Re: Rayman 1
Posted: Tue Nov 01, 2016 5:43 pm
Thanks! Yeah Rayman 1 is quite hard to understand when TASed, in fact, I don't understand totally the game too lolPluMGMK wrote:Cool! Even though I don't really understand much of it…
Thanks! Yeah Rayman 1 is quite hard to understand when TASed, in fact, I don't understand totally the game too lolPluMGMK wrote:Cool! Even though I don't really understand much of it…
Disagree with this. I think the only flaw of that part in the game was just having no means to kill enemies at all (other than using grimace for the livingstones and having them suicide but I don't think anyone would ever think to use that.) One might argue that it is a good point in the game to teach you of few enemy patterns and avoiding, but there was still no need for it IMO.Sergiomonty wrote:Not being able to jump on enemies is a major, and I repeat, MAJOR design flaw. Not only it breaks the standards of conventional 2d platforming, but also, the first enemies in the game encourage jumping on them with their big bumber-like hats.
I find it hard, not unfair.Dart wrote:10:07, and leave it to Haruka to make it look like a fucking cakewalk!
Generalizations aren't gonna prove your point.sergiomonty wrote:That's quite delusional to be honest, every non-Rayman fan who played Rayman 1 knows how unfair it is. I as a kid knew how unfair it was, and stopped playing it after, like, the second level. And yes, the lack of vertical visibility is a huge design issue.
I think it's all right to be surprised the first time, this certainly makes enemies more scary. Any decent player would be very careful of an enemy they haven't seen before and keep their distance for a bit to observe their actions.sergiomonty wrote:The game has a set of rules that are unclear unless you actually spend a lot of times with trial and error. Finding new enemies is kind of scary, not because of how challenging they are or anything, but because you don't know what kind of cheap attack are they gonna execute. It's game design 101. There's no indicative of the type of attack a Hunter can execute, he has a gun, but the projectiles he makes are bonkers in terms of hit box, and you don't have the time to actually react to it. In fact, you spend a lot of time figuring out the weird design that the bullet has... and then bam, it hits you in the face. Seems like a pretty cute joke to have a giant bullet with a hand and a hammer coming out, but it's distracting, too big, and it's pretty fast for a first playthrough. Clearly not user friendly.
Just like Ad, I disagree. Video games would suck if they all had the same gameplay.sergiomonty wrote:Not being able to jump on enemies is a major, and I repeat, MAJOR design flaw. Not only it breaks the standards of conventional 2d platforming, but also, the first enemies in the game encourage jumping on them with their big bumber-like hats.
I never believed that, and it's quite sad for a player to be expecting yet another Mario clone to the point of jumping on the first enemy they see.sergiomonty wrote:Not being able to shot projectile at the beginning of the game makes you believe that jumping is still an alternative for killing, which In games like Megaman and Metroid doens't happen. Oh, and in those games, the enemies are designed to be small, fast, and most of the time, flying, or spiky, which usually leads you to believe that jumping isn't the most reliable way of defeating them.
That's just a simple, broken demo of the original game running in Flash.gamerz31w wrote:did i tell you i found 8 years ago rayman 1 online version when rayman could do a mooncrawling?in some french rayman 1 fanpage website
lol not reallyRibShark wrote:Oh, that version of Rayman 1 is the best!
Fifo wrote:lol not really