NAVIGATING IN THE MENUS
The main menu allows you to start the game or to adjust the options and settings.
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Use the Directional button to highlight an option.
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Press the X Button to select.
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To exit the current menu and return to a previous one, press the △ Button.
OPTION MENU & CONFIGURATION
START
Place the fist next to a game and write the player's first name. Eight characters are available. If the name is shorter, use the transparent characters to fill the remaining character spaces.
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In case of error, use the ← arrow.
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Once you have entered your name, press the X button.
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You can start and play only one game at a time.
OPTIONS
Change the sound and music and also decide how you prefer to have the controller set up.
PAUSE
The game can be paused by pressing the Start button when you are playing a game.
FOR HELP
Extra help is available on some levels. When this option is available, you will see R2 on the screen.
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Just press the R2 Button on your controller to be given extra help.
DISPLAYING THE SCORE
The score appears only at the beginning of each level or each time the score changes. This is so you're not prevented from reading the questions in the game.
LOADING & SAVING GAMES
TO SAVE A GAME
You can only save a game when you have completed an entire stage of Rayman's progress. You can save up to five different games. •
One free Memory card block is required to save a single Game file successfully.
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Rayman® Brain Games will only use MEMORY CARD slot 1 in the PlayStation® game console. TO LOAD A GAME
You can load a previously saved game by choosing it from the Start Game menu.
STRUCTURE OF THE GAME
BETILLA'S GARDEN
To prepare yourself for the adventure and to learn the different uses of Rayman's powers, you can practice in Betilla's garden. THE GOLDEN ADVENTURE RINGS
Twelve different golden rings separate the different worlds in the game. Of the twelve golden rings, there are six grammar and six math rings.
Each ring deals with an activity corresponding to the curriculum from the Knowledge Learning Level you have chosen. To reach Mister Dark's hideout and finish the game, all activities must be successfully performed in all twelve worlds.
STRUCTURE OF AN ACTIVITY
Each golden ring corresponds to a certain activity which has five stages. Once you complete the activity, you get one piece of the parchment showing the way to Mr. Dark's hideout.
At the end of the fourth stage, new paths open up on the Map of the Worlds to new activities. The fifth stage is a bonus stage, where unlike the previous 4 stages, the player plays against time.
NAME OF THE ACTIVITY
ART ALLEY - IDENTIFYING AND READING SOUNDS
Using both audio and visual discrimination skills, this activity reinforces children's knowledge of the phonic rules of the English language.
PEEBLE PERIL - NUMERAL RECOGNITION
It allows children to progress with confidence as they learn about the relationship between numbers and their values.
RING RHAPSODY - WORD SEARCH
In this, children will practice recognizing the visual patterns associated with the pronounced sounds.
COPTER CANDY - PLACE VALUE
Requires your child to understand how the digit placement affects the value of a number.
BUTTERWEED BOG - ADDITION AND SUBTRACTION
The addition and subtraction problems in this activity will help children learn basic math facts. This activity will also help children develop the ability to solve math problems mentally.
ERASER REBOUND - COMPARING, ORDERING AND SKIP-COUNTING
In this activity, children will use addition and subtraction and practice logical thinking skills as they complete sequential sets.
ROCKY ROAD - READING, COMPREHENSION, VOCABULARY GROUPS
In this activity, children practice careful reading to classify words according to their meaning.
SLICK SLOPES - SPELLING
This game gives children an opportunity to actively practice spelling words.
CRAZY CAVES - COUNTING AND MULTIPLICATION
Being able to recognize the value of configurations and sets is a skill which helps children to perform the operations of addition and multiplication.
RISING TIDES - ALPHABETICAL ORDER
Classifying words and letters in alphabetical order will help to develop their reading and writing.
PERCUSSION PATH - COMPARISONS
In this challenging activity, children will again practice their arithmetic skills, and develop their ability to estimate.
TASTY CHASE - SPELL CHECK
This activity allows children to practice their spelling skills and encourages the use of visualization as a spelling strategy.
THE END OF THE GAME
As soon as the Magic Book of Knowledge is found and taken away from Mister Dark, the game is completed.
IMPROVE YOUR GAME
PHOTOGRAPHER
When you meet the photographer, put yourself in the middle of the panel and he will take your picture. Now, if you accidentally lose a life, you don't have to go all the way back to the beginning. Instead, you will start again at that spot.
BLUE BUBBLES
To find your way through the different activities, follow the blue bubbles. They will show you the right path or the spot where a life, a super power, or a golden fist can be found.
As soon as you obtain 50 blue bubbles