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Maths and English with Rayman: Volume 3 (DOS)

Maths and English with Rayman: Volume 3 Screenshots

DOS version

Maths and English with Rayman: Volume 3 DOS When the game loads there's a short animated introduction and, on the first time through, the option to configure a joypad

When the game loads there's a short animated introduction and, on the first time through, the option to configure a joypad

Maths and English with Rayman: Volume 3 DOS The game's menu screen

The game's menu screen

Maths and English with Rayman: Volume 3 DOS One of the game configuration screens

One of the game configuration screens

Maths and English with Rayman: Volume 3 DOS The player must sign on before playing. The up/down arrows scroll through the letters which are all initially set to 'a'.

The player must sign on before playing. The up/down arrows scroll through the letters which are all initially set to 'a'.

Maths and English with Rayman: Volume 3 DOS Mr Dark stealing the contents of the Magic Book of Knowledge, again.

Mr Dark stealing the contents of the Magic Book of Knowledge, again.

Maths and English with Rayman: Volume 3 DOS The Tree of Worlds. On the left are the training missions in Betilla's Garden. Up and Left leads to the first challenges.

The Tree of Worlds. On the left are the training missions in Betilla's Garden. Up and Left leads to the first challenges.

Maths and English with Rayman: Volume 3 DOS In Betilla's Garden practicing jumping. These blue blocks with the yellow starts are bouncy. No wonder he looks so happy.

In Betilla's Garden practicing jumping. These blue blocks with the yellow starts are bouncy. No wonder he looks so happy.

Maths and English with Rayman: Volume 3 DOS It may be a place to practice but it's still possible to die in Betilla's Garden.

It may be a place to practice but it's still possible to die in Betilla's Garden.

Maths and English with Rayman: Volume 3 DOS There are frequent places where the game pauses to load the next bit. There is always a picture or an animation while this happens.

There are frequent places where the game pauses to load the next bit. There is always a picture or an animation while this happens.

Maths and English with Rayman: Volume 3 DOS Art Alley: Rayman must choose words that have similar sounds to the word spoken by the Wizard. The choice is made by hitting the paintbrush marker near the selected word.

Art Alley: Rayman must choose words that have similar sounds to the word spoken by the Wizard. The choice is made by hitting the paintbrush marker near the selected word.

Maths and English with Rayman: Volume 3 DOS Art Alley: Getting an answer wrong or falling off the flying platform ends this turn.

Art Alley: Getting an answer wrong or falling off the flying platform ends this turn.

Maths and English with Rayman: Volume 3 DOS Baddies do not have to be fought, they can be avoided.

Baddies do not have to be fought, they can be avoided.

Maths and English with Rayman: Volume 3 DOS The red blob with a 'P' on it is a power up that boosts Rayman's fist power.

The red blob with a 'P' on it is a power up that boosts Rayman's fist power.

Maths and English with Rayman: Volume 3 DOS Getting a photo taken establishes a save point on this level.

Getting a photo taken establishes a save point on this level.

Maths and English with Rayman: Volume 3 DOS The end of stage one, but the baddies must be cleared out of the way before jumping across.

The end of stage one, but the baddies must be cleared out of the way before jumping across.

Maths and English with Rayman: Volume 3 DOS As the player progresses it's not just the questions that get harder. Here the pointy things must be avoided.

As the player progresses it's not just the questions that get harder. Here the pointy things must be avoided.

Maths and English with Rayman: Volume 3 DOS Pebble Peril. As usual the Wizard is there at the start to explain everything.

Pebble Peril. As usual the Wizard is there at the start to explain everything.

Maths and English with Rayman: Volume 3 DOS Here Rayman must collect the blue berries beside the number spoken by the wizard. The number can be on either side. He must return to the centre of the rock after each number.

Here Rayman must collect the blue berries beside the number spoken by the wizard. The number can be on either side. He must return to the centre of the rock after each number.

Maths and English with Rayman: Volume 3 DOS Failure to return to the centre or selecting the wrong number is punished by losing a life.

Failure to return to the centre or selecting the wrong number is punished by losing a life.

Maths and English with Rayman: Volume 3 DOS The exit screen.

The exit screen.