Whoa, has anyone else noticed that you don't need to fight Mister Sax at all to beat this game? That's crazy.
Re: Rayman 1
Posted: Thu Apr 09, 2015 7:30 am
by Fifo
Sabertooth1000000000 wrote:Whoa, has anyone else noticed that you don't need to fight Mister Sax at all to beat this game? That's crazy.
That’s what I almost always do while playing R1.
Re: Rayman 1
Posted: Thu Apr 09, 2015 9:43 am
by OCG
Can someone explain how to do it? I heared talks about it many times but I never got clear answer.
Re: Rayman 1
Posted: Thu Apr 09, 2015 9:48 am
by RibShark
OldClassicGamer wrote:Can someone explain how to do it? I heared talks about it many times but I never got clear answer.
Because every cage is in the same part of Mr. Sax's Hullabaloo (the part before Mr. Sax), and Mr. Sax's Hullabaloo does not have to be beaten to unlock any new levels, one can simply destroy all the cages without activating the checkpoint, die, then go back to the map using the sign.
Re: Rayman 1
Posted: Thu Apr 09, 2015 11:43 am
by Thebananacrafter!
I still like going to the mr sax boss fight. It just feels fun
Re: Rayman 1
Posted: Thu Apr 09, 2015 6:33 pm
by technology4617
Sabertooth1000000000 wrote:Whoa, has anyone else noticed that you don't need to fight Mister Sax at all to beat this game? That's crazy.
I feel so out of place right now.
Re: Rayman 1
Posted: Thu Apr 09, 2015 7:22 pm
by Adsolution
Most people are aware you can do that though, so you're good.
Re: Rayman 1
Posted: Fri Apr 10, 2015 6:34 am
by technology4617
Not sure how many of you will be interested in this, but I did a 200 subscriber special of sorts by doing a semi-horrible speedrun of the final level of the Jaguar version:
This was very interesting to experiment with since, not only is the level entirely different, but the game's physics are as well. A few not-so-obvious differences I noticed when routing this include:
None of the typical Ring tech works (including tethering and the holding up trick), and they work completely differently as well, having what feels like a slightly larger hitbox, the ability to magically gain momentum by holding run while jumping from one, and the maximum height being somewhere between that of a normal jump off a Ring in the PlayStation version and the maximum height of a good tether boost.
Damage boosting is completely different as well; if the object you're landing on is an enemy, there's a 99% chance the direction of your knockback is going to depend on which side of the enemy you hit.
The game is a lot more persnickety about where on a platform you land, as in, if both of Rayman's feet aren't on the platform, you're most likely going to fall through. This is particularly nasty on tiny platforms where you can ledgegrab (causing me miss a platform twice at 3:29 and the last bit of the second screen very nasty sometimes).
Helicopter speed is constant, regardless of the momentum you have going in (similar to the parachute in Earthworm Jim 2 but a lot less natural). Hence, you want to avoid activating it whenever possible, as the speed you get is really slow.
Multiple hits don't work on either boss (if you don't know, in the other versions, you can hit the jumpy-thing multiple times, but it's a two frame window exactly one second after you hit him before).
Checkpoints often activate when you don't want them to (3:21).
Bullets move faster.
The hitboxes for certain enemies are much larger than they should be (such as the forks at 2:41).
In essence, fuck this version's physics. In combination with the crippling input lag (which could be caused by the emulator, but I tested it on a different one [Project Tempest] and got the same result), it makes this version basically a nightmare for higher-level playing of any kind, hence the sloppiness in the run and why I likely won't be doing full runs of this anytime soon.
I had to work with what I had, though, and found a few tricks. First screen
You have around a 1/4 second window to catch the second cloud in the level (it goes across a pit of water towards the bottom of the stage).
You can skip activating the cloud that takes you underneath the corkscrews by damage boosting off the first one (just into the right half of it). Forgot to mention this in my commentary.
You can skip a small section at the end by either damage boosting off the first switchblade knife, or waiting for the cloud between the two to disappear.
You can kill the clown at the end of the stage in one hit if you keep the goldfist (by not taking damage).
Second screen
Jumping on the first two corkscrews is faster than going on the cloud.
Most of the hunters in the level can be skipped by jumping and hovering over them.
The last enemy in that section (that vomits blue liquid) can be skipped using a semi-precise trick of hovering between the raised blade of the switchblade and the obstacle above to the platform below.
