The facts in Junior Astronaut Mission Trainer come from NASA. Here's each one, what it changes in the game, and what we made simpler so it's fun to play.
Our NASA sources
☀️NASA's Sun-storm log
LIVE + SAVED
What it is: NASA writes down every Sun flash, radiation storm and giant Sun cloud, every single day.
In the game: Your trip replays real days from this log. When the records run out, their original dates repeat; repeats are labeled SAVED, never new live observations. If NASA saw a real radiation storm that day, you get a radiation alarm. If a fast Sun cloud flew off, you get a warning and it shows up a day or two later. "Today's Sun" and "Surprise me" ask NASA right when you start. The famous storms were saved from NASA on 14 Nov 2026.
For grown-ups: DONKI (Space Weather Database Of Notifications, Knowledge, Information), NASA Goddard CCMC — FLR, SEP and CME records. CMEs ≥ 800 km/s count; travel time uses the real Sun–Mars distance.
What it is: NASA knows exactly where Earth and Mars are on any day.
In the game: We work out how far apart Earth and Mars were on each day of your trip. That tells us how long a message takes (3 to 22 minutes), and when the Sun is in the way. Stories about asking Earth for help use this wait.
For grown-ups: NASA JPL Approximate Positions of the Planets (Keplerian elements, 1800–2050).
What it is: NASA has worked out how much air and food astronauts need. NASA robots also taught us about Mars dust and power.
In the game: Your crew always uses 1 day of air and 1 day of food each day. Dust lowers your solar power, like it did to NASA's InSight and Opportunity. The nuclear power plant keeps working in dust storms, like NASA's Kilopower test.
For grown-ups: NASA Life Support Baseline Values and Assumptions Document (~0.84 kg O₂ per person per day); InSight, Opportunity, MOXIE and Kilopower mission results.
Study name (for grown-ups): Gene expression profiling for spaceflight induced-neuroinflammation in the mouse brain
What we made simpler
All four systems start at 100% and stay between 0% and 100%. These percentages are a game scale, not NASA measurements. Bigger cargo tanks still start full but hold more.
The base runs its air maker, plant lights and water walls by itself. Your story choices change supplies and how well the machines work. If air, food, stored power or radiation safety reaches 0%, the mission ends. The goal is to survive as many full days as possible, with no time limit.
NASA saw the Sun flashes and radiation storms from near Earth. Mars is usually in a different spot, so in the game we pretend the Sun was pointing at Mars too.
Storm radiation in the game is a "be ready for the worst" amount. Mars's air blocks some radiation, and real storms can be bigger or smaller.
The danger line of 25 radiation units is just for this game. NASA's real lifetime limit for an astronaut is 600.
Dust piles up on the panels much faster than in real life, so you notice it during play.
Dust storms and surprises are picked by chance. The Sun, the Mars weather and the message wait are real.
Questions to talk about
Why can't astronauts on Mars just call Earth when something goes wrong?
When did hiding in the storm shelter help? What did you give up?
Did the nuclear power plant or the extra solar panels help more? What happens in a dust storm?
Play the same famous storm twice with different boxes. What changed?