Hunchman801 wrote: ↑Thu Jun 24, 2021 4:49 pm
This looks like a daunting and overly punitive task, glad you recorded it because I would never try it myself.
It’s not that hard honestly, it just takes some minutes to figure out the whole path and the checkpoint isn’t too far at least.
But I really don’t expect anyone to find about this without fooling around with cheat codes or by being curious enough to make dozens of jumps over the large hole at the end.
Although, if this had been already implemented in past versions of the game, I would have found it since I already tried the infinite helicopter cheat as it sounded like a very obvious area to hide something. One year later, I finally get to see the GLOBOX himself.
Hunchman801 wrote: ↑Thu Jun 24, 2021 4:49 pm
Rayman Saturn wrote: ↑Thu Jun 24, 2021 1:48 pm
I mean, how could a bug create a giant Michel Ancel head trying to eat Rayman?
I knew my message would sound confusing.
Let me rephrase that: I thought that being able to climb to the top of the screen with invisible ledges was the result of a bug, and that it was just a shortcut to the next section, which contains the Ancel head, and even if I did not remember that head from my playthrough, I just assumed I'd forgotten about it, like I do about a lot of stuff.
Oh, OK, that makes a lot more sense now! Sorry for misunderstanding.
PluMGMK wrote: ↑Thu Jun 24, 2021 5:56 pm
Actually I was intrigued by the remark that Demise only makes the beginning harder. Maybe I should try it after all!
I still haven’t played Demise, but from what I hear all the time that’s pretty much correct. Once you get more life points, the rest of the game should become barely harder than the other modes.
Hunchman801 wrote: ↑Thu Jun 24, 2021 4:49 pm
Rayman Saturn wrote: ↑Thu Jun 24, 2021 1:48 pm
But be ready, because it’s about 12 hours long in total … and as expected from Ryemanni, it’s more 10 hours of memes and screaming and 2 hours of actual trivia.
Yeah, right... I think I'll pass then, and stick to your insightful summary instead.
I am exaggerating
just a bit, but I perfectly understand, it’s quite a lot to digest and Ryemanni has... quite the loud personality.
Personally, I’m just using it as background noise while I’m doing other things...
Here’s a big summary of most things I’ve heard so far:
-Ryemanni won’t ever make another major Rayman fangame (although "shitpost" games like Bowling 2 or The Spooky Raymansion are not impossible). Not because Ryemanni is tired of making them (as he’s actually always having fun when working on games ["That's what keeps him going"], even though ReDesigner was a bit boring to work with as it’s mostly technical stuff), but because he simply doesn’t want to spend more years of his life just making fangames. From now on, he’s working on his own original game.
-There are no more updates for Redemption.
StOp AsKiNg!!!
-A lot of missing features (Rayman doing the "balancing" animation when riding a plum going fast, some missing variants for entities like the monks, dialogues in ReDesigner, etc.), are mostly due to either Ryemanni being too lazy or too forgetful to add them.
-Most major changes (mostly regarding the powers and the bosses) are mostly due to Ryemanni wanting to spice up the formula for veterans of the original game. A lot of changes are also explained by the fact that he wanted to do what he likes with his game.
-Ryemanni is
very proud of the "Redemption" name, as he wanted something with only one word in the subtitle (unlike The Dark Magician’s Reign of Terror overly long title) and thinks it’s perfect to have a "re" in the word (as a reference to "remake" or "reimagining") and as it’s fitting to "redeem" Rayman 1 (in the eyes of people who found it too hard).
-Ryemanni doesn’t want to implement custom skins in Redemption as "it defeats the purpose of unlocking the regular ones"...
-Ryemanni strictly refused to implement the Rabbids into the game (yes... some people asked... for some reason...). The Rabbids cheat codes which make a "NO" message appear are a response to that.
-Ryemanni couldn’t replicate the rings’ physics no matter how hard he tried and he is not proud of it.
-Another Livingstone was planned and even had a complete sprite. It was supposed to be an even smaller Livingstone with a grumpy look and it was supposed to be the boss of these enemies.
-Darktoon’s voice is the same as Mr Dark but with a different pitch.
-In his original design, Darktoon was meant to wield a magic wand. While this wasn't brought up by Ryemanni, his staff looked nearly identical to the one used by the Dark Magician in Reign of Terror.
-The "Fight the Virus" texts were at not point meant to be a reference to coronavirus as Ryemanni thinks it’s wrong to reference recent real-life stuff in the game...
And yet, this didn’t prevent Ubisoft from making Mr Dark say "coronavirus" backwards in Rayman Mini. :p
-The pink robot from the Rayman 2 2D project had a sprite made for it but it went unused.
-Rayman Redemption’s code is made of "spaghetti" as "a reference to the original game".
-The pink helpers got a new design after the demo as they didn’t look very good and mostly because many people thought the pink poles looked extremely phallic.
