Rayman (Game Boy Color)

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spiraldoor
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Re: Game Boy Color Rayman facts being added

Post by spiraldoor »

I'm sure he would have had to refer to them as something while talking to his team about them, which he would have to have done at some stage.
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Re: Game Boy Color Rayman facts being added

Post by Xenon »

It would be awesome if we could arrange a session with Ancel where we could ask him a list of questions about his creations.
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Re: Game Boy Color Rayman facts being added

Post by spiraldoor »

Xenon wrote:It would be awesome if we could arrange a session with Ancel where we could ask him a list of questions about his creations.
That would be the best thing ever.
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Re: Game Boy Color Rayman facts being added

Post by PluMGMK »

Here's something I wouldn't call evidence, as such, but you can take it whatever way you like. In Rayman Designer, Mr. Dark has the ability to shrink Rayman. In Rayman 1, however, only Space MoskitoSax (or whatever it's called) shrinks Rayman.
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Re: Game Boy Color Rayman facts being added

Post by spiraldoor »

PluMGMK wrote:Here's something I wouldn't call evidence, as such, but you can take it whatever way you like. In Rayman Designer, Mr. Dark has the ability to shrink Rayman. In Rayman 1, however, only Space MoskitoSax (or whatever it's called) shrinks Rayman.
Rayman just shrinks. We don't know if the Moskito/Mr Sax/Space Mama hybrid was the one that did it. It could have been Mr Dark or Betilla or something.
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Re: Game Boy Color Rayman facts being added

Post by MLII »

spiraldoor wrote:
Xenon wrote:It would be awesome if we could arrange a session with Ancel where we could ask him a list of questions about his creations.
That would be the best thing ever.
Indeed it would.
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Re: Game Boy Color Rayman facts being added

Post by stan423321 »

Err, I'm pretty sure Michel Ancel is more of Yuji Naka than of Shigeru Miyamoto, i.e. he doesn't care about old things. And from his point of view, Rayman's pretty old.
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Re: Game Boy Color Rayman facts being added

Post by Haruka »

MLII[2Random4U] wrote:
spiraldoor wrote:
Xenon wrote:It would be awesome if we could arrange a session with Ancel where we could ask him a list of questions about his creations.
That would be the best thing ever.
Indeed it would.
*Thumb up*
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Re: Game Boy Color Rayman facts being added

Post by The Jonster »

I should check the pages later to see if anyhting needs fixing since I finished the game a while back.
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Rayman (Game Boy Color)

Post by Hunchman801 »

Since Blowing Fuffies appear to have not only hijacked the Rayman ReDesigner topic but also cast light on the fact that the wiki lacked a lot of detailed information about the Game Boy Color version of Rayman 1, I thought it would be good to have a more fitting place to discuss the remaining work we have to do on the subject.

So far, I think I was able to cover almost everything from Spellbound Forest and Airy Tunes, including less notable stuff like flowers, mushrooms and butterflies. The following is still missing, however:
  • Resistance information (HP) for all enemies
  • Images of all types of antitoons, a moving wrong note, a heart, a life
  • More details on spiky balls (I believe they can move?)
  • Article for the "head platforms" (tentative name), I haven't yet seen the different types that appear later in the game
All help is welcome! :hap:
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

I'll find a time to take care of it all

It seems to me that all the antitoons present are :
- the ones that walk from left to right from a platform
- The ones that fly
- The ones that want to eat you by jumping
- The ones that run into you

For the spiky balls, there are those which fall when one is under, those which are frozen and those which turn on themselves when one taps on it
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

Thanks! Yes, I believe this is all I can think of when it comes to antitoons. We have a picture of a flying one, but not of the others.

As for spiky balls, I think the first type you mentioned might actually be spiky fruit (the red ones). I thought I remembered seeing spiky balls that move horizontally, but maybe I made that up?
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

Hunchman801 wrote: Sat Jul 16, 2022 11:43 am Thanks! Yes, I believe this is all I can think of when it comes to antitoons. We have a picture of a flying one, but not of the others.

As for spiky balls, I think the first type you mentioned might actually be spiky fruit (the red ones). I thought I remembered seeing spiky balls that move horizontally, but maybe I made that up?
I'll see if I can get more pictures of the other types of antitoons

And I confirm that there are some that move horizontally, even vertically or that follow a precise path in Rocky Peaks in particular
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

Blowing Fuffies are truly so powerful that they can completely transform any topic! :noel:
Anyway, good work on the articles so far! :up:


As for the spiky orbs, this is how it goes in this game:

-The spiky red fruits appear in the Spellbound Forest, Rainy Forest, and the Ancient Forest and they come both in falling and swinging types (haven’t checked yet if they appear in Arcane Forest too). So, they’re not really different from the original game aside from retaining the red color between variations.

-The first actual spiky balls are found in Airy Tunes and are of a purple/blue color (so they’re the closest to the original types from Rayman 1). Some move, most others don’t.

