Godness, now that's a really wacky thing. It reminds me of a bumper that M6 did once:
Re: Rayman 2
Posted: Sat May 03, 2014 1:29 pm
by GOT4N
Haruka wrote:Godness, now that's a really wacky thing. It reminds me of a bumper that M6 did once:
It's a fake, lagrogne loves doing that
Re: Rayman 2
Posted: Sat May 03, 2014 3:36 pm
by Haruka
Wait, it is fan made? I really got fooled then. xD
Re: Rayman 2
Posted: Sat May 03, 2014 4:17 pm
by GOT4N
Haruka wrote:Wait, it is fan made? I really got fooled then. xD
I'm almost sure, but I got fooled too XD
Re: Rayman 2
Posted: Sat May 03, 2014 4:47 pm
by PluMGMK
Is there anything to the claim that the Sanctuary of Stone and Fire's music is influenced by tarantella dances? I know I already asked this in the RayTunes forum, but no-one replied…
Re: Rayman 2
Posted: Sat May 03, 2014 10:30 pm
by GOT4N
Btw, I don't think it works on n64, I checked the n64 text to see if there was the texts like "To gain 3 mega-shoots" but there isn't :'(...
Re: Rayman 2
Posted: Sat May 03, 2014 10:35 pm
by Master
I'm pretty sure we've already concluded that only the DC and 3DS versions are the ones with those cheats, not sure why you felt the need to put in all that effort to finding something we're already aware of...but, good effort, I guess. Seeing as our discussion on the hole has been pretty much wrapped, I wonder what this question Plum here has asked is about.
Re: Rayman 2
Posted: Sat May 03, 2014 11:42 pm
by PluMGMK
Wikipedia used to claim (no doubt due to the thoughts of a random user) that the music in the Sanctuary of Stone and Fire (it was actually specifically talking about the PSX version, which I believe is just "The Wrong Temple" on the other versions, but it's the same music anyway) was "reminiscent of the tarantella". Seems logical, but I'm wondering if that was intentional on the part of Chévalier, or if that person picked it up wrong and he was actually trying to do something else.
Basically, the thought processes that lead me to wonder about this may (I said may, I'm not even sure) involve Jungian psychology/philosophy, but I'd just like to hear if anyone else has anything to say.
Re: Rayman 2
Posted: Sun May 04, 2014 10:41 am
by Shrooblord
Who's the big bloke holding the guitar-like instrument in the secret area supposed to represent? Is it Clark? Is it Eric Chévalier himself? It doesn't quite match up with Clark, what with the black-haired ponytail and all, that's why I'm wondering. It'd be cute if it were a reference to the musician.
What's funny is, I've known about this secret area for a while and I remember going back to the Tomb of the Ancients in the PC version to try and find it, but looking at the place where it was supposed to be, couldn't find anything. Maybe the camera 'hides it' until you are actually close enough to get into it.
And now the only task that remains is to manage to get the crate to spawn so we can 'legitimately' access the secret area. ;P
Re: Rayman 2
Posted: Sun May 04, 2014 10:50 am
by PluMGMK
In the PC version, the default brightness settings are too dark, that's why you can't see it. Just crank it up on the Options screen, you'll see it.
As for who the guy is supposed to represent, I think the consensus is that it was an earlier model for Clark, and that that scene was probably originally meant for something like the Revolution credits. However, I like your idea that he may represent Chévalier.
I'm starting to think that Tomb of the Ancients was meant to be a "level of mysteries" of some kind. Hence, there is one mysterious thing per map.
Map 1: The 1000th lum
Map 2: The optional extra segment and the weird things it does with checkpoints (not quite on a par with the other two but whatever)
Map 3: The secret passage and its cheats
Then they ran out of time, so it became quite underwhelming, and the last secret wasn't even implemented properly in the PC/N64 version.
As for the Revolution credits, I think it may have been based on the secret area, rather than the other way around (if you know what I mean). If you look at Lagrogne's video of the hole in Revolution, you see that the camp-fire and dancing characters are missing, as if they've been cut-and-pasted to the credits.
Re: Rayman 2
Posted: Sun May 04, 2014 11:01 am
by Shrooblord
I've always wondered why that point in tTotA where you can skip a certain part of the level was there - perhaps it was meant to be the more obvious route and the 'not skipping' part was actually meant to be found if you tried harder, thus making for some 'sneakily hidden' Lums that you needed to go back for to get up to 999. Maybe it was the first in a series of extra passageways that were supposed to be implemented in the game.
I like how things like that tie in with one another, like the whole Fairy Glade-Echoing Caves deal.
Re: Rayman 2
Posted: Sun May 04, 2014 11:23 am
by Master
Hmm, I guess I was premature in my assumption that we'd moved on from the hole, still, good discussion is good.
