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Rayman Brain Games, also known as Rayman Junior, is an educational video game developed and published by Ubi Soft. It's a spin-off entry in the Rayman series.

Rayman Brain Games
Developer(s)Ubi Soft
Publisher(s)Ubi Soft
SeriesRayman
Platform(s)Windows, PlayStation, MS-DOS
Release
  • Windows
    • NA: September 30, 2000
    • EU: December 15, 2000
  • PlayStation
    • EU: December 15, 2000
    • NA: August 11, 2001
Genre(s)Education
Mode(s)Single-player

Gameplay and premise

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Rayman Brain Games is an educational game which players control as Rayman which features exercises in phonics and mathematics with three difficulty modes for each.[1] Each exercise is presented as a fork in the road. A phonics or math question will be posed, and the player must travel along the path marked with the correct answer. Travelling along an incorrect path will lead to Rayman's death. Non-educational platforming challenges, including bottomless pits, enemies, and spikes, fill the gaps between educational questions.[citation needed]

Other characters featured in the game from the series include Betilla the Fairy, the Magician, and the antagonist Mr. Dark.[2][1] The premise involves Rayman retrieving the Magic Book of Knowledge, which has been stolen by Mr. Dark.[3]

Release and reception

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Rayman Brain Games was originally published as Amazing Learning Games with Rayman in 1996, and Rayman Learning Center in 1999.[3]

Rayman Brain Games has received mixed reception since its release. Writer Bonnie James felt that the game mixed educational elements with gameplay well and that kids who enjoy playing games will enjoy this, though they noted that it requires game playing experience to maximize enjoyment. They went on to praise the game's aesthetic and conceptual variety and the quality of the game's visuals. They felt that the game should have more choice to what players can do from the beginning, comparing the idea to how one can do questions out of order on a test.[1] Writer Jennifer Beam felt that the experience may captivate players, but noted that its learning elements developed too slowly. They also criticized sound issues, which may hamper a child's ability to hear instructions or questions clearly.[2] Active Learning Associates praised it for its addictive, action-oriented gameplay.[4] Writer George Kalmpourtzis noted that the educational approach of "modifying and extending their game mechanisms" that Rayman Brain Games takes is a risky one, arguing that such games can result in no educational impact on players. They went on to argue that such a game does not lend itself to being used in classrooms due to being unhelpful as educational games.[5] Writer Andrzej Sitek felt that it was an interesting approach to platform games, commenting on their issues with children's educational video games being unrefined.[6]

References

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  1. ^ a b c James, Bonnie (November 22, 1996). "Amazing Learning Games with Rayman". Electric Playground. Archived from the original on August 4, 1997. Retrieved August 20, 2019.
  2. ^ a b Beam, Jennifer. "Rayman Brain Games". Allgame. Archived from the original on November 14, 2014. Retrieved August 20, 2019.
  3. ^ a b "Amazing Learning Games with Rayman". KMG Associates. Archived from the original on 2019-12-08.
  4. ^ Children's Software Revue. Active Learning Associates. 1993. p. 22.
  5. ^ Kalmpourtzis, George (2018). Educational Game Design Fundamentals: A journey to creating intrinsically motivating learning experiences. CRC Press. ISBN 978-1351804714.
  6. ^ Sitek, Andrzej (1997). "Mój nauczyciel, bohater!". CD-Action. Wrocław. p. 16.