TranStar
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Create School Student will be able to earn Silver and Bronze MedalsAchievements
expandAchievement  Goal  Bronze  Silver  Gold  Medals won 

Reflections, rotations & translations  Complete all zones in Sectors 01 to 03  244,000  297,000  352,000  
Introducing integer/fractional dilations  Complete all zones in Sectors 04 to 05  164,000  196,000  232,000  
Introducing negative dilations  Complete all zones in Sectors 06 to 07  174,000  206,000  240,000  
Advanced composition: all types  Complete all zones in Sectors 08 to 10  254,000  302,000  368,000 
Instructions
expandGame Goals
In this math 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 dilate 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 dilate.
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 voiddwelling 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!
Game Controls
Each use of a space phenomenon costs 1 jump. To use space phenomena:
 Rifts
 Click anywhere on the Rift to reflect TranStar vertically, horizontally or diagonally, using the Rift as the mirror line.
 Vortices
 Click on the Vortex to rotate TranStar through the angle shown, using the Vortex as the center of rotation (the direction of rotation will be the same as the Vortex's direction of rotation).
 Singularities
 Click on the Singularity to enlarge TranStar by the scale factor shown, using the Singularity as the center of dilation.
 Tek Orb

There are two types of Tek Orb
 Warp Orb
 Translates TranStar across space, according to the column vector shown.
 Summon Orb
 Summons either a Rift, Vortex or Singularity at specified points onscreen.
Each use of a Tek Orb costs 1 jump. To use a Tek Orb: Click and drag the Orb onto the grid  as you do so, potential 'release points' will appear onscreen.
 Drag the Orb over one of the release points (it changes size and color to show that it's 'active') and release to use it. If you drop the Orb anywhere else it will snap back to the top of the playfield, ready to be used again.
If you make a mistake, use the '<<<' to reverse time and 'step back' throught the moves you've made. Use it wisely though, as each click uses on of your precious jumps
Galactic Map
TranStar's epic journey begins at the outermost rim of the galaxy, and climaxes at the Core. During the course of the game you will explore ten space sectors, each containing zones.
Initially only the first zone of Sector 01 is selectable. As you complete each zone the next unlocks; then, once all eight zones in a sector have been completed, the next sector unlocks.
The first six sectors focus on a different type of transformation, with the last four offering a random mix designed to give your skills a true test!
 Sector 1
 Reflections
 Sector 2
 Rotations
 Sector 3
 Translations
 Sector 4
 Simple Dilations
 Sector 5
 Fractional Dilations
 Sector 6
 Negative Dilations
 Sector 710
 Miscellaneous
Scoring and Rankings
Your overall score is the sum of the highest scores you achieved on each completed zone. Your best performance in each zone is recorded and retained.
Each time you complete a zone you are given a score and awarded a performance ranking. The score is calculated using the following formula:
 Jumps Score
 1,000 points × Jumps remaining
 Shield Score
 500 points × Shields remaining
 Tries Score
 3,000 points × Tries remaining
 StarSeeds Bonus
 6,000 points × StarSeeds Collected
For example: say you just completed a zone with 3 jumps, 5 shields and 2 tries remaining, plus you collected 1 StarSeed, then your score for that zone would be: (3 × 1000) + (5 × 500) + (2 × 3000) + (1 × 6000) = 17,500 points.
Your ranking varies according to how well you played:
 C
 Okay  you made it to the StarGate intact.
 B
 Good  not bad, but plenty of room for improvement.
 A
 Excellent  only a few points short of the top spot.
 S
 Special  a perfect performance; great job!
Note that you can revisit a previouslycompleted sector or zone whenever you like, to try and increase your score and improve your ranking.
Improve Your Score
expandBasic 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!
Reflections
 Counting squares helps!
 Any point will be the same distance from the reflection line after it's reflected as it was before. Counting squares can help you to pick the right reflection or position a reflection correctly.
Rotations
 Get in a spin
 Pay attention to whether the rotation is clockwise or counterclockwise; this is indicated by the direction of spin on the vortex.
 Use your imagination
 Imagine the line between a point on TranStar and the center of rotation, then imagine this line rotating the required amount about the center of rotation.
 Keep your distance
 An object will be the same distance from the center of rotation after it has been rotated as it was before.
 Use the coordinate grid
 Suppose a point is 2 squares down and 3 squares to the right of the center of rotation. Once it is rotated through 90 degrees counterclockwise is will be 3 squares up and two square to the right of the center of rotation. Have a think about this and maybe draw an example to convince yourself this is true!
Translations
 Know the notation
 Positive numbers correspond to movements to the right or up. Negative numbers correspond to movements to the left or down.
 Keep counting squares
 It's easy to see exactly where a translation will leave TranStar by counting squares.
Dilations
 Watch the corners
 Imagine lines from the corners of TranStar to the center of dilation; these lines will help you to work out where TranStar will be after dilation.
 Size matters
 Remember to consider the size of TranStar: a side with length 2 will become a side with length 6 if it goes through an dilation with scale factor 3.
 Centers of dilation
 The further the center of dilation is from TranStar the further away the dilated shape will be from where it started.
 Warning: negative scale factors
 The dilated TranStar will be on the other side of the center of dilation when the scale factor is negative.
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