-A lot of early backtracking with the pink helpers is nearly useless. At the beginning, Ryemanni really wanted to add a lot of backtracking with them but he realised later that it wasn’t really interesting.
-Most themed platforms in each world (like the small cymbals) were added because Ryemanni thought it was weird to have clouds still being used in later parts of Rayman 1 even though there were some special platforms like the spiky red ones in the Caves of Skops.
-In earlier versions of the game, it was possible to fly below the first section of Mr Stone’s Peaks, which Ryemanni quickly fixed in updates.
-At the end of Eraser Plains, there are some pencils "having sex"...
-The design change for the cabin boys was explained by "not wanting to make some people feel uncomfortable while playing his game". Ryemanni still didn’t say anything about the huge opposition to this change, nor anything about the toxic behaviour of the person who requested the censorship.
-However, he did say he wasn’t proud of the new design for the cabin boys as he rushed it in about one day, but he likes how he remade them in ReDesigner (which is an opinion I fully agree with).
-The yin-yangs with spikes originally had a inverted sprite with a different expression, but it got unused as it didn’t look very good.
-A bit of level design in Art Block is copied from "fake gameplay" screenshots for the Atari Jaguar game.
-The new Space Mama boss is officially called "Roman Mama" (or "Romama").
-In this same boss fight, the soldiers were supposed to have a leaf around their crotch (which was even used on the statue). The shape of the leaf itself really looked like male genitals, which is why Ryemanni didn’t want to show it in the stream (but he did by accident
).
-The wooden horse in the same boss was originally supposed to look different and used the same planks as in the environment for its textures.
-As noticed by many players (including me and some of the viewers on my bonus channel), some music tracks got a slight "Crash Bandicoot" feel to them, which wasn’t really unintentional as Ryemanni got into the N. Sane Trilogy around that time and kinda used it as an inspiration.
-Some boss fights like Darktoon 2 and 3, the Chessmaster and the Menace were changed because they were "too bad and too boring".
-As I suspected, the light fairy in a jar was supposed to be something you could pick up like the magic seed and other power-ups. It was scrapped since it had no real purpose as the levels that used it were already dark all the time.
-Before the stream, almost nobody found the Globox easter egg and nobody had shown it in videos.
-Joe’s tech is a reference to the alien tech from Reign of Terror.
-A second new world was supposed to be introduced in Redemption. It was meant to be beach-themed and to be similar to the Tropical Isle from Reign of Terror. It was quickly scrapped as Ryemanni didn’t want to make Redemption feel bloated like his previous fangame. I believe this may explain why the beach in Eat at Joe’s had many new tiles in its template.
-The Toy March is the song that suits the most Ryemanni style of music and so he initially didn’t notice it was too loud...
DUN-DUN-DUN-DUN-DUN-NUH-NUH!!!
-The trains use the same eyes as the water clowns.
-The bird posts in Playtopia were supposed to have more purpose and should have featured green birds from Rayman Activity Centre (their sprites were even made)... but Ryemanni simply forgot about them.
-Ryemanni acknowledged that he missed the opportunity to rename "Brain Games" into "The Menace’s Brain Games", as it would have followed the naming convention for other boss levels.
-Ryemanni revealed a trick in Brain Games: in the section with the rising water, following the green stud pillars always lead to the correct answers, thus allowing the player to skip all the math and to get the cage without any trouble.
-The Magician’s bonus levels with collectable Electoons are a spiritual successor to the bonus levels from the original game.
-While some things like Pinpoint Precision are intentionally designed to be difficult, some content suffers from the "fangame syndrome", such as the Thorns Garden in which Ryemanni... "channelled all his hardness". ( ͡° ͜ʖ ͡°)
-As I always suspected, the final bit of Pinpoint Precision is directly inspired by the Rayman Randimation clip in Picture City where tons of obstacles appear right between Rayman and the exit before he gets to reach the sign.
-People who suffered while playing Pinpoint Precision... REJOICE... because the creator of this abomination died by simply falling down a hole after playing it for four minutes and had to do it all over from the beginning! Which is even more satisfying when he replied "It's good to know," whenever anyone mentioned how hard it was.
-"The Short Trip" is named after a promotional disc that advertised Rayman as "the short trip".
-Speaking of which, he missed an opportunity to add a reference to "Sunshine of Trip".
-Ryemanni didn’t implement full bosses in ReDesigner because they are hardcoded into their specific situations and having them in this game could have led people to overuse them, which would have quickly got annoying as the bosses couldn’t be customised, unlike the custom chases and the improvised "boss fights" that have been made until now.
-Ryemanni is
very happy with what the community managed to achieve with ReDesigner, as he mostly expected people to make "penile levels".
I’ve condensed about 9 hours of things I’ve heard and so I may have got a few things wrong and I may have forgotten a lot of stuff, although I believe it’s mostly accurate. Anyone is free to correct me if needed.
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