Games Handbook

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’