Rayman (Game Boy Color)

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Hunchman801
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

Rayman Saturn wrote: Tue Jul 19, 2022 9:21 pm 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.
Of course, now I remember why I usually look at the maps on RayWiki. RayCarrot did a great job at curating them and they spare us all the confusion from those weird objects!
Rayman Saturn wrote: Tue Jul 19, 2022 9:21 pm 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.
Thanks for looking into that! My question was actually whether one charge hit followed by a normal hit is enough to defeat them.
Rayman Saturn wrote: Tue Jul 19, 2022 9:21 pm 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.
At a first glance, it looks like it would make sense to consider them as from another family, but I guess we'll keep the platforms for the end just to be sure.
Rayman Saturn wrote: Tue Jul 19, 2022 9:21 pm 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.

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Crazy how many obscure things there are about this handheld adaptation of Rayman 1! :paranormal:
This is not even mentioned on the wiki, definitely something to add ASAP!
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

We're still learning a lot about Rayman games! It's cool!
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

Hunchman801 wrote: Wed Jul 20, 2022 12:29 am
Rayman Saturn wrote: Tue Jul 19, 2022 9:21 pm 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.
Thanks for looking into that! My question was actually whether one charge hit followed by a normal hit is enough to defeat them.
Aw, my bad, I misunderstood what you meant! :oops2:
The answer is yes! :mryellow:
Hunchman801 wrote: Wed Jul 20, 2022 12:29 am
Rayman Saturn wrote: Tue Jul 19, 2022 9:21 pm 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

Image

Image

Crazy how many obscure things there are about this handheld adaptation of Rayman 1! :paranormal:
This is not even mentioned on the wiki, definitely something to add ASAP!
RaymanM64 wrote: Wed Jul 20, 2022 1:22 pm We're still learning a lot about Rayman games! It's cool!
It’s incredible what can still be discovered! And by the way, I think we’re really onto something very interesting here...
On closer inspection, by comparing with the Pocket PC version and the other variations on Ray1Map, it appears that’s it’s actually way more different than I thought! Sure, the visuals are the exact same thing as the PPC equivalent (at least from what we can tell from these ridiculously pixelated screenshots)... but by taking a look at the Arcane Forest 2 screenshot for example, didn’t you notice something odd about the unusual quantity of enemies and other entities for this game?
That’s right, these two flying Antitoons aren’t there in the other versions! Same goes for the heart power-up in the middle and the "scared" platform in the bottom-right!
Though, what we may be looking at could also be one of the "on-line challenges" from the Pocket PC/Palm OS versions, so it may not be actually be different... but that still means that there are level variations we didn’t know about and which aren’t catalogued on Ray1Map (or anywhere else as a matter of fact)! :paranormal:

And on the Spellbound Forest screenshot, there’s a Livingstone on a small platform where he is not supposed to be! :shock:
As for the Dark Legacy one, you can notice that there are Tings and what appears to be a floating flame/blowing fuffy gas effect that aren’t there usually, and there’s a cage count only counting two cages (which isn’t possible as you need them all to reach Dark Legacy, and it can’t be the number of cages in this same world as it doesn’t feature any in other versions).
Side note to confirm another thing: Swinging spiky yellow balls and falling + swinging spiky fruits do appear in Dark Legacy (all the fruits are also in Arcane Forest). Dark Legacy also features all the platforms used in Arcane Forest.

Such a shame it’s the only documentation of it I could find online so far...
Sadly, it seems to be way too obscure... But there’s just so much to discover and which can’t be known from screenshots! Does it even feature music or sound effects? Does it have extra content, whether new or identical to other versions? HOW MANY MILLIONS OF OTHER OBSCURE VERSIONS OF RAYMAN GAMES ACTUALLY EXIST!? WE NEED TO KNOW MORE! :confus:

Edit: I've just noticed a link to an archive which leads us to the original official product page of the game made by Gameloft.
This doesn't give us much more info, but it's still interesting nevertheless!
Last edited by Mortamon Saturn on Sat Mar 16, 2024 8:50 pm, edited 2 times in total.
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

I discover in parallel things that I did not know about Rayman 1 on GBC and its versions on other media. It's completely crazy!

