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Maths And English With Rayman Volume 1
Maths And English With Rayman Volume 1 - PC Dos - Ordinateur Microsoft
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Game Name (internal ScreenScraper)
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Maths And English With Rayman Volume 1
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Europe Maths and English with Rayman : Volume 1
 Zwabikoski
   France Rayman Junior CP
 Zwabikoski
Publisher
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 Zwabikoski
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 Zwabikoski
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0 - Educational (3336 Games)
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Europe 1996
 Zwabikoski
Synopsis
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Anglais Maths and English with Rayman: Volume 1 for ages six and up is the first in a series of educational single player games that uses the platform character Rayman to teach basic numeracy and literary skills.

The games are based around a typical arcade game story. Mister Dark has stolen the contents of the 'Magic Book of Knowledge' and the wise old wizard and Betilla the fairy have called on Rayman to recover it. To do this Rayman must recover twelve golden rings, six grammar related and six maths related. To retrieve a golden ring Rayman must complete whet the game calls an activity. Each activity has five stages and the game is automatically saved at the end of stages two, four and the final optional bonus stage which is timed. Progress through the game is shown on the 'Map of the Worlds', as the player completes the fourth stage of an activity new paths open up on this map allowing the player to tackle other activities. At the end of the game, when the player has reached Mr Dark's hideout and retrieved the 'Magic Book of Knowledge' the game ends with a video sequence and presents the player with a diploma that can be printed
 bkg2k
Français Les jeux sont basés sur une histoire typique des jeux d'arcade. Mister Dark a volé le contenu du « Livre magique de la connaissance » et le vieux magicien et la fée Betilla ont fait appel à Rayman pour le récupérer. Pour ce faire, Rayman doit récupérer douze anneaux d'or, six liés à la grammaire et six liés aux mathématiques. Pour récupérer un anneau d'or, Rayman doit accomplir ce que le jeu appelle une activité. Chaque activité comporte cinq étapes et le jeu est automatiquement sauvegardé à la fin des étapes deux et quatre et de l'étape bonus facultative finale qui est chronométrée. La progression dans le jeu est indiquée sur la « carte des mondes ». Lorsque le joueur termine la quatrième étape d'une activité, de nouveaux chemins s'ouvrent sur cette carte, ce qui permet au joueur de s'attaquer à d'autres activités. À la fin du jeu, lorsque le joueur a atteint la cachette de M. Dark et récupéré le « Livre magique de la connaissance », le jeu se termine par une séquence vidéo et remet au joueur un diplôme qu'il peut imprimer.
 Zwabikoski
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Licence Creative Commons licensed under the terms of Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International

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