You can damage boost off the fork by landing on the right half
If you damage boost off the first hunter in the section with the water, you can get past the rest of the enemies without taking any damage.
You can sometimes reach the third Ring from the first one, which takes nearly all the stress out of that section as it sets the Rings' cycles up perfectly, but it doesn't always work, hence why I didn't go for it.
Third screen
Due to the different knockback damage, I don't know of a way to do the original clown skip setup, but luckily, it's very easy to get to that platform without taking that damage.
The same setup for the fast method of the cloud section at 3:16 works, but you land on a different cloud.
The hunter at 3:35 can be easily dodged by doing a large hop from the base of the switchblade over to the next platform.
The section where you're forced to run allows you to keep control of ledge grabbing and hovering (PS1 muscle memory kicked at Mr. Dark and I didn't move for a moment to avoid getting damaged by something that isn't actually there).
Final boss
The flames move faster but also give you more room to run through, so it's easiest to run shortly after the flames come together.
Standing to the left and doing short hops away from Mr. Dark's first form completely removes the risk of him doing his block animation.
While you don't have the stress of frame-perfect double hits weighing you down, the window for you to hit him normally is a lot tighter.
So, ye, hope you enjoy.
Re: Rayman 1
Posted: Fri Apr 10, 2015 6:35 am
by Harpic fraîcheur
I'm watching that.
But you can hit tree time the head of Mr.Skops/stone
Re: Rayman 1
Posted: Fri Apr 10, 2015 6:51 am
by Adsolution
The first area was pretty much flawless, well done!
These first two areas kind of remind me of the first area in Bongo Hills on the PS1 branches (as opposed to the PC branches), it's really crowded and has a bunch of assets in it that you only see during that area and then never again.
Harpic fraîcheur wrote:But you can hit tree time the head of Mr.Skops/stone
He just said both in the video and in his post that multi-hits don't work in the Jaguar version.
Out of curiosity, can you understand spoken English? You've said that you use Google Translate to read and write, so I'm assuming you can't.
Re: Rayman 1
Posted: Fri Apr 10, 2015 6:57 am
by Harpic fraîcheur
I understand sometime, but I don't sometime...
And I try to improve my English, I'm not using google translate right now.
Re: Rayman 1
Posted: Fri Apr 10, 2015 9:29 am
by darkhairwarrior
Was listening to some good ol' Rayman music when I noticed something, not sure if anyone's noticed this before but...
I wonder if this was deliberate or a coincidence...
Re: Rayman 1
Posted: Fri Apr 10, 2015 9:33 am
by Adsolution
I'd say it's definitely a coincidence. Their similarities are only very slight.
Re: Rayman 1
Posted: Fri Apr 10, 2015 10:00 am
by darkhairwarrior
Yeah, you're probably right.
Speaking of music similarities though, a lot of Origins' tracks have super similar start-ups to Raving Rabbids music. Like, super duper similar.
Example: RRR - Welcome to the West = RO - Tricky Treasure.
Re: Rayman 1
Posted: Sat Apr 11, 2015 1:37 pm
by TFDS
I've replayed Rayman 1 on PlayStation a few days ago. If there's anything I learned, that is that it should never be underestimated. I thought that it would have been pretty easy, as I had played it many times, but Band Land and Picture City were about as hard as the first time I played them.
Ugh! Space Mama was such a pain in the butt.
Re: Rayman 1
Posted: Sun Apr 12, 2015 2:14 pm
by PluMGMK
RibShark wrote:
OldClassicGamer wrote:Can someone explain how to do it? I heared talks about it many times but I never got clear answer.
Because every cage is in the same part of Mr. Sax's Hullabaloo (the part before Mr. Sax), and Mr. Sax's Hullabaloo does not have to be beaten to unlock any new levels, one can simply destroy all the cages without activating the checkpoint, die, then go back to the map using the sign.
I don't think you even have to die, there are ways to climb back up to every level (passing through floors). This makes me wonder if it was intentional.
Re: Rayman 1
Posted: Sun Apr 12, 2015 7:30 pm
by technology4617
PluMGMK wrote:I don't think you even have to die, there are ways to climb back up to every level (passing through floors). This makes me wonder if it was intentional.
You can climb up where you get the third cage (though I really wish you couldn't as it's easy to jump up there by accident). However, you'd need to pull off a fruitloop boost in order to be able to get back over there once you're at the end of the level, which is an unintended mechanic.