I know that on the GBC manual, you can see screenshots of levels that are not in the game, including a blue/purple Bad Rayman and an enemy that is nowhere to be found, I'll try to take a picture of it to show
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

Thank you guys for all the research so far, I have enriched the Livingstone article with the latest information.

One last question regarding resistance, what is the effect of a fully charged hit with a golden fist?
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

Sorry if it took a while, but I just updated the game’s wiki page to add a mention of the Symbian version (with a reference). I’ve also improved the release dates by adding this version and the Palm OS/Pocket PC releases, by ordering the list by systems and by adding the little flags when possible! That way, it’s much closer to the standards of pages for the main games!
Sadly, we still don’t know the full release date for the Symbian version (so I only put "2002")... But we know from the PPC/PalmOS archived page that these versions released exactly on 1st September of 2001 (but we don’t know in which exact countries however)! We may not have the dates, but at least we know by looking at the linked websites that they had a release in Japan, and they were most likely available in both Europe and the US (don’t know the exact origin of the other websites)! It also seems the only languages available for these were English and Japanese (according to the pages for the Japanese demos, at least).

RaymanM64 wrote: Thu Jul 21, 2022 1:45 pm I discover in parallel things that I did not know about Rayman 1 on GBC and its versions on other media. It's completely crazy!

I know that on the GBC manual, you can see screenshots of levels that are not in the game, including a blue/purple Bad Rayman and an enemy that is nowhere to be found, I'll try to take a picture of it to show
Oh nice! You still have the manual? All of this sounds very interesting so pictures could be great! :D
Wish I still had mine, but it disappeared for all of eternity when my parents had the great idea to throw away nearly all of my GBC boxes because "we shouldn’t keep useless cardboard"... :mefiant:
By the way, does the manual contain any information about enemies (like their names or any other detail)? I doubt we would be so lucky, but if it does, it would be an amazing source to update a lot of info on the wiki! :mryellow:
Hunchman801 wrote: Thu Jul 21, 2022 2:42 pm Thank you guys for all the research so far, I have enriched the Livingstone article with the latest information.

One last question regarding resistance, what is the effect of a fully charged hit with a golden fist?
Perfect update! :up:

From what I’ve tested so far, I do not know if it does more damage than the other hits as a normal golden hit is enough to instantly take down every enemy I was able to encounter with it so far (like the Stone Men with their two life points), and so it gives the same result when charged.
So, yay, the only thing I’m certain about is that it extends the range even more, making it the only way I know for Rayman’s fist to hit the maximum range possible.
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

Oh nice! You still have the manual? All of this sounds very interesting so pictures could be great! :D
Wish I still had mine, but it disappeared for all of eternity when my parents had the great idea to throw away nearly all of my GBC boxes because "we shouldn’t keep useless cardboard"... :mefiant:
By the way, does the manual contain any information about enemies (like their names or any other detail)? I doubt we would be so lucky, but if it does, it would be an amazing source to update a lot of info on the wiki!
YES! I STILL HAVE THE MANUAL!!!
Well, it feels like time has passed on it but I'll try to show it ( too bad I don't have a scanner, I would have scanned all the pages ) .
I'll take care of showing everything , wait ~

Edit: Here we go ! Sorry for the bad quality, I tried to do my best x)

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Image

( I don't understand why they stayed vertical when I put them back horizontal )
Image

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Image
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

Thanks Rayman Saturn for the additional details, and RaymanM64 for the manual. I can see that vertical trumpets were there the whole time! And that scrapped enemy looks interesting too. I hope we can scan this at some point to have a better quality for the wiki, but for now this is all we need. :up:

Now as for the combined effect of the gold fist and a fully charged hit, I will ask RayCarrot if he can find that information since there are no enemies to properly test it on.
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

RaymanM64 wrote: Wed Jul 27, 2022 10:13 am YES! I STILL HAVE THE MANUAL!!!
Well, it feels like time has passed on it but I'll try to show it ( too bad I don't have a scanner, I would have scanned all the pages ) .
I'll take care of showing everything , wait ~

Edit: Here we go ! Sorry for the bad quality, I tried to do my best x)

( I don't understand why they stayed vertical when I put them back horizontal )
Thanks a lot for the pictures, this is fantastic! :bigup:

It confirms a lot of names and now we know that it's indeed the Gold Fist (despite some of its different effects I've mentioned) and that the "Air Horns" are just called "Vertical Trumpets"! Funny how they also put a picture of the Purple Lums for the Flying Rings! :mryellow:
It's also interesting how they went with "air" and "earth" elemental things with Airy Tunes and Rocky Peaks, which kinda explains the flame creatures in the latter which are intended to be flame elementals from the earth!

