientists are on hand to suggest possible trajectories and trashtalk. Quickly plot your waypoints or find a new planet! Achievement Goal Bronze Silver Gold Graphs of linear equations Complete Levels 1 to 6 54,000 Graphs of quadratic equations Complete Levels 7 to 12 148,000 296,000 592,000 Graphs of linear, quadratic & cubic equations Complete Levels 13 to 18 231,000 462,000 924,000 108,000 216,000 INSTRUCTIONS – SAVE OUR DUMB PLANET Game Goals In this maths game your aim is to guide the alien entity TranStar across the The object of this maths game is to protect Earth from meteors and other space hazards, by using your algebra skills to calculate accurate trajectories for Earth’s surface-to-space missiles. Unfortunately, poorly educated and argumentative scientists who recommend conflicting trajectory formulae advise you. It is up to you to choose the best formula, and calculate y for x in order to plot waypoints and guide your missile towards its target. Eliminate all threats and save humanity, using as few missiles as possible How To Play As soon as a meteor is identified it appears on the missile defence screen, and three scientists will each recommend a formula to you. Your first task is to identify a formula that is true for the x and y coordinates of the meteor. Select the correct formula by clicking on it, and then use that formula to plot two waypoints for the missile. Plot waypoints by positioning your mouse at the appropriate coordinates, and then clicking. The missile will then arm automatically and be ready to fire. If you miss a meteor by choosing an incorrect trajectory or not positioning the waypoints accurately, the meteor will move closer to Earth before you have the chance to fire again. Basic Strategies Choosing the right equation Earth is always on the curve of the correct formula, but may also be on the curve for other formulae. When trying to decide which equation to pick, try substituting the x-coordinate of the meteor into each equation. Then you will able to see if the y-coordinate produced by the equation matches that of the meteor. If they do, then that equation will fire a missile that will hit the meteor. Remember to always follow the rules of BIDMAS when substituting values of x into the equations. For example: if y = 3x² + 6 and you are substituting x = 5, then you need to work out the value of y by first squaring x before you multiply by 3; in this example: y = 3 × 5² + 6 = 3 × 25 + 6 = 75 + 6 = 81. For the harder levels, you will need to be able to multiply, add and subtract with negative numbers, i.e. you will need to know how to answer things like: − 5 × 7, 6 − (− 4), (− 4)². Sometimes a calculation may give quite a big value and you should consider using an approximation to save time. If an approximation implies that a missile will pass close to the meteor then you have probably found the correct equation. When trying to work out the y-coordinate that an equation gives, it is sometimes possible to tell if the answer will be positive or negative without actually working out values. Take y = 2x² + 3x + 10, for instance: if x = 2 then y will certainly be a positive number. If the meteor has a negative y-coordinate then you would be able to tell that this equation will not work. You can then try another equation. When dealing with the early levels, if you know how to tell the gradient of a line from its equation, then this can help you to choose the correct equation. Plotting the Waypoints To plot waypoints accurately you will need to substitute the value for the xcoordinate into the correct equation. To make the calculation easier you should choose the easiest value of x that lies between the Earth and the meteor. The easiest values to use (easiest listed first) are: x = 0, 1, 2, 5, (-1), 3 Obstacles If your missile flies too close to an obstacle then the missile will explode and the meteor will not be destroyed. If there are lots of obstacles then you have to choose your equation even more carefully. Try substituting an x-coordinate of a point near the obstacles into your chosen equation. This will give you an idea of how close your missile will be to the obstacles. Multiple Meteors On levels that involve multiple meteors, you need to decide which meteor is on a collision path with Earth. Use the x-coordinate of the Earth and substitute this value into the equation that is shown for each meteor (you will be able to find this equation by rolling the cursor over the meteors). Once you have substituted the x-coordinate of the Earth into the meteor’s flight path equation you will be able to see if the y-coordinate matches with the Earth's. Customised Equations The final level requires you to create your own trajectory equation to destroy the alien’s homeworld. You should try to use a quadratic or cubic equation for the missile’s flight path. You will need to make use of the coordinate of the Earth as well as the coordinate of the alien home world. The Earth is always positioned at x = 0, so you can use its y-coordinate to determine the y-intercept of the equation. Now use the x-coordinate of the alien homeworld to determine a coefficient for x² or x³. Good luck! For further detailed instructions, go to: http://www.mangahigh.com/en-au/games/saveourdumbplanet and click ‘Instructions’
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