Map 1: The 1000th lum
Map 2: The optional extra segment and the weird things it does with checkpoints (not quite on a par with the other two but whatever)
Shrooblord wrote:I've always wondered why that point in tTotA where you can skip a certain part of the level was there - perhaps it was meant to be the more obvious route and the 'not skipping' part was actually meant to be found if you tried harder, thus making for some 'sneakily hidden' Lums that you needed to go back for to get up to 999. Maybe it was the first in a series of extra passageways that were supposed to be implemented in the game.
I grew up playing the PS1 version of the game, thus, the 1000th lum didn't exist, and the optional extra segment was the only segment one could pass through, no shortcuts there. It's kind of a pity, as I don't know now how I'd handle the extra segment vs shortcut situation, had I played the PC version first without any prior knowledge.
Map 3: The secret passage and its cheats
Then they ran out of time, so it became quite underwhelming, and the last secret wasn't even implemented properly in the PC/N64 version.
Does sound reasonable, though I do wonder why they couldn't put it in the PS2 version then, seeing as it was released after the DC version.
As for the Revolution credits, I think it may have been based on the secret area, rather than the other way around (if you know what I mean). If you look at Lagrogne's video of the hole in Revolution, you see that the camp-fire and dancing characters are missing, as if they've been cut-and-pasted to the credits.
Hmm, so I'm assuming you're saying that you disagree with the theory that the hole was meant to be Rayman 2's credits, but was scrapped and then made into Revolution's credits? Instead, Revolution's credits was merely inspired by the hole, but not because it was some cancelled feature?
Re: Rayman 2
Posted: Sun May 04, 2014 11:35 am
by PluMGMK
Master wrote:
As for the Revolution credits, I think it may have been based on the secret area, rather than the other way around (if you know what I mean). If you look at Lagrogne's video of the hole in Revolution, you see that the camp-fire and dancing characters are missing, as if they've been cut-and-pasted to the credits.
Hmm, so I'm assuming you're saying that you disagree with the theory that the hole was meant to be Rayman 2's credits, but was scrapped and then made into Revolution's credits? Instead, Revolution's credits was merely inspired by the hole, but not because it was some cancelled feature?
Yes, that is what I'm saying.
Shrooblord wrote:I like how things like that tie in with one another, like the whole Fairy Glade-Echoing Caves deal.
Actually, now that you say it, those two secret places are strikingly similar.
New idea: What if they originally planned to put the Fairy Glade secret in the Tomb of the Ancients, thus tying it better into my "mystery" idea. The extra segment involves quite a few barrels, which were meant to be the theme of the Echoing Caves. Maybe they realised that they couldn't make the place fit into the style of the Echoing Caves (what with all the Zombie Chickens and all) so they did a last-minute swap.
It strikes me that the Fairy Glade secret is a bit too obvious, with yellow lums leading directly to it, maybe it would make more sense if that place originally led to the proper next segment of the level.
Re: Rayman 2
Posted: Sun May 04, 2014 11:39 am
by Master
Hmm, that's a nice thought, but blimey, revisiting the Fairy Glade being that far in the game? That'd be quite a jump.
Speaking of the Fairy Glade hole, I noticed Lagrogne popped into the French forums and posted this:
(It's a massive image, so click on the thumbnail).
So, Revolution still has the arrows to the Fairy Glade, but behind the level geometry covering it up.
Re: Rayman 2
Posted: Sun May 04, 2014 11:55 am
by PluMGMK
Ah, that was the Fairy Glade! I was wondering which arrow that was.
Re: Rayman 2
Posted: Sun May 04, 2014 11:56 am
by Master
Wonder if it actually works...
Either ways, I'm assuming he's using some form of moonjump to get there, right?
Re: Rayman 2
Posted: Sun May 04, 2014 11:59 am
by PluMGMK
I think he used Cheat Engine to make the game think there was lava in the level, so the super-helicopter worked.
Re: Rayman 2
Posted: Sun May 04, 2014 12:17 pm
by Master
Ahh, the ability to helicopter over lava, that was actually a neat power-up from Revolution, if a bit game-breaking seeing as it completely defeated the purpose of Plums in areas such as the Sanctuary of Stone and Fire.
Even then though, I'm pretty sure that ability only allowed Rayman to hover up to a certain height, perhaps he just activated the Super Helicopter state from Beneath the Sanctuary?
Hmm, anyways, this talk of hidden passageways and paths makes me wonder about Rayman as a Metroidvania title again.
Re: Rayman 2
Posted: Sun May 04, 2014 12:20 pm
by PluMGMK
He said that the catch was that it worked only in certain parts of the level, so that suggests it was in lava mode.
Re: Rayman 2
Posted: Sun May 04, 2014 12:21 pm
by Master
I see, fair enough then. Though I do wonder if there's a way to activate the normal Super Helico state.