It really just comes down to memorizing things I think. Once you have her patterns down, it gets easier, even if you only have 3 hit points. Especially watch when she initially attacks with pots.
Re: Rayman 1
Posted: Fri Jul 10, 2020 7:33 pm
by Steo
Yeah the pots have that pattern where you just barely make it, then you still have to avoid her as she drops down again almost immediately. I really like the difficulty level of the first game personally, but it does partially rely on memory. Then again, most retro games relied on memorising patterns.
Re: Rayman 1
Posted: Fri Jul 10, 2020 9:38 pm
by Hunchman801
dr_st wrote: Mon Jul 06, 2020 1:53 pm
If you practice a little, that level is a piece of cake (especially after you got all your powers). You should never die, instead getting 2-3 lives every trip. I seem to recall I specifically chose Allegro Presto for the best combination of tings per total level length versus difficulty.
I remember doing the exact same thing when I needed additional lives. I think another reason is that the lives to time spent ratio for that level is also pretty good.
RayCarrot wrote: Tue Jul 07, 2020 7:04 am
For that part the trick is to slide down without pressing jump. If so you will always go through them all perfectly.
That part cost me many lives before I realized what I had to do. I think I was running and I had to walk instead.
Steo wrote: Fri Jul 10, 2020 6:33 pm
Yeah you have to be quick on her initial attacks otherwise you will just get cornered in at the edge of the screen.
StelzenBomber wrote: Fri Jul 10, 2020 6:52 pm
And her hitbox to hit her is stupidly small for some reason
Yeah, I remember finding that first bit tricky as well. I would almost always miss at least one hit.
Re: Rayman 1
Posted: Fri Jul 10, 2020 9:45 pm
by The Jonster
That's true, thinking about it, bc of all the sliding one can actually get through most phases of Allegro Presto relatively quickly. And there are a lot of Tings in the first phase that can be grabbed especially, along with the powerups underneath the back to map sign.
RayCarrot wrote: Tue Jul 07, 2020 7:04 am
For that part the trick is to slide down without pressing jump. If so you will always go through them all perfectly.
That part cost me many lives before I realized what I had to do. I think I was running and I had to walk instead.
I must confess that I doubt I'd have figured that out without the KMG Associates walkthrough. It's a pretty nightmarish puzzle in fairness – might have been more suited to the beginning of the level, rather than the third and last section, where there's so much more to lose by walking away!
Re: Rayman 1
Posted: Fri Jul 10, 2020 10:34 pm
by Hunchman801
Maybe they should have spelled "WALK" with Tings or something.
Kinda annoying for localization though.
Re: Rayman 1
Posted: Fri Jul 10, 2020 11:32 pm
by PluMGMK
They had no issue writing "NO" in Tings a few metres away though!
Re: Rayman 1
Posted: Sat Jul 11, 2020 1:07 am
by Steo
I remember making the same mistake and running like an eejit.
Re: Rayman 1
Posted: Sat Jul 11, 2020 7:21 am
by RayCarrot
Speaking of spelling out things with tings, I just recently noticed in the GBA port they changed the PS buttons to spell out "DE" (Digital Eclipse):
PS1/PC
RaymanPS1US - Image 02.png (10.3 KiB) Viewed 2476 times
GBA
RaymanAdvanceGBAUS - Image 02.png (6.52 KiB) Viewed 2476 times
They also oddly changed the tings in Bongo Hills to spell out "RAYMAN":
PC
GBA
Re: Rayman 1
Posted: Sat Jul 11, 2020 7:46 am
by StelzenBomber
Interesting changes
But why would they change it
Re: Rayman 1
Posted: Sun Jul 12, 2020 8:54 am
by StelzenBomber
Sorry for the double
But apearently rayman was planned for the sega 32x
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:12 pm
by PluMGMK
Wow, a parallax version of the dark forest background! I wonder if this one was running on the Jaguar engine or the one they developed for the other ports…
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:24 pm
by Hunchman801
StelzenBomber wrote: Sat Jul 11, 2020 7:46 am
But why would they change it
For the first one it's pretty obvious, but for the second one they probably just wanted to add their own touch to the game.
PluMGMK wrote: Sun Jul 12, 2020 10:12 pm
Wow, a parallax version of the dark forest background! I wonder if this one was running on the Jaguar engine or the one they developed for the other ports…
Is that background present in any version?
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:24 pm
by StelzenBomber
Im guessing a new engine for the 32x , maybe based on the jaguar engine
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:28 pm
by Steo
The parallax background actually makes it look pretty interesting.
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:30 pm
by StelzenBomber
This bg doesnt exist in any other version as well if i remember correctly
Should raywiki mention this version?
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:36 pm
by PluMGMK
Yep, I've never before seen a parallax version of that background, and I often thought it was disappointing that it was so flat even on PS1 and Saturn. Maybe whoever made the parallax version moved it instead of copying it into the 32X port files, and then it got lost when the port was scrapped – D'oh!
Re: Rayman 1
Posted: Sun Jul 12, 2020 10:37 pm
by The Jonster
I agree, that background in the video looks very interesting. I've never seen one like it.
Re: Rayman 1
Posted: Mon Jul 13, 2020 4:48 am
by Steo
I've seen many parallax backgrounds in games, but it's pretty interesting how they didn't make it like this on PS1. It's still parallax in the way that it moves at a different speed than the foreground, but not quite like this where both backgrounds move parallax to each other.
Re: Rayman 1
Posted: Mon Jul 13, 2020 9:33 pm
by Zinx
I think that they could have done something similar on the Saturn port because it was very powerful to work with on 2D related graphics.
In general i don't know how they coded the Saturn port so good seeing as it also got the same issue with the Jaguar being very hard to code and program for.