Betilla's garden: Difference between revisions

From RayWiki, the Rayman wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
[[Image:Rayedu-demo.PNG|thumb|316px|right|[[Betilla the Fairy|Betilla]] introduces [[Rayman]] to her gardens]]
[[Image:Rayedu-demo.PNG|thumb|316px|right|[[Betilla]] introduces [[Rayman]] to her gardens]]


'''Betilla's Garden''' is a tutorial area in the world map of the educational Rayman games, including ''[[Rayman Junior]]'' and ''[[English with Rayman]]'', used by the young player to practice [[Rayman|Rayman's]] abilities covered in a series of simplified maps based on those from the main game and ''[[Rayman 1|Rayman]]''. To ease players into the game, Rayman is initially given 51 lives.
'''Betilla's Garden''' is a tutorial area in the world map of the educational Rayman games, including ''[[Rayman Junior]]'' and ''[[English with Rayman]]'', used by the young player to practice [[Rayman]]'s abilities covered in a series of simplified maps based on those from the main game and ''[[Rayman 1|Rayman]]''. To ease players into the game, [[Rayman]] is initially given 51 lives.


==Demo==
In a recorded demo, [[Betilla|Betilla the Fairy]] welcomes [[Rayman]] to her garden, where he is told he can practice his powers. The player has no control over [[Rayman]]. The demo is set in the [[Blue Mountains]].


== Demo ==
==Practice Jumping and Helicopter==
In a basic map set in [[Picture City]], [[Rayman]] is taught how to use the [[helicopter]] power to extend his jumps. There are few obstacles, with the exception of some spikes. If [[Rayman]] falls, he will typically be protected by a lower platform, and can jump up and try again.


In a recorded demo, [[Betilla the Fairy|Betilla]] welcomes Rayman to her garden, where he is told he can practice his powers. The player has no control over Rayman. The demo is set in [[The Blue Mountains]].
==Practice your Timing==
[[Rayman]] is taught to time his movements carefully as he jumps on water lilies and [[Plum|bongo berry]] swings in [[the Dream Forest]]. He also learns how to crawl under [[Spiky fruit|spiked berries]].  


== Practice Jumping and Helicopter ==
==Practice Super Helicopter==
[[Rayman]] learns how to use the [[super helicopter]] in [[Candy Château]]. Along the way, he must avoid sharp spikes, which [[Betilla]] describes as 'not friendly'.


In a basic map set in [[Picture City]], Rayman is taught how to use the [[helicopter]] power to extend his jumps. There are few obstacles, with the exception of some spikes. If Rayman falls, he will typically be protected by a lower platform, and can jump up and try again.
==Practice using your fist==
 
In [[the Caves of Skops]], [[Rayman]] practices using his [[fist]] against several [[Antitoon]]s as well as learning to grab [[flying ring]]s.
== Practice your Timing ==
 
Rayman is taught to time his movements carefully as he jumps on water lilies and [[Plum|bongo berry]] swings in [[The Dream Forest]]. He also learns how to crawl under spiked berries.
 
== Practice Super Helicopter ==
 
Rayman learns how to use the [[Super Helicopter]] in [[Candy Chateau]]. Along the way, he must avoid sharp spikes, which Betilla describes as 'not friendly'.
 
 
== Practice using your fist ==
 
In The Blue Mountains, Rayman practices using his [[fist]] against several [[Antitoon|Antitoons]] as well as learning to grab [[Flying ring|Flying Rings]].
 
== Practice Piloting [[Rocket-maraca|Maracas Rockets]] ==
 
Rayman must safely pilot a maracas rocket in [[Band Land]] using Betilla's instructions, while avoiding [[Spiky ball|spiky balls]] and [[Wrong Note|Wrong Notes]] that form a dangerous path. Unusually, this is the only level in Betilla's Garden not to feature an [[exit sign]], and it instead has a second back arrow in its place.


==Practice Piloting Maracas Rockets==
[[Rayman]] must safely pilot a [[Rocket-maraca|maracas rocket]] in [[Band Land]] using [[Betilla]]'s instructions, while avoiding [[spiky ball]]s and [[wrong note]]s that form a dangerous path. Unusually, this is the only level in Betilla's Garden not to feature an [[exit sign]], and it instead has a second back arrow in its place.


==Screenshot gallery==
==Screenshot gallery==
<gallery>
<gallery>
Image:BetillaRJ.PNG|Betilla the Fairy, as seen in the loading screen for Betilla's Garden levels
Image:BetillaRJ.PNG|[[Betilla]], as seen in the loading screen for Betilla's Garden levels
Image:Rayedu-betillamap.PNG|Each tutorial is considered a separate level on the world map.
Image:Rayedu-betillamap.PNG|Each tutorial is considered a separate level on the world map.
Image:Rayedu - jumping.PNG|Rayman has to use the helicopter power to extend his jumps
Image:Rayedu - jumping.PNG|[[Rayman]] has to use the [[helicopter]] power to extend his jumps
Image:Rayedu - super.PNG|Rayman must avoid spiky nuts in the chocolate bars while flying
Image:Rayedu - super.PNG|[[Rayman]] must avoid spiky nuts in the chocolate bars while flying
Image:Rayedu-timing.PNG|Rayman riding on a rocking [[plum]]
Image:Rayedu-timing.PNG|[[Rayman]] riding on a rocking [[plum]]
Image:Rayedu - fist.PNG|Antitoons are used to teach Rayman how to use his fist
Image:Rayedu - fist.PNG|[[Antitoon]]s are used to teach [[Rayman]] how to use his fist
Image:Rayedu - maraca.PNG|Rayman must walk in the direction he wants the rocket to go
Image:Rayedu - maraca.PNG|[[Rayman]] must walk in the direction he wants the [[Rocket-maraca|rocket]] to go
</gallery>
</gallery>



Revision as of 01:41, 16 January 2016

Betilla introduces Rayman to her gardens

Betilla's Garden is a tutorial area in the world map of the educational Rayman games, including Rayman Junior and English with Rayman, used by the young player to practice Rayman's abilities covered in a series of simplified maps based on those from the main game and Rayman. To ease players into the game, Rayman is initially given 51 lives.

Demo

In a recorded demo, Betilla the Fairy welcomes Rayman to her garden, where he is told he can practice his powers. The player has no control over Rayman. The demo is set in the Blue Mountains.

Practice Jumping and Helicopter

In a basic map set in Picture City, Rayman is taught how to use the helicopter power to extend his jumps. There are few obstacles, with the exception of some spikes. If Rayman falls, he will typically be protected by a lower platform, and can jump up and try again.

Practice your Timing

Rayman is taught to time his movements carefully as he jumps on water lilies and bongo berry swings in the Dream Forest. He also learns how to crawl under spiked berries.

Practice Super Helicopter

Rayman learns how to use the super helicopter in Candy Château. Along the way, he must avoid sharp spikes, which Betilla describes as 'not friendly'.

Practice using your fist

In the Caves of Skops, Rayman practices using his fist against several Antitoons as well as learning to grab flying rings.

Practice Piloting Maracas Rockets

Rayman must safely pilot a maracas rocket in Band Land using Betilla's instructions, while avoiding spiky balls and wrong notes that form a dangerous path. Unusually, this is the only level in Betilla's Garden not to feature an exit sign, and it instead has a second back arrow in its place.

Screenshot gallery