Rayman 1

Which version is your favourite?

  • Jaguar

    Votes: 11 4.5%
  • PC

    Votes: 55 22.5%
  • PlayStation

    Votes: 143 58.6%
  • Saturn

    Votes: 15 6.1%
  • Game Boy Colour

    Votes: 4 1.6%
  • Game Boy Advance

    Votes: 7 2.9%
  • DSi

    Votes: 9 3.7%

  • Total voters
    244
This happens very rarely at random on the PS1 version. The video above is actually captured from console, not emulator.
 
Speaking of Rayman 1 gitches, there are some really weird glitches that you wouldn't know about unless you create custom levels in Rayman 1 as shown in the video below, some of these things were fixed in Rayman Junior/Designer...

(Side note, you can't see it here but the curse remover object dosen't despawn Bad Rayman in Rayman 1).

 
Thanks for sharing, that's some of the most interesting stuff about Rayman 1 I've seen in a long time! The double Bad Rayman in particular gives a clear indication of how they coded the event in the first place.
 
Heres another glitch that happens in Rayman 1 when you combine both the Little Rayman and Reverse Controls Curse alongside the Frying Pan then loose a life.

You end up becoming little Rayman that can move as fast and jump as high as regular Rayman.

But the most amazing part is that if you then exit the level either by back signs or exit signs, you end up as lanky little Rayman in every level in the game!...

 
So the little Rayman curse exists in the original game then? It was only used as part of the boss fight, so it's interesting that they had already programmed it to be available as a "normal" curse…

But yeah, that's like a corner case of a corner case! :lol: Is that fixed in Designer?
 
I wouldn't be suprised if this glitch affected the game over screen as well, I may try that some time. I think it has something to do with the fact Rayman is always loaded in memory whereas other objects in the game tend to be based on the level loading.

Is that fixed in Designer?

Not sure to be honest, I haven't got a working version of designers mapper at the moment to check so I'd have to try editing one of the 4 standard cake levels to see.
 
Heres another glitch that happens in Rayman 1 when you combine both the Little Rayman and Reverse Controls Curse alongside the Frying Pan then loose a life.

You end up becoming little Rayman that can move as fast and jump as high as regular Rayman.

But the most amazing part is that if you then exit the level either by back signs or exit signs, you end up as lanky little Rayman in every level in the game!...


The way he looks after the glitch reminds me of Weird Mario from Super Mario Maker, except the lack of limbs makes it even more hilarious! :lol:
Great find! :)
 
The way he looks after the glitch reminds me of Weird Mario from Super Mario Maker, except the lack of limbs makes it even more hilarious! :lol:
Great find! :)

He essentially looks like this I guess...
 

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Haha, very impressive! :)

With Rayman 2, we now have two flavours of Weird Rayman. :noel:


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I’ve also experimented with the glitch a bit as well and now I am convinced this is the definitive way to play Rayman 1 on PC. :hap:


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My favourite thing is the totally C U R S E D face Rayman makes when he reaches the exit sign or is hanging to a platform...


Capture d’écran (14334).png


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Yes, even the mouth is detached. :paranormal:
 
So the little Rayman curse exists in the original game then? It was only used as part of the boss fight, so it's interesting that they had already programmed it to be available as a "normal" curse…
I asked myself the same thing!

In any case, lanky little Rayman looks absolutely hilarious. :lol:
 
So I decided to see what happens when you turn the breakout game level on the PC version into a normal level with exit sign posts and no breakout mechanics, turns out you can make a gigantic level which you cannot escape...

 
Wow, cool! So it just keeps on going to higher and higher JUN levels. I can hear the music following this table too:
snip-1651009284.png

What happens when it reaches the zeros I wonder…
 
Wow, cool! So it just keeps on going to higher and higher JUN levels. I can hear the music following this table too: snip-1651009284.png
What happens when it reaches the zeros I wonder…

Yeah, I might try this some time, I'll just batch copy a load of quick levels and incremenet the level number by 1 each time.

I guess it either crashes, whether that be a crash that returns to DOS or whether the game completely locks up, or potentially it plays the ending cut scene and ends the game when you've finished the level that plays the Mr Dark Theme.
 
Well, there's no bounds checking on the music table, so I imagine it would just keep going, playing "random" sectors of the CD on each level based on whatever it happens to load from memory. In a lot of cases it'll be zeros so it won't play anything (or it could get stuck in an infinite loop of asking the CD to play zero sectors…). Eventually, if PMODE/W's running in VCPI or DPMI mode it'll run off the end of the game's allocated pages and crash, otherwise it could just wrap around the end of physical memory. But by then it'll probably have crashed for some other reason :hap:
 
Bit random but... I was experimenting with some object commands in Band Land and I noticed that this mallet does a sound which I believe is unused. It sort of sounds like the swinging prickly ball but it isn't quite the same.

 
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