Don’t pretend to be cooler than me just because you can/want to.
God, typing on my iPhone is a pain.
I get that you might be a little biased cause he's one of those border jumping folk, but you gotta give it to him - probably no one has ever done this before. If someone ever actually did that before, I think we'd all know. That video is obviously a tool assisted run, which isn't criticism or anything, it's not like I or anyone else has ever done it better, except apparently Brad.
Yeah I agree on that, Moskito is super easy to do damageless, a tougher challenge would be to do the game without finishing it in one sitting
I did about 3 tries, my record is Picture City, but I'm not asking to be beaten
Upon replaying the DSi version of Rayman 1 I noticed the weirdest thing ever. Bongo Hills has 7 cages... It has the cage in the first part like the PC version and also the cage in the final part like the GBA version making the total 7 instead of 6. It does however seem to be impossible getting 7 cages due to as soon as you get 6 cages the 7th one doesn't show. Can anyone confirm this? Because I never even noticed this before...
Last edited by RayCarrot on Thu Aug 11, 2016 2:29 pm, edited 1 time in total.
Ah yes, that makes sense. Well this seems like a fairly simple situation then: they added the PC level back to the GBA levels without bothering to check the contents (even though they changed all the staves from white to black).
I guess the cage disappearing is some failsafe that's been in the game since they first added the six-cage limit way back in the original development cycle.
EDIT: And obviously that notification that someone has posted before you wasn't re-enabled after RD, what's up with that?
EDIT2: Actually, now I think about it, the cages must check some database to decide whether or not to spawn. The one in the last level in the GBA version replaced the one in the first level in the PC version, so it naturally used the same database entry. This means that from the game's perspective, they're the same cage, so breaking one stops the other from spawning. Never mind the failsafe nonsense I said yesterday.
So I got fucking wasted the other night before going to the pub, hopped on skype and decided to play some Rayman, figured I'd post it here aha. https://youtu.be/woJVfNRdn48
PluMGMK wrote:EDIT2: Actually, now I think about it, the cages must check some database to decide whether or not to spawn. The one in the last level in the GBA version replaced the one in the first level in the PC version, so it naturally used the same database entry. This means that from the game's perspective, they're the same cage, so breaking one stops the other from spawning. Never mind the failsafe nonsense I said yesterday.
That thought crossed my mind as well, though considering I got the first and last cage in the same playthrough, only missing one of the other ones, that doesn't seem to be the case. I actually experimented a bit with getting different cages different times to see if maybe two of the cages were the same, though it actually doesn't seem like it. So basically the developers must have created a variable for "Cage 7" and then it probably doesn't check for un-broken cages when you replay a level with 6 broken cages.
I don't think there are are any designated database entries set aside for cages in each level, nor do I think the cages are each assigned to a variable (no "Cage 7"), as the only reason they would need to be able to manage the cages individually is if the cages were different in some way, which, unlike in Origins, they aren't. A cage is probably just an enemy that, when defeated, causes the cage counter in that level to go up one. It probably does the same six-broken-cages check every time an area loads, as I don't think the game distinguishes between loading different areas in a level and loading the level itself.
Someone should try this: Go through Bongo Hills normally, but miss both cages in the storm area. Replay the level, break both of the remaining cages and see what happens.
Adsolution wrote:I don't think there are are any designated database entries set aside for cages in each level, nor do I think the cages are each assigned to a variable (no "Cage 7"), as the only reason they would need to be able to manage the cages individually is if the cages were different in some way, which, unlike in Origins, they aren't. A cage is probably just an enemy that, when defeated, causes the cage counter in that level to go up one. It probably does the same six-broken-cages check every time an area loads, as I don't think the game distinguishes between loading different areas in a level and loading the level itself.
Someone should try this: Go through Bongo Hills normally, but miss both cages in the storm area. Replay the level, break both of the remaining cages and see what happens.
But the game has to know which cages you've missed and in order to do that it has to keep track of which ones you've broken and not.
I'll give your idea a go. It'll be interesting to see what happens as there's no loading screen in between.
Carrot-master wrote:But the game has to know which cages you've missed and in order to do that it has to keep track of which ones you've broken and not.
Ah, you're right, that somehow didn't even occur to me. Or it did before and I forgot.
Holy shit! It worked! I broke the seventh cage!
So, basically what happened was that when I broke it... well, nothing happened actually. The cage-counter thing didn't show up at all. I just broke the cage and that was it :/ Going back to the level select screen just shows the normal happy face. It'd be interesting to see if I have some extra % added to my save, though I guess I won't really know until I've 100% completed this save slot.