And we can indeed see our good old purple "Beta Bad Rayman" as well as a unique environment (which seems to use some visuals from Dark Legacy) and an unknown creature! And all the other screenshots show areas that don't appear in the final worlds (I can even see a Sign more similar to those from the original game in the top-right corner of the second Bad Rayman picture) as well as different sprites/animations!
So the game definitely has its share of scrapped areas! Which is a shame, because some of them looked cool... Perhaps I should try to create new areas in the final phase of my ReDesigner project using these parts as an inspiration... :winkgrin:
Honestly, it's a beautiful and very helpful manual! Thanks for the nostalgic trip! :mrgreen:

And yeah, I had the vertical/horizontal glitch as well a few years ago on some websites like this one (some pictures were even completely inverted). Still don't know why it even happened... :paranormal:

Hunchman801 wrote: Wed Jul 27, 2022 1:25 pm Thanks Rayman Saturn for the additional details, and RaymanM64 for the manual. I can see that vertical trumpets were there the whole time! And that scrapped enemy looks interesting too. I hope we can scan this at some point to have a better quality for the wiki, but for now this is all we need. :up:

Now as for the combined effect of the gold fist and a fully charged hit, I will ask RayCarrot if he can find that information since there are no enemies to properly test it on.
I wonder if there's another good topic to ask if anyone else with the manual could scan it!

Yeah, I think asking RayCarrot may be the best course of action as he must know a ton of things on the game’s data, and there are just too many things that can’t be experimented with in normal gameplay.
I wonder if he also has more info the Pocket PC/Palm OS versions and if he has ever heard anything about the Symbian release.
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

This should warrant a decent "early development" section in the wiki article!

As for the damage of a fully charged punch with a gold fist, RayCarrot was able to provide me with the following decompiled code from the Pocket PC version:

Code: Select all

bool hasGoldFist = Rayman_mM_HasGoldFist();

if (!hasGoldFist)
{
    if (charge < 33)
        damage = 1;
    else
        damage = 2;
}
else
{
    damage = 2;
}
So, problem solved, it's still 2 hit points. Thanks Carrot! :D
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Re: Rayman (Game Boy Color)

Post by RayCarrot »

Nice to see some work being done on the GBC versions! :) I included here the animations (as .gif files) and the vignette from all versions of the games. Especially the vignette might be useful as it has some exclusive ones for the online challenges. I had to split them up into multiple files due to the upload size limit. Hopefully it can be of help! If there's a version not included it's because the files are identical to another one.
Most graphics can also be seen using Ray1Map. The object type names you see there are from the game's code (full list here). Not ideal to be used as names directly on a wiki, but might help with some things.
As for versions, the Symbian one seems to be practically the same as the Pocket PC versions besides the music, vignette and menus. The level graphics and levels are all the same (only 4 levels are different and it's just a few pixels which have changed). It lacks the online functionality though which the Pocket PC and Palm OS versions have. Also worth mentioning a few of these versions have demos as well.
Attachments
Animations.7z
(2.62 MiB) Downloaded 106 times
Vignette_0.7z
(2.69 MiB) Downloaded 110 times
Vignette_1.7z
(2.41 MiB) Downloaded 106 times
Vignette_2.7z
(2.63 MiB) Downloaded 106 times
Vignette_3.7z
(2.47 MiB) Downloaded 108 times
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

While working on the GBC ReDesigned version of Fiery Depths and playing more of the original game to test everything, I've noticed in the second level that there's indeed a unique orange swinging spiky ball like those from Rayman 2 GBC (those that don't do a full spin and which doesn't need to be punched to move). Just added that extra detail on the Wiki!
With the single yawning trumpet I talked about before, it's really weird how a few entities are used only a single time in this game! :?