-Then there are the dark spiky brown/red balls in Rocky Peaks. It’s the same, but they are also the big swinging variation from the original game (although I think they *all* need to be punched in order to start swinging).
The small moving types move a lot in the helicopter level due to complex sets of directional tiles (almost giving the illusion of following Rayman at the very end).
Strangely enough, and specifically in the Game Boy Color version, the small dark yellow types from Dark Legacy start to show up in the last level of this world.

-Fiery Depths features bright orange spiky balls of all types.

-Finally, there are the dark yellow types in Dark Legacy and which comes in all variations if I remember correctly.

Not quite sure about the remaining worlds as I haven’t fully explored them again yet after all these years...


I’ll see eventually if I can take some good screenshots! Don’t have much time for that right now, unfortunately. :oops2:
I’ve just updated the trumpet article as it missed the fact that the game actually does contain a sucking/yawning trumpet, but there is only one specimen of it (which shows up at the very end of the fourth level and shares the same appearance as other blowing trumpets).


"Spiky balls"... "Sucking trumpet"... "Blowing fuffies"... I think this is starting to sound strangely gross and so I’m gonna stop mentioning the entities right now! :hap:
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

So it looks like we're missing information (as well as a screnshot) for the orange spiky balls, which appear to be the same as those found in Rayman 2 Forever. If I understand correctly, all colors come in small and large versions, except for blue, and the small ones can be static or follow a predefined path, often vertical or horizontal but sometimes more complex. Sounds good?
RaymanM64 wrote: Sat Jul 16, 2022 1:22 pm I'll see if I can get more pictures of the other types of antitoons
Rayman Saturn wrote: Sat Jul 16, 2022 1:32 pm I’ll see eventually if I can take some good screenshots! Don’t have much time for that right now, unfortunately. :oops2:
Thanks guys!
Rayman Saturn wrote: Sat Jul 16, 2022 1:32 pm I’ve just updated the trumpet article as it missed the fact that the game actually does contain a sucking/yawning trumpet, but there is only one specimen of it (which shows up at the very end of the fourth level and shares the same appearance as other blowing trumpets).
That's great, I didn't know about that one. :up:
Rayman Saturn wrote: Sat Jul 16, 2022 1:32 pm "Spiky balls"... "Sucking trumpet"... "Blowing fuffies"... I think this is starting to sound strangely gross and so I’m gonna stop mentioning the entities right now! :hap:
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So, regarding enemies' HP, do we have that information handy? I know antitoons have only one, but I'm pretty sure livingstones take several hits to defeat. Also, are there lighting eyes and trumpets in locations where they can actually be hit?
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

For the livingstones, I don't remember if it depends on the power of the fist or not, but I think it's only 3 shots.

When I have some time available, I will try to provide you with the screenshots you will need
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

I'm not sure how resistance works in the GBC version, but an enemy's HP would be the number of standard hits (no golden fist) required to defeat them. This is also the occasion to detail the resistance mechanisms of this game, such as whether jumping affects the fist's power like in the original game, or how exactly golden fists increase it.
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

Hunchman801 wrote: Sun Jul 17, 2022 8:24 pm So it looks like we're missing information (as well as a screnshot) for the orange spiky balls, which appear to be the same as those found in Rayman 2 Forever. If I understand correctly, all colors come in small and large versions, except for blue, and the small ones can be static or follow a predefined path, often vertical or horizontal but sometimes more complex. Sounds good?
That’s right! However, I don’t remember much about the spiky balls orbs from Rayman 2 Forever so I’ll also have to check later to see the types featured in this game... but a quick look on the second level of the Sanctuary of Stone & Fire through Ray1Map allowed me to confirm that the big swinging orange ones do appear (though they already seem to swing from the beginning and they only move a bit left to right similarly to swinging spiky fruits/plums).
I should probably also mention that all the big swinging ones aren’t as big as their original counterparts, but they’re still about x1,5 times bigger than small ones and they look far more similar to the small types from the first game (just lacking the eyes and proper colors).

RaymanM64 wrote: Sun Jul 17, 2022 9:15 pm For the livingstones, I don't remember if it depends on the power of the fist or not, but I think it's only 3 shots.
Hunchman801 wrote: Mon Jul 18, 2022 4:10 pm So, regarding enemies' HP, do we have that information handy? I know antitoons have only one, but I'm pretty sure livingstones take several hits to defeat. Also, are there lighting eyes and trumpets in locations where they can actually be hit?

