This function does too many things, I think. It's used to gather stores to feed into the calculateScore function, generate the collection of stores to persist for prestige, AND actually save the prestige stores to the GameState. It would probably make more sense to break it into three seperate functions and get rid of the saveBool parameter.

Here's how I would architect it:
1. a ```gatherStores()``` function would grab the necessary values from the GameState and populate and return a ```stores``` object
2. a ```createPrestigeStores()``` function would take the ```stores``` object from ```gatherStores()``` and divide by the results of ```randGen```
3. Space's ```complete``` callback could then call ```gatherStores()```, pass it into ```createPrestigeStores()``` and then save it to the StateManager. No saving would occur in ```gatherStores()```.
4. ```calculateScore()``` would call ```gatherStores()``` and use that to add up a score value, just like it does now. It just wouldn't need to worry about passing a parameter to prevent dividing and saving.

This keeps the purpose of each function singular and obvious, and removes the necessity for the ```saveBool``` parameter in both ```saveStores()``` and ```randGen```.