I've also just updated the Ubi Cliff page (which I had forgotten to deal with! :oops2:) with all the required missing details... as well as the following articles:
-Rayman (Game Boy Color).
-All the GBC world's pages with the manual's descriptions we saw thanks to RaymanM64!
-Bonus Levels (Rayman 1).
-Golden Fist.
-Heart (just added the GBC category and did it too for the fist).
And I've created a new page dedicated to the Ubi Key (which was especially required as the one from the game itself isn't really used for Ubi Cliff unless the second game you connect is another copy of Rayman GBC).
Change anything you see fit! This new Ubi Key article misses a picture and so it still needs some improvements.

RayCarrot wrote: Thu Jul 28, 2022 1:26 pm Nice to see some work being done on the GBC versions! :) I included here the animations (as .gif files) and the vignette from all versions of the games. Especially the vignette might be useful as it has some exclusive ones for the online challenges. I had to split them up into multiple files due to the upload size limit. Hopefully it can be of help! If there's a version not included it's because the files are identical to another one.
This is fantastic! I didn't even knew about some things like "the screens to remove" in Rayman 2 Forever or the big variety of bonus screens in the PPC/PalmOS versions! :mrgreen:
It's also interesting how they actually made different versions for some pictures between the different formats in the Pocket PC version! I had already seen screenshots of the unique UI on IPAQ but I wasn't aware of the differences in some screens.
That should definitely be useful for the Wiki!

Also, I wanna ask you just in case, am I allowed to use these files for my recreated levels of this game in Rayman ReDesigner?
The PPC/PalmOS and Greyscale pictures in particular were some of the things I missed to truly replicate the bonus screens and some of the cutscenes! I'll credit you for providing them! :mryellow:
The gif files of Rayman’s sprite in all the versions will also be a very helpful model to create some new skins in ReDesigner! :)
RayCarrot wrote: Thu Jul 28, 2022 1:26 pm As for versions, the Symbian one seems to be practically the same as the Pocket PC versions besides the music, vignette and menus. The level graphics and levels are all the same (only 4 levels are different and it's just a few pixels which have changed). It lacks the online functionality though which the Pocket PC and Palm OS versions have. Also worth mentioning a few of these versions have demos as well.
When compared with other versions on Ray1Map and the GBC game, I had noticed some enemies and objects weren’t where they’re supposed to be in the official screenshots on the product page of the Symbian release. So could it be another case of "early pictures" of unused content shown for no reason like in the GBC manual or could there be other differences we don’t know about?
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Re: Rayman (Game Boy Color)

Post by RayCarrot »

Rayman Saturn wrote: Fri Jul 29, 2022 6:52 pm Also, I wanna ask you just in case, am I allowed to use these files for my recreated levels of this game in Rayman ReDesigner?
The PPC/PalmOS and Greyscale pictures in particular were some of the things I missed to truly replicate the bonus screens and some of the cutscenes! I'll credit you for providing them! :mryellow:
The gif files of Rayman’s sprite in all the versions will also be a very helpful model to create some new skins in ReDesigner! :)
Of course! You don't have to credit me, but if you do you can add Droolie as well since we worked together on this :) The graphics were extracted using the offline version of Ray1Map.
Rayman Saturn wrote: Fri Jul 29, 2022 6:52 pm When compared with other versions on Ray1Map and the GBC game, I had noticed some enemies and objects weren’t where they’re supposed to be in the official screenshots on the product page of the Symbian release. So could it be another case of "early pictures" of unused content shown for no reason like in the GBC manual or could there be other differences we don’t know about?
No idea, sorry. Probably an early version, or maybe some mockups they made specifically for screenshots so they could showcase more game mechanics at once.
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

Excellent work, we're making great progress here! I'm made additions to various articles, and I think we've got everything covered up to Rainy Forest included (I'm still keeping the head platforms for later). I'm going through Rocky Peaks now.

In terms of images, I can think of two more (and I still need the ones I listed in the first post): a swinging spiky fruit, and the projectiles of a flame mine/fire mine.

