Rayman 2
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Re: Rayman 2
After searching the internet without success, I couldn't find good quality scans of the Japanese Rayaman Revolution manual. So, for those who are interested, here are some fairly good quality scans of my Japanese Rayman Revolution manual:
https://mega.nz/#!o4hUUSzB!MdNF7B1UmnOk ... LUq5H9xOMY
https://mega.nz/#!o4hUUSzB!MdNF7B1UmnOk ... LUq5H9xOMY
Re: Rayman 2
Awesome and thanks for sharing! Consider uploading it to the Internet Archive for preservation.
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TheAlexinator

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Re: Rayman 2
Found out that the grimace animation is a Dreamcast exclusive.
Re: Rayman 2
Thank you so much for scanning these! Would it be fine if I uploaded them to the wiki?ElZboub wrote: Mon Feb 24, 2020 6:14 pm After searching the internet without success, I couldn't find good quality scans of the Japanese Rayaman Revolution manual. So, for those who are interested, here are some fairly good quality scans of my Japanese Rayman Revolution manual:
https://mega.nz/#!o4hUUSzB!MdNF7B1UmnOk ... LUq5H9xOMY
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Hunchman801

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Re: Rayman 2
Thanks for uploading those!
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TheAlexinator

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Re: Rayman 2
Rayman Revolution is no longer my favourite version of Rayman 2. The frame rate is awful, power-ups you get while playing through the other versions are now locked behind pay walls and the hub world makes Rayman's world seem compact and small and six of the ten mini games you can play in Revolution are also in the Dreamcast version and another two (water ski with Ssssam and the flying chair) are already in the game. The two exclusive mini games to Revolution are a crappy pong game and a space shooter. Revolution also has graphical glitches and sound glitches such as the looping helicopter sound and music not playing if you replay a level.
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Hunchman801

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Re: Rayman 2
While far from perfect in its execution, the idea of the main hubs was probably the best thing in Revolution. If only they hadn't randomly mixed up the levels...
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StelzenBomber

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Re: Rayman 2
Rr also had bad FPS which should have been fixed
And personaly, the hub world from the n64 is my fav
And personaly, the hub world from the n64 is my fav
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Hunchman801

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Re: Rayman 2
It's nice, but you can barely call it a hub world!
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Dart

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Re: Rayman 2
It's more of a quick level select if anything. Tho ngl the hall of doors from the PC and N64 versions has always been my favorite version of level selection.
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PluMGMK

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Re: Rayman 2
The level select would've been quicker if they hadn't decided to cut the link between the Echoing Caves and Fairy Glade which existed at some point during the development. 
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StelzenBomber

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Re: Rayman 2
Feels like a last minute cut
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PluMGMK

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Re: Rayman 2
Well, if you hack it back in, Rayman can fall through the floor of the map, so it can't have been that last-minute...
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Hunchman801

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Re: Rayman 2
More like nothing that was never fully developed then. It would have been pretty cool though!
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PluMGMK

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Re: Rayman 2
It works some of the time though. It's only if you walk back and forth a couple of times that he falls through the map.
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Hunchman801

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Re: Rayman 2
It's even more strange then, I wonder what could cause that.
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PluMGMK

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Re: Rayman 2
He runs behind a few trees, so it's not clear how exactly he's making his way along the path. Maybe someone could move the camera to shed light on it.
I might try to do that next weekend.
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Hunchman801

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Re: Rayman 2
Could a map viewer help with that?
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PluMGMK

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Re: Rayman 2
Probably, if I could figure out how Rayman decides which waypoints to use running from door to door. Or maybe someone's already figured that out. 
UPDATE: Looking at Raymap, there should be a continuous path along which Rayman can run. Also, I don't see any waypoints, so I'm not actually sure how that works.
My guess is that there's a non-zero probability of Rayman crossing the sector boundary in the map before the camera's in a position to make the game decide to activate the correct sector. This must mean that there are some optimizations in there (either at map or engine level) that post-date the scrappage of that path.
EDIT: See the attached picture. The sector boundary is highlighted in light blue.
I'm guessing that if they did break it at map level, it happened on the Fairy Glade side, because the failure always occurs when he's running from that side. Also, there's still a clear path under the trees for the connection between the spiral doors on the Echoing Caves side (bottom of the picture) but on the other side you can't see any (the connection just comes out of a rock).
I wonder why they cut it. It doesn't take anything away from the game, and it does improve the convenience of navigation (as I mentioned). Maybe they felt the link should only activate when you find the connection inside the level, and couldn't find a good way to program that.
UPDATE: Looking at Raymap, there should be a continuous path along which Rayman can run. Also, I don't see any waypoints, so I'm not actually sure how that works.
My guess is that there's a non-zero probability of Rayman crossing the sector boundary in the map before the camera's in a position to make the game decide to activate the correct sector. This must mean that there are some optimizations in there (either at map or engine level) that post-date the scrappage of that path.
EDIT: See the attached picture. The sector boundary is highlighted in light blue.
I'm guessing that if they did break it at map level, it happened on the Fairy Glade side, because the failure always occurs when he's running from that side. Also, there's still a clear path under the trees for the connection between the spiral doors on the Echoing Caves side (bottom of the picture) but on the other side you can't see any (the connection just comes out of a rock).
I wonder why they cut it. It doesn't take anything away from the game, and it does improve the convenience of navigation (as I mentioned). Maybe they felt the link should only activate when you find the connection inside the level, and couldn't find a good way to program that.


