Congratulations Haruka!Haruka wrote:By the way, this is my 10000th post! \/
I hope sostan423_321 wrote:This community didn't change too much I see.

Congratulations Haruka!Haruka wrote:By the way, this is my 10000th post! \/
I hope sostan423_321 wrote:This community didn't change too much I see.
I can change your pw for you if you want.stan423_321 wrote:Let's call it I can't remember passwords for... years.StaceyW wrote:Hey what happened to your old account?
Wooooooooooo \Haruka wrote:By the way, this is my 10000th post! \/

Umm, but I've beaten it while bored? I can claim credits were quite an abomination: small list of programmers and "special thanks to rayman2 n64 team".Tmsp95 wrote:Rayman DS was a bad port in almoust everything, you cant even beat The Tomb of the Ancients because the game breaks at the spider.


Somebody told me it was fanmade. That means I've been spreading false information all this time.Haruka wrote:That's an official video, done back in Rayman 3: Hoodlum Havoc times.


I think hes just referencing how this game is borrowing a few /gameplay/design elements from the new super mario bros game, which I suppose to an extent it is, but whatever, if it makes the game more awesome and flowing then I don't care:PEl Dango wrote:Is the guy who wrote the article even aware that Rayman is an older franchise? Because he seems to believe that Origins is a standalone game inspired by the Mario series.


This is an excellent observation. The multiplayer mode’s bubble system makes the game much easier, so of course the single-player mode is going to have to do something to compensate for the spike in difficulty that comes when you don’t have three friends constantly regenerating you. I’m quite sure you’re right.Tmsp95 wrote:The life bar will be only used for 1-player mode if Im correct.spiraldoor wrote:I'm talking about that. (Also, did someone notice the lifebar?)
No, my point was that I think the Purple Lums actually *are* the flying rings. If an element in one game is the ‘spiritual successor’ to an element in another, it still deserves an article of its own. For example, I think the caterpillars in Rayman 2 and the Black Lums in Rayman 3 are the spiritual successors of the Antitoons in the original game, and that, in a roundabout way, the Darktoons in Rayman Origins are the spiritual successors of the Black Lums while simultaneously being a revamped version of the Antitoons. The Hoodlums were inspired by the design of Mr Dark and the Hunters in the original game. These connections should be mentioned in the relevant articles, but they should not be allowed to dictate which articles we do and do not make. These games all draw inspiration from one another and have plenty of gameplay analogues, like the flying hooks in Rayman 3; however, since these things are only inspired by their predecessors (as opposed to actually being them), they should not be treated as if they were the same thing. Plums are plums, and watermelons are watermelons, no matter how similarly they may behave.iambored2006 wrote:Yeah, the purple Lums and flying hooks are the spiritual successors of the flying rings. I mean, if they use a watermelon instead of a plum in RO, will it have a separate article? Surely not!
Welcome back, Stan.stan423_321 wrote:Hello again, everyone!
We’ve been told that the game has been designed with many gameplay styles in mind; it will be possible to rush through in a short amount of time, but breaking all of the Electoon cages and collecting all of the Yellow Lums (if that’s still a goal this time round) will take much longer. Most games are about twenty hours in duration; forty is only the average if you’re talking about epic RPGs. Rayman Origins will be approximately as long as the other games. I don’t see the point in getting worked up over the number of hours it will take the average player to complete the game, however; the quality of the experience is what matters, and besides, I know that I will play though Origins dozens of times and unlock absolutely everything. I cannot do otherwise.iambored2006 wrote:Everywhere I go, people are praising this game. It's gonna be AWESOME!
About the 50 hour thing, I don't know a lot in the subject, but I heard a lot of people saying the average is about 40 hours, so I don't know...
Also, I'm a bit worried about RO's linearity. It seems like there's a linear path with some hidden rooms. If I remember correctly, R1 was not a sidescroller most of the time. It almost didn't have a linear path if you truly wanted to complete the game (cages and all that) and it seems like they're changing that in RO. I'm not sure if that's bad or good, but that was the thing that made Rayman stand out in all the platformers of the time.
Same here. I won't rest until I unlock everythingspiraldoor wrote: I know that I will play though Origins dozens of times and unlock absolutely everything. I cannot do otherwise.

That's not what I meant. Imagine a line with little lines coming out of it here and there. That, as I see it, is a RO level. Now Imagine lightning and mazes and other complex stuff. That's a R1 level. That's what I meant. The little lines coming out of the big line (RO) are secret parts, and the complex maze with a lot of ways to get to certain points is of course the way most R1 levels are built, with a lot of interesting ways to get hidden things.spiraldoor wrote:We’ve been told that the game has been designed with many gameplay styles in mind; it will be possible to rush through in a short amount of time, but breaking all of the Electoon cages and collecting all of the Yellow Lums (if that’s still a goal this time round) will take much longer.


Complex mazes in Rayman 1? What do you mean? It was mainly linear as well, but with a lot of secret areas, just like Origins is said to be. I don't remember a single alternate path that wouldn't lead you back to the main path after you find a cage, a bonus level or an extra life. Granted, the secret rooms in Origins we have seen so far have been somewhat smaller than usual, but I'm sure there will be bigger ones as well. The only thing Origins really does different in this case would be the transitions between the main level and the secret rooms.iambored2006 wrote:That's not what I meant. Imagine a line with little lines coming out of it here and there. That, as I see it, is a RO level. Now Imagine lightning and mazes and other complex stuff. That's a R1 level. That's what I meant. The little lines coming out of the big line (RO) are secret parts, and the complex maze with a lot of ways to get to certain points is of course the way most R1 levels are built, with a lot of interesting ways to get hidden things.spiraldoor wrote:We’ve been told that the game has been designed with many gameplay styles in mind; it will be possible to rush through in a short amount of time, but breaking all of the Electoon cages and collecting all of the Yellow Lums (if that’s still a goal this time round) will take much longer.

There are exactly two levels where secret passages do not lead back to the main path, but he has a point; the passageways in Rayman 1 were much larger and more convoluted than the ones we’ve seen so far in Origins. However, I doubt that the game’s finest moments have been revealed to us just yet.El Dango wrote:Complex mazes in Rayman 1? What do you mean? It was mainly linear as well, but with a lot of secret areas, just like Origins is said to be. I don't remember a single alternate path that wouldn't lead you back to the main path after you find a cage, a bonus level or an extra life. Granted, the secret rooms in Origins we have seen so far have been somewhat smaller than usual, but I'm sure there will be bigger ones as well. The only thing Origins really does different in this case would be the transitions between the main level and the secret rooms.iambored2006 wrote:That's not what I meant. Imagine a line with little lines coming out of it here and there. That, as I see it, is a RO level. Now Imagine lightning and mazes and other complex stuff. That's a R1 level. That's what I meant. The little lines coming out of the big line (RO) are secret parts, and the complex maze with a lot of ways to get to certain points is of course the way most R1 levels are built, with a lot of interesting ways to get hidden things.spiraldoor wrote:We’ve been told that the game has been designed with many gameplay styles in mind; it will be possible to rush through in a short amount of time, but breaking all of the Electoon cages and collecting all of the Yellow Lums (if that’s still a goal this time round) will take much longer.