I'm not sure how resistance works in the GBC version, but an enemy's HP would be the number of standard hits (no golden fist) required to defeat them. This is also the occasion to detail the resistance mechanisms of this game, such as whether jumping affects the fist's power like in the original game, or how exactly golden fists increase it.
So, using my 3DS to check (as it was the fastest way thanks to a convenient quick save I made years ago... so still no screenshots :oops2:), I can confirm all the following information so far:
-Indeed, Livingstones take 3 hits and 2 fully charged hits. Interestingly, they start running and become invincible when their head is stuck inside a plum (but you can still punch them, which will stop them and make them play a unique animation for about a second).
-All Antitoons has only 1 HP. By the way, the dashing Antitoon only starts to appear from the last level of the Ancient Forest.
-I tried everything I could but it wasn't possible to hit lightning eyes, even when they're not really inside a structure as the fist goes right through them.
-Same goes for the trumpets. The only one I managed to reach was the unique one I've mentioned (which can be done by letting it suck up Rayman and by damage boosting through the notes to hang to the right edge of its platform). Attempting to punch it resulted in the fist going right through it, so it must be an invincible entity and it seems it cannot damage you on contact.
-Bad notes are invincible.
-Flame Mines are invincible. It's actually their own sacrificial explosion that kills them.
-Stone Men take 2 hits and 1 fully charged punch (so the charged fist must be about a x2 multiplier, I guess).
-Punching while jumping doesn't change the fist's power at all. However, it extends its range! I used this trick to quickly hit the plums in my Ubi Cliff video.
-The Golden Fist seems to have the same power as the charged fist (I couldn't find a Livingstone to test it on, sadly) as it also kills Stone Men instantly.
-The Golden Fist also acts as an equivalent to the Speed Fist as it extends the fist's normal and charged range! Normal attacks go about as far as punching in the air and fully charged fists almost reach the opposite border of the screen... not even a normal fully charged fist can go as far!
Hunchman801 wrote: Sun Jul 17, 2022 8:24 pm
Rayman Saturn wrote: Sat Jul 16, 2022 1:32 pm "Spiky balls"... "Sucking trumpet"... "Blowing fuffies"... I think this is starting to sound strangely gross and so I’m gonna stop mentioning the entities right now! :hap:
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That's the first time I've seen the Twitter emoticon being used here :hap:
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

All right, I have added all the information I could think of to the spiky ball article, let me know what you think and feel free to add or change anything.

Now regarding the resistance of enemies, I noticed in the first part of Rainy Forest that there are two different fist power-ups: one called "RaymanFist" at the bottom-left, which just looks like a golden fist, and another one at the top-left called "Bonus_1" which looks similar but has an additional spinning component that is reminiscent of a speed fist. What is the difference between those two?

Also, are one fully charged and one standard hit enough to defeat Livingstones? Just making sure.
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

Hunchman801 wrote: Tue Jul 19, 2022 6:58 pm All right, I have added all the information I could think of to the spiky ball article, let me know what you think and feel free to add or change anything.
N I C E ! :)
If there are any improvements I could make when I’ll work on more articles, I’ll probably only do them when I’m fully done with the game so I can truly be familiarised again with everything. I forgot so many things about Arcane Forest and Dark Legacy! :oops2:
Hunchman801 wrote: Tue Jul 19, 2022 6:58 pm Now regarding the resistance of enemies, I noticed in the first part of Rainy Forest that there are two different fist power-ups: one called "RaymanFist" at the bottom-left, which just looks like a golden fist, and another one at the top-left called "Bonus_1" which looks similar but has an additional spinning component that is reminiscent of a speed fist. What is the difference between those two?
You looked at that through Ray1Map, didn’t you? Actually, that "RaymanFist" you mention is in every world in which you can use the fist (so everything except the world maps) and it doesn’t really appear in the game (just like the "RingBeam" next to it which shows up in every level with the grappling fist after it is introduced). If you turn on the links in Ray1Map, you’ll see it’s directly linked to Rayman, so it’s safe to assume it’s just a sprite usage thing or something of the sort since the fist/golden fist and grappling beam effects only actually show up when using the appropriate powers. It’s also noticeable when looking at enemies with projectiles such as the FlameMines as their "FireMines" are shown directly next to them in Ray1Map despite not appearing immediately in the actual level.
So tl;dr is that it’s not a power-up, it’s just "part" of Rayman. "Bonus_1" is the only actual fist power-up in the entire game.
Hunchman801 wrote: Tue Jul 19, 2022 6:58 pm Also, are one fully charged and one standard hit enough to defeat Livingstones? Just making sure.
I have yet to come across a situation where the golden fist can actually be used on Livingstones (as they either appear in different levels or it’s not possible to backtrack to them like in Ancient Forest 1), so it’s just theoretical and nothing can be confirmed on that regard until I find another enemy with three health points which can be attacked with that fist. But for the normal fist, it’s absolutely sure that you need three normal hits or two charged hits to eliminate them, I’ve rigorously tested it.


By the way, since we talked about the platforms a while ago, I guess I should mention that the "head" platforms aren’t the only platforms in the game as there are also the falling rock platforms. There are two types: the Rocky Peaks type with purple crystals below it, and the Fiery Depths type with red crystals underneath.

And from doing some research on the Pocket PC and Palm OS ports, it appears that the game had yet another version released in 2002 on "Symbian". I found some screenshots of it on the same page and it appears identical to the Pocket PC version aside from the different main menu and the placement of the HUD.

Image

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Crazy how many obscure things there are about this handheld adaptation of Rayman 1! :paranormal:
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