Thanks again for your help. :D
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

I take the opportunity to see all these animations and really, bravo RayCarrot !
I am in joy to see the entire game GBC + other versions with all the characters, enemies, items, elements . ( We could take out the images one by one to make a complete sprite sheet )

So, the animations of the different characters can be in the RayWiki, but I think it will be necessary to have the in-game images
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

I have created the article for the flame mine. I was able to take additional pictures of it, but it's still a draft, so feel free to add anything you see fit.
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Re: Rayman (Game Boy Color)

Post by Mortamon Saturn »

RayCarrot wrote: Fri Jul 29, 2022 9:01 pm
Rayman Saturn wrote: Fri Jul 29, 2022 6:52 pm Also, I wanna ask you just in case, am I allowed to use these files for my recreated levels of this game in Rayman ReDesigner?
The PPC/PalmOS and Greyscale pictures in particular were some of the things I missed to truly replicate the bonus screens and some of the cutscenes! I'll credit you for providing them! :mryellow:
The gif files of Rayman’s sprite in all the versions will also be a very helpful model to create some new skins in ReDesigner! :)
Of course! You don't have to credit me, but if you do you can add Droolie as well since we worked together on this :) The graphics were extracted using the offline version of Ray1Map.
Thanks for the response! Then that’s perfect, that’ll also give me enough names to fill the "game"’s end credits when I remake them! :mryellow:
RayCarrot wrote: Fri Jul 29, 2022 9:01 pm
Rayman Saturn wrote: Fri Jul 29, 2022 6:52 pm When compared with other versions on Ray1Map and the GBC game, I had noticed some enemies and objects weren’t where they’re supposed to be in the official screenshots on the product page of the Symbian release. So could it be another case of "early pictures" of unused content shown for no reason like in the GBC manual or could there be other differences we don’t know about?
No idea, sorry. Probably an early version, or maybe some mockups they made specifically for screenshots so they could showcase more game mechanics at once.
That does sound like a good possibility. That would explain why a few "changes" didn’t make much sense like putting a Heart power-up right at the very beginning of Arcane Forest 2, or a Livingstone on a very small platform in Spellbound Forest 2.


Since I didn’t see them in the folders, I guess I should also share these two error screens that are displayed when attempting to play the two GBC games with the original Game Boy!
Rayman GBC - Error Screen.png
Rayman GBC - Error Screen.png (1.54 KiB) Viewed 3328 times
Rayman 2 Forever - Error Screen.png
Rayman 2 Forever - Error Screen.png (1.52 KiB) Viewed 3328 times
Hunchman801 wrote: Sun Jul 31, 2022 5:27 pm I have created the article for the flame mine. I was able to take additional pictures of it, but it's still a draft, so feel free to add anything you see fit.
Great! I personally don't see what more could be added to it (aside from the fact they only appear in the first part which I've just added) as there's isn't much to them due to their single appearance. :?
And I see the Stone Man article has already been dealt with! On my side, I've added a few details in the Antitoon page regarding the single charging Antitoon from the Ancient Forest (yes, a unique entity again...) and some other small details.

I've also just added the GBC lava balls from Fiery Depths into the lava rock page as they're pretty much the same object!
Speaking of which, that's one of the weirdest objects in the GBC version as it doesn't seem to have different types and yet some rocks either despawns completely after completing their fall while some others keep respawning afterwards...

By the way, I found out that the two crystal falling platforms I've talked about before actually both appear in Fiery Depths, while Rocky Peaks still only features the purple one.
When we'll deal with them later, I think it could be a good idea to merge them with the Stalactite platforms from the first game as they have a very similar shape and function.
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

Thanks for the additions! Moving on to Ancient Forest now. :)
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Re: Rayman (Game Boy Color)

Post by RaymanM64 »

Hunchman801 wrote: Sun Jul 31, 2022 5:27 pm I have created the article for the flame mine. I was able to take additional pictures of it, but it's still a draft, so feel free to add anything you see fit.
I'll finish a couple of things and get some Rayman 1 GBC images for the others enemies if you need them
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Re: Rayman (Game Boy Color)

Post by Hunchman801 »

RaymanM64 wrote: Tue Aug 02, 2022 12:46 pm I'll finish a couple of things and get some Rayman 1 GBC images for the others enemies if you need them
That would be great, thanks!
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