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Illustration of Maths and English with Rayman: Volume 2

Maths and English with Rayman: Volume 2

Overview

Maths and English with Rayman: Volume 2 for ages seven and up is the second 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 what 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

Developers
Ubi Soft
Publishers
Ubi Soft
Platform
MS-DOS
Alternate Names
No information available
Wikipedia
No information available
Video
No information available

Media

Box - Back

Maths and English with Rayman: Volume 2 - Box - Back (United Kingdom) - 625x800
United Kingdom -  625 x 800

Box - Front

Maths and English with Rayman: Volume 2 - Box - Front (United Kingdom) - 623x800
United Kingdom -  623 x 800

Screenshot - Game Title

Maths and English with Rayman: Volume 2 - Screenshot - Game Title (null) - 320x200
320 x 200

Screenshot - Gameplay

Maths and English with Rayman: Volume 2 - Screenshot - Gameplay (null) - 320x200
320 x 200